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PatWesker

PatWesker

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  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285678#Comment_2285678

    Well, they DO have to catch somebody, obviously. It's just that they only have to catch somebody once if that person successfully kites them around for the whole match. Or did you think you can use a Mori on an uninjured survivor?

    I absolutely disagree, if you maange to loop a killer for the whole match, you deserve to escape. If the killer isn't smart enough to leave alone this only surv who is a loop god, then the killer deserves to have no kill/hooks of the game.

    Just leave that loop god usually his role is to bait the killer to make his friends gen rush. the others are usually worse at looping.

    But according the killer to mori directly a survivor withtout any hooks would be stupid IMO. Otherwise play michael and tombstone 🤷‍♂️

  • @konochivu said:

    Okay, I'm not going to talk about much of his tentacle since I'm semi-okay with it but I'm going to talk about his zombies and coughing sound after getting infected - IT'S TOO STRONG FOR A KILLER THAT CAN ATTACK THROUGH OBSTACLES!!!!! Trying to flashlight save? Too bad, you're infected and coughing. Trying to sneak past him but got spotted by zombies? Too bad for you, now he's coming for you. Even against plague survivors have an infinite amount of fountains to cleanse and they heal you but when versing a Nemesis you either play competitive and do gens as fast as possible or die on a meat hook. If his detection part of his kit isn't going to be nerfed or tweaked, I guess I'm gonna play Dwight with Wake up, spine chill, resilience, left behind, and sit in a locker entire game because of how oppressive his default kit is.

    I played as and against nemesis, and the coughing is so obsolete... like you cough only every 2 minutes maybe?, and when I was playing as Nemesis, I never ever heard a survivor coughing, so it is not a game changer at all.

    Compared to the plague, coughing is way more stronger.

    And nemesis cant attack THROUGH obstacles but over obstacles only... he cannot reach a survivor from another side of a high wall as an exemple.

    Also, zombies a real slow, only two of them on the map (outdoor maps they get so weak that it is almost a joke unless Nemy is good enough to mindgame you to a loop where a zombie is wandering)

    The only real thing that is annoying with Nemesis's zombies is the collision with them, I mean if they hit you, they should remove the collision so you can pass through them, exactly like with a killer hit. Because in indoor maps, they can literally block you mid chase in sandwich with the killer behind. But that's all, Nemesis basekit is not TOO strong at all it is not OP nor really-bad-trickster-be-like. It is just very well balanced IMO.

  • @LilCrapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2281921#Comment_2281921

    it consumed it. I was cannibal(farming for hag) had a bowl of chili for stacking BP and was my last one, and the addons that lets be honest.. are meh no matter the tier.

    I am unsure about the addons. As i have multiple sets of those

    I should be a little more clear i think. During the loading screen, someone D/C'd. Which prompted the game to end. The end, was the score screen like i just completed the game. However, no one appeared to have d/c'd. Everyone's BP gain was 0. I (think) was De-Pipped, and was awarded zero medals.

    I was not given a leaver penalty like I d/c'd. And immediately qued for another game

    Well this situation happened to me a few times too and according to me, on the lobby screen, the offering I used was no more equipped but I was able to find it in the inventory.

    I don't assume you are wrong, it may have happened to you for real. Maybe it is a question on when the player DC before in the loading screen? Seriously I can't tell. But are you like a new player and want to get bloodpoints?

    If so, I suggest you to equip right away BBQ, even if it is on tier 1. And if you are really a new player and you play cannibal, a lot of newbies will camp... but don't! Each hook gives a lot of bloodpoints, chases give more bloodpoints than just 1 hook + a sacrifice, just simple hits are worth it.

    And if you are not new, well... i said it for nothing x)


  • @LilCrapper said:

    Title

    Someone d/c's during the loading screen. Game ends before it begins. My add-ons and Offering, as killer, both get consumed.

    Why?

    I assure you it doesn't get consumed, you think it does because when you ar eback in the lobby, you are not equipped with it anymore, but if you look at the numbers you had before, the number stay the same, it is just back in your inventory.

  • This purchase system is becoming more stupid with every new characters and perk sets they release.

    They should rework it soon hopefully.

  • nah just leave trickster where he is right now, i mean in the trash because he always been even before his release and nobody plays him anymore since everyone understood he is trash. Just leave him in oblivion and turn the page

  • What they should actually do is adding a bonus regression when kicking a gen since jsut touching the gen for 0.0000000001 sec deactivates the regression a killer took 3 seconds to kick. That would discourage survivors to tap the regressing gen everytime killer is kicking it. So every kick should do a base regression of 5% on the gen and applying the continuous regression as usual. Pop the weasel would not stack, making its 25% withtout an additional 5%.

    Thus, if a survivor tries to restart repairing a gen right after a gen got kicked, the survivor risks to get another 5% kicked off the generator another time.

    This could be a fix for gen rushing especially when kicking a generator is not really useful for a killer if you are not sure it is absolutely secured. And even if it is only 3 seconds to kick a gen, it can be a lot of precious time by going to the gen, kicking it, and going back to another spot.

  • That said, maybe they should put dental implants to nemesis with a bit of make-up to make him look less like a monster. Polish and file the claws of the Hag.

    Are you playing the same game as us?

    "The devs did something right when they added the Trickster"... LOL A lot of people complained about this killer exactly because they think the opposite (including me) because Trickster DOES NOT belong to this game in term of design. He mostly belong to Cyberpunk because he is not scary and is more a cute little boy who makes little kpop girlies wet.

    DBD is a supernatural realm where killers are supernatural themselves monster-like humans.

    The change they did to doctor is to make him more monster look-like and this is very well done.

    I'm sorry to say that to you but if you think doc and nemesis have bad designs, you should quit DBD and play dress-up Barbie.

  • I'm a rank 1 survivor, i got matched with only grey rank (between 14 and 20) against a red rank killer, the game was absolute garbage...

  • @[Deleted User] said:

    Ah, brings me back to memories of my younger days, playing CoD after school, listening to the wonderful droning chant of bigoted expletive's from 12 year old kids that get pissed they got killed. I can only imagine the salt people will be spilling in DBD, especially with the open, continuous communication to the people that pissed you off.

    I don't think it's something that needs to be highly considered at the moment.

    Ahaha with this point of view.. x)

  • @Mooks said:

    Pocket Knife, Sling Shot, Spray Paint Cans, Salt Pouch, Smoke Bomb, Voodoo Doll, Smudge Sticks

    My concepts, click on the name to get to the thread here in the forums

    I read them all and seriously there is a lot of potential! Like it

  • Lol ######### am I reading...

    Also if the topic comes from a Bubba avatar, I won't be too surprised.

    It is like saying you can't play league of legends if you don't have 4 other friends.

    People want to play alone because adults like me (yeah it exists) have a life and their friends are not available the same time because they are working or having a good time somewhere else.

    About your idea on DBD discord servers, some people like me are not always comfortable to speak with strangers, furthermore if they don't speak their own language. I speak french, I can speak english but I hate doing so with strangers because of my big accent.

    Plus, you don't know if you are going to play with toxic people who complains on your gamestyle.

    And I don't have any problem with the waiting times... it used to be MUCH MUCH MUCH more long before. I play before going to work in the morning and guess what... I get paired ALWAYS in less than 10... max 15 seconds. In the evening, its a bit longer yea... but it still way shorter than it used to be. And devs said they were about to implement something like a better reward to encourage people play another role when a certain role is saturated... so seriously what is the actual problem?

    Im pretty sure you are a main killer... a main bubba for what I can see -> in your picture and in your way of thinking x)

    Seriously... 🙄

  • @TeabaggingGhostface said:

    They're annoying and obscure information, replacing them with white auras for the same duration should be enough

    YES!!! OMG YES

    I even sent once a video of one my games to show how hard it was to understand what was going on when you are looking in this direction... They haven't really came back to me.... just thanked me for my feedback and bla bla... But yes definitely these are annoying.

  • Well.... IMO, I always thought they should RAISE prices to buy items, add ons and perks. BUT! this should come with this new buying mechanic: you choose what you buy instead of getting random things in a web where the entity consumes half of the web.

    This way, people will be able to buy what they want, but better items would be much more expensive so there will not be too much abuse, well... i think..

    That said, levelling up mechanic would be changed too... because what I see in that post is complaining about prestige... what I think is actually useless instead you absolutely want these bloody cosmetics? But maybe I'm wrond and didn't get it well?

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237188#Comment_2237188

    For the same reason we don't allow hackers: players are supposed to achieve their goal in a way that's fun and fair.

    The killer getting a kill isn't the be-all-end-all argument. There's tons of holes to patch up to make the game more consistently fun. One is gen speeds, another is BT bodyblocks, but camping is on that same list.

    And gen speeds cannot be adressed until camping is resolved.

    As for anti-camping perks: the only one we have is BT, all others don't help.

    Camaraderie won't get you off the hook nor buy your team time, since you need another survivor to risk detection to trigger it.

    Decisive Strike doesn't do anything while on hook.

    Deliverance... I mean, if others can't get to the hook without getting caught, what could possibly let you get away from the hook if you jump off? And it requires a safe unhook, which is exactly what camping prohibits.

    Kindred lets you see that the killer is camping, it doesn't do anything to solve it.

    That leaves just BT. And all it does is ensure that it's a hook trade instead, barring a bodyblock outplay from the unhooked. And that means BT bodyblock plays also can't be nerfed to fix them being abused in regular play.

    So, in short: Camping isn't fun for anyone in the match and there's some killer issues that cannot be fixed as long as camping exists. It's bad for game health and the only reason that it hasn't killed the game is that the majority of killers don't camp.

    EDIT: What I will give you though, is that if such a mechanism were to be employed, it would need to toggle off once the fifth gen is done. Camping is fine past that point.

    I agree camping isn't fun for anyone. That said, 80% of campers don't have a lot of skills, so they are looped very easily. If you manage to get hooked and camped, Kindred may not do anything AGAINST camping, but will punish the killer as gens are gonna pop very fast if your mates are not braindead. Not suicidng on hook and win the most time possible while being camped is the most satisfying thing you can do against a killer: You camp me? well look at my mates ruining your game you stupid.

    Also, deliverance with Dead Hard can be a good combo against what you say: yes deliverence won't assure you to escape after getting unhooked, but at least you can DH on the attempt of a hit, especially in basement which can secure your escape. Also, use deliverence at the very last moment just before the second sacrifice step, to win the MOST time possible. Because yes, if you have never noticed, time management on both sides is the secret of success in this game.

    In the end, I don't defend camping at all, I hate it myself, but don't forget that campers are usually unskilled since they don't practice their chase skills because they just stand still in hope to get free hits on bad survivors who will try to help the camped surv. But if everybody play well, even the camped survivor, the killer will not get more than like... 10k points. Isn't it satisfying? :)

  • @Yatol said:

    It cant be denied that spirit is a controversial killer. The popular complaint is its not clear if spirit is phasing or not, allowing the killer to stand still in order to catch survivor off guard.

    My idea is very simple, when spirit is using their powers an aura effect emanates from the spirit, making it clear if they are using their power or not.

    It was the case on her release, when she was phasing she had a kindof static effect on her body (not sure if it was intended then). But it has been fixed. So im not sure they will come back to this.

    IMO, I think they should nerf her somehow yes (because escaping from her is literally impossible at the moment you are injured, except if you run iron will, which is not always the case) because you can't loop her when injured, and her second hit will not take long to be given. But her nerf should be about her senses while phasing. I'd say to do one of the following: make her deaf while phasing OR make her unable to see scratch marks and leave this ability to add ons ONLY.

    What do you think?

  • Some perks can counter that... but I absolutely disagree.... hooks are literaly everywhere. How many times you managed to see a surv free himself ONLY by wiggling without any other help from other survs? This is actually pretty long for a sruv to break free considering the number of hooks that are gonna be around the grabbing point.

    So no this is not a thing that should be removed... sorry just deal with it. I play both killer and survivor so I don't have a chosen side, and when i play killer and i get survs bodyblocking, yes it pisses me off, but this is a mechanic to help your friend that is absolutely valid.

    And yes a lot of perks encourage this... but as a killer, you should get the most free hits you can while this happens, so the most survivors will be injured then, making them want to heal, so wasting time without doing gens, or you'll just have to hit them once when you find em.

  • @SilentHillOnDvD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237644#Comment_2237644

    Doesn't matter if i got the 4k it's still not ok for 3 gens to pop in the first minute of the game. I had to 1 hook slug them all after 2 of them made crucial mistakes."it's ok if survivors have bnps because if you somehow get lucky enough to kill them that makes them balanced" thats what i get from people like you.

    I don't know if you played the game while BNP wasn't already nerfed, because I can assure to you you would've seen 4 gens popping up in less than 10 or 15 seconds.

    This BNP has already been nerfed also has the toolboxes themselves. It is a pink add on, it has to do something minimally strong. The real issue here is the SWF who ask themselves to bring a BNP for everyone... SWF has to be nerfed somehow, however a lot of discussions already have been made about that and nothing seems balanced when it comes for a SWF.

  • Neither do I, Prove thyself makes a significant change on repairing speed... For a killer, the change is significant, and even if a killer is interrupting 2 survs... he will be able to chase only 1 surv, the other one will keep repairing while the other is in chase. Unless killer's got ruin to keep the pressure on the gen and give up chase then chase again etc. the gen will be repaired quickly by the other surv, and the fact that kicking a gen is useless in this situation (cuz just touching the gen for half a sec deletes the regression for the surv) well killer will only lose time.

    That said, they should make a buff for gen kicking IMO. A basic 5% regression on every kick would be much more useful to put pressure on survs (this 5% is not stackable with pop the weasel.... Pop would only make its effect for the 25% when active)

    But this should be another topic to talk about... in the end.... prove thyself is extremely good to run and can has a significant change in a trial.

  • @fogdonkey said:

    You don't even know how boon totems will work... LOL

    I'm wondering if boon totems will be a part of the 5 base totems on the map? because if a killer runs, let's say haunted ground, devour hope, ruind and thrill of the hunt, all 5 totems are already used... now imagine boon perks, if all 4 survs run some boon perks, who will get his chosen perk to work in the trial?

    I don't know if they will raise the basic number of totems?

    If so, imagine a game where no surv is using boon perk, and the killer is running a hex perk with hex undying... that would be op :P.

    Just wondering, did the devs developped on this or they just mentionned it with no more precision?

  • @fogdonkey said:

    The idea is that there should be some time limit on the length of a match. If it runs out, survivors are auto-sacrificed, similarly like after end game collapse. This would make the matches more interesting, different strategies need to be used based on the remaining time, and also prevents the matches from taking forever because of survivors hiding in lockers or healing in the corners.

    More detailed ideas:

    - Add a timer (e.g. 17 minutes, needs to be finetuned) which starts running at the start of the match. When the timer runs out all survivors are auto-sacrificed.

    - The map starts as dark (during night) and gradually gets brighter as the timer is running out and daylight is getting closer.

    - There can be offerings which shorten or extend the timer.

    - Hatch can appear e.g. 2 minutes before daylight and open 1 minute before daylight regardless of the number of survivors alive and number of gens repaired.

    - If gates are opened or hatch closed the end game collapse also starts and survivors are automatically sacrificed if one of the timers runs out.

    - Killer power, speed, stun duration, special ability recharge duration etc. can change as the daylight is approaching and the killer is getting more tired and weaker. Or maybe the killer should get gradually stronger? Not sure, needs to be tested.

    Let me know what you think about this idea!

    I think this idea could bring a lot of good things to the mechanics and the gameplay.

    This has a good potential imo.

    I'm not sure if making the killer weaker as the trial goes is a good idea since some boosted gen rushers swf would get even stronger and unkillable. Actually, if the game keeps getting longer, this is because killer has a hard time killing survs, otherwise killing a squad can be done very quickly. No I think that killer should get a little buff like, let's say after 10 minutes, and a big buff when there are 2 or 3 minutes remaining.

    The hatch idea to spawn only 2 minutes before daylight no matter what is a very good idea.

    The dark map getting brighter is cool, but I don't think it will happen since each realm has its own weather/daytime already set. And since the graphic rework, not sure they will touch this again... they just reworked them.

    Overall, this looks like a very cool concept.

  • @Orion said:

    What, Dwelf not good enough for you?

    In all seriousness, I don't see this happening. The whole point of the game is that survivors are normal humans; killers are the supernatural ones.

    Just for fun to answer :P

    Killers are the supernatural ones.... except that damned trickster who doesn't belong in the game :P

    The only supernatural thing he does is to to grab any survivors witthout much difficulty according to his physicals

  • @DwightFairfield said:

    I always thought it was there to prevent sandbagging at a hook by forcing the survivor to stop moving during the healing animation.

    If so, it does the same after stop running or moving and it does the same for yourself.... you want to heal and take the styptic agent after turning a corner mid chase but you must stop completely then wait like 1 whole second just to use the item... this can be a chase changer if you dont have the time to use your item.... oh and for the syringe, the whole second you need to wait before using it makes the killer to reach two or three more meters to you, so you wanted to insta heal during a chase? maybe you won't be able just because of that.

    Finally, pushing the run button while you get healed stops the healing, so I don't think this is a good reason not to fix this

  • @MJ_Out said:

    Oh yeah, this is so stupid I cannot understand either why this is a thing since YEARS. It almost seems that it is entirely intended.

    @DawnMad said:

    It was fixed once, I think it was 1-2 PTBs ago. You could heal a survivor the moment you unhooked them. It was nice.

    I don't remember. But do you know why it isn't the case anymore? If it was fixed and then broke again and never fixed back, devs must be aware of this issue I suppose?


    EDIT

    Guys I thought about it and I will copy this post in the bugs report section. Would be appreciated ifyou could go vote up over there ^^

  • Moris won't exist soon since it is gonna be implemented to the gameplay somehow. I don't know what are gonna be the changes about it and devs haven't been clear about it for now.

  • @Lord_Tony said:

    I thought they were going to balance trickster more but after RE chapter was announced I knew trickster is 100% dead.

    devs need to spend less time adding content and more time balancing the ######### we already have

    devs have to spend less time adding RANDOM killers who don't fit with the rest of DBD universe, that's what I would say... furthermore if it is to add a bad killer with no killing potential

  • If I ask you to follow me in the basement to show you where I'm putting down a key, don't take it... just leave it there so if you are the last surv, you will know where it is.

    If I am hooked and you are a Urban evasion Claudette who clearly see the killer is away on somebody else and dont come help me, be absolutely certain I won't help you for the rest of the game.

  • I play on console and this never ever happened to me

  • NOED can be disabled easily if you take the time to cleanse every totem you encounter.

    NOED is actually very strong yes, but it is yes for killers who have a hard time in game and also to counter gen rushers 4SWF squads.

    Gen rushing is not a bad way of playing, but usually, gen rushers won't take the time to cleanse totem to make the most gens possible in the less time possible. That is how noed takes its place: if there are still 5 totems on the map and a surv gets easily down after a 2 minutes long game of gen rushing, now the squad has to make a choice: leave their friend behind or try to save him with the chance of be taken down easily, or take the time to seek the totem.

    Yes NOED is used by bad killers, but it is a game changer for higher ranked games where you think you can encounter gen rushing squads. I don't see anything bad with this perk, because i rarely get killed by it, and it is easily shut down by cleansing the totem... otherwise, well yea, the killer will only have 1 kill and everybody will leave the dead survivor. But I don't think it is OP. Just cleanse totems.

  • @fogdonkey said:

    Flashlight saves should be less timing dependent. If you blind the killer during any point in the pick up animation it should drop the survivor.

    I absolutely agree with you... from the start I always thought it was stupid. I mean, if the killer gets blinded to the point they drop a surv... then what on earth makes them invulnerable of that in the middle of the animation of grabbing a surv... like #########

  • The real problem is that there are not always 4 swf... would it still bepossible to get a 5th perk with 2 teams of 2 swf? because 2 teams is not the same at all as complete squad.

    and what about 3 swf and a random?

    2 swf and 2 randoms?

    This would be to random to add a 5th perk for this kind of situation which is not clearly established.

  • See? ahaha there so many bad things about this ability that I manage to forget some when I number them x)

    Seriously, at the begining (after his buff), I thought this killer could've been viable, but I am absolutely done playing him. He is bad in all points and people won't stop defending him just because he is the only kpop killer (what I actually think makes him the worst concept killer made).

    I first thought machine gunning survs with projectiles could be very strong... but nah... even when I play against him I'n not even scared of him.... never get more than 2 kills unless survs are headless chickens.

    Can't wait for RE chapter tho x)

  • @Lord_Tony said:

    Main event would instantly become 99% more useful if I could save it for when I needed it like Oni.

    As of right now it ######### sucks and I have 0 use for it whenever it triggers.

    Yeah this sucks especially since it is sooooo long to trigger after activating it, and it is not so useful.

    Anyway this killer sucks for how bad he is. Too easy to dodge knives, too long to get max laceration, too easy to loop, and finally that main event thing that makes it useless and soooo situational. Plus it triggers a fatigue....worst ability in the game according to me.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175272#Comment_2175272

    My point is that most people can't do the math. Putting it in terms of "slightly", "moderately", etc. is better if you want to convey the idea of how these things affect the game. Those who want to (and can) do the math can check the wiki for the exact percentages.

    Lol if Tremendously means 3% more luck... we don't have the same definition of Tremendously xD

  • @OnryosTapeRentals said:

    I believe you have to point at the killer using the over there emote. The French translation of the challenge sounds like it might be incorrect. I'm yet to do the challenge, although when I do I will edit this post to let you know how I completed it.

    EDIT: I just completed the challenge and it seems that you do have to point using the emote. It took quite a few tries to get it right but here's some tactics that I found worked well:

    • You have to let the animation finish fully so make sure you don't cancel it by running away early etc.
    • Pointing two times in a row seemed to work better than doing it independently on two separate activations of Premonition.
    • Try to point when the killer is relatively close to you. Premonition has a wide range over which it activates so if you're far away, you're at risk of it activating and ending up pointing in the wrong direction.

    Hope this helps!

    Thanks a lot! I'll try to follow these instructions.

    Very appreciated

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2051026#Comment_2051026

    The mods don't like me I guess?

    The post doesn't belong here but @MandyTalk moved my post here within a minute of it being posted... so early I highly doubt they even read it.

    It belongs in general discussions

    ahahah what the heck? Ok this is weird lol

  • Why is this subject is in "Feedback and Suggestions"?

  • @GoobyNugget said:

    still don't understand why trapper hasn't gotten a rework yet he's literally the oldest killer in the game.

    Why'd Billy get a rework when Trapper needs it more? Hello BHVR?

    I don't know since when you have been playing DBD, but Trapper got a rework, especially on addons before billy

  • The unhooked survivor should be invisible for the killer for like... 6 seconds if he gets unhooked within 12 meters.

  • I play both survivors and killers, and I play Spirit too.

    The best way to counter her lies in some perks: Iron Will negates her capabilty to find you while phasing. Of course, you need to stop running in order to not show your position with scratches.

    That said, fixated is the ultimate combo with iron will against spirit. Since it has been buffed so you can walk faster while injured, this is the best perk combo to counter spirit.

  • Every charm should be usable for both killers and survivors according to me...

  • @LittenKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/2016680#Comment_2016680

    I think the cooldown is meant so that he can't constantly camp gens and exits, which would make him overpowered late game.

    That makes sense.

    But I agree on your ideas at 100%

  • I think these are good ideas! And giving him a second shred is not that much since chainsaw killers can easily down a urv too quickly.

    Or at least, if a surv is hit twice by a shred succession, the second could apply deepwound.

    But yes I agree with those changes, demo is supposed to be a bestial killer, so why not a second shred?

    I don't really play him often because he has not much game potential.

    I would add that there shouldn't be a cooldown to travel in portals... Just think about it, why would he need a cooldown realistically speaking

  • For the design: Trickster, he just doesn't belong in a HORROR game where all other killers and general atmosphere are creepy and dark.

    Playing against: Hag, I just hate the way she is too easy to play as, camping issues (in basement espacially when 5 traps are set through stairs) and not much counterplay (yes there are some, but if you haven't equipped a flashlight or urban evasion, you just can't know in advance)

    Playing AS: Nurse, I am a console player and I know ppl say she can be much more easy on PC, but she is hard AF to learn and if you are not even a bit skilled with her, your whole game is f***ed.

  • @vladspellbinder said:

    I hated this challenge, it took me somewhere close to sixteen or seventeen games before I got it and for the majority of those games I never even had a chance at trying it because the Killer didn't slug.

    I'm fine with harder challenges, but for it to actually be a challenge we have to be in control of the requirements. This challenge requires that the Killer slug you or other Survivors to be performed. Barring zipping in right as someone is downed and using For The People there is no way to get this challenge otherwise. And being both right there when someone goes down and being healthy AND timing it just right so you don't get hit is a lot to ask for only getting HALF of the challenge done. And if the Killer has Save The Best For Last even this very dumb move won't work.

    Healing challenges are fine, you expect people to be injured. Unhooking challenges are fine, you expect people to get hooked. What is not fine is a challenge where if the Killer doesn't do a non-required action we can't make any progress towards it. MAYBE if you only had to do it once, that's what Unbreakable and being Hexed with Soul Guard are for after all, but twice is asking a whole lot when you can barely even do it once in most cases.

    Once again, since the new level is out... I doubt stunning a killer with a reinitialized pallet will be very easy though...

  • Once again, since the new level is out... I doubt stunning a killer with a reinitialized pallet will be very easy though...


    EDIT I know this post is doubled, I can't sem to be able to delete it, don't know why

  • The bleeding bar and the sacrifice progression bar are too tiny we can't see well. You should make it larger so we could see their progression more easily.

  • LOL!!!

    Each surv banning a killer? This could end with 4 killers banned?

    In that way... killers should ban 4 perks too lol.

    This has no sense at all.

    And people pay to get licensed killers. Imagine getting your killer always banned? This is not a god idea at all. Just think about it.

    If you can't play against ghostface, I actually hate playing against spirit. Just get some tricks against specific killers. Just practice.

    Also, spine chill is a very good counter against Ghostface.

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