Mister_xD
Mister_xD
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as long as it happens on a set timer, yes.
nothing wrong with survivors bodyblocking a hook while you are carrying someone, nothing wrong with you bodyblocking a vault / pallet while being unable to attack (e.g. uncloaking), nothing wrong with you bodyblocking someone during EGC, etc.
however, if you bodyblock them somewhere where they will be unable to leave without there being a clear time indication present that marks the end of your action (e.g. deep wound timer, active reverse beartrap timer or EGC) it is no longer allowed.
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yeah that could definitely work.
it would give them decent map pressure (and therefore make it appealing for them to use their power outside of chases aswell), would make their horrible UR Add On "Fuming Mixtape" actually pretty good (very similar to the Wraiths "All Seeing - Spirit") and would ensure that they get the first hit in a chase, unless they whiff / get stunned.
and it might actually make the powerbar loss uppon normal M1s reasonable aswell...
personally though i think the only real changes they need would be the removal of the power bar reduction on normal M1s, a 1 second shorter fatigue and a slightly increased frenzy duration with a slightly decreased recharge time.
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its not.
however, it makes you look very sweaty / tryhardy and is very unfun for the survivor side, hence the critisism.
its basically the equivalent of a SWF where the last guy found hatch and the second to last one immediately suicides to give their friend hatch. its annoying to face and there is very little you can do to prevent it.
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ive had a very similar issue a short while ago on Nurse.
once you obtain every perk at lvl 2, the game is unable to create a 4th Perk in your bloodweb.
apparently this is due to the rarity of T3 perks being Very Rare and the game not being able to create more than 3 very rare items at a time.
though i havent seen this happen with Teachables blocking further Perk progress - do they do that every bloodweb? or could it be that you just got extremely unlucky and 3 out of 3 possible perks ended up being reachable this one time?
i am pretty sure this is not intended btw.
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i didnt level them.
why would i waste BP on other survivors than the one i leveled first when they are just reskins of one another?
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@fray1919 said:
https://forum.deadbydaylight.com/en/discussion/comment/2001452#Comment_2001452
I see from your next post you didn't know you can't farm the AFK Killer anymore, so points are limited and it means all you can do is gens and totems, and gens are far easier to find.
Also, not everyone cares about points.
yes, but that change might aswell be unintentional and therefore be reverted soon. also, totems are usually very poorly hidden, so its really not hard to locate them most of the time.
and a vast majority of this playerbase cares about points.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2001421#Comment_2001421
Me, I don't play dbd for the points if they aren't "earned" I'd get more points rushing out of a match and into a legitimate one than I would farming points out of an afk one and then going into a normal match.
Ontop of this, this thread implies it is no longer safe to farm chase points infront of the killer because say you haven't been able to do all totems or whatever and the last gen pops you now die because you wanted to farm those points etc, at thaat point the 5K for escaping outweights the time and effort spent farming chase points when it could end up killing you.
Additionally, I'm no hyprocrite and have noticed my survivor lobbies are no longer instant but I can admit that, so ontop of waiting out for a lobby you may end up in a match where you can't do anything and have to queue up again for a long, imagine when DCing wasn't penalised and killer lobbies were long and you waited ten minutes for a match just for the survivors to all DC bc you're playing a killer they don't like or whatever, it's the same thing really.
yeah, i worded that question poorly, sorry. i ment to say how often does everyone in your team rush gens instead of farming BP against an AFK killer / doing bones.
if only one person is continuously doing gens, thats more than enough time to track down the totems before the 5th gen pops, even for solos.
and im not trying to defend AFKing with this strat here, i just want to point that out once more.
i just said that if the killer is AFK, there really isnt any reason for you to not do the totems, as they are now one of your main BP sources and no one is pressuring you into finishing the gens asap - and unless you have everything maxed out already (which is the case for only very few individuals), points will always be something you want to get as many of as you can.
also, a point could be made here that if this is a common trick killers use, the survivor should be aware of it and take it into consideration as soon as they notice the killer is AFK, therefore hunting bones would be even more of a priority for them - more than gens should be, as there is no pressure on that objective.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/2001396#Comment_2001396
IIRC AFKing the entire trial isn't bannable by itself, but it becomes bannable once you're using an automated bot/macro to enter lobbies, ready up, etc. and this happens over several matches in a row. (Those "Bot Killers" who sit in place swinging constantly.)
If you AFK for 5 gens just to suddenly unleash NOED, Rancor, and Blood Warden that's definitely not bannable. A bit "toxic" but you're were not macroing AFK.
Same with Leatherface hiding in the basement protecting his chest with Insidious.
no, AFKing is bannable.
just check the ingame report system under "unsportsman like" AFKing is listed as one of the possible report options.
its just very rare anyone ever gets banned for it, as you actually need to have someone report you for it, while also having a recording of the trial that shows you AFKing throughout all of it. and it has to happen multiple times, as being AFK once isnt enough of a reason for you to get banned, you'd have to do it consistently and get consistently reported for it WITH video evidence.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2001454#Comment_2001454
Absolutely no clue but from what I remember Mandy saying in an earlier thread I think it was, in order to punish AFK farming for bp.
... but that literally punishes survivors for the killer being AFK
honestly, if they want to make it less attractive, remove chase points being earned for the killer for as long as they stand still during chases.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2001421#Comment_2001421
Actually, now you can't get chase points out of an AFK killer, a lot of people will just rush through generators because there's now no easy way to farm points and subsequently they just wanna leave and get into a new match asap.
well that change was stupid.
do we know if that was intentional though?
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@fray1919 said:
https://forum.deadbydaylight.com/en/discussion/comment/2001421#Comment_2001421
"Who would genrush an AFK killer?"
People who want to get out of the not-a-game and into a real match.
but those people would also not get any points for their trial.
if i have to wait 5 - 10 minutes to find a game i'd want to get as much out of the trial as possible.
also i wasnt very clear on it the first time, but with that question i was referring to the entirety of your team, not just one individual.
if one does it and two farm points on the killer, thats still more than enough time for a single player to locate the 5 totems before NOED can activate.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2001396#Comment_2001396
There kind of is, solo gamer can't reasonably be expected to check every spot on the map and do gens, especially when there are three other survivors pumping away at gens and possibly not doing any totems, then the last gen pops and you get instantly downed with noed and camped, the worst matches in dbd are the ones the killer is afk there is no fun in that, doing gens and leaving is top priority, not making sure every totem is done you know?
thats true, but who would genrush an AFK killer?
after all (unless its an invisible wraith ofc) most will go and try to farm points on the killer.
also, totems are now one of your main BP sources so it'd be kind of stupid to ignore them.
but yes, theoretically that scenario is possible. very unlikely, but possible.
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to be fair, if the killer is AFK there realls isnt any excuse for you to not do all the totems.
do make sure to report them though, AFKing the entire trial is bannable.
you might need video evidence though.
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my current one is:
- Corrupt Intervention
- Pop Goes The Weasel
- Brutal Strength
- Monitor & Abuse
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but you can usually get a hit on those that have been blocking the chain, which more often than not gets them killed instead.
also, at least in my experience, this rarely ever happens, so its not really a scenario that would affect most your games.
and if they are close, you can lunge around the person trying to bodyblock.
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the grass is horrible.
you know, at first i really liked it, thought it'd be a huge QoL improvement for Trapper - then i realized how it barely even covers up the ground, let alone a Bear Trap set in it!
they need to thicken the grass by a lot. currently it looks like each blade of grass is 50m apart from one another and i really dislike it.
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QoL improvements.
her puke hitbox is REALLY bad sometimes.
other than that i'd say she is mostly fine. Otz has proven again and again how strong of a killer she can be if played right and the concept behind her power is a really interesting one!
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yeah i too think NOED doesnt really do its job right and that its strength should be reliant on the amount of totems left.
this argument goes both ways btw - i think its dumb that a survivor team that did 4 totems gets hit by NOED just as much as a team that did 0 totems, though i also think its dumb that NOED is just as easily removable by a team that didnt do any totems as with a team that did up to 4.
ive had some ideas regarding this issue myself, some more simple, some more on the complex side of things.
here are a few:
1) NOED gets applied to every remaining Dull Totem on the map. this one is a straight up buff to the perk, yet one that wont at all change the main counterplay to it, which is doing totems. it would also passively reward teams that cleansed dulls, as now they have to worry about less NOED totems VS teams that ignored totems all game.
2) NOED changes into a Judiths Tombstone for every killer. no more exposed, no more bonnus moving speed. however, each time the effect is applied a certain amount of NOED totems on the map (it once again activates on all remaining dulls) gets destroyed. so the amount of totems on the map when NOED activates would determine the amount of possible usage a killer can get from the perk, rewarding those who cleansed them with much less potential last second deaths. also, the removal of the exposed effect gets rid of the famous 4 man NOED slug endgames and instead forces the killer to get one (therefore guaranteed - but not really counted positively to emblems due to the missing hook) kill.
3) (and i basically just made this one up, so it isnt thought out entirely yet): NOED exposes and shortly reveals affected survivors. however, if a survivor cleanses a Dull Totem throughout the trial, they gain immunity to this effect. Should NOED activate and all 4 survivors have immunity, NOED now gives the killer a haste status effect (a bit more than the current one i'd say, sthg like 5 - 10% maybe?). this last part is very situational though, as it would require a totem left on the map for NOED to apply to, while also having every individual Survivor cleansing one of the remaining ones. this is just so the perk has a guaranteed benefit for the killer when it activates.
yes, that last one was a bit inspired by your initial idea aswell.
i generally really like the idea of letting individual survivors avoid NOEDs effects by doing bones, though i'd make it more significant for them while also telling the killer who is punishable and who isnt.
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not mad, more like disappointed.
im mostly happy with the changes made to it, so while its still inferior to its previous version i can see that the feedback given was listened to and that it has mostly been addressed.
the main reason i think why most have gone more quiet on the topic is due to the upcomming promised changes on it, introducing "new features that will justify the changes".
i really hope they will justify such drastic changes though. cause if they dont, there'll be more critisism.
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the perfect Hex.
the definition of high risk, high reward.
i wish more Hexes were like this one, i really do.
sadly, most alternatives (that arent traps) arent even near its level.
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"positive feedback on the killers performance throughout the trial"
its almost like they forgot about the existance of the sacrifice BP scoring event...
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@I_am_Negan said:
Are they for shards?
Jane and Nea are, Meg and Kate arent
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so you want us to give you counterplay, yet in the same sentence you say that you wont accept answers that list you the obvious counterplay to it?
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it has to happen.
this is a MUST.
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pretty sure i just recently got reported for "hacking the Deathslingers range" or sthg like that...
i scored like a single sharpshooter score event all game btw (old gideon) and couldnt even reel that one in...
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nothing at all.
as long as you dont complain about how they react to it, there is nothing wrong with it.
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yeah and lets not forget that while you can get 27% gen progress at once with 9 individual hooks on your team (= 3 people dead), the killer can instantly take down 25% of a gen with Pop on a SINGLE hook.
its really not that bad.
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@twistedmonkey said:
They want killer to think about the strategy rather be handed the info.
You see two survivors and you don't know which has been hooked already you take a 50/50 chance. If you are given the info and do know who has been hooked then the optimal choice seems to be to go for the one who has been hooked (depending on looping skills of course). It removes a degree of thought process.
While most good killers know who have been hooked there are cases where one forgets and some of course would use it to go after the non hooked one for bbq stacks.
I don't quite understand why survivors need the same though process removed to be fair as it does remove some plays that can happen.
Survivors knowing can avoid running closer to the hooked area and sit on gens or at end game they know 100% to leave.
Personally I don't think it should be there for either side as I do not like too much info being handed to me and believe the game is at its most fun when we are having to think more as we play.
that scenario with the 50/50 choice is only going to happen to killers who paid no attention to the game / new players though.
so all that excluding killer from this HUD element does is making it harder for new players to get into the game, older and more experienced players shouldnt have a problem telling who has been hooked how many times yet.
i really dont see how giving killers this information would be a bad thing tbh. like, high rank gameplay would stay mostly unaffected by it and low rank gameplay would generally improve for killers...
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they look interesting.
the killer especially seems to be something very different, though i cant say that i'd dislike the design. its something unique and i think that they have huge potential in terms of future cosmetics.
his power is something i actually like aswell. its not the most powerful and i dont think it really justifies being a 4.4 m/s killer (especially when considering that Blight is a 4.6 m/s killer), but its something unique that, as far as ive seen, is both fun to use and verse.
the Perks are mostly perks that can be combined with others to achieve any real effect on the game, though his Hex: Herd Control seems like a very strong Perk, one that absolutely justifies being a Hex. I am very happy with that one tbh.
for survivor, she seems a little too loud right now.
her design is also not all that different to some of the other survivors cosmetics (looking at feng and nea here), yet still unique.
the perks are mostly centered around your own survival, which is interesting. seems like the devs were trying to push a bit of a more self centered playstyle with this chapter.
though those are my day 1 thoughts, so they may change a bit further down the line (especially the balance thoughts).
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the entire point of BBQ is to reveal other targets to the killer in order for them to go after them instead of staying around the hook.
keeping that in mind, its effect HAS to be something that reveals other survivors to you.
so a haste status effect cant be the main bonus it gives you ingame, as it wouldnt help locating survivors and therefore wouldnt really be encouraging a killer to leave the hook, seeing how by the time you'd get your haste to actually do something for you the hooked survivor is most likely already been rescued, deactivating it.
for the position reveal, i think that'd just be a straight up buff to the perk, as it would immediately eliminate two of BBQs current counters, namely hiding behind a gen or inside a locker.
we could instead say BBQ reveals any survivors aura within 40m to the hook, that would tell a killer where to go to get someone waiting for a save and when camping isnt a good strategy.
though it might also encourage proxy camping the area, as the killer has no longer an immediate target to go after and knows that it might be easier for him to spot someone going for the rescue, as he definitely knows where they'd go and that they must be comming from quite a distance.
imo BBQ in its current state is perfectly fine.
it rewards you for not tunneling one person down immediately (4 stack requirement) and it lures killers away from hooks, allowing survivors to safely rescue their friends by occupying the killer with a new target.
its a decent perk (ingame) and ot has enough counterplay to it as is.
of course you are right that there are scenarios where you cant always counter its effect, but is that really a bad thing? i dont think that a killer perk should always be 100% negatable by the survivors at any given time. otherwise it'd just be a plain out bad perk (its already mediocre on any killer that doesnt have high map pressure) and there'd really be no reason to run it outside of the bonus BP it provides.
and seeing how killers have 4 perk slots vs the 16 survivors have, i dont think they really have the luxory to waste one of them like that.
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we are still missing a Firefighter killer after all, so that could be it?
you know, all geared up with gas mask on and fire axe in hand that could be quite a scary sight.
especially if his power is somehow related to flames and thick, black smoke (e.g. flames burn an area and burn survivors inside of it, while a lot of smoke will visually cover parts of the area around it to allow the killer to move without being seen and make survivors in it cough - killer could be immune to the smoke and fire effect aswell)
god now that i said that i really want it xD
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very much like the Postula Petals im sure we will get to know what exactly those are at some point.
right now however, we dont know.
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i very much care about new content.
due to the lack of different gamemodes the game would become very boring without new things to play around with.
in fact, that was on of the main reasons to why i took a very long break a long time ago. the Hag had released and the Doctor was being worked on, however i found Hag to be rather boring and since it took Doc a very long time to come out (they didnt have the 3 month rule at that point), i simply quit the game out of frustration / boredom.
i only came back when i saw that the "Spark of Madness" DLC had dropped and introduced a very unique and interesting new character (the Doctor) to the game - who i ended up maining for a long time.
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@Jay_Whyask said:
Obviously a bug, I know The Nurse has received some updates recently, so that may have caused a domino effect that now makes her blood webs dysfunctional. Does this happen with any other killers?
truth be told, i have no idea.
Nurse is the only one im leveling right now, everyone else ie either already maxed out or, in the case of Twins and Hag, merely level 50 (to unlock the teachables).
though i think if it affects one character, then everyone else is probaply going to have the same thing going on.
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Deathslinger is, at least in my opinion, in a very good spot right now.
He excells at chases, yet he is lacking in the other aspects, making his power feel very powerful when using it, while also leaving a lot of room to beat him for survivors (if they know how).
regarding his range, i thik the 18m are more than enough. dont forget that you also need to reel in a survivor after you land a shot, which is extremely hard already uppon hitting a shot from further than 15m away, so having his range be even longer would just mean that the survivors would get more time and chances to break the chain anyway.
on top of that, the durability of the chain is balanced around him reeling in people from no further than 18m, so in order to increase his range you'd also have to increase the durability of the chain, which would end up making it basically impossible to escape a hit within the 15m window.
and anything over 18m would be easily dodgeable by any survivor that has eyes and ears that hears your gunshot and then sees the harpoon flying at them (shots over the 15m range are definitely dodgeable by survivors, according to my experience).
if you're looking to get better at Slinger, here are a few tips on how to generally improve with him:
- pre-aim to a chokepoint you know the survivor will run through without Aiming down Sights. then quickscope the survivor when they do enter said chokepoint (e.g. a doorway, pallet or window)
- learn when to use which reeling technique. its true that walking backwards while reeling makes it harder for them to spin around on the chain (so it lowers their chance to find objects to hide behind), but you also limit your own ability to affect the chain turning aswell. if you want to manneuvre a survivor through a lot of objects, sometimes you'll have to stop walking backwards and move sideways to readjust the chain.
- if you feel insecure about playing Deathslinger, go for faster reload speed and faster reeling speed Add Ons. those are definitely his best.
- Monitor & Abuse is an amazing perk on him. combined with A Nurses Calling you can get a lot of great ambushes on unsuspecting, vulnerable survivors.
- remember that any object you can see a survivor through / over you can also shoot through, excluding a few badly designed spots on Backwater Swamp.
- dont loop with him as you would with other killers. your main goal is NOT to get a hit on them, but to force them to outposition themselves so you can shoot them. Windows especially are your friend here, as all you need to do to get a hit is to make the survivor walk past the window while you are on the other side (and then hit your shot ofc).
- remember that your gun is not a hitscan weapon. it fires a projectile that needs to connect with your target in order for you to land a hit, so dont aim directly at the survivor, but a little in front of them on longer ranges.
- and, most importantly: train, train, train. the more you play him, the easier it will be for you to consistantly land your shots.
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i prefer pop over both of them.
if i run one of the two though, its going to be corrupt on setup killers such as Hag or Trapper.
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@Snap_Tobiyume said:
https://forum.deadbydaylight.com/en/discussion/comment/1978421#Comment_1978421
Swing chain+jump rope+thanatophobia+ruin+undying+tinkerer freddy. Best slowdown build, and there's no pop in it.
that build is entirely reliant on the killer and their power though. if it wasnt for Freddys already busted game slowdown Add Ons in combination with his quite powerful power, this build wouldnt do anything for you.
the perks are, at best, mediocre.
and whether thats actually the best slowdown build on him is debatable.
imo it would be a lot more effective to ditch Ruin + Undying and add Pop (which has a beautiful synergy with freddys teleport and Tinkerer) and Sloppy Butcher, which further slows down healing and has a great synergy with Thanatophobia.
and none of those would be removable, which makes the build a lot more consistent.
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i really hope so.
the last original DbD map was a whole year ago (Dead Dawg Saloon)...
and the last map overall was 9 month ago.
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@Snap_Tobiyume said:
https://forum.deadbydaylight.com/en/discussion/comment/1976430#Comment_1976430
Undying makes ruin consistent. Pop is a bad perk, because 9/10 times you have to give up a potential hook/down to use it.
correction:
Undying makes Ruin MORE consistent.
its still far from being a consistent perk though. Undying merely makes it so the first broken Hex is not going to be Ruin, yet its still very much possible that your Ruin wont last the first two minutes of the trial due to survivor and totem spawns. in a worst case scenario both perks can be obliterated within 20 seconds of the trial, just because they happened to spawn next to a survivor.
and due to the nature of Hex perks, that leaves you with nothing. if Ruin is the gameslowdown perk of your choice, there will be times where you have no slowdown at all. and if you back it up with Undying, there will be times where you find yourself running only 2 perks, without getting any real value from either of the destroyed Hexes.
now i dont really get where you got the idea that pop would cost you chases 9 out of 10 times, but thats just plain out false.
first of all, you absolutely dont need to pop a gen. if you think its more beneficial to chase, go for it. heck, sometimes you can end that chase quick enough to still apply pop, then hook the new guy and get yet another pop ready. and if a chase lasts too long, drop it. it shouldnt take you 20 seconds to injure a survivor. if it does, look for someone else.
on top of that, pop immediately takes away 25% of a generators overall progress. that in cases where you want to keep a certain gen setup is immensely powerful, given that you can just take away a quarter of the gen (20 seconds worth of repairing) in merely two seconds. that means pop is incredibly good at keeping highly contested gens under lockdown, given that you can keep your momentum up as killer.
pop is, by far, the strongest game slowdown tool killers have - at least perk wise.
it has a very strong effect, is consistent and its only real limitation is how good you, the player, are at the game.
the aount of times this perk can save your behind as a killer is unprecendeted - and unlike Hex Perks, its never going to let you down.
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pop is superior on any killer imo.
simply because its not a Hex and therefore consistent.
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bans arent discussed on the forum.
if you have any questions regarding bans, go here: https://support.deadbydaylight.com/hc/en-us
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yeah direct LoS to the killer should NEVER happen.
ive had it a few times aswell (not recently though) and it really sucks for the survivor.
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@TattooJake said:
https://forum.deadbydaylight.com/en/discussion/comment/1960662#Comment_1960662
By your logic every exhaustion perk is busted then right? All of them extend chases or have the potential to. I’d love to see stats on the ones crying about DH. My assumption is either they just plain suck or they 4k nearly every game and still ######### about perks to prolong a survivors time in a trail. Just play the game and quit complaining. Killer is easiest now then it EVER has been but that’s still not good enough. Let’s just take all perks outta the game killer too.
yeah difference is that none of the others are just manually activatable at will and have strict requirements to them that i can expect and play around as killer.
Sprint Burst only works at the beginning of the chase, Lithe requires a window or head pallet to be vaulted, Balanced Landing requires them to drop down from a high place, Adrenaline requires the 5th generator to be repaired and Head On i wont count.
Dead Hard is the only one that has literally no activation condition that has to be met (besides being injured ofc, but thats gonna be the case against literally any killer in any chase, exclusing the first chase against oneshot killers), therefore can be used at any given time during any loop.
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hackers exist, but luckily they arent very common in DbD.
truth be told, i see more hackusations thrown around than i ever saw hackers in this game.
and imo there is no better compliment to your gameplay than being called a hacker xD
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because there were a lot of people who abused the living hell out of the DC option back when there was no penality for it, which made the game almost unplayable at the time.
sorry to hear this scenario happened to you, but the DC penalities should not be lifted.
you can thank the people who abused it for that.
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could be a good perk, but the cooldown ruins it.
either reduce the cooldown, or make it affect every gen on the map.
currently i would not suggest to run it. it CAN work, but more often than not you're off much better with other Perks.
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as a Deathslingermain i really dont think he needs any changes.
he is in a good spot right now.
any buffs or nerfs to him could easily break him and either make him too powerful or too weak.
We can talk about changing his Add Ons, the Iridescent Coin in particular (seriously, f*** that add on), but i really think his basekit is fine the way it is right now.
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i like to use Deathslinger, Legion and occasionally Clown and Wraith.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/1960668#Comment_1960668
Thanks! Yeah I was wondering if that is a good waybto gauge it. I didn't know if leveling up slows down a lot later on
it slows down drastically when you run out of challenges.
other than that its always the same: 800 EXP give you one fragment, 10 fragments give you one tier in the rift.
so basically, 10 perfect games / ~12 normal games should equal one rift tier.


