Leonardo1ita
Leonardo1ita
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Comments
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@BaldursGate2 said:
1-2 / 10 games is a suicid or dc in solo. So you have to deal with it, you can not change that behaviour.
yes you can, reintroduce dc penalties
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@Pryzm said:
I played my first survivor match in a week last night. Had a daily to escape. First match, tunneled for a four gen run and then face camped to death. Second match was fun for the first couple minutes. Billy was everywhere. Then 2 DCs at the same time. If you look at the circumstances, they were both Megs with the same outfit and complimentary names. Likely a 2-person SWF. One was about to unhook me and just stopped. Likely lost connection. I died when the 4th person came for the hook and Billy grabbed him. 3rd match looked like the one I would finally get this done on. It was a back and forth match with GF. He had several hooks, but only one of us on death hook. Last gen popped and he DC'd. Fourth match started with a DC. 5th Match was another face camper who ran NOED. I destroyed 4 totems, but there was obviously a 5th. Bubba got me as the last gen popped and NOED kicked in. Face camped again. I gave up. I hate survivor role. I hate solo survivor. It is just ridiculous trying to play solo survivor right now.
DC's suck. I see one every 5 matches as killer.
as killer IT SEEMS EVERY ######### MATCH.
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@EuphoricBliss35 said:
64% of all statistics are made up
at least 20% of times a person rage quits, no doubt, especially if the are from the east somehow...
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@Parzivval said:
the devs have always secretly added a few minor things here and there and tried to make them go unnoticed, the badham fence window, being secretly shortened/nerfed, that was never mentioned anywhere, that is 1 of many secret changes theyve made, but now im not sure if this is a bug or secret testing but as killer when a survivor wiggled out i basically had a 1 second stun time, what is that?, same with flashlight blind, and decisive strike?, devs? hello?, ######### is extremely op as i basically dont get punished
That of the ds stun is a bug
...(THAT I WISH WAS NOT A BUG BUT A PERMA CHANGE, 1 SECOND ONLY OF DS STUN IS SO GREAT)
Btw the devs aren't killer sided, they simply close windows and stuff that could be detrimental for killer that don't have anti loop.
btw just so you know disturbed ward still has the infinite
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@ChickenMcthicken_5 said:
What killer are you playing as? I have cross play on and I really haven't found many rage quitters. Behaviour also disabled for the moment the DC ban so survivors will probably take some advantage with it.
I'm playing as survivor right now to finish my challenges
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I edited the post, thank you
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@The_Krapper said:
This is why keys aren't OP, because if one random survivor like the one who opened this thread decides to hide and not do any objectives and just wait out the hatch , then the whole squad dies because of it, all it literally takes is one person not doing anything productive to just shift the entire momentum to the killer and make the game almost unwinnable as a survivor
keys are op because if there is 1 gen left they can all insta escape and even force the killer into a hatch standoff
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@[Deleted User] said:
It isn't bannable even doing it repeatedly (actually, probably is, given you're being AFK the whole game?). Just really, really, scummy.
I didn't go afk, I kept running
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1581361#Comment_1581361
Tru almost never loses. So...is he supposed to win every single game for it to be balanced? If you balance where Tru beats everyone, you suddenly have a game where you can pick one side and never lose, albeit with a tiny bit of practice. A coordinated SWF shouldn't be required to have a "chance" at beating a killer like Tru. But, that's the current balance.
SWF is strong because most killers are not good as Tru. Tru should lose sometimes, maybe not enough.
How much a game is balanced isn't determined by how people actually play, but by how the strongest people can play
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@Nearic said:
I find that in most cases, I usually never leave one half of the map. I lock down 3 to 5 generators close enough for me to manage, and almost completely ignore anywhere else. This is usually pretty effective, but I find I drop chase a lot when the survivor heads to the other side of the map. I kind of hate this play style. I don't find it particularly fun and I don't imagine most survivors do either.
That being said, if I leave my "domain" too often, or really at all, my 4 or 3 gen gets screwed up and I can no longer effectively use my power. When this happens I usually end up getting bodied by any mildly competent survivors.
I guess what I want to know is, are there any hag experts with any tips for being a more aggressive but still effective hag.
In case anyone wants to know, my usual setup is:
No addons
Sloppy Butcher
Thanataphobia
Hex: Ruin
Monitor and Abuse
you gotta play 3 gens, 4 gens unless they're really close together isn't a good strat.
also change ruin or thana for Nurse's, because survivors that harass will heal near you, you can make them waste dead hard or even down them
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1581344#Comment_1581344
Well, survivor is supposed to survive too. A perk that counters the killer seems logical to me.
Of course perks exist, it's part of the game, but the problem exists when perks are TOO strong, even compared with most of the survivors' perks. Like just look at technician. Would you ever use technician over DS if you wanna win? I'd never
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1581293#Comment_1581293
Entitlement maybe? If you watch their streams, they win like 99% of their games. They can't go to any other game and have that kind of win-rate. The devs are smart for not listening to "influencers".
They win because they are not finding good survivors. Weak killers like Clown, Wraith ( I'm sorry truetalent but the winning condition is killing, not pipping, it's even written in the in game tutorials), legion, trapper and most mid tier killer don't even get the chance to down a person in less than 80 seconds. Because you just loop, always.
Just look at this:
https://youtu.be/SCNgkyOT5_sYou don't even need to be good or end chases quickly. Imagine now these survivors playing good actually. GG I guess
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1581298#Comment_1581298
Well when the game wants to give me those survivors I'll do so. Luckily for you I do happen to stream occassionally so if you wanna watch my matches there then go for it :D
https://forum.deadbydaylight.com/en/discussion/comment/1581309#Comment_1581309
Then they've wasted the perk. It's one time use.
Seriously, chief, it's not that hard.
Ok, I wanna watch one of those matches, I am not joking.
I wanna see a gameplay of you applying that strat and at the same time getting gen rushed as fast possible. I am seriously curious
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1581124#Comment_1581124
"You gotta eliminate 1 survivor from the game ASAP."
And that is why DS is meta. There's nothing the other 3 can do if you rush someone out of the match. That's too much power for the killer.
https://forum.deadbydaylight.com/en/discussion/comment/1581208#Comment_1581208
So you can hide and wait for them to do an action and then tunnel? Nope. Perks shouldn't deactivate for doing objectives.
The Killer is supposed to kill. If you never kill someone neither do an efficient strategy to apply an enormous amount of pressure on all 4 survivors you will lose.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1581229#Comment_1581229
So you make them waste their perks early game then ensure one of them perishes. Or you play PH.
https://forum.deadbydaylight.com/en/discussion/comment/1581232#Comment_1581232
Like I said, rank 1 killer main. 1.9k hours spread across 3 years of playing, and it's only that low because I'm still in full-time education. I play this game a lot. Please, try again.
If you make them waste their perks early game you lose, simple as that. The guy you left across the map with UB heals with a medkit and starts doing another gen, and now 1 you come back to him 2 chase another survivor and now all you did was just wasting time "if he will every use Unbreakable in the future"
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@Artick said:
It already got nerfed like 4 times already. You are welcome.
It got nerfed 4 times because there was a reason to nerf it. Now there is another reason, and it must get nerfed.
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/comment/1574292#Comment_1574292
if 4 survivors have small pp build thats 4 mins of invincibilty scattered throughout the team which is enough time to do all the gens how do people think this is okay?
4 minutes = 60*4= 240 seconds < 3 gens in 80 seconds. + 2 gens in 80 seconds still because just 1 rescuer is needed to save the downed person = 160 seconds, 2 minutes and 40 seconds + all the actual times in case survivors spawn all together, it's a map like Lery's, the killer gets a hook and a down at the same time, time to walk to all the gens, other reasons.
Oh btw this not counting how much it takes to find, chase, down and hook another survivor.
Medkits completely destroy every kinda pressure the killer can create, because ranger medkits can heal for a total of 3+ times or even have Styptic Agent or Syringe to use during a chase.
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1581086#Comment_1581086
And that's ultra rare and i can not remember that i ever had it. They just aren't picked together in the majority of games.
It doesn't matter you didn't see them, because the problem actually exists and there are many confirms around the community of 4 man stacks going DS UB.
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@CrowFoxy said:
DS is the strongest perk in the game.
Killers have very few second chance perks. Things like NOED and...Blood Warden? I guess.
Kinda, but unreliable. Noed can still be found by 3/2 survivors searching around the map, and good survivors will understand that you're trying to trap them in with blood warden. Maybe. Or at least literally kill another person after maybe you just deathooked another person.
That's why I think blood warden is still better than noed, because you can do nasty things with it, it's really fun, and usually survivors never leave immediately. But still unreliable, 1 minute of blood warden is very little since the end game collapse lasts 4 minutes in someone is down or hooked, and if they see the killer waiting for the last minute... survivors aren't that stupid
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@handfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1574308#Comment_1574308
I uh... I think you're playing Hag wrong if you think like this.
Hag can slug BUT you can't play a full slug build, it's really difficult, survivors must make several mistakes in order to make this work. It's unreliable.
Btw how should I play hag? The only effective way is to 3 gen trap a certain area of the map, and all the pallets/windows near that area with corrupted intervention and make it work. You can't play going around the map and placing traps during chases unless it's strictly necessary.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1581092#Comment_1581092
It's been hard to slug at 5 gens? Really?
Damn, guess I just haven't got 3 years of experience under my belt to speak with or anything, thanks for enlightening me man.
Guess I just haven't been doing that for years. Guess I haven't had that done to me for years, either.
Slugging doesn't work because of UB! Even with knock out and Blindness status effect you can't leave 1 survivor on the ground because of it, or even Soul Guard. You can't!
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@Justalittlepeeck said:
People saying that DS is fine as it is are so dumb, idk
I can't understand where the situation when survivor can freely do whatever he wants to, especially if he abuses grab mechanic is fine.
Lol you main demo? Lol I imagine you hook someone, go across the map with teleport, chase and hook another person, then come back, and literally get dsed after 2 teleport. " HuH nO U tUnElLeD"
60 seconds it too much, the timer must be 30 seconds to begin
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1580490#Comment_1580490
Hi hello yes rank 1 killer main here how can I help?
Here's how you can help: play 100 matches against 4 man swf squads with each 3000+ hours with whatever killer you want, and record every single match.
Once you basically gen rushed every match in less than 5 minutes like as by the Marth depip squad you show me your matches where literally everyone in the match depips ( ALL PLAYERS IN THE MATCH DEPIP LITERALLY (OMEGALOL)) and you do 1 kill/ 0 kills even.
No mori allowed of course
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@Reaver_Raziel said:
https://forum.deadbydaylight.com/en/discussion/comment/1574269#Comment_1574269
While im not sure I support the general Idea of nerfing DS I would say that its actually up 8 minutes of invulnerability, unless you eat a DS they get 2 chances to pop it. I would like the anti tunneling to be buffed(maybe give it to charges) but the perk to be disabled when the survivor starts doing objectives. Like Healing another player, repairing a gen, cleansing totems, unhooking a survivor. In general anything besides running away from the killer or healing themselves. And possibly perma disabling it when the gates are opened. Possibly.
That's what Scott Jund and many suggested. Literally every single influencer says ds must get nerfed. Truetalent, OhTofu, Zubat, Scott Jund, Scorpionz, Zeb89 (italian youtuber not knowed worldwise), Marth, Morph, almost every fog whisperer/streamer that I know says that.
I still wonder why it is not nerfed after almost 1 year of torment, literally.
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@Callmehandsome said:
I love how people are now turning to say "oh DS was never supposed to be anti-tunnel perk" when there are countless scenarios posted that it's a crutch for 60 seconds. Either way DS needs to be looked at since it's obviously the strongest perk there is. There is not a single killer perk survivors would be willing to trade DS for. Delete noed for for DS? Deal Or ruin, bbq for DS? Deal. It's simple too strong perk at current state. You literally have no conditions other than failing (get hooked) here get 60 second immunity. Most of the killer perks you need to make them work, like ruin put pressure, pop goes to weasel; hook a survivor and find a progressed generator under 60 seconds.
No killer perk is as strong as 4 DS, 4 UB, 4 BT
NOONE. There is literally no comparison.
There is no perk like " once you hook 4 survivors go to a completed generator to completely nullify what survivors did and increase the number of gens to repeir by one"
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@CalmWind said:
once a survivor touches a gen she/ he should lose DS.
but no .. they don't get tunneled.. they break free and do gens .. heal .. rescue..do totems ..
and they can still DS you if you catch them within 60 seconds
at this point its just a crutch rather than an anti-tunnel perk
Unluckily they changed the definition and now it's no longer supposed to be "anti-tunneling".
But the battle for balance is not over here
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@Kolonite said:
The Devs have never once called it an anti tunneling perk. It’s anti momentum which means it’s doing its job in their eyes. It likely won’t get nerfed anytime soon.
They called it anti tunneling at its rework conception. But then after the ptb in the final verision Peanits changed idea and now is no more anti tunneling but just a second chance perk
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/1574282#Comment_1574282
Then what u want is tweak the perk a little. Just make it the timer of DS gets halved for each survivor that is hooked. As it stands I think DS is fine despite the timer being a minute. As for them "having unbreakable
I expect them to run it and uh i run knock out you know the perk that now makes recover time longer. And you can also proxy camp the downed survivor.
(Correction i just remembered knock out is only slowed crawl speed so Ignore that part!)
30 seconds? intresting. I am concerned if 30 seconds would make the perk completely useless or still very strong.
I think this should be done as a first change to ds immediately since you only need to modify 1 variable on C#
Would become less a pain in the butthole 100%
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1580357#Comment_1580357
The problem is that DS isn't as strong as people make it out to be and certainly not in the "abusive way", not when there are several ways to play around it. The issue people take with it is when they think they "unfairly" got stunned by it, but only find it unfair because they weren't "tunneling".
When you snowball (whether intentional or non intentional)... you can STILL easily prevent it from procc'ing unless the survivor actually has UB + DS which in my experience I rarely see those paired up. Even then we are talking about two perks slots, where at most 1 will get used up.
The other problem is that in order to 'balance' it in the way people want, they would have to nit-pick every scenario in which DS is considered "abusive"... and I think that is completely unfair when you count the fact that many of the things that DS counters (A Tunneling/Camping killer) are available to a killer all the time (warranted or not).
I can tell you from my own experience, I get hit more by DS when I deliberately went after the recently unhooked, once in a blue moon I will get it by it when I didn't anticipate it. In other words, you have a higher chance of getting hit by it IF you go after the same survivor. Still doesn't guarantee you will.
"unless the survivor actually has UB + DS which in my experience I rarely see those paired up"
Just the ability to escape once the killer's grasp or completely avoid getting slugged is worth 4 perk slots. 100%
Dead hard Soul Guard Borrowed time Adrenaline will never ever be at the same strenght of just DS UB and nothing else. Never
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@Perfectnomad said:
I hate DS when it kicks in when someone unhooks at a 99 gate and I get a hit on the unhooked INJURED SURVIVOR that is crawling at the gate. So its a lose lose situation. Either they crawl out, or I pick them up and they DS. It just feels dumb.
That is a really really dumb situation that should never happen.
There is literally 1 survivor remaining in the trial. What the heck is a KILLER supposed to do in order to KILL if everyone in the trial left and there is just 1 survivor slugging to the exit? TuNnElInG?1?
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1574292#Comment_1574292
It actually does screw killers over if they 3 hook everyone. they should never reach 12 especially if the damage is evenly shared around since there is only 5 objectives for 4 survivors to do.
If you ever played killer against competent survivors you would know this.
People that play little don't understand this
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/1580292#Comment_1580292
More often than not, you can actively choose to go after another survivor only to be bodyblocked by the unhooked survivor with DS. They will happily play the sacrificial lamb just to hit you with DS.
It's all well and good to say "Just don't tunnel" while ignoring overly aggressive use of the perk. 60 Seconds is a long time for it to be active considering gen speeds.
I think the best combo right now is DS, UB, BT and Soul guard/ dead hard + Ranger medkit 32 + 16 Charges ( 3 full heals) + Styptic Agent or Syringe (Basically borrowed time packed in 1 item) . I think that soul guard can be even better because can be a substitute of UB since killers always have ruin and if you don't break the perk you're literally invincible.
You can literally go DS into UB into Soul Guard into save rescue into Borrowed Time into DS.
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@thesuicidefox said:
Super serial.
If I see dumb statements which aren't true I will respond to every single one of them, if I can
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1580330#Comment_1580330
Here's a bit of information about development:
Just because the devs acknowledge something can be used in a specific way doesn't mean its its intended use.
In fact in most situations like this if these alternate uses of the perk get abused to badly they end up getting nerfed and that alterative strategy removed.
To give an example: The original relic shield in League of Legends was intended as an income item for tanks and the devs acknowledged that double bruiser/juggernauts with it is a valid strategy.
However it turned out to be so abused in the double bruiser/juggernaut strategy that the devs had to remove that strategy from the game by nerfing the relic shield because of the alternate use.
Also PS:
Even Peanits has hinted at DS deactivating when you work on a gen would be a good change to the perk.
I'd say also when you heal, cleanse, jump in a locker, get grabbed.
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@NekoGamerX said:
clickly clickly style survivor want to die.
Clicky clicky survivors aren't the problem, the problem are survivors with massive balls that play almost perfect using ds unbreakable.
Those are much dangerous than clicky clickies
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1580072#Comment_1580072
They highlighted that part because that is the only part they choose to read.
In the same set of questions this was also posted:
"With how short game time is if survivors choose to optimally complete their objective, isn't DS still a perk that grants too much ground, and now encourages 4 people to run it in a game since everyone gets the same effect regardless of obsession status?"
"I am quite excited to see how we behave with the new Decisive strike Changes, I am not sure everyone will run it, I am also wondering if some killers will even see DS proc if they do not tunnel. The 60 seconds does allow for enough time to find a killer after being unhooked, but I believe it will come down to a smart strategy in that case."
I highlighted the part people choose to ignore.
"I am also wondering if some killers will even see DS proc if they do not tunnel"
That's exactly what is happening. Ds works 50/55 seconds after being unhooked. And those 5 remaining seconds can be enough to completely make you lose all your momentum
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@Nearic said:
https://forum.deadbydaylight.com/en/discussion/comment/1574308#Comment_1574308
What Rank are you playing hag at? Also what's your setup and playstyle? I play hag almost exclusively and while any killer finds DS/Unbreakable/BT, I usually find them a little less annoying on hag.
Ok, I admit it, on hag the are A LITTLE LITTLE LITTLE BIT less oppressive than on other killers such as spirit nurse doctor..., because as hag you play massively hit and run if someone tries to harass you, you hit them with sloppy and then you go protecting gens, you should know this.
But even then on hag, where you usually slug a lot when they make mistakes, good survivors will heal with a medkit, go for the save, and then jump in a locker/ repair a gen in your face/ POP ALL YOUR TRAPS WITH VERY LITTLE RISK, because if they get downed they still have unbreakable. So even if you can hit and run and slug a lot, it's still incredibly oppressing.
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@throwaway1234 said:
I made a damn account after stalking around these forums for so long on here. The reason killers like to complain alot about DS and Unbreakable is because they live by the Survivor's handbook for non-toxic killers.
Honestly if survivors want to bring the meta perks tunneling and slugging them hard at the start to eat the DS and Unbreakable is probably best to do, but it also makes them lose their pressure. Either way it's probably lose-lose for the killer in the long run so scratch what I said.
Honestly DS needs a tone down to make it a complete anti-tunnel perk. Something like "if the survivor is out of the terror radius for 10/15/20 seconds DS turns off until next hook" or something of a sorts because if survivors do obj right off of hook the killer can still tunnel especially if a gen is near.
And before anyone starts with the any time use issue it would still activate after first hook.
Thx for listening to my TED talk everyone.
Patrolling, slugging and tunneling all comboed together is a thing that killers already do to TRY to win.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1580290#Comment_1580290
No I haven't lol. I don't complain about stupid things like DS which rarely ruins good killers games. This guy has made multiple threads talking about it cause he can't tunnel.
"rarely ruins good killers games"
So you admit there is a chance that the perk can be completely OP.
And yes I will complain about DS until my death, at the cost of spending all my money even, because it's too strong and will never accept that popular opinions confutate what the reality is.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1579819#Comment_1579819
I don't think its fine I have suggested it de activate on a second hook.
Even if it deactivated on second hook it would still be super strong, because there would still be 4 minutes of invincibility, 1 for each survivor.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1579780#Comment_1579780
Actually it does:
Question: What led to the decision to put the timer on Decisive Strike?
Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed
I highlighted the part that says its prupose is to protect you from tunneling/farming
Yeah but then they changed idea and now that's no longer the intention, from what peanits said. Thank you for trying to defend me btw <3 <3 <3 <3 <3 <3 <3 <3
Anti tunneling, not anti tunneling, I DON'T GIVE A DAMN.
It's a dumb perk, too strong, need a rework. 4 FULL MINUTES of the match where survivors can be invincible, even 8 if the killer slugs everyone with ds and they use after the second hook.
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@Sluzzy said:
You know most survivor perks are pure garbage when DS is actually whined about, a 1-time use situational counterplayable perk that most of time never even gets used because it has "too much" counterplay. It should have never been nerfed to begin with aside from the non-obsession havng a different effect.
I challenge the devs to get bold and make some actually good perks for a change. I have no enthusiasm for the next DLC. Zero. Garbage perks, and another boring killer that flies across the map with BBQ and POP...
"Never gets used" because you face killers who decided to play the fun way instead of trying to actually win, and secondly you didn't face good survivors. The killer, neither nurse or spirit, unluckily can't play the fun way if he wants to win, chasing, hitting, downing, hooking, going away across the map, chasing again for 8 times until the 9th one somebody is dead. It's impossible, you can't do that. You gotta eliminate 1 survivor from the game ASAP.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1573821#Comment_1573821
1 DS is not a problem. 4 DS is. As killer, you can afford to eat every DS as this is the good way to lose the game.
Pair with unbreakable it's even more bs.
It's useless, they will never understand, because 1 they don't know how tournament players play and what they can do with those perks or 2 they just want their side to be favoured always, not caring about the general state of the game
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1574676#Comment_1574676
Since when DS is an anti-tunnel perk?
Yeah I gave up the argument, it was never said to be anti-tunneling in its final version.
Btw from how it is designed it is really clear that the idea of the rework was that, being anti tunneling.
Then Peanits came and said "No this reworked idea of ds is no longer supposed to be anti tunneling", but the concept was that.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1579786#Comment_1579786
It sucks for the survivor who is the first one caught, hooked, camped, and tunneled out of the game. They get no chance to really play, very few points, and are almost guaranteed to de-pip. Decisive Strike should be there to help with that.
However, it should not be as powerful at the end of the game. All the survivors got to play; they got their share of points; they likely secured their safety/pip. Now Decisive Strike lets them get a free escape too? It's too much. It should not give out free escapes and should not give coordinated teams absolute control over the killer's last-dicth efforts.
Plus, survivors can work around the mechanic I had suggested by waiting to power the exit gates until everyone is safe and ready or until all of the Decisive Strikes have been used up.
Btw I gave up the argument, ds was never said to be an anti tunneling perk in its final version, just in the PTB.
Even if ds stopped working when the last gen is finished, ds would still be detrimental for the whole match. Survivors can even wait the last gen to pop, make the last one use ds, and maybe pop adrenaline and the killer is screwed, literally. Just for 1 perk
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1579843#Comment_1579843
S L U G
Got no issues slugging at 5 gens for maximum pressure why is it suddenly so hard to do it now?
It has always been, the problem is that randoms and solos usually don't push gens as fast as they can and waste a lot of time.
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1574269#Comment_1574269
That is not true. I am still on it, but in 50 games in red ranks (200 survivors) only 14 had DS + Unbreakable as combination. It's not as common as you think and i will continue my research but i don't think it will change.
It doesn't matter how many people use the perk, because as long as the possibility that a big new "depip squad" brings ds unbreakable to completely demolish a killer the game is not balanced. Solos can literally talk in the lobby and say " hey guys can we all equip ds unbreakable to make every loopable killer supper unefficient?", and if no response even leave the lobby.
The killer doesn't know who has the perk or who hasn't, always has to respect it as long as he sees an obsession in the lobby, because getting dsed just 1 time could make you lose.
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/1574292#Comment_1574292
If they're using their 60 seconds of invuln to do a gen in your face?
Yes, leaving that one ######### alone can absolutely lose you the game.
practically they jump in a locker and they force you to go away. the killer can't do anything about that if not eating the ds.
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@EntitledMyersMain said:
https://us.v-cdn.net/6030815/uploads/UKUP59YQ2CX9/annotation-2020-08-27-213636.png
WHEN IS DS FINALLY GETTING A NERF ? APART ALL THE BAIT THREADS, THIS IS SOMETHING SERIOUS RIGHT NOW.
If everything people say seriously to try to make the game better gets exchanged for a a bad bait thread then all threads can be bad bait threads, because there is no demonstration
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1579727#Comment_1579727
This is a direct quote from @Peanits replying to a thread called "HAVE THE DEVS CONFIRMED DS IS SUPPOSED TO BE A "ANTI TUNNEL PERK"?https://forum.deadbydaylight.com/en/discussion/comment/1262120#Comment_1262120
Ok, I checked the videos, and I give up the argument. Reworked ds was never said to be an anti-tunneling perk in its final version after what McLean said.
So what? It's just a dumb perk that gives you a second chance still for playing super aggressive and make you invincible for 60 seconds.