Nameless
Nameless
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@Troman said:
It's always the same: a teammate runs at you, leading the killer to you, gets hit, Legion x-ray locks on you, he's faster than you, there's almost 0% to run away, you get hit, mend+heal for 2 mins, get hit again, rinse and repeat.
Distortion doesn't work against Feral Frenzy, lockers don't block this x-ray wallhack too. That's the most annoying killer power in the game.
Unless they're right on top of you, just start running as soon as you hear the heartbeat. There's no chance he'll catch up to you unless he's maybe running both the duration addons, but even then the distance between you and the Legion is usually too big.
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I've been playing with him for a while now. Nemesis is really not that bad of a killer and the only thing holding him down from being really good right now is the initial speed burst you get as a survivor when he infects you and the zombie AI is really wonky.
At first I thought that they just need to make sure that the AI doesn't just wander off to the corner of the map and actually goes to like generators that aren't finished yet, but the AI gets stuck on everything. Whether it's a hill, a bunch of rocks or literally just the porch of the Saloon, the AI gets stuck on everything so you're forced to kill those zombies if you want them to do anything other than standing there for the rest of the game.
It would also be more interesting if the devs allowed you to choose where the zombies go in the map as it would make the killer way more strategical and his map pressure would be a lot better. I'm not sure if that would be balanced though. The zombies are very slow still but it wouldn't be a bad idea for the survivors to have more ways to kill the zombies if they're going down this route and maybe they could link it to Tier 3 of Nemi's power since 1 extra meter of his tentacle range is pretty negligent and it's probably more balanced since Nemi would be working for his map pressure too.
But yeah... Sure there are things that could improve, but overall Nemi is really not a bad killer in my opinion.
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I've been saying from the moment Surge was revealed that it didn't need so many restrictions but uhhh this is a bit overkill lmao
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/2280391#Comment_2280391
All you did was explain some of his upsides (really over selling the zombies) and ignore his tremendous downsides. How is he any better than Doctor for example? How is better than P Head? How about LF? Or Plague? He is no better at anti loop than Clown, Huntress, Dslinger, P Head unless he get's very lucky with 1 of 2 zombies.
https://forum.deadbydaylight.com/en/discussion/comment/2280395#Comment_2280395
It's just so inconsistent. My first 53 games my zombies infected someone like, 6 times? And they downed/injured someone 2 times. that being said i just had a match where they did work. But out of 54 matches my zombies popped off and got me 3 injures and 2 downs by shutting down loops at the right time in 1 game. Also the infection rate you get from zombies in so bad it's not worth trying to use them to get your power.
When they remove the Sprint Burst from an infection hit, it'll be worth using your power more on healthy survivors. In other words you won't be relying as much on hitting the zombies with your power to tier up.
The fact that the zombies are inconsistent in getting downs is imo not really a problem. I found that the tracking potential of the zombies is actually where your true benefits lie. Again though, the AI needs to be improved so it doesn't just casually take a stroll in places where gens are completed or just pays a visit to the corner of the map.
Maybe an interesting idea is to tackle both problems is by allowing the killer himself to choose where the zombies go to. Let them mark 2 spots on the map where zombie A and zombie B go to. Zombies will be more usefull AND it's a strategical choice if you do get a down, you're being rewarded for your skill rather than just lucky.
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Imo his zombies are fine. A couple of times the AI decides to wander off into zones where they're really useless so maybe that's something that could be improved. His power though isn't that bad. The common complaint is the sprint burst you get when Nemesis hits you with his power, and I agree it's not really necessary. His tier 3 needs something extra too I think because 1 extra meter with your whip is really nothing.
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I mean... Does he get rewarded for nothing if a zombie downs a survivor? Sure, but there are so many things in this game where you get rewarded for absolutely nothing, on both sides.
Every single survivor item for example is a reward that isn't earned but brought in for example, but they're considered perfectly fine, so why not the zombies? The actual reward out of the items you bring are also almost always something you get, unless you bring like a medkit against a Plague or so whereas the reward out of getting a zombie hit is in my experience at least something that hardly happens.
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Tbh, I don't mind the M1 requirement, but I would prefer they looked at the cooldown. Chasing the survivor and actually getting a down is a cooldown on its own so yeah.
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It's not like Franklins really did anything to keys anyways. Smart survivors would just store the item somewhere until they have to use it or can use it. Honestly, as long as they keep their promise and actually change keys so they're not as busted then I don't see a problem with the Franklins change.
@BlueFang said:
https://forum.deadbydaylight.com/en/discussion/257218/did-they-really-buff-keys
Items are different from killer addons, for us when we get the add-ons we grab it and that's final they are universal and we can use them with anything on that killer.
But survivors have several items Flashlights, Med kits, Tool-kits, etc and all of these items have their own rarities, separate pool of addons, and interactions. It is overall harder to keep a survivor's supply of items stacked than it is for a killer, even if you had the worst bloodweb rng possible as a killer.
This change hardly fixes the overload of stuff in the bloodweb. It'll still be a problem after this goes live.
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Prestiging in the current state of the game is really not worth it in terms of pay off or advantages. You get nothing out of it except for bloody clothes and weapons but even then, let's be real here: with the amount of cool cosmetics in the game, who even cares about bloody clothes and weapons.
If it's for bragging rights, then the only thing you're really bragging about is the fact you have a lot of time on your hands considering prestiging doesn't take any skill either; it just takes far too much time for what you really get out of it. It's just pointless in my opinion.
I suggested an idea a while ago where prestiges could be linked to a reduction cost at an ingame shop so people could purchase the items, addons and offerings they want. This way there's actually something to it and you're kind of incentivized to prestige as well, while in the meantime prestiging would also cost way less time as you could just purchase BP offerings and perks that grant extra BP from the shop. It's just an idea and I'm sure there are countless others out there that could make prestiging more interesting.
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Honestly, I don't think the fact he can "sneak up" on people is an actual problem. He's still going to be VERY annoying to go against during chases and that's where the real problem lies in my opinion. The fact he doesn't give a ######### about what the survivor does is the issue that needs to be looked at. If he's a balanced chaser, no one is really going to care about M&A because you at least have a chance as survivor to do something.
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@Techn0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2257791#Comment_2257791
And what exactly is fair about being a solo survivor against a god nurse or a trapper player against a practicing comp team.
That's... the whole point of a MMR system? You're not going to go against a god Nurse or Trapper if you're not a "god" solo player yourself...
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Her dash is just so underwhelming to me. Yes it can be useful at shorter loops, but can you really consider it like an anti loop ability when you have to take a second to crouch first, and then charge it as well? Not to mention the fact that the loops she can use her dash on are mostly loops any m1 killer could just deal with by mindgaming.
Her traps are not bad, but relies on RNG. Anything RNG related in this game is questionable because it's not reliable. Once every few posts you see threads about RNG allowing for terrible map design, either killer favored or survivor favored. I believe there was an active thread yesterday too on Autodidact as well where many people pointed out that RNG screws over the perk. There's really not much love for the RNG aspect of the game and The Pig just happens to rely on it a lot.
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@Orion said:
Nah. I'd rather not give people a new excuse for dismissing comments/users they don't like. This would just drive up the elitism.
Why is your brain so large?
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I like the RE franchise but I was kinda disappointed when they revealed Nemesis' power. Idk, I guess I just expected more than just another version of a ranged attack. The concept of having AI that could help out the killer seems interesting though so I'm curious what they're going to do with it in the future.
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@senki527 said:
https://forum.deadbydaylight.com/en/discussion/comment/2228584#Comment_2228584
yes, video games and real life are 2 different kind of things. A video game should stay a video game without putting our latest political issues into it.
I love how you keep bringing up the "political argument" even though people have pointed out a dozen times in this thread alone that there's nothing political about it.
Goes to show that you're either asking for the hetero flag purely to mock the LGBT+ community or just because you're actually extremely ignorant and refuse to listen to reason and educate yourself.
If it's the latter, at least be a grown up, admit to yourself you don't know anything about the topic and shut up about it.
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@Carlosylu said:
I don't know if it's just me, but I really believe that perk is becoming the new NOED. I have seen them in 4/5 killers for the past 4 days. The amount of "carry" then drop and slug has increased horribly, it's even a common strategy to leave a bit, come back for the downed survivor as soon as you see him/her being healed, pick the surv up, drop him and chase the new exposed survivor (the guy who was healing the downed survivor).
Maybe change the amount of time you're exposed? I think it's really killer sided.
I'm saying all of this as a killer main, and as a rank 1 survivor that has been in the game since launch.
I haven't tried it with Iron Grasp and Agitation, or maybe with TR perks, but it could be pretty OP couldn't it?
Important, I DO NOT THINK NOED or this perk are game changing, they're both valid perks. But I do think this one should get a small change.
If you try combining the perk with Iron grasp or Agitation or throw on some terror radius perks on top of Starstruck, then you're wasting 2-4 perk slots. You're sacrificing a lot just to get Starstruck value. It's something you won't see in an average match, and to be honest if people want to waste so many slots just to get value out of one perk, why not? They won't have any form of tracking perks or slowdown perks and they're completely banking on their ability to hook people fast, and then afterwards find people fast without tracking perks and down them without chasing perks.
If they're not using the combination of a terror radius perk, Agitation, Starstruck and Iron Grasp and replace one of them with let's say a slowdown perk then logically the potential of getting value out of Starstruck will decrease. Meanwhile they still don't have any form of tracking or chasing perks available to them.
On top of all that, Starstruck also has a cooldown so it won't be active all the time.
The only killer I believe is problematic with the perk is Nurse, but that's just Nurse. Nurse is just a problematic killer that ignores all core game dynamics so... pretty much any perk that's good could be considered broken on her.
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They're reworking all the old maps. It should only be a matter of time before they get to Haddonfield.
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On twitter they said it's forever available.
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@Orion said:
Zombies do the following:
- Alert you to the presence of survivors (when they stretch out their arms, that means someone is nearby)
- "Chase" survivors (keeps them off generators and totems, and they have to waste time drawing the zombie away)
- Injure survivors (self-explanatory)
- Infect survivors (self-explanatory)
2 is more than enough when they can do all these things.
True but the overall utility of the zombies really decreases on open maps such as Rotten Fields. They won't be alerting the presence of survivors as much, injuring or infecting survivors is going to be hard too because survivors will often see them coming, ...
Maybe the map you're going to play on should determine the amount of zombies that spawn so bigger, more open maps have an extra zombie. If it's just one extra zombie I don't think it's going to impact the game much in a bad way.
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Because changing keys take more than changing just the numbers. The mori change was simple and effective, but keys need to be adjusted more so that the change is effective, but also reliable.
At least, I hope that's the reason it's taking so long and they don't just show up one of these patches with like "hey look at this, now you can only escape on your own and don't take people with you!".
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I did it in an endgame because people are more eager to jump on hook saves then. Especially when you hold back as killer during the game and they all have hooks to spare. They're more trade-happy then, but it still took me a couple of games though.
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Look at it from this perspective:
There are several different perk types that help you with a part of gameplay. Gen regression perks, chase perks, tracking perks, ...
If someone is confident enough in their ability to track people or to chase without any chase perks, why wouldn't you slap on some gen regression perks? Maybe, they're amazing chasers or trackers but suck at regressing gens. I don't quite see the problem here?
As long as the perks are balanced, why not use the perks that suit your playstyle the best?
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Twins are annoying because of their playstyle but in my opinion they're a weak killer. Especially after the Victor nerf.
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Not all perks have counters and they don't necessarily need one either. Some perks are just perfectly fine as is without a counter. They're just not problematic. For example: Detectives Hunch, new Object, Visionary, Unrelenting, Deerstalker, ...
They don't need counters because they're just not gamebreaking perks. Stridor as a perk isn't gamebreaking either. It only becomes problematic because of Spirit, so Spirit should be changed and not the perk. Nerfing Stridor won't take care of the million problems of Spirit, it will only take care of one problem, but in doing so the perk itself becomes more garbage than it already is on every other killer.
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To be fair half your bullet points really don't matter (like survivors pretty much always have a head start because of the terror radius, the shack is a good position for the survivor, but there's plenty of amazing tiles on this map, the lack of alternative targets or dropping the chase is like the whole point of the video; it's a 1v1, ...). The fact the killer isn't using their power however should have a massive impact on the outcome of the chase though and this situation is indeed never really going to occur in an actual game so naturally variables are missing.
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Bear in mind that this isn't just Capcoms decision though. If BHVR wants those sets to be linked because they'll make more money out of it, then they probably will. I don't blame them though. RE is a huge franchise and people are probably going to be willing to buy skins without really caring too much about it.
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So why would anyone play Feng Min over Bill who has 2 2nd chance perks you could choose as your 5th perk slot?
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Windstorm being basekit hardly changes anything... Wraith players always ran Windstorm anyways and nobody complained about it being too broken then? I suppose the lunge speed could be reverted but in all honesty I think Wraith is finally a good spot right now.
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All the reasons you provided are reasons why she would fit in the game. Not why Capcom and BHVR would want her in Dead by Daylight. Is she a big meme? Sure, but so were Mr. X and Nemesis when they first got re-introduced in the remakes. Both Mr. X and Nemesis are more iconic characters however. Capcom doesn't really need to add a RE8 character for them to get the sales up. They just need a good, iconic and solid killer in DBD that grabs attention so DBD players are left wondering what their games have to offer. Granted, she is probably the most iconic character of RE8 and it would make the most sense for them to add her if they're going to add a RE8 character, but when they started developing the DBD killer, they didn't know whether or not Lady D would turn into this big meme.
P.S.: Capcom is kind of known for their use of generic sound design, which is exactly what that scream in the castle was. A scream that is used in multiple games. I believe someone on twitter even found the sound effect for completed generators in another RE game.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/2189487#Comment_2189487
Good idea but personally I'd rework how prestige works and rarity getting a discount by each prestige level, as an example...
Prestge I get common add-ons 40% less than their original price, 25% less in uncommon add-ons.
Prestige II get common add-ons 60% less than their original price, 40% less in uncommon add-ons, 20% less in rare add-ons.
Prestige III get common add-ons 80% less than their original price, 60% less in uncommon add-ons, 40% less in rare add-ons, 30% less in very rares and 15% less in ultra rares
This will reduce the grind by a giant amount and make prestige more rewarding
Also: Change the amount of BP per match at 50 K BP, give more BP per interaction. I think I should create a thread with all the ideas I am having.
While the grind is one problem, the randomness of the bloodweb is another in my opinion. Hence why I believe a shop would be a good idea because it eliminates the inconsistency, but it also tackles the grind. A BP increase then wouldn't be so necessary because you'd be able to get the stuff you want anyways.
Like, the addition of a shop just gets rid of so many problems. A shop is also a durable idea which would prevent further problems down the line regarding the grind because you'll always get what you want relatively fast.
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Honestly, they should make some sort of in game shop where you could spend the BP on the items, add ons and perks you want after you prestige or so. It's 2 birds with one stone: prestiging your character now has a purpose and being able to select what you want saves a lot of BP, rather than having to go through millions of bloodwebs before you find the perk you want. They could make the prices of the shop a bit higher so the bloodweb still serves its purpose of getting cheaper stuff.
Could even go further than that and make it so the prices in the shop get reduced with each prestige. Prestiging wouldn't be such a pain anymore because you'll be able to get your perks, add ons and items at a reduced cost and much faster. And now you're incentivized to keep prestiging.
Idk, in my eyes it's just a missed opportunity because they could make like a personality selling you all this stuff at the market in a similar way they did with the Archives and the Observer for the extra lore as well.
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Am I missing something or wasn't he always this fast after uncloaking? The only change they made to him was making him faster while cloaked?
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2185704#Comment_2185704
That would probably still make it too strong. With an increased skill check chance to a perk that has the ability to almost instantly heal survivors would be way too powerful.
The increased skillcheck chance doesn't have to be 100% though. They could play with the idea of having an increased chance of getting skillchecks and tone it down whenever necessary.
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@Munqaxus said:
So, a week after the "buff" to Lucky Break, we see it used absolutely 0 percent of the time. Devs, next time you buff something, don't let the killer-echo chamber here on the forums stop you from taking a chance on actually buffing a perk.
90 seconds was not game breaking and never was game breaking. You just had killer-centric people on the forums echoing what a streamer or two said which ended with Lucky Break staying a worthless perk after a buff.
90 seconds was too much... You could literally escape multiple chases with little to no effort. Even at 45 seconds it's a good perk. Are there specific killers or tactics that counter it? Sure, but I don't see how having counterplay is a bad thing?
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It's kind of ridiculous they haven't done anything about the BP grind yet.
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@Sonzaishinai said:
She's not even the most interresting character in her own game let alone the franchise. Outside of the meme's she's really not that special.
Also start of production of the re killer happened over 6 months ago. They didn't know lady d was going to be popular at that time
And I'd like to add to that, when they did start developing the new killer, they were however aware of the small role lady D was going to play. I feel like both Capcom and BHVR would want a more significant killer than someone they knew wasn't going to play a big role in RE8, and didn't know would be an actual success with the fanbase.
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How can you not main this beautiful man...
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@Drixpy_Jayyy said:
@Orion back to my perspective
- I don't consider it sandbagging because I did not know she was in there at all
- Survivors just respect the terror radius when the killer is not even coming our way and dont even commit to doing gens causing the killer to be able to use pop now if they are exposed or if its a chainsaw killer thats different.
- I know that I would be going down soon its just that I want survivors to get enough gens done before they save me and before I reach second stage
- It is possible for two survivors to finish repairing gens because I have done it before you just gotta able to still run the killer around and have one escape by door and the other by hatch. Just quickly message the survivor your plan if you can message them and then execute.
What Orion is trying to say is that a story has 2 sides. While it may have been frustrating for you to encounter those survivors, those survivors probably found it just as annoying when you come along bringing the killer to them for example. The world doesn't revolve around you and your perspective isn't what matters. There are more perspectives and it's important we are able to watch through the perspective of those other people. Maybe they're new to the game, maybe they let their brother play, maybe they just got camped several games in a row and decided they wanted to live a bit longer this game, or maybe the survivor that was hiding in the locker just heard their mother enter the room and they were having a conversation. I'd say these are perfectly fine reasons for a survivor to play stealthy.
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@Drixpy_Jayyy said:
@Nameless Its not that hard to get bp on survivor maybe people aren't doing more than what they should be doing. I always get 20-32k bp when I play survivor because I do my objectives, get altruism, good chases and etc instead of playing so immersed ( hiding all game, scared to do gens, scared to get saves, basically being a failure to the team). If you want more bps start running prove thyself and we're going to farm forever or whatever helps you get bps.
I'm far from an immersive survivor and I'm not always getting 20-32k at all. As for perks, I don't feel like being forced to run a specific amount of perks just because I need some extra BP. As a survivor, you're competing in a way for BP with the other survivors. If you want to go for an unhook, you'll have to be fast before someone else gets it. If your teammates have brains, then they'll be working on gens while you're going for the unhook so you're missing out on those BP. If you get chased a lot, you're not getting BP for Altruism or gens because the other survivors will take that task upon themselves. If you work on gens a lot, you're missing out on Altruism and chases. If you're mixing it up, you're not going to get a lot of BP for any of the categories. The only way for you to get a lot of BP is if the matches are long, but as a survivor you want to escape as soon as possible so...
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@Drixpy_Jayyy said:
Why does it even matter if you don't get struggle points? not like you get much from it anyways
It's a QoL change that shouldn't take much time for the devs to implement. Generally, it's harder for survivor players to get BP so why not add it back?
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@TumbleElf said:
this isn't a rant about why i hate the spirit, just curios why it hasnt already been nerfed
i just feel like it should be nerfed because of how much the community dislikes her and how unfair and uncounterable her power is.
have the devs said anything about? 😀
Probably because there is a whole lot the community dislikes such as Iri Head, keys, mories, ...
She'll have to wait in line if they have any plans for her, but as you said yourself with all the complaints I can't imagine they'll leave her as is
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When survivors reach a certain point of knowledge and skill, I truly believe there isn't much you can do as killer. Especially when they're a SWF. Luckily there's not a great many survivors out there that reach this skill level, but SWF certainly gives them a huge boost up on the ladder. Taking a break from this game really is just necessary at times and that goes for both survivor and killer players.
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@Nos37 said:
Everytime I play Elodie with my seer build, I get tunneled out of the game hard
Well, something to keep in mind is that the killer sees you every 30 seconds too. This means that if they lose a chase with another survivor and are looking for someone else, or are just looking for survivors in general, they'll know exactly where you are and come for you.
If tunneling happens now, I don't think it's because of the idea that OoO is too strong, but moreso because you're easy to find. At least, that's what happens when I play killer and I go against a survivor with OoO.
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@D3spair said:
Title, just a shower thought that Players here keep saying that Rank doesn't matter but don't want going against rank 1s on both side.
It's... Almost like going against lower ranked survivors is a certainty they're terrible, whereas with rank 1 survivors there is a CHANCE they are extremely potato because of severely flawed the ranking/pipping system in the game works.
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Overall, I'm enjoying the perk. Sometimes, it does screw me over yes but that's the trade-off of the perk. I've been the last remaining survivor a couple of times and this perk really is a death sentence in those scenario's, but it's really helpful in any other case. Knowing where the killer is and which perks they're using is quite helpful.
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Well BHVR would benefit the most from licensed content if the killer and survivor they're releasing are recognizable. Mr X and Nemesis are like the most recognizable RE characters out there. I never played the RE games but I'm well aware who they are and what they look like. I suppose that Dimitrescu is quite recognizable too since she's the newest addition to the franchise but in the end she hasn't really had the chance to make a name for herself yet, whereas Nemesis and Mr. X have.
I don't know... I feel like BHVR would miss an opportunity if they didn't include one of these characters but in the end it's also RE. It will attract a lot of people either way.
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@Phasmamain said:
Ever since DS got it’s rework I’ve still been using it as I normally have. What I have noticed is that not only does it work in less situations now (which is totally fair) Killers really doesn’t respect it much anymore.
Most the time I have DS the killer will pick me and I’ll use it. If it’s a killer who can end chases short say spirit or slinger I’m down in the next 30 or so seconds.Then my DS is gone. If I get unhooked again that killer has free reign to just tunnel me immediately again.
In my opinion DS should activate on both hook stages regardless of if you’ve used it or not. If you need to nerf it agin for compensation you could remove it’s ability to be used during endgame collapse. This way it punishes tunnelling more but for the people who don’t tunnel this buff doesn’t matter
I just feel like current DS doesn’t really do enough to stop tunnelling considering you need to use a perk slot to get it’s effect.
Tell me what you think!
Killers learned to respect DS because literally everyone was running it. Now, DS was nerfed and survivors don't run it as often because they can't just sit at a gen while keeping their DS. The overall utility of the perk has completely shifted and now it's solely for anti tunneling purposes, but not many people used it for its anti tunneling purposes clearly because people stopped running it. Killers realize this too and even when there's an obsession in the game, the chance of you being hit with DS is now less likely. Whereas before, the chance of you being hit by DS if you tunneled someone was practically 100%.
I'm all for the DS changes you suggested. It's just going to discourage tunneling people, which is always a plus in my books and the EGC should disable it so DS isn't necessarily a free escape once you get unhooked.
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I mean... I play both sides all the time... It's not like it's really hard to climb back up the ladder when you get deranked to rank 5.
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@Nathan13 said:
you know not every SWF is strong right??
True but the fact alone you're using comms is a huge deal. I've been part of a chill SWF for a while now. We don't care about winning or getting the gens done but the fact we know who's being chased, where the killer is, what the killer is doing, who's going for rescues, etc... has a massive impact on the game. While we aren't sweating, we are still coordinated. Slap on the fact that we're also pretty solid loopers and suddenly there's a lot of pressure on the killer (and we're not even trying to be efficient with gens!). And that's why SWF is so strong.
Granted, everything gets a lot easier when you run into a complete potato SWF, but if people know what they're doing, everything gets a lot harder for the killer.
Doesn't mean that there's some stupid killers out there that don't need addressing though. Deathslinger and Spirit still want to make me put my brain in a blender but I'd say that slowly but surely we're getting at a spot where the balance is fine. Freddy for example will be a lot more bearable in the future. Though, they did recently introduce 2 new annoying killers aka Trickster and Twins. They're not even that strong really, they're just such a pain to go against.
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The so called late game hex perk Ruin appeared to be broken when it stayed up long enough until the endgame. So they made sure that Ruin didn't stay up until the end. At least not as often.
The combination of Ruin and Undying really made for a terrible experience for survivors and something needed to be done. They went with a small rework to Undying and now it keeps tokens so it works well with Devour Hope.

