Karl_Childers
Karl_Childers
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- Karl_Childers
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The one instance, aside from bug or hostage related issues, that I think it’s ok is if there’s an early DC. I would say it’s fine for any of the remaining players to just leave afterwards. At this point the game is not being played as intended and is a very unfair situation. I don’t blame anyone, including the killer, if they say screw it and move on to a new game rather than waste their time.
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@malloymk said:
The real solution is this. Leave things as is but give a postgame bloodpoint bonus to killers.
4 man squad - 100% bonus
3 man 1 solo - 75%
2 different 2 man squads - 50%
2 man squad and 2 solos - 25%
There. Problem solved.
This implies obviously that you think the game is balanced for killer vs 4 solo survivors. Come on now. Anyone who’s unbiased I think can admit that in today’s game that’s definitely advantage killer. So no way should killer get anything additional for playing 2 SWF, that’s ridiculous. Three is debatable, but I wouldn’t object to a small amount, certainly not 75%. Double BP for 4 man no way, way too high.
Solo survivor should also get the same bonus that killer gets for facing the 3 man SWF.
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@ItsYourBoyGuzma said:
https://forum.deadbydaylight.com/en/discussion/comment/745483#Comment_745483
Curious why did the team think that MOM should be able to get multiple uses when the players cant even get it to activate?
lol
Lol yes, the MoM “buff” is very...strange to say the least. You are already a detriment to your team even trying to get it to activate once. The time (getting the protection hits PLUS all the healing in between) and effort not worth the reward. I can’t imagine someone getting it to activate twice! This person would likely never even touch a gen.
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@PickCollins said:
Heaven forbid Surviviors have good perks I guess. Jeez sometimes it seems like killers want every Survivior perk to be garbage. What's next? Is Boil over on the chopping block? Ffs just leave it.
BHVR never said the DS rework was designed to nerf it. They said it was designed to open counterplay for it. It was also never specified as an anti tunnel perk, which means it doesn't need to operate within those constraints. And if it does, then there are more perks than just DS that need looked at. Noed is supposed to punish genrushing yet will trigger even if the killer isn't genrushed for example.
Exactly. Using your NOED example, how is it fair that a camper should be able to get it to proc? 99% of even killer mains say to rush gens on them. But yet, those survivors still are hit with that “anti-genrush” perk. Killers are completely fine with that. DS isn’t any different, it’s primary use is anti-tunnel, but that doesn’t mean it’s the ONLY case where it should work.
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For you guys that want it disabled when hooking someone else....ok, let’s completely get rid of the 60 second timer then! Cause you know what’s also unfair? Legitimately being tunneled and being unable to use DS because of the timer. So get rid of it as the tradeoff. The new “timer” is simply DS is active until the killer hooks a different survivor. Now you can continue doing what you claim to be doing in these complaints....hooking other survivors, and that DS will be gone. Now also when the unhooked survivor gets tunneled off hook, their ability in chase cant screw them out of their own perk because of the timer running. Problem solved.
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Nerfing gen times (or adding objective) to balance survivors around weak killers is completely fair? Ok, then are we also nerfing the ######### out of all the upper mid tier and above killers? It would be unfair to make the stronger killers significantly stronger. So you have to think about that aspect too. Can’t keep them as is and massively nerf survivors.
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@EliteBoy06 said:
https://forum.deadbydaylight.com/en/discussion/comment/658312#Comment_658312
I just think Negan would be a better fit instead of govonor because he is more rememberable then the govonor.
I can’t argue that he’s not more well known. But I still can’t get passed having someone as killer who’s very likely to die a hero in the show. (NOT a spoiler btw, I read none of that crap and don’t read comics! Just an educated guess based off his current redemption arc). I’m probably in the minority though.
Guess it would depend on the survivor too though. Something like Governor/Michonne would definitely work, especially with Governor having her sword as killer. If you do Negan, the expectation there is Rick or bust I think.
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You are hurting your team using MoM, as you are wasting so much time not only getting the protection hits....but healing in between. All for one “free” hit ONLY when injured? Not worth it in the slightest.
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Ebonies should only work after ALL survivors have been hooked once (a DC would also count as a token for this). It would still be very strong, but it at least prevents a survivor from being quickly removed from the game as the killer needs to hook all 4 first. I’m fine with keys only allowing the person with the key to escape if they changed ebony. Instaheals can become heal over time when they address bs killer add-ons, you know the usual suspects like prayer beads and iri hatchets. As long as those things exist in current form, so should instaheals.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/707407#Comment_707407
last time they released stats the escape rate of solo was around 40% and probably hasn't changed much since the only good perk added to the game since then is inner strength and no killers have gotten any weaker.
I’m sure it’s gone down, all escape rates will have gone down because of EGC. Those numbers were pre-hatch close, and also included MoM. Hatch close alone has turned many a previous 3k into 4Ks now. No doubt that would have a significant effect.
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You’re asking for 6 minute minimum games, when the average game length from ranks 10-1 is around 12 minutes already.
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So whats to stop the killer from just camping a totem? The survivors would never be able to escape. Not to mention, it would be completely unfair if there’s a difficult to find totem. Definite pass.
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/701302#Comment_701302
Only 3-4 killers really excel at the moment, and even they got ruined. Mid-tier isn't even mid-tier cuz they're strong. They're there cuz they're just not trash tier. Survivors can bully anyone if they just focus on gens and squeeze out time. Just watch the first DBD tourney. Everyone played Nurse, and rarely got a kill, if any kills at all. Even that kill required hard camping. Y'all vastly overrate killer power.
I mean, the way you’re talking though, you would think killers are only winning 30% of games...and we know that ain’t true. The stronger killers, not only the killers but players themselves, can deal with gens as is... so why would we nerf the survivor objective and leave those killers alone, making them STRONGER? That doesn’t make any sense at all if balance is what you are after. You want to balance survivors to mid tier or worse level killers? Then bring all killers to that point. That’s completely fair. I think you might be going overboard with the whole “power role” crap, remember....balance is 2K.
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You can’t nerf gen speed/ add an objective to balance survivors around weaker killers though. All killers above mid-tier would need to be nerfed as well, and aside from killers probably screaming about that, it’s a lot of work to find the correct balance. It’s easier to just buff/rework the weak killers and work on maps then change the whole game.
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I don’t blame the killer, but at the same time that means you can’t blame the remaining survivors for also DC’ing if someone ruins the game with an early DC. Just as you aren’t under any obligation to take it easy, they aren’t under an obligation to waste time sticking around so you can kill them in what’s a very unfair and probably unwinnable game for them at that point.
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I think everything is pretty much fine, with the only exception being that NOED has no requirement at all for the killer. This becomes problematic with NOED campers as it is unreasonable to expect survivors to look for and cleanse dull totems when the counter to camping is staying on gens. I think the perk would be better if it were changed to where only survivors who have been hooked become exposed, for example. That means a camper with NOED isn’t going to accomplish much with it.
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They probably don’t talk about them because they don’t feel it’s an issue. If their numbers are telling them the game is balanced (which it is, imo), what do you expect them to really say? Kills are keeping up with the speed of generators as it stands. It’s a non issue unless you want to argue both sides need to be slowed down. The only issues are some maps and bottom tier weak killers, gens are not.
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Alert. The killer is breaking something...I think it makes sense the survivor wouldn’t need a perk to know where the sound is coming from.
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/680359#Comment_680359
So the killer doing his objective? Just like genrush is just survivors doing their objective?
Yes, they are the equivalents of each other.
I’m not arguing for or against either, just saying that if genrush exists, as many killers say, then killrush certainly does as well.
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@PolarBear said:
Bruh, the only thing that can even be considered a "kill rush" is a mori.
“Kill rush” is generally in reference to tunneling.
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@Lithuanian said:
https://forum.deadbydaylight.com/en/discussion/comment/679681#Comment_679681
that would be really hard to do for devs :D
The stun during mori would definitely take some work lol, but you could also not do the stun but instead just have the person unable to be mori’ed until the killer hooks someone else. I think it’s fair as well as there being no more clock.
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If you want DS to deactivate upon hooking someone else, then let’s add these changes:
- Timer now lasts for as long as it takes to hook someone else. There’s no more clock. Why should the survivors ability to run from a tunneling killer (or the killers ineffectiveness in chase) be put on a time limit?! Tunneling is tunneling, whether it’s 5 seconds, or he’s chasing me for 2 minutes. Sorry but the “if the killer is chasing you for over a minute he’s been punished enough” logic doesn’t apply. The tunneler is not the victim.
- DS now works against moris. No more tunneling off hook and using a mori if I have DS (unless you hook someone else first, obviously) The killer is now stunned during the animation. EDIT- probably requires too much work. Instead, it is now no longer possible to mori a person with DS until the killer hooks someone else.
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I’m on board with 1 and 4. Two I could support if the killer has to be involved in the objective as well, similar in concept to the lanterns, but better obviously. There needs to be an objective that makes them leave the hook to stop camping/tunneling ...otherwise no, nothing additional should be given to survivors. Increasing kills should not be the goal. Yes gens can go fast sometimes, but so can kills. Balance is 2K. Just nerfing one side only in the base game throws everything out of whack. Longer games requires an addition to both sides.
I understand the SWF issue, number 3, but it is my belief the game is actually not balanced for killer vs 4 solos anymore. That’s clearly advantage killer far more often than not. The game is now balanced more for a solo/SWF hybrid.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/668432#Comment_668432
After 6/7 seconds of being within X range of hooked survivor, show their aura until they leave the range.
Yeah. I don’t think Kindred needs to be basekit, but part of the camping punishment should be that any time the chaser emblem is being penalized for camping, the killer aura is shown as well. That seems like a no brainer. It won’t stop them from camping obviously, but it at least let’s everyone know...mainly solo survivors. Seems fair. Of course the killer could camp outside the range, but honestly most hardcore campers aren’t smart enough to realize that anyway.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/663642#Comment_663642
You're ignoring the most important part:
The Devs tried hook-camping punishments. Survivors abused the mechanic!
That's right; the same Survivors screaming for hook punishments showed they can't be trusted. They showed that they would abuse any mechanic put in to give themselves a free unhooking.
It was tried. It sucked. Accept hook camping as a bad, legit strat. Nothing else will work. It would either be unfair for Killers, OP for Survivors, or abused again.
It also didn’t involve the Chaser emblem penalty though, so it was a garbage and invalid test. I’m also going to take a stab and say you are someone who thinks survivors need another objective, which if that’s the case I say git gud since thats a camping buff. So if you support camping as a strat, don’t complain about gens, simple as that. Otherwise it’s hypocritical
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Legion = MoM, although I would argue Legion is still at least usable, whereas MoM is a meme now where only killer mains still say it’s a good perk but that survivors don’t want to work for it (complete nonsense)
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When I broke my arm in high school, my forearm was shaped like a swan. The male nurse as well as my dad had to hold my arm down as the doctor yanked on it trying to straighten the bones. It was a good time.
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@Gibberish said:
Survivor: Making a good amount of progress, getting a lot of points.
Killer: Killing all 4 Survivors.
Escaping should be considered a "perfect", it should not be the standard for Survivors.
Escaping should be equivalent to the Killer killing all 4 Survivors without a single generator being completed in terms of difficulty.
Lol what?! This is insane entitlement. An escape being comparable to a 4K with 5 gens left? You would have 5 hour killer queues, who the hell would play survivor? This would kill the game.
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The logic though behind advocates for built-in voice chat is that killers would receive mass buffs to balance it. However, this doesn’t work because it pretty much forces every survivor to use it. If you choose to mute, well now you are against buffed up killers and receiving no benefit. You thought solo was hard now, good luck with that! Not to mention being at risk of teammates being annoyed with you that you have everyone on mute. It’s a terrible idea no matter how you slice it. This would be detrimental to those that like to play solo and without chat (or anyone who doesn’t like comms with randos )which last we saw in the stats, the majority play solo.
Right now the game is NOT balanced for killer vs 4 solo survivors.I think most people, at least those who aren’t biased, would acknowledge that that’s clearly advantage killer in today’s game. The game to me is balanced taking into account some form of SWF involvement. Overall I think it’s in a good spot.
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@EliteBoy06 said:
https://forum.deadbydaylight.com/en/discussion/comment/657711#Comment_657711
I mean the governor would not fit because he does not have a melee weapon. He uses guns, negan has a baseball bat named lucielle. Negan would be a better killer than governor.
I don’t think the lack of a weapon matters really, can just give him whatever. I found him to be a better villain than Negan myself, and was written to be pretty damn tough as time went on. I think he would beat the ######### out of Negan lol. But yeah I do understand what you mean with the bat, I guess I just can’t get by the fact Negan is a good guy now, and very likely to be that for the rest of his time on the show. Merle would be cool with his obvious weapon, but again last memory of Merle is performing a noble act.
Actually, now that I think about it I think Abraham would be perfect for a survivor role. He has a kinda cartoony look to him anyway so it’s a perfect fit for a video game.
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He would have to be a survivor at this point. It just wouldn’t make sense for him to be a killer when he’s made a turn in the show. However, I think there are better choices for survivor (Rick or Darryl) and a clear better choice for killer (Governor).
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/656241#Comment_656241
If regular chapters cost $7 then that's $3.50 per character. Technically the killer should cost more since its got a power. The "reskins" will be different colored shirts. That takes no effort so it shouldn't even factor into the price. This chapter should be no more than $10. The reason it will be more is because they know most ST fans that come are just going to play as ST characters, so they want to get as much money out of them as possible. It's also very popular with a younger crowd so they're just gonna ask their parents to pay so they don't care about price.
Considering the ST skins in the shop will likely be more expensive like Pig's AND there's a battle pass coming, I think $12-13 is a rip off. Bhvr is getting greedy.
I’m not going to pretend to know exactly how licensing works. But what makes this different I’m guessing is there would be more mouths to feed. Wouldn’t Netflix, the creators of ST, as well as the two actors all be getting a piece of any sale? I was expecting around $11.99 or slightly more for this reason. This is definitely more expensive than just getting rights to a mask or something.
Again though, I’m just speculating.
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I don’t necessarily agree with the idea, but why are two people saying this promotes camping? The person on the HOOK gets the permanent repair penalty. If the killer camps them, it completely negates it! Unless I’m the one missing something, it doesn’t promote camping whatsoever.
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Centipedes...I’m just talking the house variety. The ones where you turn the bathroom light on and see one racing across the floor or on the wall. I am unable to kill them. I’ll just use the toilet in fear, run out, and hope it leaves eventually. I have a similar problem with spiders, it is difficult for me to kill them. I just want nothing to do with them and will sometimes just leave the room entirely lol, but it’s not as bad as with centipedes.
Of course with that being said, I enjoy watching those planet earth type shows that feature insects and zoom in on stuff like spiders. A bit odd I would say.
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Just remove the aura downside and have it work when either healthy or injured. That seems like the best compromise. Even if they fix protection hits, to give 3 hits and not even get one shot protection, is the biggest thing that makes the perk garbage tier. It still wouldn’t be good, but it would be at least usable.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/648411#Comment_648411
Sigh.... so many people spread these false statistics around with numbers like 3% or 9%. When they dropped the stats on use awhile back the developers said these numbers are not accurate and should not be taken at face value, yet here we are with people spitting them out like they are gospel.
Those comments were referring more to the stats like survival rate. A number that is referencing the amount of survivors queuing up with 3 others is a lot more cut and dry. But go ahead and dispute since it doesn’t fit the popular narrative of constant games vs 4 man squads.
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@toxicmegg said:
then rework moris and instadowns as well
I think a better comparison would be to rework OP killer add-ons.
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No. Once someone enters the 16m, that’s its, you get one pause. Doesn’t mater if they re-enter or a different survivor comes in range.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/647566#Comment_647566
Considering the 4 man swf is less than 9% of games, and the top tier tryhards are less than that? No, it's not 9/10.
You're not forced to play anything. You CHOSE to queue up. Accept the game and move on. Dont ruin it for everyone else because it's not a 4k gg ez.
Hell on PS4 a 4 man SWF is 3%! Hilarious how 9/10 games can be a toxic, bully deranking SWF though. Some people just can’t accept losses and make ridiculous excuses...######### never ends.
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@NMCKE said:
Personally, I think DS is fine for the most part, and even when it does activate on a killer who doesn't tunnel, those cases are far in between. If I was forced to change DS, I would drop the timer to 30 seconds, and make the timer pause while in a chase or while in the dying state.
BT is really good, and I prefer it never gets touched because it has a great counter balance effect. You don't know if someone is running BT, so you have to be safe and go after the rescuer. This benefits everyone who uses and don't uses the perk because the killer can't rule out if they have BT (which means no tunneling). Therefore, even if the entire survivor team doesn't have BT, the killer doesn't know that and is forced to play safe or risk it. :)
I think killers would still complain even with that change though. I can already imagine these posts ...
“Survivors with DS are purposely throwing themselves at me so they can go down quickly and automatically have DS, since it pauses in Dying state. I can’t do anything about it. This is bs, we should be able to slug counter it.”
Of course, they could just not down the guy in the first place, but that won’t matter. People now still pick up knowing damn well a guy probably has DS. Its just going to be complained about no matter what. Like you said, the cases of non tunneling killers getting hit with DS currently isn’t a common occurrence at all, and I find this to be more than offset by the fact a survivor can legit get tunneled and be unable to use it. All in all, it makes sense to just leave it alone.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/647434#Comment_647434
in what situation is it even possible to hook all 4 survivors, have them all get unhooked, AND slug all 4 of them in a matter of 60 seconds? I'm so confused at the series of events you claim took place
In another post he also says he hooked everyone three times. I am unaware how survivors can DS the killer or crawl out after that.
In his original post he also seems to suggest the idea that if a survivor is rescued and not tunneled TWICE, that the perk should be disabled. Again implying that DS can be used after third hook lol.
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Yeah, my thoughts are similar. Just don’t have the timer stop at all on the killers end. On the survivors screen, you will see it pause (and flash). For killer, they just see it tick all the way down like normal. There’s no reason for the killer to be able to see it pause, it doesn’t make any sense. Like you said, they will either remain at the hook, or get advanced notice to return to the hook. I don’t get it.
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Plague needs both a buff and a nerf. A buff to get people to cleanse, but some type of nerf to corrupt. That’s the tradeoff needed. Get to use the power way more (less boring of a killer), but it can’t be in its current state.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/646336#Comment_646336
Not just that, but if you had a teammate wait until the last moment to get within range to activate the perk, the camper could be successfully tricked into leaving the hook because they think you’re about to die.
It’s not tricking anyone though when the killer sees the timer pause. They would know someone is there and will stay. MAYBE if the timer on the killers screen continued to run they could be tricked into leaving, but even then I’m sure most campers just wait for entity stab and then leave. But the timer not showing a pause would at least give a slight chance at it working.
I feel like the perk though shouldn’t be dependent on a survivor being within 16m. It should just be based off the killer being in range. That way if the killer is facecamping, potentially 3 survivors can have an additional 14 seconds on gens as opposed to 2 survivors max. That makes way more sense to me. Combining that, with not showing the pause on the killers screen, would make this perk much improved.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/645001#Comment_645001
Worth noting that numbers are not final- this stream was pre-recorded since Mathieu is currently on his way back from Germany. They could change before the PTB, or even between the PTB and live.
True, I don’t know what it should be really, it just seems pretty underwhelming at first glance. I think it might become more interesting maybe if the hook timer on the killers screen does not pause and keeps going...so kinda tricking them into thinking the survivors timer has run out but in reality he still has 14 seconds left. Might open up rescue opportunity if the killer leaves the hook, but then again the killer will know the survivor isn’t actually dead when the entity doesn’t kill him and he’s still hanging there lol. I don’t know.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/644969#Comment_644969
It's a swf endgame perk
14 seconds though? I mean, I don’t really see it that making much of a difference, but then again I don’t play SWF. Never in a million years would I take this perk as a solo player.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/644963#Comment_644963
It is. When I said please read this, I was referring to readin YOUR comment because what you said made sense. And then I just reiterated in my own words after. sorry XD
Oh!! Gotcha lol.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/644918#Comment_644918
Yes, it's once per struggle phase.
That’s what I figured. No way can it keep re-activating. It seems pretty useless though.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/644918#Comment_644918
Please read this because people are not reading the question correctly or carefully.
The scenario OP is asking about is:
Person on hook. 1 person comes in for the save and the timer stops for 14 seconds. Then a SECOND survivor comes in for the save. Does that add an ADDITIONAL 14 seconds or does it only activate the one time for the first person.
Also to the person say 4x14seconds.... you can't count the person on the hook because they're on hook.... there's a max of 3 people coming for a save. As a math teacher, I am severely disappointed in your lack of math-ing correctly
Wait, am I going crazy or is that not exactly the scenario I described? Lol
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@Peanits said:
Once. You can only be in the struggle phase once, next time you're hooked, you're dead.
I think some of the confusion is people not knowing how many times within that one struggle phase, the pause gets activated. It’s just once, right? For example if I’m on the hook in struggle, and a survivor comes within 16m, the timer pauses for 14 sec. After that if a different survivor comes in the radius, it does not pause AGAIN, correct? It’s just a one time use extra 14 seconds and that’s the end of it?