Leonardo1ita
Leonardo1ita
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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
I'll read this calmly tomorrow, now it's 1 am in Europe. Btw if the whole dev stuff wants to go to this direction of ds being a second chance perk it's not healthy for the game at all, and doesn't destroy my argument of ds being broken at the current state of the game.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1579755#Comment_1579755
https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike
Does this say anything about anti tunnel?
"second chance at survival". he doesn't refer in which conditions you have a second chance of survival, just what you obtain.
Btw look at this and tell me it's fair if you have balls. what should have he done? wait for adrenaline?
https://youtu.be/g2UKAqmJSH4 -
@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1579752#Comment_1579752
No One Escapes Death should last for a certain duration and depend on the number of remaining totems; the more totems standing, the longer it lasts. That way, it's not an all-or-nothing punishment for cleansing 4 totems instead of all 5.
Maybe an idea, even one of the best ones maybe?
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@Johnny_XMan said:
Decisive Strike was never meant to be strictly an anti-tunnel perk. The dev you tagged even responded to a thread confirming this.
You think it's only anti tunnel because that's what these forums have led you to believe.
Even if Peanits said it such that's a lie, because McLean said exactly the opposite. The purpose of the perk was and stays being an anti tunnel perk, until the game designer and other devs change idea officially.
Btw just to let you know I followed every single step where they discussed about new ds and its purpose, and Scott Jund made me remember it, that's why I defend my position about this little thing
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@Nos37 said:
Decisive Strike should be disabled for every survivor except the Obsession once the exits are powered.
(Since the Obsession is the only player who can use Decisive Strike, this would stop changing who the Obsession is, requiring other perks like For the People, Furtive Chase, or Nemesis to change the Obsession and allow multiple Decisive Strikes during Endgame)
I thought about a rework like this also, but then the perk would completely lose the purpose of being anti tunnel, and then killers would just 3 gen and tunnel off the hook, trust me. Boring as hell. Just ignore the obsession and tunnel to death not obsessions, because at the moment there is literally no reason for a killer not to chase somebody without ds, literally. It ends games so fast, so so fast
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@DisappointedUser said:
https://forum.deadbydaylight.com/en/discussion/comment/1573821#Comment_1573821
All it takes is to look at Tru’s, Otz and Umbras games when they go against the good survivors teams to realize its mechanically impossible for them to win these games as killer.
Perhaps it’s reasonable to say not all games are like this. But it’s not reasonable to argue that it’s not broken.
DS and Unbreakable allow these teams to be mechanically impossible to win against.
They will never understand, for them it will always " hUh U tUnNeLeD rEpOrTeD cAmPeR"
Some maybe never played both sides.
If someone with 6500 hours clown main rank 1 MMR 3000+ comes here and shows his matches facing tournament squad survivors doing just 4kills every match and says "no ds is completely fine". That's respectable, I am 100% wrong. But that doesn't happen, I guess
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/comment/1579679#Comment_1579679
Fair enough...
I was jus quoting The Joker😏
You left the window wide open in the title of your post so I went with it 🤷🏼♀️
Oh ok XD
Edit: I never watched The Joker, sorry
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@absolutelynotokay said:
DS Doesn’t need a nerf 😂 killers are insanely OP. Unless your some kind of super organized swf hit squad you don’t escape that often.
1 killers are not OP, at all, wow I haven't heard this in a long time, literally.
2 super organized swf squads win because of bad and big maps, and because of medkits that make you lose literally all the pressure you have and even make you have a portable borrowed time always when you need it, so you can literally rush the basement with borrowed time and then use the Styptic Agent to be invincible for 8 seconds. That's nuts
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1579696#Comment_1579696
McLean may have said it but it was never stated to be anti tunnel by other devs si who is right why disregard other devs who said it not to be anti tunnel.
who, where and when?
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@TheVVitch said:
DS isn't an issue. As killer you have to play around the assumption that they have it and it's near useless just how survivors play against BBQ, discordance, noed, etc.
discordance is counterable, and even confirms how doing gens separately is better
BBQ is counterable in many ways ( lockers, hide behind the gen, discordance, accept that it's not that strong and you can still hide in those 40 meters, stay 40 meters near the hook, etc)
noed forces you to respect a perk the killer might even not have, so I'd say it needs a complete rework for how it works and absurd condition of wasting ages to find all 5 totems while you need to repair 5 gens, 1 person is always getting chased, rescue hooked/slugged survivors, and several people can die during the match. Too much time waste for maybe nothing.
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@MeltingPenguins said:
Easiest solution would be perk categories, and only allow someone to use a limited amount from certain ones. Like, you can't run Unbreakable and DS together.
The main issue is, imho, that the game is at a point where it'd need a complete mechanics overhaul to balance and fix things, but all those noisy elitist brats will throw a tantrum and harass the devs even worse should that happen.
usually games like that where you are forced to have a set build decided by the devs ( like overwatch) just become hated by the community.
Obviously would work 100% as a solution, but would make the game very boring to have "1 perk slot for a second chance 1 altruistic perk 1 end game perk and 1 objective perk" Disagree.
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@VESSEL said:
Let's say what needs to be said
DS with Randoms - fine and does the job
DS with SWF/Incredibly competant Randoms - INCREDIBLY unfun to go against and needs addressing.
The latter because they strategically dive bomb the killer and use DS as an offensive tool - which is NOT its purpose.
@VESSEL said:
Btw just to add to my point (on the new Scott video)
yeah those situations where a 50/55 second later everyone is healthy because maybe you went to protect some gens and left a chase and you get the chance to get a free grab / fast down and you get ds'ed out of nowhere are super frustrating. maybe 30 seconds of ds remain, and he jumps in a locker near a place where he knows you're wasting time far away from the gens that are getting pushed, that's super frustrating.
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@Dreamnomad said:
"The purpose of the perk". And what is the purpose of the perk according to you? I'm just going to put on my mind reader hat and say "it's an anti tunnel perk". Guess what? You are wrong. That is an assumption made by the community. BVHR have never said it is only intended to be used for countering tunneling. Survivors can play the game however they want to just like killers. You don't get to tell survivors not to "play super aggressive, jump in lockers, bodyblock hits even injured just to waste time, etc".
no, you are wrong, McLean said it was supposed to be an anti tunneling perk, and that stands. Even if the devs said " oh the perk is not an anti tunneling perk just another second chance " wouldn't mean its fairness at its current state, an opinion against TONS AND TONS of games where ds completely breaks everything and survivors just go ds into borrowed into ds into unbreakable into multiple combinations you can do with just 1 perk, it's literally absurd.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1579639#Comment_1579639
Part of the issue with DS IS ITS LOCKER "TECH" ABUSE!
There is no counter play to a survivor jumping into a locker with DS and until that is removed DS will be an issue.
If the killer opens the locker they get DSed and the survivor gets away.
If the killer leaves the locker and the survivor gets away.
If the DS locker interaction was changed to the DS not going off but the survivor falls out of the locker into the dying state with DS still having its remaining duration going then that would fix the issue by letting the killer slug the locker-ed survivor and it will still let DS have its full min of up time.
Edit: I changed idea. Btw yeah if someone jumps in a locker the perk deactivates, 100%, but if the killer is tunneling the perk can last forever for me, don't care
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1579627#Comment_1579627
I know what tunneling is and the devs said DS wasn't anti tunnel. It was created to be a second chance perk. But you seem to complain about it's current form so maybe let's go back to it where you didnt need to be hooked.
Sure they designed it in an anti tunnel way it still isnt an anti tunnel perks the devs never said it was, it is a community given name so the argument that it is "anti tunnel" fails. It was designed this way because the devs didnt want survivors to have a free second chance to avoid hooks in general.
yes, it was created as a second chance perk, 100% ( very unhealthy for the game, 100%). The devs decided to rework it, because second chance perks can be overpowered, and this was the case, so it is no longer a second chance, but a completely new perk now supposed to be an anti tunneling perk as McLean said. You didn't watch the devs livestreams, that's why you don't know when and who said it
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@Xyvielia said:
🙃Why...So...Serious?🤪
well why so serious when you get facecamped because of no reason then?
what does this even mean? This game is considered a competitive game, 2 sides against each other, and the most effective way to win is staying serious I'd bet, and there are a lot of people who seem to play seriously, because when you play your matches are determined by a rank or the future MMR, so if not staying serious means I have to literally play not caring about winning, or escaping, or not doing any objective, I won't do that, because this is not what this game is for. Competitive doesn't necessarily mean pro league level of play super good discord communication btw.
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@Callmehandsome said:
They should just change it that if survivor performs action which progresses their game, such as repairing generator, unhooks the perk de-activates. I would still keep the action that you can enter lockers and heal without-de activating. If you can repair damn generators you obviously aren't being tunneled, just carried with 60 second immunity.
exactly that's what I'm suggesting. if you heal, repair, cleanse, screw around for more than 20 seconds without being 32 meters within the killer you're not getting tunneled, that's impossible
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@lostboy said:
Virtually no counter. Accept defeat and move on.
@Scytere said:
There is no counter to her, she'll rek all groups. A good spirit can beat excellent survivors and an excellent spirit is a goddess.
@Kumnut768 said:
just t bag in one spot say a prayer to allah and hope that her internet dies
completely 0 counterplay is a bullshit, that's not true. We can argue that maybe she shouldn't hear your grunts of pain while injured because even with stridor she always know where you are, and that maybe she shouldn't be able to hear that little sound when you vault a pallet also, because that breaks every pallet mindgame literally. But that there is literally no mindgame that's not true.
if she comes from distance and you're healthy just walk, how the ######### does she know where you are? she can't .
abuse of those seconds where she doesn't have her ability to loop her for a bit.
never let her stay on a pallet but always drop it early.
abuse of the fact that now she doesn't have collision
dead hard if you have it, lithe, balanced, or even 99% sprint burst to make her waste a lot of time
There is counterplay, but it's pretty much inconsistent, so that's why I think that she must receive some tweaks, because there is no way for a spirit to lose a mindgame if she has stridor, which counters completely iron will, and still doing a mindgame when injured without dead hard is still really difficult.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1574282#Comment_1574282
Except the community says its anti tunnel not the devs.
tunneling means you chase the person straight off the hook, directly with no other action in between, maybe 2 times in a row after the second hook just because that guy is on deathhook.
That's why ds exists, to completely prevent matches where literally I see nobody with ds and I just know I can deathhook super easily one person hook cornered in an angle of the map and get them out of the game really fast.
Doesn't matter what the community says, if the devs say one thing is supposed to work in another way, it is that way.
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@Maperson said:
Honestly they can just disable it when you are doing objectives, you are not being tunneled, if killer is tunneling then it can last 5 minutes, it wouldn't hurt anyone
EXACTLY
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@PlagueVomit101 said:
Survivors get one DS and then that’s it. Killers have incredibly strong perks as well. Either take the DS or slug them and move on.
btw this comment is the example of why this community is immensly biased and doesn't understand what is good for the game. because everyone just looks at their side ad doesn't look at the big picture. doesn't face good survivors and doesn't understand why certain perks are mathematically too strong against the other side, always.
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@Kellie said:
If your nerfing DS, get rid of Moris
moris and keys both are broken, ds too.
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@Complainer said:
I play killer and never ever had a problem with DS. Don't play like a douchebag and you won't get hit by DS. I hook someone and move on to next survivor but yea, if you have a boring playstyle like that twitch streamer theshowstopper and just slug and tunnel every single match than yes, you'll get DS'ed.
You're missing my point too
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@Nicholas said:
Why don't you Enlighten us and tell us the purpose of the perk? Because it's not about being tunneled.
Horvath said, when they reworked the perk, that the main purpose was to transform it into an anti-tunneling perk. So on paper unless you did a chase longer than 60 seconds you would use ds if the killer tunneled you. But this is not how ds is being used
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@Lemoniax said:
https://forum.deadbydaylight.com/en/discussion/comment/1574408#Comment_1574408
OP is probably tunneling a lot. Hag is predestined for that. Hence the rant.
Really? Do you seriously believe that's the way you play hag? Just go and tunnel? Hag must keep the pressure on an area and force Survivors to stay away from the 3/4 gens she is protecting and injuring everyone who's trying to harass her popping all the traps, and in case they do it again down and hook.
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@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/1574274#Comment_1574274
It's because the Hag can teleport back to the hook and immediately get both survivors. So I'm willing to bet that in this case, they tried to tunnel the rescuee and got hit by DS.
I already explained why, it's because of how aggressive Survivors play for the remaining 60 seconds even if you're not tunneling them. The damn perk doesn't deactivate if you heal, repair or do whatever action where the killer is not straight tunneling you off the hook
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1574292#Comment_1574292
This.
Just don’t let survivors have either of these perks late or endgame. Don’t be afraid of DS or unbreakable early or mid game.
1 Ds can ruin an entire match, literally just one, because of how fast gens go
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@KingFrost said:
DS should deactivate if you attempt an unhook. I think that'd be completely fair.
Also if you touch a gen, heal, enter in a locker, cleanse a totem because the killer IS NOT TUNNELING YOU off the hook, if you're working on a gen it means the killer is going somewhere else.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1574338#Comment_1574338
Why would you go across the map to where you have no traps? Hag is an area defence killer, you set up an area of the map that the survivors have to enter and you keep it trapped. You make the survivors come to you, you don’t chase them around the map.
I’m gonna be honest, it sounds like you don’t really understand how to play Hag and are blaming DS for some reason.
I'm blaming ds not because I need to tunnel people but because of how it works right now which is old ds but for 60 seconds after you a survivor gets unhooked. Then that Survivor behaves like a super hero, heals, and forces you to grab him while he's unhooking another person, because you must end chases that fast if you want to have a chance, or otherwise hit, then rescue injured, and then he uses unbreakable with maybe even soul guard. The rescued Survivor goes across the map healing and you're there wasting a huge amount of time.
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@TheClownIsKing said:
DS (and the DS + Unbreakable combo) isn’t that big of a deal.
Here’s what i do:
- I DO intentionally tunnel whomever was unhooked to intentionally eat the DS to remove it from the game from as many survivors as possible, as early as possible.
- I just let them run off after the stun. So it’s kinda semi tunnelling.
- When I happen to come across anyone that previously DS’d me, I slug them. I want them to waste their Unbreakable if they have it.
The match becomes WAY more manageable after not worrying about these 2 perks after all that. Killers get too focused on avoiding survivors being able to use these perks, and forget that survivors can only use them once. They’re only powerful late game where maintaining momentum is most crucial for the killer, and unfortunately most of the popular killer strategies only ensure that survivors maintain their power late game or endgame.
Chase down eat DS and chase again for that entire time would work if the match was 1 hour long. Literally.
Tunneling the guy with DS, especially with a killer who isn't nurse or spirit is an enormous waste of time, it's game changing to the point where apart from the rescuer 2 Survivors fully stay on gens without ever needing to go for a save, never. The rescuer even heals himself and pushes gens again.
Btw just to know what rank are you?
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1574320#Comment_1574320
It'll probably be tonight after a good whisky and some discussion with the other two people who play DbD in my household.
Basically it'll be how DS slows the killer's game how Ruin, Pop and Surge are some of the perks that do the same to survivors.
Surge is not viable at all.
Pop and ruin are not second chance perks, because you can't stop Survivors from pushing gens while you are chasing another Survivor, you can't split in two killers.
Ds Unbreakable Dead hard , with the exception of borrowed time I'd say, are all second chance perks, because they allow you to recover from a situation where you played bad and deserved to be punished. (Jumping in a locker because you're invincible for 60 seconds, getting downed, failing a mindgame at a loop)
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1574308#Comment_1574308
What? Hag is a great slugger. Get some slugs in your web and they’ll really struggle to get back up.
Hag can snowball so fast it’s crazy. If someone DSes you and then runs into a trap they’re dead. Same with Borrowed. This is why keeping traps down in key areas is so important. Instead of focusing on guarding hooks, you need to prioritise maintaining your web.
No because hag is a 110% killer so holding M1 across the map to go where you have no traps is not avoidable unless you are in a certain position like literally in the bottom of the basement
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@Mikeasaurus said:
I don't get why you're only aiming this entire DS rant at Hag. What's so special about her? Any killer can be hit with DS. If you're so bothered by it, eat it. They get 1 use from it and it's gone. And if they have unbreakable, then that's also wasted after 1 use and you can just wait for them to get up and smack them back down. The only reason you'd be so concerned by DS is if you're actually going out of your way to tunnel down survivors. Someone gets unhooked, go after the unhooker and leave the unhooked to go waste time healing.
Survivors can repair gens in a total of 80*5= 400 seconds, so 6 minutes and 40 seconds. But good survivors unless corrupted intervention (which is avoidable, just hide unless it's hag or trapper or doctor) will repair 3 gens in 80 seconds, always, so the 3 gens strat is a must always. If every time you have to find or reach someone, first hit, second hit, hook, 4 full minutes for each survivor is a lot.
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@GoodBoyKaru said:
There are four survivors in each match. It wouldn't kill you to chase another.
Survivors have unbreakable? Cool, make them waste it.
Survivors jump in a locker? Waste their DS then keep tunneling or wait it out.
It's really not that hard, chief. The only time it's an issue is endgame.
The way dbd works having only 5 generators on the map with 4 Survivors is that once you down someone you start putting pressure on the map. Then the perk loses completely the purpose of an anti tunneling perk because then the Survivors with DS plays like a super hero because he can go invincible for 60 seconds and either repair the gen in your face literally
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1574278#Comment_1574278
100% disagree.
The thing is with being a Pig main is that the RBT is EXACTLY the tool to not care about people abusing perks like DS. If they have a trap, you slug. They use their one use of Unbreakable to get back up? They have now wasted it.
4 unbreakables during a whole trial are insane, and people don't realise how strong it is until 4 survivors use it always.
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@xenotimebong said:
Why Hag? Hag is probably the killer where DS bothers me the least to be honest.
Because Hag can't go for a massive slug, and when you hit someone with borrowed time, you're pretty much done. They sprint across the map and you can't do anything, no slug.
So the only thing you can do that doesn't make you lose the match is hitting the rescuer, maybe even with a good make your choice, and hook him. Problem: the guy saved now has 60 seconds to mend, heal, go straight to the hook, rescue while make your choice is on cooldown, and force you to slug him. And then he gets up with unbreakable 35% faster.
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No you're missing the point, the point is that the perk derails completely the purpose of being an anti-tunneling perk allowing survivors to go for super aggressive plays in front of the killer or hiding in a locker
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@PigMainClaudette said:
Question in return. Why are you, the killer, not at all satisfied with taking an easy hook trade?
It progresses your objective further and can make survivors cautious about going for unhooks.
Gens go, and fast. 7 hook trades in total of 30/1 minutes will make you lose the match, always
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@PlagueVomit101 said:
Survivors get one DS and then that’s it. Killers have incredibly strong perks as well. Either take the DS or slug them and move on.
I don't know if this is ironical or not,
But you can't slug them because they're gonna have unbreakable. And even if it was possible to slug that would give Survivors 1 full minute of freedom to do whatever gen they want and and even rescue the slugged Survivors. In order to avoid unbreakable you literally need to stay on top of the slugged Survivor until ds runs out, because strong teams use ds unbreakable.
Considered how fast all the generators can be repaired, and this is not the Survivors' fault, it's the game that makes survivors spawn spread out on separate gens on big maps as mother's dwelling, 4 survivors being able to be completely invincible for 4 minutes is not healthy
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It would still be nice a definitive confirm from a dev
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dwight
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@Boss said:
They said they'd have to make you update the game to release the Killer lock.
And that'd be kinda useless since they're bringing back MMR soon™, so you'd have to update the game for the lock again.
Ok but why do Survivors still have the last second swap but the killers don't?
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Not to talk about color modifiers which completely change the mechanics of dark maps
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Really good. Actually the second one still op, because it would become better than the ebony one.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1543002#Comment_1543002
Well, the game has been out for 4 years now. I might not know every single detail about it, but I know where to go looking for pallets. With all the plants on those maps, they feel more designed for stealth, since there is so much more useful for hiding than there is to stun the killer mid chase. But, as we all know, stealth isn't really that much valuable in this game. Not for survivors, at least. Not impossible, but meh. Not to mention that, on Yamaoka Estate, I ran into a pallet against a rock, that somebody already used (but the killer did not destroy it), and it was not possible to vault it. Another good reason to hate that map, at least for me.
Stealth is useless in dbd, a good killer will find you, the idea of losing the killer and losing the chase is something huge not a common thing.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1542561#Comment_1542561
hmmm i've seen plenty of pallets on yamaoka estate and sanctum of wrath. you just have to know where they might be. you may be in a dead zone sure but they are there.
https://forum.deadbydaylight.com/en/discussion/comment/1542163#Comment_1542163
if the devs designed the map then we would have no slight variations of the map. the Devs build a frame work for the map and the rng fills the framework in with tiles and the orientation of said tiles. this allows for different looks of the maps and no one can specifically know each level so well. This is honestly a great way to make things work better.
exactly
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1542896#Comment_1542896
Not saying not happening, but they most definitely would not be hinting at it now.
yeah
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@[Deleted User] said:
There’s already been a teaser and its most definitely not xenomorph
Maybe the next chapter after the next chapter
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@RaSavage42 said:
Perks like:
DS, Unbreakable, Spine Chill, Iron Will, Self Care, Sprint Burst and Dead Hard (survivors)
BBQ, Ruin, Corrupt, Pop, Sloppy, Whispers, and M&A (killers)
Were disabled, what would your builds be?
Oh mind would be, as killer, an extreme tunneling or slugging based build as nurse, with pop, ruin, enduring and something else, if I specifically tried to win, because there is no ds and unbreakable, so literally having the chance to completely slug everyone with knock out and the third seal is HUGE
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@RaSavage42 said:
It's due to the maps being seeded...
in other words the map aren't hand designed so RNG is how the map is picked and seeded
And to answer your question... not really on their radar (far as I know)
Yeah I know maps are RNG based, and can even have the opposite setups where it's literally a pallet town, and that's the of problem, the extreme amount of RNG presence in the game.