Pepsidot
Pepsidot
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Not intended, but probably fine. A bit like how Blight's crazy high DPI flick's weren't intended but they seem to have been normalized now after the developers tried but horribly failed to fix the flicks.
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Don't cleanse for the most part.
Here are the situations in which you should cleanse:
- Cleanse to save/trade someone being hard camped.
- Similarly, cleanse for unhooks at endgame.
- If she has a good 3 gen going in a deadzone, you've probably got to cleanse.
But in all scenarios make sure you cleanse e.g., where gens have been done, across the map, away from a hooked survivor etc. Wherever it's most inconvenient for the plague.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2649470#Comment_2649470
You say "that's two survivors not on gens" as if that is in my favor.
If one survivor is on my shoulder, and one is flashlight creeping, and two are gens... then the team is still at 50% objective capacity.
If the creeper then blinds me, they both take off and the team is back to 100% objective capacity and I just lost 8% progress and I am now behind all the progression their team made while the other two were on gens.
How could you POSSIBLY believe that is in my favor? Like, AT ALL?
If you play well and aren't flash saved, the survivor attempting the flash save has wasted all that time following you about when they could have been progressing through a gen. And you might even get them injured so when you then hook the survivor, you have a head start in the next chase. Flash saves have been hard to pull off against aware killers ever since the rightful buff to a killers pickup animation (and the also rightful nerf to instant flashes). Generally if you're flash saved now, you are at fault.
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2649470#Comment_2649470
And in that time they crawl under a pallet and you are screwed if it is a SWF
There are a lot of different scenarios, yes. That scenario is a lot more difficult to control.
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2649470#Comment_2649470
It dosnt matter when they can be directly on the side of you and get the save or just wait till your locked in a animation. The range for the "Hit Zone" is way too wide for flashlights. I was once hit by a flashlight in Hawkens when i was on the second floor Lab with the tube drop. The save came from below from a angle that really shouldnt of hit but still did.
Generally speaking, if they can get into a position to flashlight save you when you pick a survivor up, you messed up by not baiting it out. The pickup animation is very fast compared to how it used to be. Sure, the first flash save might catch you completely off guard. Maybe no survivors equipped a flash and found one in a chest you weren't aware of. Perhaps they were very sneaky and you didn't see them. But if you keep picking someone up without taking any precautions (as I explained earlier to WesCravenFan), you're at fault.
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@WesCravenFan said:
I don't know. I've been saying flashlights have been OP for months now and yet I am told they are the weakest item in the game despite the fact that a flashlight save robs a Killer of over 8% of his objective progress in three seconds.
I get told to "just face a wall" and still get blinded from the side.
A survivor following you about means there's a max of 2 survivors on a gen. When you go to pick someone up, face a wall and if you can't, face a direction a survivor is unlikely to be. If you really think someone is there, fake the pickup. If there is a survivor trying to get the flash save, they'll run to try and get in position and at that point you hit them and repeat the steps until you can get a safe pickup.
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It's funny that you picked a game where he isn't running Blighted Crow + Alchemist Ring/Iridescent Blight Tag add-ons.
I often face him and he never runs any gen slowdown perks yet he always without fail brings those add-ons. It's always a tough match, not because of his perks but because he's really good and those add-ons are crazy good. I imagine if he brought actual good perks he would win 99% of his games.
I presume he doesn't since it'd be too easy for him, especially combined with the add-ons he always uses.
Also to your point about survivors not being good because of predropping: That is the best thing to do against killers like Blight. You generally don't loop a good Blight because of how easily they can get around the loop and flick to hit you.
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I suppose Version 2. Although I'd change it so crouching also makes a survivor's injured grunts 100% quiet, regardless of movement. This would make it so you can still have moments where you can reposition yourself slightly without being heard.
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You have to admit though, solo queue when its late is AWFUL! Queues are 10~ mins and you can usually tell just from what the survivors are wearing that it is going to be a terrible experience. After a bad game or 2 late at night when solo queuing, if I have the audacity to search for another game and the survivors are wearing default(ish) clothing, I'm done for the day.
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I refused to use Spinechill over Premonition. I never believed others who said Spinechill was better and never really gave it a go. I was thinking "Wow you can actually pin point the killers location with Premonition while to use Spinechill they have to actually look AT YOU... so bad". I really refused to use it.
A few years later and I've now got Spinechill in my main perk build... it's fair to say it is indeed far superior to Premonition.
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You should dead hard whilst leaving yourself enough space to perform a regular fast vault. You don't even have to time it to perfection, you can easily (i guess...) pre-dead hard to the window if that makes sense.
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I'll miss the loops and the pallets. Pallets on that map are not safe but there is plentiful and you can kind of go from one to another - they're fun to mindgame.
The loops with the railings are very unique which you don't find on any other map so it'll be sad to see the map go. It is by far my favourite in door map, even though I generally don't enjoy indoor maps.
Also who can forget about that secret room... teasing EGC (I believe)... F
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It definitely needs some kind of nerf.
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I really don't know, although I'd like to think so. DBD has so much content in it nowadays it'd be really hard to start. Especially since there's (according to the wiki) 191 perks. Then there's soon to be 26 killers and 29 survivors. The vast majority of which are behind a paywall (or 9000 shards). Then there's a bunch of maps. It'd be pretty overwhelming probably.
One of my friend's friends started playing recently and I realized that a bunch of the terms we say will make no sense at all to a complete beginner. Bloodlust, loop, 99, noed, dead hard (or any other perk). We had to explain what the bloodweb is, teachable perks, what and where the shrine is. What are shards and auric cells? What's the point of devotion? Prestige? I even had to tell her to always go for perks in a bloodweb as she had no clue and was buying random nodes. I bet she still doesn't know about scratchmarks and noise notifications.
There's a whole lot to learn in this game...
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I'm way too awkward to actually talk to anyone here but I have bumped into quite a few of you.
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@IsMmrReal said:
Why do 4%s ALWAYS happen as soon as the entire team gets out played?
I don't understand. They destroy the gens then endgame comes and they potato and get 4 man slugged and then get a free hook escape.
If you're slugging for the 4k after the survivors have rushed the gens (and have yet to get a hook), all survivors will have 3 attempts. It doesn't really happen in normal gameplay since no one on the hook attempts escape - it only really happens in dire situations.
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Well if the game survives until next gen consoles are released, if they were to do it they'd probably do it then.
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Shadowborn is always nice to have. Simply improves killer gameplay all around.
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Have no shame in predropping pallets and holding W as much as possible against many killers. E.g. do this against Nemesis, Pyramid Head, Blight, Trickster, crazy Hillbillys etc.
Against more loopable killers like Wraith, Ghostface etc one of the best things you can do is almost always keep looking at them in a chase. So you know exactly what they're doing. If you're not sure about the loop try at least glancing back at them quickly.
At the start of the game you should generally be conscious about where gens are. It's better to do the gens in the middle or closer to the middle rather than the ones at the corners of the map. This way you avoid 3 genning and the killer can't patrol gens easily at late game since they'll be far apart.
Also, you should probably use meta perks. They won't make you good suddenly but they will help give you more confidence and will be hugely beneficial to you and the team. The build I recommend is:
Dead Hard, Borrowed Time, Spine Chill and Kindred.
Dead Hard will help you in chases. Use it for distance to get to a pallet or window you otherwise wouldn't have been able to reach.
Borrowed Time will help stop your teammates being tunneld off the hook. Even if they are, they should last longer. It can also be very beneficial to you if that teammate takes a hit with BT for you.
Spinechill is absolutely fantastic against stealthy killers like Wraith, Ghostface, Pig and is helpful against Spirits and against common perks like Tinkerer.
Now I currently use Boon Circle of Healing. But for you perhaps Kindred would be better as it helps your team coordinate hook saves and you no longer have to waste time running across the map for a hook save, only to realize someone else is and then start running back to your gen. You'll know what's happening and whether the killer is camping etc.
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@SlothGirly said:
https://forum.deadbydaylight.com/en/discussion/comment/2632597#Comment_2632597
Incredible. Everything you said was wrong. The advantages that pc players get over console players aren't as significant one might think. Not in this game. And the "they have higher frames" is such a non-arguement as the frame rates pc players would play on over console aren't even perceptible to the human eye.
I'm not saying "protect pc players" I'm saying you demean them by implying they have an unfair advantage which just isn't the case with some minor exceptions such as Huntress. However all those advantages are nothing in the face of skill. I was a very strong Pyramid Head player on console and at higher levels of play the difference in playstyle between PC and console is literally negligible. Because the platform you play on is not indicative of skill.
It's also important to note, the game you play has nothing to do with your ping. That's to do with your hardware and isp. In my experience too, a whole 20 ping doesn't impact gameplay nearly at all unless that 20 is starting to jump you up over 100 ping. In which case that's a you problem, not a game problem.
Also explain to me how I'm being demeaning by saying that the platform a pc player uses isn't indicative of how well they play a game? I'm making a factual statement. I'm not saying oh you can only be good at the game if you're on pc like a certain somebody is. You're suggesting the reason why you lose to people is because they play on pc, that if you play against console players you'll have an easier time, which just isn't true. And if it were it wouldn't be for any of the reasons you've suggested above. Namely down to console players being more casual than pc, so regardless of hardware a pc player is more likely to be good at the game because they take gaming more seriously than your average console player. Which once again, just loops back around to everything being a skill issue.
I also love your humility. a very good sign of skill. Anyway, it doesn't matter how good you are at the game and it has nothing to do with their platform. It's all on part of the player. If you're going to slander a platform, at least use the correct arguments. Had you said pc players get an advantage because console has poor optimisation, then yes I would agree there. However even that isn't at fault of pc, that's a BHVR issue.
Pointing fingers at other platforms for your problems is merely shifting the blame off yourself and in my honest opinion an excuse for poor play.
60fps vs 120fps is absolutely perceptible to the human eye if you have a high refresh rate monitor, e.g. 144hz. Once you've used a high refresh rate monitor you can't go back, 60fps vs 120fps is very, very noticeable. Games at 60 fps for me are almost unplayable.
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I think you're arguing for the wrong thing since if you want everyone to be play without advantages, the devs should not only do what you suggested but also isolate old gen and switch players from current gen console players due to the frame rate difference.
What you should argue for instead is mouse + keyboard support on console. And e.g. the option of playing on "performance" mode. E.g. You play on low settings for 120 fps. Overwatch has these options for current gen console players: Resolution, Balanced and Framerate. You get the best quality and 60fps at Resolution whilst 120fps on lower settings on the Framerate option. So DBD could offer similar options.
I know this is a big stretch to ask for since 120 FPS isn't even an option on in the menu on PC but this would be better than your suggestion. It also wouldn't isolate any of the player base. Of course old gen and switch players will still have a disadvantage though.
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Matchmaking was very poor for me yesterday along with my brother. It wasn't just killers that were inexperienced, it was survivors too. Hopefully that was just a few unlucky games.
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Imagine the new killer using a full hex build with TOTH. Such as TOTH, Ruin, DH and Undying as a backup. Whilst in a chase they are also periodically firing crows at their hexes to stop them from being cleansed/blessed.
It'd be an interesting build to try out when she is released. Only problem is that not all hexes are at ground level, which would hurt this build. It'd be like doctor with the long range zap addon except much much better.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2629012#Comment_2629012
I will never understand this logic. Just because we paid for something to have it earlier doesn't mean that it isn't fair just because someone gets it for free later. I've gotten tons of chapters for free and watched other people get chapters I've paid money to have early for free. It doesn't matter how someone else got the thing because I still have the thing as well. In this situation where said chapter is being vaulted I don't see why giving it away would harm anyone who bought it. You were already going to spend the money on it at the time and unless you knew that in the future the chapter was gonna be gone you've not lost anything.
It'd be a scandal to have a 50% off sale (encouraging more people to purchase the content) just before giving it all away for free anyway.
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My favourite big brain play at the moment is when I'm in a deadzone with no prospect of getting anywhere, run directly into the killer as if I'm using DH. For a brief moment they will not hit me as they are suspecting the DH and so even look behind them. But then quickly start running away again. They'll then normally go straight for the lunge and it is at that moment I dead hard. This has saved me too many times.
Only works against decent killers though funnily enough.
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Huntress is my favourite killer to play against, whilst Trickster is one of the worst. With Huntress you genuinely feel like you can mind game. Will she run through the loop or will she wind up her hatchet? Should I dodge left or should I dodge right or not dodge at all? How long is she going to hold that hatchet when trying to zone me? It's a mind game.
When playing against Trickster it's like: Ok I can dodge left and right and maybe dodge a few, but he will injure/down me just from spamming his knifes. I can't dodge all his knifes and it's not like he needs to put much thought into it since he has so many knifes. Every loop around this pallet I'm going to be hit by a knife once or twice and if I vault the pallet/window I'm immediately injured/downed. There's nothing skill wise you can really do.
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It wouldn't be fair for console players. And I don't see why they would do it anyway since people play on the PTB regardless.
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Regardless of balance:
- A boon that prevents any gen regression and highlights gens
- A boon that reveals the aura of pallets and lifts up downed pallets in the area after x seconds since it has been downed
- A boon that prevents killers from blocking windows via any perks and allows an extra vault before blocking
- A boon that reveals all survivor auras within it to all teammates and the killers aura every x seconds for x seconds
- A boon that slows down the survivor's hook progress and reveals the killers aura if they're x meters from the hooked survivor
- A boon that slightly slows down a killer's vaulting and breaking a pallet speeds and slightly increases a survivors vault speed.
- A boon that allows you to do certain actions faster, including: Mending, opening an exit gate, cleansing a totem and reduces negative status effects faster (not including Exhaustion).
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@Laluzi said:
I'm skeptical. DBD's very hands off about #########-talking in the endgame chat - you have to use slurs or very personally harass someone to get hit for it. Mass reporting someone for being rude won't do anything, and certainly not mass reporting for not liking how somebody played in game.
I assume they're a console player talking about being banned from communication with others via the console's messaging service, not in game chat. I've heard it's very strict.
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F. I feel bad for new players in the future who can't purchase Demo, Steve and Nancy or experience Hawkins. It is my favourite in-door map by far.
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My best guess is that they changed the perks to not be affiliated with Stranger Things to accommodate newer players and to make things less complicated. If they kept the name or the same icon I assume they'd then have to make a duplicate of 9 perks for newer players who don't have the DLC. And in that case they'd have to stop players who already bought stranger things from being able to earn the new perks and it'd all get a bit messy.
So the easiest thing to do was to rework the original perks so everyone has the same perks - no duplicates, no issues surrounding who can earn what perk. But as I said I'm just guessing.
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I don't think you're going far enough here. We also need to think about how much PC and console players exploit in terms of graphics. They should also be reduced to Nintendo Switch graphics. And if we really want to get rid of all exploits the devs should consider making keyboard and mouse's bannable - only controllers allowed.
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Looks like you've had a boost to your confidence, that helps a lot in chases. Especially on unsafe loops.
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Maybe Resilience, at least some of the time? Then my main build would be Resilience, BT, Spine Chill and Ironwill. Resilience helps vault things like windows faster so it'd help in close chases and when combined with Spinechill you vault 15% faster. It'd be like a budget DH. It also helps genrush and opening gates faster - all combined with Spinechill is very nice.
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Hey that's awesome you found that screenshot. I was trying to find it myself but couldn't find anything. I had a quick skim through past developer streams but didn't find where they talked about it. It'd be interesting to watch that stream back.
If I remember correctly, back then the concept of DS having this big of a skill check was very poorly taken (probably by me too). Do you have a link?
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You can't do much in a chase against a good trickster. But the best play is to... you guessed it: pre-pre-drop pallets and hold W whilst trying to use the environment to shield you from his knifes. It's boring and you probably still won't last long though.
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@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/292710/99-ing-the-exit-gates-needs-to-go
After 8 seconds the door should regress as the goal is to escape obviously you can save a person while open but it shouldn't be a thing to 99 it I usually take the points and force it open my self to prevent this and I shouldn't have too.
You don't have to. 99ing exit gates is fine.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2616552#Comment_2616552
100k at least + how many Offerings you had.
I got 1,1 Million in total.
Got the exact same as you, was kinda confused why I suddenly received 1.1 mil bp. Nice!
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@Firellius said:
The DS skillcheck is just a relic of its original design, and should be scrapped. Just make it 'press ability key' within X seconds of being picked up.
Yeah either that or re-introduce that one (and very short lived) concept they tested with DS having an enormous skill check (almost the full size of the entire 'skill' check bar).
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Very much disagree. You can certainly tell the difference between someone with 400 hours and thousands of hours. I'd say if you play regularly then 1500-2000~ hours in the game is when the difference compared to someone with e.g. 5000 hours becomes less apparent.
It's really hard to explain but generally players with 400 hours don't know the ins and outs of the game and its mechanics. And there is a LOT to cover. They often don't look behind them in chases; they don't have all perks on all killers. They don't know every loop and thus must watch where their going - whereas experienced players can look at (or for) the killer the entire time around loops, they know how smooth the loops are and their layout.
E.g. I know it's best not to hug one of the shack corners on Dead Dawg Saloon because you'll probably get stuck. I know you probably shouldn't hug stairs when running down them as a survivor since you might end up bugging and falling slightly. I know you shouldn't hug the broken boat under the small building in Grim Pantry since you can be hit over it, etc. Someone with 400 hours hasn't experienced the game enough to know its ins and outs.
There's also an awful lot of situational awareness you need to have in this game which only comes with a lot of experience. A simple example of this is that when it's a 2v1 with a few gens left you should let the survivor die on the hook. If you are the survivor on the hook, you should not hit the skillchecks in order to die faster - you shouldn't press any key. If you unhook in the example above, the chances are you'll both die, instead of just one of you.
I could continue giving examples but I'll stop at this point. Hopefully my post has not come across as arrogant as that is not my intention.
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No I don't think this would be a good idea, I'd like to use any perk I've grinded for, whenever I want to. If I'm remembering correctly Overwatch tried to spice up their gameplay by disabling certain heroes and that went down badly. Of course we're not exactly talking about disabling killers here but it'd still go down badly. People want to use the perks they've grinded for, especially if they've paid money to gain access to those perks.
Also can you define e.g. killer meta perks? Perhaps Ruin, Undying, POP? If those were disabled I'd imagine killers using those perks would instead use Corrupt, Dead Lock, No Way Out etc. Not always as good, but serve the same purpose.
There's also a problem if you know players CANT possibly have a perk since it's disabled: E.g. killers could freely tunnel survivors out the game knowing BT and DS are currently disabled.
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Quite sad the map is being removed. Out of all the maps, it has by far the most unique and fun loops.
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I give it 1-2 months.
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BHVR really need to beef up their support. The last time I reported a blatant cheater (and a progress cheater) with video evidence it took them about 22 days to be banned. That's 22 more days the cheaters could have been cheating for.
I haven't bothered reporting anyone since because it's not worth my time: 1) Staying in the cheaters game, 2) Recording them, 3) Uploading it to YouTube, 4) Filling out the report form, getting my cloud id, their player64id etc etc if it's going to take 22 days for just 1 cheater to be banned.
I hope BHVR remove the increasing ban penalties and simply have a standard ban of 5 minutes. I've played against 4 cheaters today and so after my 3rd DC I've been banned for 15 minutes. I can understand a 5 minute ban but with all these cheaters infesting this game (and in some cases forcing people to DC) they need to relax the ban penalties.
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3rd times the charm
My brother isn't DCing this time... we'll see how long our time is wasted.
Whereas I'm now on a 15 min ban because I refuse to play with the cheater
🙄
At least on the upside, this cheater won't be ruining anyone else's game for as long as he keeps my brother hostage. It's been about 15 mins so far.
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My brother has been forced to DC twice now within the hour due to a cheater picking him up and him not being able to wiggle free. The cheater just AFKs (and for who knows how long for).
If this carries on, the 5 min bans will soon escalate. As much as I hate when survivors/killers DC for no good reason when the DC penalty is off, if this becomes a regular thing where the cheater forces people to DC, DC bans should be disabled OR the DC ban escalating system should be disabled. So 5 min standard ban, that's all.
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Not everything needs a fix and this is one of those. Besides, if you remove tbagging survivors will instead furiously nod, move left right, left right, left right, point, 360 etc. They'll find a way to rub their win in your face and you'll then get annoyed by that.
Also imagine it's an extremely intense chase, WILL you make it to the exit gate and escape?! You get hit right at the boundary but fall down and are about to escape when the entity says... "no lol" and blocks the exit because you're downed.
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Just to say, killers with poor ping are still denying DH. I've experienced it many times since the update and was almost doubting my sanity since I am never exhausted on the ground. Even so, this was also a thing before the "fix". But my brother and a streamer I watched (morf) have also experienced it quite a few times since the update - so DH bugging is still a problem that I highly doubt will ever be fixed.
But no. Dead Hard has always been a broken perk when used for distance, even before being half fixed. And I say this as someone who mains survivor and has Dead Hard equipped 99.9% of the time.
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@Caboose4 said:
I like how most people commenting just avoid my good points just to say, "don't start a game if you're not ready."
And for the people saying it's to avoid trolling, kicking the people who aren't ready would have the same effect as them unreadying in order to troll, only they're gone now. There honestly shouldn't be a 1 minute wait anyway. You have all the time in the world to choose your perks and stuff before starting a game.
The 1 minute wait allows killers to adapt their perk loadout based on survivor items. E.g. some killers may equip franklins if they see too many Medkits.
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Alchemist Ring is easily one of the most broken addons in the game currently, if not the most broken. You simply saying "Just don't get hit" doesn't make any sense. Good Blight's will get hits on you, even if you pre-drop the safest pallets in the game you'll soon be hit when they're broken.
It should be nerfed, even if that means instead of recharging ALL tokens, recharging e.g. 2 tokens. This means if you get a hit within the 2nd rush you'll get all your tokens back instantly. But for any hits with rushes after that you'll still get your all your tokens back faster, but not instantly. This allows survivors to at least get some distance on you and would still be a very powerful addon.
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I am an avid Dead Hard user, yet I know it's broken. But if I were to layout arguments as to why it should stay as it is, I'd focus on the fact that it is excellent against top killer powers like Nurse and Blight.
Sometimes I'll go against a Blight doing an almost 360 flick (which seems to have become normalized... despite it being an exploit?) yet my Dead Hard saves me. Playing against the top two killers (presuming they're decent players) without Dead Hard is very painful.
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99ing exit gates is fine the way it is, it doesn't need changing.


