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Liruliniel

Liruliniel

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Liruliniel
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  • @Zaitsev said:

    BHVR definitely did right by Ghostface.

    People say that Billy is the king of balance. (Yes i know hes in a buggy and clunky state rn). But I disagree.

    Ghostface is fun to play as and against. Hes simple and easy to learn, but takes time to master.

    Theres nothing really especially broken about the killer himself, other than dedicated servers screwing up his reveal process. Hes simulataneously difficult and easy for survivors to counter.

    What are your thoughts on Ghostface?

    Honestly if Billy is truely the epitome of balance than almost every other killer needs significant reworks to boost the viability as killers. Billy is definitely more then a cut above balanced.

    Ghostface is still imho one of the worst killer's due to his recharge rate and janky reveal. If I'm forced to have to run addons or use specific addons to make a killer viable. That tells me the killer is in fact far from balanced or viable.

  • @metalklok said:

    People think noeds just too strong i feel.If they reworked noed to be like when the gates get powered and you hooked 4 or more times it activates people would still say it rewards bad gameplay.

    If they removed the speed boost from NoeD the perk would be fair and balanced. Anyone who has played with or against PWYF enough can confirm a small boost of speed can be game changing.

  • @Babyyy_Boyy said:

    Idk I think it’s unfair... The devs should just remove keys and moris. Both are unfair but I’m leaning more towards the 1 hook mori. I feel like the devs should only allow Ivory moris or cypress moris or just make the survivor have 4 hook stages instead of 3 only when the killer brings an Ebony Mori. I get that some killers like the animation or whatever but let’s be real while the mori’s may look cool, I feel like killers bring it just to be an A**hole to be honest. Sometimes killer will even say “Gg Ez” to a survivor after tunneling them off hook. I’m not one of those toxic survivor mains btw before anyone calls me that, I play both sides at rank 1 and I think that this topic should he discussed. What do you think of Keys and Moris?

    Does it really matter anymore? You can Mori on last hook and people will complain. It's a game you brought play it the way you want and assume others will too. If keys and Moris were removed I think the game would be better functioning. Both of them are arguably broken by short cutting the objective and shortening the match.

    Key requires no skill or even doing anything, but at least the killer has to down a survivor and get them to a hook.

  • 115 votes and 12 comments so far on Reddit


    A little bit of google takes you a long way.

  • @NMCKE said:

    Due to the time consuming process to message people on console, I prefer to give props since it's faster.

    Another thing, depending on their maturity, some people like to take GG as Git Gud instead of Good Game. I tend to write out the entire phrase to prevent such things from happening! 😋

    Ah when one toxic community I love invades all the others.

  • Ya it is plus I still have all the Feng cosmetics. Doubt I will bother with the ones in the rift. The only good piece is the first head anyways.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245984#Comment_1245984

    I wish the nat types would let us meme more, I recently bought pink bunny Feng.

    I moved since we last played and got a different provider. So chances are we wont have that issue.

  • @Onyx_Blue said:

    We've existed in this current era of dbd for far too long. It has grown stale and oppressive. No more slowdown mentality from Killers; and no more immersive second chance mentality from Survivors.

    I see dbd being so much more fun for everyone if Killers started exploring the chase & rotation pressure style. With survivors applying the intelligent altruistic and bold playstyle. The game surely needs more healthy and intense interaction between the two roles.

    Thus leading me to believe current meta perks should be nerfed slightly. PGTW should be 15% at all levels; Sloppy Butcher Mangled effect should wear off after being hooked and also the blood spurt affect should be removed; Nurse's should be 24m at tier3; Adrenaline no longer healing a health state; Borrowed Time to have only 2 tokens of use; Spine Chill should have a smaller range to it; NOED has a token sytem to it in order for the effect to apply at endgame; Urban only applies the movememt increase while Healthy - but, while Injured and Crouching, pools of blood frequency is reduced; Bamboozle only applies to one window at a time and cannot be reassigned to a new window until the previous window is unsealed; Spirit Fury now suffers a stun of 100% on the next pallet stun after the perk has been used; DS should only grant the potential escape skill-check if a survivor was downed or grabbed during a chase.

    If these were to happen, and the meta changes to something similar to this, I think dbd would be in the best state it has ever been in.

    Thoughts? Agree? Disagree?

    Other then the obvious Nerfs to both sides which will make the game more stale. NoeD will he fine if the speed boost was removed.

  • @Pubskrub said:

    I play huntress a lot but I also play survivor. Why are iridescents still in the game? I tried playing them a few times and every time I find they may be one of the most broken things in the game. It's not that fun for killer either because its like playing on easy mode. Wouldn't it be better to replace the add on or change it?

    My thought for a change would be to make it so your first hatchet is instadown. This would make it consistent, more fair, and also make it so survivors would still have to respect at least your first throw. Thoughts?

    I mean honestly does it really matter? I main her and can down people pretty quick without them of they happen to be dimwitted. Otherwise I just down them quicker than normal because I main her.

    All Iri Head does is give a new Huntress that same power. A good survivor will usually bait them out anyways.

  • @GrootDude said:

    I’ll remember how rarely this happens to me and click the buy button.

    It's odd, but I rarely if ever buy cosmetics anymore. Outside of Feng which I always have shards for anyways. I think the last one I bought was near Oni's release.

    Honestly if I didn't have the spare shards I wouldn't even be buying the rift pass anymore. XD I get on for a few games and then drop it anymore.


    Also I miss memeing with ya Groot.

  • Stay the same. My friend did this recently for the Spirit DLC.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225126#Comment_1225126

    Not bad idea I actually created a map in where every time a generator is on, it brings the map to life and with that it makes some of the loops harder like somethings going by the area is blocked off, then opens up again you know that kinda scenario

    That's kind of what I thought the temple orginally was gonna be like. Made me think of the old n64 007 goldeneye temple and all the secret paths.

    I think having environmental effects or changing maps would add further effects to the game that require more skill and foresight.

  • @goatslinger said:

    Anyone else have a killer that you feel only has one addon spot open? Meaning when I play trapper one spot is always used for a bag every game. When I play wraith one spot is always used for windstorm. Only allowing me to toy around with different addons in one spot. These are the only 2 killers I can think of that I treat this way. Anyone else have any?

    Clown and Trapper. Anyone else I can play addonless.

    Clown: Flask of Bleach and a Ether Volume 5% should be added to base. I could argue for 10%, but if addons remain the same he would become overkill in chases.

    Trapper: bag addon needs to be base. Having to traverse half the map to get another one is annoying. He should start with 3 initially and have a max carry amount of 2. Meaning after the first one is placed you can never go back to 3 without addons.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225197#Comment_1225197

    I said "IT WOULD BE NICE IF THEY DID WORK TOGETHER" in my final line. I do not twist posts. And I did not get worked up over anything. If anything you're the one who's getting worked up here.

    All I did was explain how the constant investment in something like the add-ons for Forever Freddy is a different story to gathering two perks. I also tried to clarify what I said when you replied initially and seemingly dismiss my point as to how they were different cases that don't really deserve comparison.

    Oh ok guess I must of misread part sorry about that.

  • Honestly just remove the speed buff from NoeD and it will be fine.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225160#Comment_1225160

    The add-on investment is kinda the point though. They randomly appear, and to get the necessary add-ons is a purple and green, which is a minimum of 11,000 BP on top of what you have to spend to get to those add-ons.

    And don't get me wrong, Forever Freddy was super overbearing and needed deleting, but to get Thanataphobia/Dying Light/Swinging Chains/Jump Rope into the one game is a very big investment compared to something like Ruin/Thrilling Tremors.

    It'd be nice if they did work together though. But I also found the reworked Hex: Ruin to still be effective if you knew what to do, rather than complaining about losing a crutch like half the killer community.

    What I dont understand is how your completely twisting a entire post about this. I mentiond him because of the fact Forever Freddy was more or less the straw that broke the camel's back when it came to slowdown perks when Peanits mentioned they wanted to prevent stacking of slowdown perks. Your getting upset over the fact I mentiond him.

    All i was saying was the gen blocking of 2 perks paired with either Ruin or surge and not having regression seemed weird and was wondering why.

    Also for almost a year before Ruin was reworked i told people they should stop using it on this forum go find some old Ruin post. So ya stop twisting comments man to make your arguement feel better.

    I will say this though about forever Freddy. If you invested the time to make that build and get those addons. I highly doubt i would care to whatever you say. The only reason anyone won with that build was survivors got frustrated enough to give up since it was a waste of time.

    Either way I'm done I prefer not to go around in circles.

  • @qquestion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225136#Comment_1225136

    What about Killers too or would you want this to only effect survivors? Just asking because Killers can prestige too.

    I've discussed it with friends. It was mostly meant to spice up variety among builds and players who would stack things like DS, Adrenaline, DH, ETC. While I do think it wouldn't be bad on killer as well I do think it would hurt killer significantly more than survivors would be. So the overall capacity would more or less have to be doubled over what the size a survivor could have.

    My idea was a P3 survivor would be able to slot 2 meta perks and have room for another 2 or maybe a 3ed meta perk, but a P0 would have room for 1 meta perk and another perk or 2 which is clear that they have invested time and gotten the points to do this with a difference in capacity.

    If killer did this it would allow up to 3 or 4 meta perks anyways. If you give both sides the same capacity then in that way Killer would be significantly nerfed.

    Than every month the average use of a perk would increase or decrease its points from the overall use over the course of a month. It would also mean that each perk needs a point cap so no matter what people are able to use it still.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225117#Comment_1225117

    Forever Freddy is indeed an easy way to rank up, but so is being halfway decent as Legion. I've double-pipped as Legion with only one kill, but yeah, every other survivor was dead on their next hook too, so you know. Close enough.

    Forever Freddy is also extremely add-on dependant, and required devotion into his bloodwebs specifically to maintain the use of all those add-ons. Perks are a bit more of a permanent thing, as once you have them on a character, they stay there. Unless you Prestige.

    The difference is while Legion requires some level of skill and minimal mistakes. Pre-Nerf Forever Freddy was just overbearing enough that they could make massive mistakes over and over and still come out on top.

    Anyone's investing into it or not was not the point of it. I was just mentioning that was not what I was talking about. I wanted to know why 2 perks that block gens quite literally block regression even with perks that start regression.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225136#Comment_1225136

    Ahh yes, it would really be fun to limit what survivors could run lmao.

    You mean you still need perks to be a good survivor what a scrub? JK I agree, but it would prevent stuff like 4 second chance perks being slotted or the same builds day in and day out. It would open up a lot more builds and ideas into DBD.

    Have you never played a game where they have capacity on weapon mods or armor mods to prevent stuff like this?

  • I've always wondered what would happen if survivors were given a capacity number which is increased by prestige. The number allows you to pick 4 perks. More common perks would have higher numbers while less common ones have smaller numbers. This would prevent stacking of massive meta perks.

  • @Dabihwow said:

    Now that we have 15 chapters total through the time of DBD, all in which are unique each way, from a clown killer, to a pycho doctor from the 60s, to a group of teenagers from either 80s or 90s, hell even to a wild west killer. With all that is mind I have to ask, what next theme do you want to see in the game?

    I would like more environmental effects, slowdown in swamp conditions, rain to make visibility poor, snow, etc.

    Walking through water should give both killer and survivors hindered. I think it could add a new element to chases.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225100#Comment_1225100

    They've actually never regressed. The idea is to make slowdown perks not stack as much, but instead make them stand on their own.

    I know they never have I was just wondering why? The slowdown perks stacking AKA Forever Freddy prenerf was overbearing and allowed inexperienced killers to jumps in ranks solely based on the time it took. Not only that, but the overall feel of the match was just boring and many people would rather suicide or DC.

    I'm curious why thinks like Thrilling Tremors or Dead Man's Switch cuts off Regression if you have perks like Ruin or Surge. As neither of these can he considered a slowdown perk more a delay tactic as if the gens 99% than after that it remains 99%.

  • @Peanits said:

    You cannot kick a blocked generator. You could pick that guy up, hook them, and the go to the generator you want to kick and wait for the blocker to go away, but you cannot kick it while the blocker is active.

    If you theoretically could kick it, you'd still get the PGTW effect of knocking 25% off the generator, it just would not continue to regress while the generator is blocked.

    @Peanits I actually have a question regarding blocked generators I was hoping if you had the time you would mind answering it for me.

    How comes blocked generator's no longer regress? This has bad synergy with a few perks in the game so i was generally confused by this design mechanic.

  • @NOED_EDD_N_EDDY said:

    To start off I know this will never happen just what I think the perfect version of this game is. Gens are a boring activity and just take away from the horror aspect of the game. There are 2 things survivors enjoy doing and that is running and hiding. Then there are 2 things killers enjoy doing and that is catching and finding. Gens ruin the experience of all of them. Matches should just be a set time of 15 or 20 minutes before the exit gates become available to open.

    Honestly that would make me drop the game it sounds extremely boring that way.

  • @Gardenia said:

    The cosmetics are Soo good. My Adam and Jane look amazing <3

    I see we've gone down in killer potency in favor of more clothing, Fashion By Daylight is doable for me. Better than Walmart hands down lol

    Can i see your adam and jane?

  • @obamagaming99 said:

    there is no point to play him when you have billy on console. I have no control over my kanabō and he just feels horrible and painful to play

    Have some friends who play both and main botj. Can confirm more people enjoy Oni of this group than Billy.

    It's an operator error.

  • A good Hag can end the game within minutes of the game starting. Ya it may take her time to set up, but I've seen experienced Hag's dominate and overwhelm the survivors after getting the first down on a level that would make Hillbilly jealous.

    Myers and Oni don't have near the same level of potential as Hag or Huntress. Sad part is Myers is more mid tier to lower mid tier than High Tier. Least Oni would be High Mid Tier to Low High Tier.

    Overall if you compairing Oni, Huntress, and Hag to Myers than your probably not playing with/against those killers well or facing god tier Myers every game. I highly doubt that the latter is something that happens every game or anywhere near that.

  • @Cookiescrumble said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221231#Comment_1221231

    kEYS ARE ITEMS YOU CAN COUNTER THEM WITH PERKS AND BY DEALING WITH THE PERSON WHO HAS THE KEY IT IS VERY DIFFERENT FROM AN OFFERING. PLEASE DO NOT USE THAT COMPARISON BECAUSE THERE IS LITTLE TO NO COUNTER TO MORI'S.

    Actually there is no longer any counterplay too Keys. The perk to deal with them can't reduce the item below 0 charges to destroy it. Effectively the only way a Key can be countered is by knocking the item out of the hand of said survivor as they drop a pallet and never breaking that pallet.

    Kinda beyond unrealistic. The other one is the addons themselves. Sometimes Mori's or Tunneling that survivor to death removes it from the game.

    When I compare them it's because at a core level these 2 things maybe a offering and a item, but they both cut the game down. Screw others over for something while simultaneously warping the game.

  • @Cookiescrumble said:

    So I am going to get a lot of salt here from a lot of killer mains I feel like but here goes...

    Am I the only one who finds that mori's just make games short and unfun?

    I feel like Mori's need to be changed to second hook phase. The reason I say this is a majority of killer's who, after hooking someone, instantly tunnel for that mori kill. Adding another hook phase will add more chase and it also may make the games last longer depending on their skill. It makes it a challenge like it should be. So far mori's just aren't fun and ruin game experience for well--survivors and sometimes killers. I find as killer that Mori's are just an ######### thing to use and they make MY playtime short and unfun. Please change mori's or at least consider it? It's not fun, it's short for everyone at times. I understand dailies and getting kills by a killer's hand but that person should work for their kill not just hook someone once then get the kill. That's so aids.

    Another cool thought that someone had was Mori people after all four survivors have been hooked, this one I am iffy on because sometimes that's not possible! Skill is a thing a lot of survivors have and I understand it's hard.

    Please make it to where you have to work for the Mori.

    I am by means not on any side. I have played enough of this game to enjoy both sides. Thank you. I am open to discussions, feel free to comment your thoughts.

    I find the same issues with keys. They both ruin part of the game and cut it short.

  • @CosmicParagon said:

    The only reason a Killer would give two shits about your name is if one of the following occured:

    1. You were an incredible survivor and they want to use you for practice
    2. (more likely) You were a toxic POS and they made a mental (or physical) note to never show you a scrap of mercy

    3. Your name has started to become reoccurring.

  • @PapiQuentin_ said:

    I can't stress enough how easy it is to ruin a survivor's game by remembering their name and then playing extremely toxic the next time you play against them. The survivor can't even check who they're playing against so why is it fair the killer can see them?

    I see people I know all the time.

    I avoid toxic players or bad teammates a lot. Just because a few people abuse the mechanics does not mean everyone should suffer.

  • @EntityDrudge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220512#Comment_1220512

    You're right, but some people already have, and that's time and BP wasted now. A lot of time if you went level 50 third prestige

    Because I actually enjoy the game and may as well P3 all perk killers/survivors I actually enjoy.

  • I know, but I figured if I didnt say something you know how this community works.

  • @Respectfulnancymain said:

    Killers have second chance perks too lol enduring,spirit fury,remember me,blood warden

    2 chase perks, 2 stall perks. None are second chances. Remember Me is just a bad perk in general, but Blood Warden + NoeD is a good second chance.

    I'm assuming what people mean by a second chance perk is literally just getting a free. Similar to how DS, DH, and Adrenaline work. Arguably only NoeD and Rancor are like that on the killer side.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219344#Comment_1219344

    They could always crossplay across consoles only.

    And maybe try out PC+Consoles but not commit if it doesn't work out.

    On PS4 i would rather cross play with PC, Switch, and Windows Store than the Xbox community. Even on PC I would rather play with Windows Store, Switch, and PS4. So hopefully I can turn off crossplay specifically for each device.

  • @BlindMole said:

    Funny because i was planning on doing a big thread on this subject. To me it came to a point where i stopped buying dlc not because i can't afford them, but because i can't deal with the grind of yet another killer to level up. I will be making the jump to pc in a matter of a couple of weeks but doing the grind again actually scares me

    They mentiond cross progression enough that I haven't bothered going back to PC. I would rather wait.

  • Sometimes the entire match can lag for some players on ps4. I've had games with green ping in the lobby yet everyone thought I was lag switching till they dropped a pallet.

    Then we all realized wat was happening and started farming instead.

  • @Vampire said:

    I wanna try new killers but as a purple/red one I can't unless I want to spend a few games getting tbagged by red rank survs and getting gg ez baby killer, its not fun.

    Im trying to learn ghostface and other killers, so any idea if we're getting a separate ranking or something per killer?

    I dont mean like rank 20 per new killer, thats not fair for new survivors.

    perhaps just get put down a colour? if you're red killer than purple when you activate a new killer? or something.. im unsure but i know this idea can be tweaked.

    Honestly what's killing it for you is the illusion that rank matters. Ya some of the purple and red rank survivors on average are more skilled then green and below, but with how survivors pip that's not always true. If you want to try a new killer best I can say is just play them and have fun don't think of winning as getting X kills. Set yourself a goal for each match as this new killer.

  • Spirit, Huntress, Pig, and Hag are my go to killers. Depending on my mood I'll be playing one of these 4 killers. High chance I'm either playing Huntress or Pig because the other 2 I more often than not get the 4k. Huntress is common for me to get the 4K, but the maps can make or more RNG or raise the difficulty. Pig I honestly love the most as killer. I'm more likely to start my day or end my day as Pig depends on my mood when I load up DBD.

  • @coppersly said:

    https://us.v-cdn.net/6030815/uploads/383/01AYWTXFLSKY.png

    https://us.v-cdn.net/6030815/uploads/095/QUNZCHCY4T0U.png

    https://us.v-cdn.net/6030815/uploads/728/6RCDO3J1LMFZ.png

    https://us.v-cdn.net/6030815/uploads/371/1G6EP3HONMXX.png

    https://us.v-cdn.net/6030815/uploads/157/4C5DHLXJV8HK.png

    These were all from today. If you can add the check for survivors is it possible to add it for generators? It feels very bad and for instance in the last one I was only JUST able to get there in time to stop the cleansing, but very few other killers could have done that.

    You do understand that the more LoS checks from survivor and gens the less places survivors have to check for totems. We all want totems to be better hidden, but the reality is based on how a typical survivor acts. It won't matter what happens you'll always lose the totem eventually. Truthfully totems have very few good spots to hide.

  • @m1lly said:

    Is there a particular reason this killer hasn't been nerfed? How many killer mains are going to defend the BS??

    I'm surprised survivors still complain about it as well after all this time. Funny thing is Iridescent Head and Infantry Belt are pretty common among bad to mediocre Huntress players. It's like the NoeD for this killer.

    @GhostofYharnam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218164#Comment_1218164

    The problem is everyone combos it with Infantry belt and get like 3 or 4 total hatchets with it. Don't know the exact number. If it didn't stack with those id be ok with it.

    3

    @Katzengott said:

    Having 1 IRI isn't the problem. Your problem are 3 IRIs with infantry belts.

    And still i see this very, very rare. And i can tell the combo is mostly used by more unexperienced huntresses.

    I have like 300 IRIs and even more belts. Never use them because i know how OP they can get when a solid huntress is using them.

    Now imagine what will happen if we know they're going to be nerfed soon...

    That thought makes me twitch.

  • Not every person plays the game every day. Some of those low rank killers/survivors used to play a lot. Now they play just here and there.

    Like I said rank means nothing anymore it's more used in arguments to make people feel better about the lack of skill, but they can say they are high rank player with good skills [insert screenshot proof]. Survivors can easily pip up so you can have extremely bad red rank survivors. At least killer is more difficult to rank up past a certian point.

    @wojtech said:

    https://forum.deadbydaylight.com/en/discussion/comment/1217743#Comment_1217743

    If it's skill based and someone don't always play with constant pace can easily get matched with lower ranks. Am I right?

    Yea.

  • Other than the rank 1 everyone is within the +6/-6 rank range for matchmaking. Anyways rank means little to nothing anymore outside matchmaking. It's entirely skill based nowadays. You can get rank 15 killers who dominate a 4 man rank 1 group.

  • @Enlyne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212687#Comment_1212687

    Apparently someone assumes too much? I didn't mention a single thing about godloops and neither did you, all you did was mock around people who were disappointed with where the game is going, so instead of acting all smarty pants, read better and notice that for writing non-productive and silly comments, you might aswell not even write.

    And you tell me how the recent issue with deadzones is going to help balance the game, cause soon enough killers will only be facing mobile bots, and when they grow bored, nobody will care for it.

    Just to put this out there. I've seen this exact argument when Ruin was nerfed. Not word for word, but pretty close.

  • @bunnibeetea said:

    I know it sounds like I'm whining, but how is this actually fair? How am I supposed to improve when I get stomped on as killer all of the time. I could either wait in lobby as a survivor for 10 mins to find a game that goes terrible, or instantly find a game as killer against red rank/rank 1 survivors? I genuinely would like some advice in how to improve, other than just "get good" as I've played this game for 3 years and this has always happened to me

    https://us.v-cdn.net/6030815/uploads/472/17Y609961K4J.jpg

    Mind if I ask what's happening in your games? Also take Brutal Strength and Ruin off.

  • To a degree yes, but having the entirety of how you play flipped upside down was the same. A lot of people tend to loops pallets get hit through it, drop pallets in front of a clocked wraith or FF Legion. Stuff like this. It will be interesting to see how it goes forward with people no longer able to mindlessly waste pallets or use a god loop that has a predetermined spawn.

    Except the numerous deadzones those should be fixed.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202004#Comment_1202004

    ROFL.

    EGC?

    Hatch close?

    Recently...

    Please respond, I want to blow you up with survivor nerfs relative to killer.

    I dare you.

    I honestly dont know what your going on about, but I responded like you wanted <3

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202631#Comment_1202631

    There are only 5 gens to do. Even if the killer gets TWO hooks per gen, you still escape. What are you talking about? I can’t tell if you’re serious.

    Are you the type who stops doing a gen as soon as you hear a heart beat? So no gens get done? If a team just does gens and doesn’t crouch in the corner of the map, it’s not possible to lose.

    You sound too concerned about getting hooked that the fear makes it so you don’t actually do anything. That’s called being a potato in red ranks.

    @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202646#Comment_1202646

    You have to be baiting at this point mate. If you think it's that simple, you're the potato in red ranks.

    You ignore the concept of positioning, maps that are more prone to 3-gens, slugging, who the killer is, etc. Kinda cringe bro

    Since AsePlayer said what I was gonna say I deleted what I typed and quoted him.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202535#Comment_1202535

    If you see the full post, it's to force the survivor into a bad position.

    They have very little time and must go around the map fast to remove the rbt or die.

    I called it "head-huntress pig". The rbt is there to delete someone from the game, not stall.

    Unlike "stall pig", who doesn't really care if the trap is removed or not, she just wants survivors off gens.

    You exchange stall for lethality.

    I think the playstyle is different enough to award a second base power. Otherwise, one of them will always be nerfed.

    Everything is overwhelming for newer players... my first game was agaisnt leatherface and he seemed unstopable. Had no idea how to deal with trappers traps. Had no f*ing idea how spirit worked...etc.

    So after reading it my mind remains unchanged. You aren't really doing anything other than instead of like you mentioned creating a inf loop of RSN2 base or not by making it 2 separate powers.

    Your not addressing any issues. The RBT wont become more lethal either just because they do a gen first. You haven't done anything new except let's change it so we can both have our way and throw a shiny "head-huntress" title on it.

    We will pretend it's a 50/50 split on survivors current doing boxes or gens. Instead of 50% doing boxes now 100% do gens. You haven't increased any lethality in the RBT. In fact there's a better chance of you losing because they will treat Pig now like Clown and gen rush. The faster they do gens the worse your RBT becomes.

    Your TLDR was spot on.

    Everything aside I did think the switching of powers for Freddy is not a terrible idea though.

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