OniWantsYourMacaroni
OniWantsYourMacaroni
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1667503#Comment_1667503
Right because if it did SB would be able to get immunity it would be broken as hell. Dead Hard doesn’t give enough distance to legitimately do anything aside from what it currently does. Hence why I said it is a close range exhaustion perk in a pervious comment.
Also, Sprint Burst does allow you do dodge even if you don’t have the immunity because your movement is faster. I have dodged hatchets and all the other powers you listed before.
Of course you can dodge hits with sprint burst,but it's waay easier to bait out the sprint burse than dead hard.
Most of the time it's enough to fake the hit/ability to force the SB but in quite a few cases you have to commit to the hit/ability in order to get rid of dead hard.
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@SpaceCoconut said:
That it could be so much better.
Honestly this.
This game has so much potential but much needed changes just take waaaay to long
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@gatsby said:
Dead Hard is mostly fair because the most optimal uses are the most high risk. Like charging right at the Killer and timing the swing just right to get to a loop or out a gate. Or using Dead Hard at razor thin margins to get an extra loop.
Sometimes it works amazingly... other times it fails because you mistime it, there's lag, you get stuck on the Killer's hitbox or the perk flat out bugs. So because it's never 100% consistent and there's always a level of risk to it, its fair mostly
You never want to use dead hard to dodge hit,because of how easily the killer and your ping can prevent that.
If you want to use it optimal then you use it to get that extra bit of distance to a window/pallet after being too unattentive or greedy at the loop.
It feels kinda unfair because you can easily nullify great mindgames from killers with a simple push of a button.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1666937#Comment_1666937
Again. I gave you examples of where a survivor can get away via an exhaustion perk even tho you were technically “dead”.
You talk about specific scenarios where by makes killers more vulnerable... well what about when bloodlust kicks in because you refuse to break a pallet? How is that fair? No type of skilled mind-game can avoid that hit.
Like, you literally had to come up with specific scenarios in order to prove your point. Dead Hard is weak in comparison to other perks like SB. Because SB can get you out of more situations where DH couldn’t.
Yes,but they are still not compareable to dead hard.
All the other exhaustion perks only require me to walk a bit longer to catch.That can be annoying sure,but it's not that much of a big deal.
Dead hard however lets you recover from situations where the killer put in a lot of effort to get you in (like a carefully aimed shot by the huntress or deathslinger,a precise blink from the nurse,a regular mindgame etc.) very easily and it's exactly that which feels awful and pretty much unfair.
Just dodging a hit with dead hard (when the killer would have been able to wait out the dead hard) or using it to get another loop is just fine and pretty much the same like all the other exhaustion perks.
Yes bloodlust is more or less he same type of frustration,which should be looked at once all the maps and loops are balanced enough for that,but at the very least the killer wastes a huge amount of time to get that one hit.
Sprint burst doesn't let you dodge:
-bear Traps
-punishment of the damned
-shots from huntress or deathslinger
-shreds
-pigs ambush
-a blink from the nurse
-a lethal rush
You can also make plays with dead hard and borrowed time
Sprint burst however just makes it easier for you to get to the next loop near you without having to pay that much attention to your surrounding.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1666425#Comment_1666425
"The annoying and kind of unfair thing about dead hard is that you can erase great plays by the killer that weren't easy to do by a simple push of a button."
This can literally be said about every exhaust perk. You don't have a pallet but you have a window? You can get away with Lithe. Don't have either but your SB is 99'd? You can go to an area that does.
You can deny that it isn't about extending a chase, but that is exactly what it is about. If you are competent enough you can bait DH out.
Oh and about a killer being able to hit you anyway... you mean kind of how you can't dodge an Oni hit?
You can't compare Dead Hard to the other exhaustion perks at all.
My problem is that you could have made a really good play as killer (like a n awesome hatchet throw,a good curve as billy or a perfectly executed lethal rush as blight) that took a lot of effort to pull off on the killer side but very little effort on the survivor side.
Which is why i don't have any problems with the other exhaustion perks,because they simply aren't as strong as Dead Hard.
Also,you can dodge an Oni hit.It's not easy,sure,but that's how it supposed to be and there are many videos/streams i've seen where people manage to dodge it.
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@Johnny_XMan said:
I see a lot of people using the words “correcting a mistake”. Honestly this is where you lose me, because as an avid Dead Hard user and someone who enjoys engaging in chases, sometimes it isn’t correcting a mistake, it is understanding how the perk works and yes extending the chase in some way. Many of the people who do this know that they could extend the chase at the risk of their Ping being on their side.
It is no different than someone holding (99ing) their SB or someone who has viciously or cautiously been looking out for where they could use their Lithe or BL.
Dead Heard’s distance isn’t worth any value if you are a good killer who will not swing. In a dead zone you will be exactly that... dead. You also have to account for the fact that you can’t dash at a curve, so you have to be very specific about when and how you use it.
I understand not liking it but I don’t agree with some of your points.
Holding your sprint burst requires you to waste quite a lot of time.
Not every area you are right now has places to use lithe or BL.
Nobody really cares that it's a chase extender (which is every exhaustion perk anyway).
The annoying and kind of unfair thing about dead hard is that you can erase great plays by the killer that weren't easy to do by a simple push of a button.
Imagine you made a great play as survivor and pretty much outplayed the killer but now he has perk that would give him the hit anyway.It would feel pretty unfair right?
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@ringwinning said:
https://forum.deadbydaylight.com/en/discussion/comment/1666376#Comment_1666376
I should switch pop for BBQ then?
You always want to use BBQ on every killer to make the grind a bit easier.
As for the rest of your perks,you could switch either tinkerer or pop for BBQ.
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@Almo said:
It gets closed once the CCU drops low enough such that it's not useful to keep it open any longer.
Oh really?
Interesting,i always thought that every PTB would be at least a week long.
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@ringwinning said:
https://us.v-cdn.net/6030815/uploads/W2WMSYS8LWGP/image.png
I don't have many perks 'cause I just prestiged her and she's level 32. I guess I could switch Thana and Nurse's for Ruin & Undying though.
Ruin and Undying would be waaaaay better on spirit than thana and nurses
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@Xzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1665614#Comment_1665614
Clown, because I can throw gas to reduce the distance they gain. Same base idea. Better?
(Overread the sentence, sorry I'm tired :D)
I really wouldn't mention clown.The slowdown the survivors get from the gas is pretty much nothing compared to the stun you get from DS
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I wouldn't really call it unfair but it does feel pretty bad when you've made a great and difficult play but the survivor just had to press a button.
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@humanbeing1704 said:
This map and shelter woods are the most boring maps in the game
I take those maps over an indoor map any day tbh
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I would rather see the removal of the aura reading on dull totems but keeping it for hex totems.
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@ringwinning said:
Just trying to better my Spirit game and level her up. I'm currently at Rank 20 so I don't have many perks but here's what I do have:
https://us.v-cdn.net/6030815/uploads/7F11RS57HZM7/image.png
https://us.v-cdn.net/6030815/uploads/6XQ4RP8C01ZP/image.png
https://us.v-cdn.net/6030815/uploads/PHXTJQSO3T7U/image.png
EDIT: I just got Nurse's Calling from the web
Considering what perks you have i would go for BBQ&Chili,Pop goes the Weasel,Corrupt Intervention and either Rancor or Surge.
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@Orion said:
If you make perks not stack, what you end up with is a stale meta devoid of any "real" builds - players would just take one perk for each situation (search, chase, healing, slowdown, etc.) and be done with it. It'd eliminate creativity and fun for a lot of players.
This would also completely crash the game's balance. When you only need one perk to counter a specific situation, you can run a build that has no practical weaknesses. A killer with one slowdown perk, one chase perk, and one information/location perk using this philosophy of "all perks provide a significant advantage" would be unstoppable.
Let's be honest.
The meta is already insanely stale anyways (PGTW,Corrupt Intervention,Ruin+Undying+Tinkerer,BBQ is pretty much the standard right now with a few exceptions).
And i didn't say that perks in general shouldn't stack.Only X% slowdown perks like thana and dying light.
This way you could buff them to make them actually worth running without having to worry about players stacking them
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@Freki said:
very well lets also make survivor perks not stackable. DS and unbreakable/no mither can not work together. if one is active, the other can't be. make things even on both sides... selfcare buff but can't stack with botany knowledge.... what else can we buff but make it incompatible with other perks too?
I've edited the post to make it a bit more clear.
What i meant is that perks like dying light and thana are pretty weak right now.But in order to buff them you wouöd have to make perks like these non-stackable because otherwise they would be too overwhelming.
This way we could have different slowdown perks for different playstyles.
(E.g thana for playstyles that focus on spreading the damage or dying light for killers that are able to get hooks pretty fast)
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1657340#Comment_1657340
https://forum.deadbydaylight.com/en/discussion/comment/1657881#Comment_1657881
It's not a fullproof counter in most cases but if you're planning to eat the DS anyway I don't see why you would't do it. Slugging to avoid it to keep momentum is better in most cases even if they have unbreakable but there are times early in the match where just eating the DS is perfectly fine depending on where they are and where their teammates are.
It would be better to just save the bottle for the following chases if you want to eat the DS.
Even if you use the best addons,the survivor will get like 1m less distance.Not worth it.
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@adsads123123123123 said:
I don't think it's effective because the DS stun is 5 seconds. Even if the survivor is slowed by 15-20%. 5 seconds gives too much distance. Also for some reason, gas cannot go through windows, so if a survivor vaults a window, they can quickly escape the gas.
This.
The slowdown is so minor compared to the stun time that it barely shaves of distance the survivor makes when using their DS.
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I miss Friday the 13th :(
Stupid lawsuit >:(
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@SonicTheRestaurant said:
I was gonna buy this killer. Is he good?
Ghostface is really decent but he is quite addon reliant considering how long his power recovery is (30 seconds without addons)
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@JephKaplan said:
https://forum.deadbydaylight.com/en/discussion/comment/1655176#Comment_1655176
What were the issues besides ppl missing the hatchets cuz it required better aim? Serious question i couldn't play at the time
Hatchets were flying through survivors a lot of times.
Even if they were locked into animation (Especially when vaulting windows)
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I have a huge amount of items,addons and offerings saved on my Claudette.Got all the old offerings too.
Which is kinda a problem because now i can't prestige her.
She's the only survivor that i don't have on Prestige 3 :(
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1655103#Comment_1655103
It is hitboxes as well. There was once a clip showing the crazy hitboxes on a standing survivor. And there are even more things, like the hitboxes of survivors are exceeding their models because they have a pill form and the hatchet hitboxes are actually balls, not boxes. And injured survivors lean out of their hitboxes
Here's an explanation from Peanits about huntress hatchet hitboxes:
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As long as the map isn't indoor/Ormond and doesn't takes 10 years to cross then i won't complain.
OG maps for the win.
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@ClickyClicky said:
- All new maps almost look the same Mcmillan/Freddy maps feels they are from the same realm now, Unlike before when each one were more unique.
I’m glad I’m not the only one as that is exactly how I felt.
I saw a streamer say other people arent happy that the blue filter is gone. Maybe a blue filter alone would bring back that classic mcmillan feel. I do miss every real having its own unique aesthetic.
While the new grass is nice and a buff for Trapper I have to say with how thick it is I’m really worried about what the cornfields will look like once coldwind gets the update.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1653754#Comment_1653754
https://forum.deadbydaylight.com/en/discussion/comment/1653785#Comment_1653785
You guys are completely forgetting that any time on gens while exhausted completely pauses your exhaustion recovery completely. If you sprint burst at the beginning of the game and run to a gen to find out... Mindbreaker. Your 20~30s of exhaustion recovery while fondling that generator isn't coming, you either commit to walking inbetween gens to recover it or you sit there knowing you will be exhausted when the killer shows up.
As a killer if you get to a gen - someone goes flying off it with SB and you immediately break chase and kick that gen. If they return to that gen or any other gen they have a potential 35~ second exhaustion stuck on them unless they want to sit it out for a bit to recover that. It's far more likely you will catch survivors who have recently been on gens to have their exhaustion perks still down if you make them expend it and just break chase (it doesn't always happen but it's a great counter to Sprint Burst rather than it being completely negated by that first "99%".
Played about 15 games with it on PTB and was consistently catching people exhausted throughout the match (perhaps they didnt want to wait out their exhaustions in a locker somewhere) and a lot of "Wow Mindbreaker is pretty annoying" in post game lobby. It's a psuedo-slowdown or free hit value more often then you think
Totally forgot about the pausing timer,you're right.
If the perk stays the way it is then it could be a pretty alright perk.
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@Leachy_Jr said:
I don't think people mean that, they mean nerfed from the state the devs originally said it was going to be.
Original was: You gain undetectable by kicking a gen until either the gen stops regressing or you put a survivor into the dying state.
Now it's: You gain undetectable by kicking a gen until either the gen stops regressing or you put a survivor into the dying state or until you injure a survivor.
That's a pretty noticeable change, if the survivors aren't responsible for tapping the gen you gained undetectable for the entire chase. Plus it removed some possible strats of hitting a survivor and immediately returning to the gen undetectable.
This.
The buff sounded great in the developer update but removing the undetectable status when the gen regression is somehow stopped and just injuring one survivor is sad for an 80 second cooldown.
With that version we have a lot less killers that could really take advantage of this perk.
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@gunslingers_potatoe said:
I don't if all of you tried the new 'Mindreaker' on the PTB, but please...PLEASE, try the new Mindbreaker. Yes, it's finally a good perk, mostly because that 50% requirement is gone, but man the amount of times I managed to stop SBs and DHs is incredible. That 5 seconds, although it seems at first laughablely short, actually messes up the survivors, and I got so much value while playing with this perk oh lord. I pray for it to not be changed again, cause the PTB version is incredible 😭😭
I mean,removing that only 50% of the gen requirement is great,but 5 seconds sounds underwhelming.
10 seconds would be waaaay better.
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BBQ,Ruin,Undying,Thana and both duration addons is really decent if you don't get suuuper unlucky with the totems
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Yep,noticed that aswell.
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Yes.
Experienced pretty much the same things like you did.
He feels kinda wonky right now
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Can we just wait until the PTB to judge whether it's enough or not?
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@AGM said:
Now a survivor has to make a hard choice: Do I leave the killer with free undetectable or do I tap the generator to stop regression and remove killer's undetectable, but get exposed for 60s?
I'm sure there are other things that combo as well, like Pop, and Brutal. I'd love to see this become effective!
Use that on Hag with Rusty Shackles and you're gonne give them jumpscares left and right :D
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They need to lower the numbers on that perk.
60 seconds of gen repair is waaaay to much in my opinion.
And i guess it's good if the killer has to cross the whole map to kick your.Other than that this indirect buff is still nothing to be honest.
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This has been a thing since his release
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What a clickbait lol
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@ClickyClicky said:
After being unhooked, for 60 seconds the next attack to put you into the dying state doesn't count. Remove the aura reading downside, make it once per trial. Now if you really wanted the survivor to get away you could increase the speed boost duration they take from the hit (like adrenaline), or add that once hit they leave no blood/scratchmarks for x seconds.
Pros for killer
- No taking a stun which is an awful feeling
- Can't be combined with unbreakable
- No jumping into lockers
- Survivors can't really "bluff" with it by jumping into a locker when they don't have it. You hit them and they have have it or they don't.
- Can't overlap with Borrowed Time, once they take a hit even with BT, MoM activates.
- If they go into a bear trap you can pick them up (Trapper OP)
Pros for survivor
- No skillcheck to miss
- Can't be slugged
- Killers can't really play around it? maybe if they had 8 stacks of STBFL but that's rare and as mentioned above you could add an increased speed boost duration if you really wanted the survivor to be guaranteed to gain some distance.
Cons for killer
- No chance of the survivor missing the skillcheck
- Can't slug
- can't really play around it? (but then it's a survivor perk so that's to be expected)
Cons for survivor
- Killer would be stunned from a successful attack for 3.2 seconds, rather than the 5 second stun of DS, which if you were going for some epic play like getting grabbed when unhooking someone would give you a second less
- Can be grabbed from vaults/bear traps/lockers etc
Better? worse? what do you guys think of this alternate reality where MoM was the anti-tunnel perk.
I don't think that changing MoM to be the anti-tunnel perk is the way.
The only thing i want to see is to see another DS rework to make it a TRUE anti tunneling perk.
Also,what would happen to DS if MoM was the anti tunnel perk?
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1643113#Comment_1643113
Except every killer watching it seemed to take it as the gospel to now tunnel and camp.
I mean,killers that camp and tunnel did that before the tournament.
The only thing that really annoys me is how people are trying to apply tournament level of DBD on normal/casual DBD.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1643674#Comment_1643674
Sure it could. What if they made it reduce repair speed by 10% for each Survivor? If all survivors are injured, that means a whopping -40% repair speed. Trying to repair through that would be nearly impossible. But... it has counter play. Easy and obvious counter play at that. Keep everyone healthy and it does nothing at all.
Honestly... -10% on repair only Thana doesn't even sound too outside the realm of possibility to me. Because it can be countered. Current Thana can't unless you happen to bring Inner Strength or Autodidactic.
That would be soo overpowered on killers like plague or legion
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1643113#Comment_1643113
Lmao no they weren’t.
Genrushing swf vs camping, tunneling, NOED killers.....in the EU we call that just another day.
Being smart enough to walk out the gates instead of dying to rescue 1 person was different but besides that its the same game. Do your objective as fast as possible. The survivors on the EU server have thousands and thousands of hours, many are tournament level.
This isnt like where you watch your typical U.S streamer and its all potatoes. Bigger playerbase there. For us many of the survivors are high level, they dont mindlessley camp pallets.
Well i play on EU since summer 2017 and the amount of actual tournament level survivor i versed is extremely small in comparison to the rest.
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/D4T8UFQK2QE8/image.png
Jesus Christ, y'all acting like that's gonna kill him. Huntress still out here killing everyone.
Don't forget, all of these changes, are subject to change...
Y'all missed something:
https://us.v-cdn.net/6030815/uploads/KIE8RXJIJWNJ/image.png
Wait... and see...
Not possible on this forum lol
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1642996#Comment_1642996
Lmao. I love this rank 15 way of looking at the game.
Everyone with a lot of experience has always said that at the moment theres pretty much only Nurse and Spirit that are viable at the highest level. Maybe some would throw Hag or Billy in there but thats about it.
I mean we just saw a tournament with players with thousands of hours where all the “op” killers like Doctor, Freddy and even PH got completely crapped on, even Spirit was made to look weak, but sure lets ignore all evidence and claim they’re just overpowered and only exist so bad players can win.
You don't compare normal DBD with tournament DBD.Those guys were playing a completely different game
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1643058#Comment_1643058
It would actually slightly increase the grind, because the previously rare perks would now cost more at tier 3.
I think thats not gonna be an issue considering quite a few tier 1 perks are rare rarity.
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@bm33 said:
I really hope the perk rarity change cuts down a chunk of the grind.
It will pretty much do nothing regards the grind.It's just a small QoL change,unfortunately
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It's kinda the same like huntress and deathslinger.
Always make sure to be near objects you can run behind when he's starting his rush
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@leviivel said:
https://forum.deadbydaylight.com/en/discussion/comment/1635264#Comment_1635264
Oh thank you for telling me, didn’t know of that!
No problem :)
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1639296#Comment_1639296
Love, Tinkerer gives them the easy intel for them to pressure the necessary gens. So in that regard they do get value off Ruin since they are getting people off them. The conplaint I have is that it is a braindeas build. It's lazy and requires no active braincells from the killer player at all. Since most survivors are boosted, this build dominates heavily die to them not knowing how to go against it.
You can dominate most sutvivors with 0 perks anyway,sooo....
Also,pretty much all perks require zero effort to use so i'm not really sure what you are trying to prove here
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@[Deleted User] said:
sorta related but whatever happened to DD anyway? kinda miss him.
I don't know why but i'm quite sure OP is DD.The way they write (and love clown) is pretty much the same.
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A crutch in this game is rather something you rely too heavily on.
Meaning if you can't play without certain perks,addons,items etc. then that's your crutch.
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@shelobster said:
I want to hear your stories.
I can't decide between the Blendette that spent the entire game in the basement lockers until they went for the hatch or the Blendette that was about to be moried and instead beckoned the killer to follow her leading the killer to all the other survivors and hook farming them so they could be moried.
The latter happened today. I swear every time I choose to ignore my no Blendettes rule I end up regretting it big time.
Not a Blendette but i had a Meg that self cared while she was infected.

