Kakateve
Kakateve
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- Kakateve
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@KiloOfSalt said:
When I want to level up my survivors it should make more sense to play survivor, but I always find myself going to play killer. Why?
- BBQ is WAY easier to get stack on than WGLF, and its serves an actual use in game.
- I get to fill up all 4 of my blood point categories 99% of the time. As the killer you will be in chases, you will get hooks, you will use your power, and you will hit surivors. As a survivor sometimes I dont even get to heal a team member, OR get chased at all only getting objective points and escape points. Or even if its a good match where I do gens, heal, and get chased but I end up dying in the end I have nearly zero survival points resulting in around 16k-20k blood points on average, where as will killer I end up with around 40k - 60k on average.
- I wont be tunneled and morid over some other jerks bullying the killer last game, so my 7 minute long queue isnt for nothing.
From mid patch, it’s going to be really easy to get protection hits. So not just WGLF but also MoM gets a stach each time you take a hit for a survivor currently being chased. But still, I think WGLF should reward you for totem breaks as well making it really simple to double your poits as constantly as with BBQ. And encourage ppl to do the bones for NoED.
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DELETED
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Yupp
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@ZoneDymo said:
You have to realize how unrealistic this idea is with the amount of work that would require from these devs.
Though some sort of mechanic that makes it feel more legion's then one is in play is pretty cool.
They could have had different powers each. But these ideas were scrapped at launch day. Legion or not, it’s alwasy gonna be a single boi or garl.
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/1231136#Comment_1231136
Interestingly enough, the player you are trying to flame here, has championed NoEd to stay the same repeatedly in the forums here.
Who says I’m trying to flame anyone? That’s just the first thing ran through my mind because that’s how those players look like. That’s it.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1231157#Comment_1231157
Okay so let's break this down bit by bit.
"DS, BT, Unbreakable, and either adrenaline or iron will. The combination of these is what survivors use 99% of the time. Self care is trash. Nobody who plays to win runs it anymore. There is medkits after all."
Here's where you're wrong.
According to Peanits, an official dbd developer, self care is used comparable to old ruin, that is in ~70-80% of games if I remember correctly. So people definitely still use self care, and win with it.
According to Peanits in that same comment, perks like DS, BT, Unbreakabill, Adrenaline, and Iron Will are not used anywhere near as much- with DS being the highest of those perks at ~40% usage rate.
"If pick rate alone is enough to make something nerfed, than nerfing all of these is more than justified."
Incorrect. Ruin was nerfed because of its high pick rate (again, 80%) and its passive benefit to the killer from the beginning of the trial. Even if it was based on pick rate though, the perks listed above are not justified in being nerfed from it, since their pick rate is half or less than ruin and self care.
"About DS. It’s stronger than ever before by being up even if you’re NOT runneling and really easily exploitable."
According to the Official Dead By Daylight Wiki, Version 1.2.1 of the game held a version of decisive strike which worked:
-While on the shoulder
-Would stun for 5 seconds
-Was up indefinitely.
This perk could be used by all survivors when they were on the shoulder of the killer, regardless of if they were the obsession or not. Later in Version 1.3.0 this was nerfed to 4 seconds, and later the "If you are not the obsession" category was imemented.
If you're trying to tell me decisive strike wasn't stronger in the first two iterations than it is now, I don't know what to tell you. Yes, it's easily exploitable and needs more changes but as of right now it's in a decent spot, is less abusabke than the first two iterations of the perk, is weaker than the third iteration of the perk (Version 1.4.0). Only in Version 2.6.0 did it become weaker than it currently is.
Feel free to fact check on the wiki btw.
"But every reasonably player who plays killer knows that well. It needs to go away if someone else is hooked and you’re not on the ground. That way, it could’t be used for more than fulfilling it’s purpose."
I agree, it needs tweaking and this seems to be a reasonable way of changing it. I personally would also like a "If you were the most recent survivor hooked" instead of "when another survivor is hooked" because then it ensures only one ds can be active at any one time.
But this isn't what the topic is about. It's about giving solo survivors, arguably the weakest role in the game, a totem counter to assist them in reaching the level of strength of a swf on comms. This is something I wholeheartedly agree with.
And yes giving solo survivors more perks to work with against things like NoED would be a great thing. But my arguement was they wouldn’t use them anyway because the current meta perks they use alongside with SFW groups are far more engaging.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1231299#Comment_1231299
Okay once again let's break this down.
"The version of DS you’re talking about is older than the dinosaurs. It’s from an era where developers were constatnly high enough and tought that, insta heals are a good idea. But having an unbearably strong version of a perk in the far past doesn’t make it’s current, still overpowered verision any less of a problem."
This is true that DS is still problematic, but let's go back to your original wording. 'It’s stronger than ever before by being up even if you’re NOT runneling.' Hence I proved you wrong; it's actually in one of it's weakest states ever since release. The devs have improved a lot since then.
"And about statistics I beleve that’s official, but it’s still an incorrect information why?"
What does this even mean? I assume this means the official statistics aren't relevant, in which case- what?
"Neither survivors or killers start with having all the perks from the start. But once they get DS and the rest of the lame [BAD WORD], they gonna use them and nothing else."
You know that Hex:ruin, used in 80% of all matches, was also not available from the start? Yet it was still used in ######### EIGHTY PERCENT of all matches?
But again, @Kakateve, can we focus on the main point of the topic. Giving solo survivors a totem counter to help counter NOED, the perk that greatly shows the power disparity between solo survivor and swf. This topic isn't about nerfing DS- there are enough topics about that every day- so please can we return to it?
https://forum.deadbydaylight.com/en/discussion/comment/1231189#Comment_1231189
EDIT: Just realised this posted twice for some reason, no clue why. On mobile rn do it doesn't even let me delete quotes once they're there- devs get on this.
“After all statistics can only measure the over all use rate of these perks/match and not their pickrate among people who ACTUALLY OWNS THEM.”
I love how you ignored the point that perfectly explained your confusion about me saying numbers alone doesn’t worth crap.
Ruin was used 80% of the time? Okay well that’s pretty much not true, it’s more like the rounding of the actuall number which is only this high because they actually measured the red ranks only I beleve.
Or you say 80% of new players instantly bought Hag just to have ruin by deffault? Jezz give me a break. I’ve faced lots of killers and it was rare to run into a ruin user before rank 8 or so. But they definitally looking the global stats among all ranks for the survivor pers you listed. Self care being that pupular is an evidence by itself.
What you said about DS, yes it was stronger in the middle ages you happy? The point was it is stronger now than before the “nerf” which is a fact.
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They were considered to be trash since launch. But their mechanics broke the game so they changed them. It was kind of a ######### change I’m not gonna lie, but since they got back their movement/vault speed and i beleve the current is the strongest version of Legion we had so far. Not counting old frank’s mixtape legion. But their add-on needs changes because they are indeed trash. Some of them are not even working with the current version if the killer at all which is insane.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1231157#Comment_1231157
Okay so let's break this down bit by bit.
"DS, BT, Unbreakable, and either adrenaline or iron will. The combination of these is what survivors use 99% of the time. Self care is trash. Nobody who plays to win runs it anymore. There is medkits after all."
Here's where you're wrong.
According to Peanits, an official dbd developer, self care is used comparable to old ruin, that is in ~70-80% of games if I remember correctly. So people definitely still use self care, and win with it.
According to Peanits in that same comment, perks like DS, BT, Unbreakabill, Adrenaline, and Iron Will are not used anywhere near as much- with DS being the highest of those perks at ~40% usage rate.
"If pick rate alone is enough to make something nerfed, than nerfing all of these is more than justified."
Incorrect. Ruin was nerfed because of its high pick rate (again, 80%) and its passive benefit to the killer from the beginning of the trial. Even if it was based on pick rate though, the perks listed above are not justified in being nerfed from it, since their pick rate is half or less than ruin and self care.
"About DS. It’s stronger than ever before by being up even if you’re NOT runneling and really easily exploitable."
According to the Official Dead By Daylight Wiki, Version 1.2.1 of the game held a version of decisive strike which worked:
-While on the shoulder
-Would stun for 5 seconds
-Was up indefinitely.
This perk could be used by all survivors when they were on the shoulder of the killer, regardless of if they were the obsession or not. Later in Version 1.3.0 this was nerfed to 4 seconds, and later the "If you are not the obsession" category was imemented.
If you're trying to tell me decisive strike wasn't stronger in the first two iterations than it is now, I don't know what to tell you. Yes, it's easily exploitable and needs more changes but as of right now it's in a decent spot, is less abusabke than the first two iterations of the perk, is weaker than the third iteration of the perk (Version 1.4.0). Only in Version 2.6.0 did it become weaker than it currently is.
Feel free to fact check on the wiki btw.
"But every reasonably player who plays killer knows that well. It needs to go away if someone else is hooked and you’re not on the ground. That way, it could’t be used for more than fulfilling it’s purpose."
I agree, it needs tweaking and this seems to be a reasonable way of changing it. I personally would also like a "If you were the most recent survivor hooked" instead of "when another survivor is hooked" because then it ensures only one ds can be active at any one time.
But this isn't what the topic is about. It's about giving solo survivors, arguably the weakest role in the game, a totem counter to assist them in reaching the level of strength of a swf on comms. This is something I wholeheartedly agree with.
The version of DS you’re talking about is older than the dinosaurs. It’s from an era where developers were constatnly high enough and tought that, insta heals are a good idea. But having an unbearably strong version of a perk in the far past doesn’t make it’s current, still overpowered verision any less of a problem. Especially because the game is more balanced since than there is less room for things like that. And about statistics I beleve that’s official, but it’s still an incorrect information why? Neither survivors or killers start with having all the perks from the start. But once they get DS and the rest of the lame #########, they gonna use them and nothing else. Look at survivor loadouts in the end of the game. It’s the same thing again and again. Collecting global statistics that includes all platforsms, ranks, players at once doesn’t give you any reliable data, therefore numbers alone are worthless.
After all they only measure the over all use rate of these perks/match and not their pickrate among people who ACTUALLY OWNS THEM.
You would probably get a stunning result if you could see the value of that, and again, it would be more than enough to justify a nerf. Not to mention these perks are braindead and poorly designed from a gameplay perspective which is an other good reason.
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@Kakateve said:
https://forum.deadbydaylight.com/en/discussion/comment/1231150#Comment_1231150
DS, BT, Unbreakable, and either adrenaline or iron will. The combination of these is what survivors use 99% of the time. Self care is trash. Nobody who plays to win runs it anymore. There is medkits after all. If pick rate alone is enough to make something nerfed, than nerfing all of these is more than justified. About DS. It’s stronger than ever before by being up even if you’re NOT runneling and really easily exploitable. But every reasonably player who plays killer knows that well. It needs to go away if someone else is hooked and you’re not on the ground. That way, it could’t be used for more than fulfilling it’s purpose.
Oh yeah I missed dead hard but screw that. I guess the press E to outplay perk can’t be changed after all.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1231148#Comment_1231148
Ruin was nerfed because of its high usage rate. Over 80% of all matches.
The only survivor perk that comes close to that usage rate is self care.
Also ds has been nerfed many times before. I'll very gladly take the one we have now where you literally slug them and chase the unhooker (stbfl is a good perk try it) instead of the 5 second stun on pickup where juggling was the only counter, doesn't matter about obsession, can be used by all 4 survivors at any point in the match. That had no viable counterplay. This one does.
DS, BT, Unbreakable, and either adrenaline or iron will. The combination of these is what survivors use 99% of the time. Self care is trash. Nobody who plays to win runs it anymore. There is medkits after all. If pick rate alone is enough to make something nerfed, than nerfing all of these is more than justified. About DS. It’s stronger than ever before by being up even if you’re NOT runneling and really easily exploitable. But every reasonably player who plays killer knows that well. It needs to go away if someone else is hooked and you’re not on the ground. That way, it could’t be used for more than fulfilling it’s purpose.
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There is perks available already against totems. It’s just that, survivors have no spare slots for them because bringing in all the possible braindead second chance meta pers is more inportant than mixing up the loadout with something else..,Survivors won’t use no NOeD counters or any orher perk as long as meta perks aren’t recived the Ruin treatment. Starting with nerfing DS would be a great leap forward.
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This picture perfectly represents survivors crying for NoED nerfs.
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@KiloOfSalt said:
As we all know its possible to glitch multiple killers into a single match. What if as a rework to legion they made him the first co-op killer? They could balance him around it by giving him no power and making him move at 100% movement speed along with survivors. It would have fun counter play with your legion member to corner the survivors and get a hit on them, while making it where its not op by having a power or strong movement speed.
No. Legion is coolest killer already just because they can vault like survivors. They need no more reworks. That little buff in the mid chapter maybe coupled with a shorter stun will put them to the right spot. 4 Legions would eventually win every game though. If each of them are chasing someone the survivors can’t do anything.
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There isn’t much 4 man SWF groups. And not all of them are close to being any good regardless of rank. (since matchmaking is ######### an ranks mean nothing but playtime). Maybe you lost to 4 good solos playing similar to SWF using only the information available to them, while you stomped actuall 4man SFW twice before that.
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bONEz
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dO
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1229324#Comment_1229324
you can say what you want dude but all i see the last times are Noed complain Treads. This Perk is fine and i told you Survivors are to lazy to do bones. If you want to do brainless genrush do it np, but then dont complain about a totemperk like this. This is absl. absurd
I hope you’re joking and didn’t got baited on that Lmao.
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You supposed to hide names if you post an end game screen...Especially when you trying to promote a nonsense by winning to a well mixed up team of potatoes that didn’t even care.
Play killer outside of the prime noob ranks. You’ll quickly find out Bubba can’t even use his power against a semi-competent team.
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@GoddessStacia said:
In their most recent QnA stream, Ethan argues how that killer should exhibit pressure onto the survivor by gaining movement speed throughout the chase. I find this argument to be pretty weak. A survivor should not be punished by outmaneuvering the killer in a chase. If the killer is being out-skilled then they should not be rewarded with a compensation speed boost to make up for their misplays. If you as the killer is chasing a survivor for extended period of time, then it is more smart/efficient to leave that survivor to pressure others that are on generators. My argument to the devs is that as the killer there are other ways to exhibit pressure around the map than just giving killers a free and undeserved movement speed boost. This discourages killers to play better and instead fall back on a buff that they will inevitably get. This also makes those unsafe pallet 50/50 mind games much less fun. Thanks to bloodlust, the killer is able to down the survivor not because they won the mind game, but because they didn't have to break the pallet and bloodlust passively allowed them to get the cheeky hit on the survivor because suddenly they can move much faster. This meant that it didn't matter how well the survivor played the mind game and that the killer was eventually going to catch up to you with their bloodlust no matter what.
Tofu explains this very well in his most recent video, so if you have time please give it a watch.
Nothing is wrong with bloodlust. It’s a cool and needed mechanic that is in the game for like 3+ years. Nobody gonna nerf it just because some whiny ass survivor mains have nothing else to complain about the moment. Why won’t you just make another one of those cringe senseless nerf NOED threads? Neither leads anywhere anyway. If there is any change that should be made to the game than it’s fixing maps, gens, broken survivor perks. And seems like the devs are going down in that path this time.
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@Zephinism said:
https://forum.deadbydaylight.com/en/discussion/comment/1229180#Comment_1229180
You must be absolutely terrible if you don't think you can play Killer without addons and even struggle then to secure kills.
You must be a survivor main with no idea how to play killer so please don’t talk trash to me. Rank 20 where you probably at doesn’t count.
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They sound the same loud to me. Oni and D.Slinger ofter run MaA which makes them harder to detect by reducing their terror radius. About Doc. He usually have a massive terror radius due to distressong.
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I don’t know about that. Survivor is way to monoton for me to enjoy it without playing killer after a couple of games. You rank up with no effort also. Actually I’m planning to do a chalenge next reset where I reach rank 1 survivor while dying every game on purpose. As killer you actually have to do your job to win, and killing 3 or sometimes even 4 survivors won’t even grant you a pip.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1229391#Comment_1229391
RIP any other possibility. Only 2 options exist, end of.
Come up with an other one than. You can’t ask survivors kindly to stop rushing the objective and take their time to find and cleanse totems while giving the killer more of a chance to win.
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@OniWantsUrLocation said:
Let them surprise us. They'll probably change something, but maybe it won't be a clear Nerf. A cool down on his chainsaw is actually what I expect, but they can't just put in such a mechanism and leave the rest the same. Then he'd be a terrible killer.
They did it with Nurse alongside with forking up all her add-ons and making only the anti-cooldown ones viable. Expect Billy to be forced to refuel at the nearest Mol station after every 20 seconds of sprinting.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1229089#Comment_1229089
There are better ways to encourage Survivors to do alternate objectives without relying on a poorly designed Perk to do all the work.
Nope. Bonus point’s didn’t work. Respecting NoED is the best way.
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@UseTheValve said:
https://forum.deadbydaylight.com/en/discussion/comment/1229337#Comment_1229337
Seriously how is BT broken? BT was broken before they fixed it, now it's just a great hook rescue perk, just down the guy that unhooked? Also I came back after one year and now NoED is the new thing to talk about, the old ruins was really really annoying especially for new players and everyone was running it, even the devs said it, it had to be changed.
They changed DS, I would argue that it's better now than 1 year ago, because it see it more often than one year ago, but it's not "super broken"
Some people also hate unbreakable, but man they need a anti Slug perk, it's a viable strategy to slug, that perk make it so that you can't slug everyone freely etc.
The amount of second chance survivors get just by equipping perks is dumb. BT is broken again. It was fine and well used before the deep wound effect. But since then it recived numberous buffs for no reason. It’s a free unhook no matter what. And has little to do with camping. DS...it is stronger than before. Currently the best perk in the game. Look for threads about it you might understand why it needs nerfs. Also playing killer and facing it a lot would make you learn it quickly yourself.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1228720#Comment_1228720
Whoa definitely not. Trapper is one of the better killers. He’s anti loop. He Trap loops, Traps vaults, he’s fast. Noooooo. Clown and plague need a buff.
He’s just as fast as anyone else. He often appear to catch up to your butthole quickly because STBFL is a popular perk on him.
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@Demogordon_Ramsay said:
Because every single time I play Survivor I want to go against no one but Oni and no one plays Oni and it makes me depressed.
I play Oni. Just finished prestiging him to t3. Don’t usually do that, but he looks like a badass motherfluffer.
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@Respectfulnancymain said:
Arnt you tired of complaing about ds, bt, dh, swf and gen rush
Broken ######### needs to be fixed. You can put everything under the same hat. But I guess it requires commons sense to realize that also.
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It wouldn’t change anything really. Even if you do the perfectly fair counter which is doing bones, it would still activate for that 3 minutes. Also taking away speedboost would make killers worst at quarding the gates or getting people faster at loops when you know you have no time left. So that part is a pointless nerf.
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@PNgamer said:
Hello,
this is the perfect answer: thank you Queen
"As it was mentioned in the thread by different people, NOED isn't rewarding poor gameplay from Killers:
- Killer has to play the trial with only 3 perks before the doors are activated.
- The perk can be fully deactivated by survivors
- If the killer has no luck in hooking many survivors before the doors are activated, then the survivors should have been able to cleanse totems without feeling pressure, thus, not giving the NOED edge to the killer. It's on them if it activates.
- If survivors allow the killer to get a 4K with NOED in the end game, I would argue that survivors made mistakes during their end game plays or didn't prepare for the potential NOED activation.
Finally, if you don't want to play NOED, it's your prerogative. In my opinion, building a build that is strong in end game isn't rewarding failure, it is using perks for their intended purposes. The purpose of NOED is to give a killer a burst of strength in end game. Since it's effectively strong, survivors have the power to deactivate it, if they focus secondary objectives.
The killer players choosing to play NOED are banking on a burst of strength at the end for the downside of playing with 3 perks the rest of the game and having a chance to have their perk deactivated. It's a high risk, high reward scenario."
Do bones.
;or like i say: DEAL WITH IT !
greetings
This is just common sense....you can’t trick us main objective rushers into thinking rationally. NoED punishes me for holding down M1 all game like a pro thus it’s OP and takes no skill plz nerf.
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@ZoneDymo said:
Welcome to the forums man, enjoy your stay.
As for your complaint, I would advice you to start playing those killers, and play them all the way to rank ermm lets say 5, by then you should know their shortcommings and then you can use that against them when you play your survivor matches.
Truly the only sorta problematic killer is the Nurse, (maybe Hag), she is the only one that in the hands of a good player has little of a counter, and she is not even one of the insta-down killers.
(also bubba is considered by many to be bottom tier, just an fyi)
Nurse is also everything but problematic. They made her way too unforgiving to play in order for me to enjoy it. The skillcap is insane, even not so good survivors can make you do a mistake and then you’re screwed. It’s a LOT harder to play Nurse than to counter her after all. If she needs any change, it is a buff to make her a lil’ bit less fustrating to play. Right now even if you 4k that means you have to sweat your ass off for it.
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@TheFrog said:
Something seriously needs to be done so soften the amount of insta down killers. It’s unbelievably unfair to be able to get downed with 1 hit. It has become everything beyond a joke now. They are always relied upon and other killers don’t get played anymore, every game it’s either a bubba, oni or billy. Who always seems to tunnle. Just stop it and fix your god forsaken game
I know I’m gonna get “git gud” but seriously it’s getting out of control
If you complain about Bubba the answer is Git Gud indeed. Oni is a m1-er. He can’t do nothing unless you feed him. An Billy, maybe the only one that should be looked at. But he shouldn’t be able to get you at loops either. Also you skipped Myers and GF.
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@bigfootismydad said:
Played a few games tonight as killer and kept getting red rank SWF groups against my green rank killer. Not only are they playing bully simulator, but post game they just let the salty comments fly. I mean, of course, I lost to you who are a group of SWP players all up to ten levels higher than I am. But do you really need to be an arse about it afterwards. The community here really brings this game down.
Imagne winning to a 10 ranks lower killer in a ######### SWF and being proud of that. That is beyond having no life. You shouldn’t worry about the trash of some sweaty dusgusting basement dweller. That’s all they have. Just let it go.
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@Nazeef13 said:
What people here are incorrectly attributing as survivor being too easy without perks is not a result of survivors being too powerful.
In reality, killers being perk and add-on dependent, while survivors aren't are sign that killers perks and add-ons are at least 4x as powerful as survivor perks and add-ons, and this is rightfully so.
That is the balance of the game I'm a 4 v 1. If survivor perks were individually powerful enough to be game changing, survivors would be very broken. An entire survivor build should be about as impactful as 1 killer perk, so it's not a huge surprise that one can survive easily without perks, as a killer should be similarly able to still kill with only 3 perks equipped.
That makes no sense in reality. Most killer perks are trash. Even add-ons do not more but a well needed improvement in the power because they are all way to weak without them. On the other hand, the endless sencon chance perks survivors have can carry their games with zero effort. A single DS can be the difference of 1 or 3 escaping and you don’t even need to tunnel for that to happen.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1227451#Comment_1227451
Considering I've been double pipping in Red Ranks, I actually welcome some challenging survivors right now. Bring on the OoO Sweaty SWF Tryhards!
Interesting. I keep getting those tryhards in purple ranks more often than not. You play in the EU? Generally they bring a ######### farm offering too so just by walking around I lose games as deathslinger. Only facing reds btw since rank 10. Sometimes though, they play like a rank 17 they really are. But even than it takes ages to kill them with all the second chance perks they have, and boosted them to red ranks. Like really..,pick them up even without tunneling—>DS, slug them to avoid DS—>they get up because ######### me. Or just put them on the hook—->they get off without help and it all starts from again.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1226614#Comment_1226614
I don't think you understand what I'm saying. To someone who still hasn't reached Rank 1 yet, a single pip can feel like it's a lot. Because they are still learning the game.
Which is why AFK Wraiths take that away from them.
Why would anyone care about reaching rank 1 anyway? You get nothing for it. Being so concerned about some steam achivement is just weird. I was rank 2 with both killer and survivor at the same time a lot but never hit rank 1 because I didn’t enjoy the game much at that point to keep going for it. And it was before the current rank system.
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Do the bones.
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@LuciMoe said:
Here me out I know killer main and even good survivors say this is stupid and a bait but NOED as we all know is a killers best friend POINT BLANK PERIOD. If it’s an offering is won’t be as oppressive and it work be seen in every game due to it being and offering. Making it an offering would have the killer not being able to use extra blood points or have a helping offering like putrid oak.
Do the bones.
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Yupp that’s stupid. There is no secret offerings that make sense except for mories either. So if u see one, you know it’s a mori already which takes away the secret.
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Yes
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@2Fame4aName said:
the fact that he can run u down until you are in a choke point and then quick scopes you is enough.
huntress cant quick scope so becarefull what u say.
Yes Huntess can’t quickscope because she’s in a different level than him. In a much higher one. Deathslinger does what legion do but worse. And he also does what huntress does but with a heavily limited range (18meters) and he often get NOTHING out if his succesfull hits. Quick scope is the only thing he has thus it gives him some unpredictability which is the point. Taking it away would make him useless and pointless to play.
So no. They not gonna nerf him just because you don’t like how he works. People who paid for his DLC would betrayed with it. Go back and play instead if crying for a pointless nerf after a loss.
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This was like the speech of the früher. Soo true. SWF is The cancer of the game that should be removed or at least limited. Babies cry for solo survivor being hell not realizing it’s a horror game that basically throws you to hell. Escaping every single game with no effort while doing cocky ######### makes the game stupid.
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He’s fine as he is. Stop making unique 110% killer into a standard boring M1-er. He’s strong enough already and not every killer supposed to be on the top anyway. A pointless rework would likelly make him more lame to play without making him any better. Legion is good exapmle. (exploits are different story that wasn’t the reason for rework)
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@illusion said:
The real question is "Why would anyone WANT to kill kids in the game?". Most horror movies don't kill kids, and even in the movies where teens get killed, they are usually played by older actors. Video games have been avoiding killing kids in games forever. Sure, there are some, but it's not worth the controversy. Not to mention, all of the content creators would likely get their stuff demonetized or removed. All would be bad for the game.
Agony untared did it though. Eeww that game.
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@BabyCameron10 said:
I know Dead by Daylight has a rule of having survivor to be 18+ years old to be in the game but the other day I was watching Halloween: H20 (The third movie following the events of the original) and I came across Laurie to confirm that she was 17 years old the night of the boogeyman’s attack (so not 18=breaking the 18+ rule). So if we were to ever get a pennywise chapter, will they allow kids to be survivors? or an original chapter to have kids.? I think this was the reason they didn’t have any of the kids from The Stranger Things series but who knows. I just think it will be fun to be a short survivor.
That won’t happen. Even if devs’s be dark enough there is consoles with their dumb laws. I Guess Laurie isn’t excatly 18, but her actress was way over 20 and she’s from a slasher horror anyway so nobody really had a reason to legally point that out. According to lore, the Legon members like Susie or Joey are not much legal either yet. But smashing pallets on some naughty teen’s head is not as bad as killing them.
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@NursesBootie said:
Pigs traps get deadly with certain addon combinations. Reduced timer and +1 jigsaw box/increased search time guarantee a kill, if the survivor is unable to remove his trap on the first 3/4 jigsaw boxes.
You need to use both addon slots for that and sacrifice your mindgame potential on loops tho.
And you have a 75% chance for failing. It’s complete RNG.
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Yeah uhmm...Git gut isntead if trying to get every ######### nerfed you suck to go agains. Pig trap never kills anyone it’s just delays the game a lil’ bit.
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@Schinsly said:
The tractor, on maps like rotten fields. I cant find any real comprehensive guides on how it should be ran but i know its extremely strong. I see good players run it but watching doesnt explain what to do if other things happen.
You go up, vault the right, and drop from the left. Not a very strong loop only when the killer is bad. It gets you distance especially with BL.