Avatar

PleassBuiltInNoed

PleassBuiltInNoed

About

Username
PleassBuiltInNoed
Joined
Visits
91
Last Active

Comments

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891355#Comment_1891355

    What makes you think this is true? The game has [demonstrably] not gotten more survivor-sided over time, which is what you'd expect if the devs only listened to survivor input.

    read the main post again, this is the exact thing author was talking about

    just because the game has not gotten more survivor-sided doesnt mean its still not super survivor sided

  • are you surprised? looping is boring, most loops on most maps cant even be mindgamed, which is the fun of looping for killer

  • @Aven_Fallen said:

    Well, for the second Clip, you even tunneled the Laurie. That you did not pick her up immediatly does not mean that you did not tunnel. So...

    Regarding the first Clip, why exactly did you turn around? I dont see any reason to do so, you gave the Claudette free distance by doing that, even if you would have been able to hook the Nea, the Claudette would have probably opened an Exit at this point and would have been able to escape.

    how did he tunnel her, she obviously has DS and mostlikely even unbreakable therefore she has 1 minute of immortality, by putting her into dying state you save yourself some time by not letting her do a gen for all those 60 seconds where you cant do anything to her, like why should he just let her leave? insane how this is considered tunneling

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/219972/can-anybody-come-up-with-a-good-use-for-the-afterpiece-antidote

    Some tricks Otz mentioned with the new Clown kit:

    - You can toss a yellow down just before you break a pallet. By the time the cloud forms, the pallet is down and you can chase down the survivor.

    - You can reach a generator better by throwing a yellow ahead of you and running through it for a boost.

    - You can better reach hooks by throwing a yellow on a downed survivor. By the time your pick up animation is completed you are ready to zoom to your hook.

    all of these are pretty garbage, because it gives you like 2,5m of distance, so its literary nothing and you have to waste a tonic for that so you will have to reload faster

    if both tonics had separate charges and reload would make them both refil then it would probably be useful, sometimes even 2,5m can make a difference

    but in this current state its just completely useless

  • @TheClownIsKing said:

    Sorry, but there are many players that find killer a frustrating experience, especially during peak periods when there are a lot of red rank bully squads. Although these types of survivors are the minority, it still unfortunately heavily influences the killer culture/community.

    I personally can play well against most of these teams, but it’s rarely very fun.

    So depending on my mental state, I’ll sometimes just play solo survivor during those times, regardless of how long the queues are.

    not sure about the 'minority' part, every time i get to red ranks there are these kinds of survivors literary every game

  • @Lyfe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877749#Comment_1877749

    Nah. Nurse doesn't need any addons. 1.5 seconds less of a cooldown is not by any means, required. Simply play better.

    do the math, all survivors have to do is run straight and you cant do anything xddd cooldown addons allow you to blink almost instantly after the fatigue

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877749#Comment_1877749

    Ok dude, you think nurse is addon dependant and just because you don't do well without addons doesn't mean "oh then you play against bad survivors" that is not an excuse, I've played enough nurse to tell you she is not but if you insist on using addons then do so, she is not for me and for many.

    Its not supposed to be an excuse, its a fact. You definitely play vs bad survivors because it has been proven by many high lvl streamers how well nurse does without cooldown addons vs good survivors.

    If you think that with literary 6 to 6,5 cooldowns where for half the time you face the ground you can do well against survivors that know what they are doing just makes it clear that you dont face these kind of survivors.

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877666#Comment_1877666

    And I have on her like 700, telling you, you don't need addons, I feel like you predict instead of securing the hit.

    The difference is that I learnt on console so I had to learn how to secure the hit instead of predicting, look at the survivor and see how they play.

    then you without a doubt play vs bad survivors

    nurse without cooldown addons facing good survivors is a loose loose scenario 80% of the times

    good survivor changes the way he plays vs nurse every time, based on the objects around him and based on what you do

    long range blinks are just impossible to hit unless you guess in maps like the game where both killer and survivor cant see anything due to walls

    short range blinks are ez, but long range blinks are inevitable since when you hit them, they run soooooooooooo far with all the stuns nurse gets

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1876381#Comment_1876381

    Not to be that guy and I don't mean to be rude but then you need more practice with nurse, I'm average at best with her and still do great addonless.

    before she got destroyed with double cooldowns i had 300 hours on her, i know what im talking about

    another reason why it sucks is because they did this update where nurse leaves a trail behind her so survivors know exactly where she is going, thus long range blink became basically irrelevant in chase, as any decently good survivor can dodge them easily

    this change was okay because before nurse was very opressive with her blink as noone knew where she is going and there was no cooldown aswell except for fatigue

    her addons now are literary garbage, only the cooldown ones are useful and they are a must if you want to win against the good & especially top survivors

  • @OldHunterLight said:

    Huntress, blight, billy, nurse, freddy, spirit, pig from the top of my head.

    For the most addon dependant, most likely wraith and trapper.

    yeah nurse without cooldown addons definitely does not work

  • @Black_Fence said:

    Hear me out having to cleanse 4 totems to get rid of ruin as a solo survivor with bad RNG was ridiculous so I am pretty happy with the changes. Having said that I do main Hag so I never used tinkerer/undying/ruin (I use Corrupt, Pop, STBFL, Monitor or swap out Monitor to Franklin's if there is a beamer.)

    The undying changes are a nice QOL improvement for solo survivors, a good SWF would wait to find both totems before cleansing it or cleanse every dull they see. Not only that but (and this is the important part for us killers) It is a MASSIVE buff to Devour Hope and I expect to see that become meta, when you have to find two totems with exposed and don't lose stacks.

    If you aren't running ruin survivors at high ranks tend to ignore totems unless the stumble upon them (and with the Devs changing a lot of the ######### totem spawns that is happening less) If survivors are not looking for totems they are likely to gen rush at high ranks giving you enough time to get your 3 stacks and in the time it takes to find one lit totem you can get another stack or two and then patrol the last totem for an easy win. Especially if you pair this with BBQ on a killer with mobility (a massive buff to Freddy in my mind, I can see forever Freddie's using Pop, BBQ, Undying & Devour for easy 4ks) before undying changes DH paired with it was useless because by the time you got 3 stacks they would hunt it down and reset your stacks, now it is OP (even more then undying ruin on high mobility killers IMO) I might even swap to it on hag for some ez 4ks. Let me know what you guys think. I honestly hated ruin undying as survivor and never used it as killer, I just found it was a cheesy way to make the first 5 minutes of the game just totem cleansing and survivor killing.

    nah, its still gonna die in the first 30 second of the match thanks to someone bringing a map or they use 1 out of 16 perks for totem detection perk

  • @TheMythicalCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860074#Comment_1860074

    DS you can just avoid the unhooked guy. If you go to the hook after an unhook, you can probably find the unhooker, meaning you can just ignore the DS. If you can't, slugging them is still effective, even if they have Unbreakable. And if you don't go to a hook after they get off, the only time DS will hit you is if you get unlucky and come across the only guy with it active. Sometimes multiple can be active, but it's not very common unless you're playing very well, or they mess up a lot. So it's a 1/4 chance at best to come across the active DS at random (Which is still bullshit and should be nerfed).

    Unbreakable removes options but still can be countered. Unless you're playing Nurse, Oni, Myers, Twins or Plague, you don't need to slug that much. And even with those killers, usually there isn't more then 1, maybe 2. So if you get multiple downs, you'll probably still have a guy on hook to keep pressure up. Unbreakable is really only an issue when paired with DS, which makes someone invincible off of hook. It can save games, I've lost games because of a single Unbreakable before, but those are rare unless you slug a lot.

    People dead-harding to extend loops is not that common in my experience. Most of the Dead Hards I run into are used outside of loops. When it happens, there isn't much you can do, but I don't think there's really a way to change that without a rework, and if any perk needs a rework, it is not Dead Hard.

    many players use it in a way where you cant ignore it, such as repairing gens at your face, body blocking team-mates and etc. its being both use agressively and defensively, which is just dumb that you can even do it

    unbreakable and DS just has no counter, it has been proven many times

    most dead hards are used to extend loops, thats why it is a problem and thats why some peole are complaining about it, your not playing against good players if they use it outside of loops

  • @TheMythicalCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859987#Comment_1859987

    Adrenaline doesn't activate if you kill them before gens are done. If gens get completed while carrying a survivor, dropping and immediately hitting them gets rid of Adrenaline

    DS is only unavoidable when paired with Unbreakable, with the reverse being the same

    Dead Hard is only unavoidable when it's used to extend loops, most of the time it's not used for that

    Borrowed Time is hard to avoid but doesn't waste much time, and wastes the time of the person you hit by forcing them to mend

    The pallet perk is countered by just breaking the pallets (and really isn't that strong)

    They're strong, but the only time they're unavoidable and wastes a lot of time is when paired together, which means they put 2 perks to create 1 unavoidable situation. Once they use an Unbreakable/DS, they lose that ability. It's strong, and it's annoying, but the only way they can create an uncounterable setup is by dedicating 2 perk slots for one use. I do think it should be nerfed, but they most of them do have counterplay right now. Having counterplay doesn't stop something from being a second chance.

    agreed with adrenaline, except for its mostly used in the best way only on red ranks and that is not leaving generator no matter what just to finish it and then you just leg the killer in few second to another loop while the rest is opening the gates, another reason why its op is because you get it after being unhooked, meaning full heal + sprint burst, it also ignored the fact that you are exhausted

    but ds is unavoidable on its own aswell, unbreakable just gives you alot less options to battle that perk as it removes slugging

    dead hard is mostly used to extend loops, thats why its so problematic, its a free life by just pressing a button, why cant killer have a perk that does one health state damage when he presses E?

    borrowed time is situational, but when a coordinated team has this perk you literary cant do anything usless you have some form of instadown which mostly you dont

    pallet perk is kinda meh anyway

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858455#Comment_1858455

    Exactly.

    And Hex-Perks are not meant to stay up all game. Two days ago I had a game against a Blight with Ruin/Undying (he did not have Tinkerer tho), and in that 12 minute game (he got a 4K), I cleansed 3 Totems and he still had Ruin and Undying left (he was a streamer and I watched the VOD afterwards, so I knew that those Totems were still in the game).

    And I only knew of 1 more Hex-Totem, so even if I would have been able to cleanse that as well, it would have been a 50/50 if Ruin is really gone. This just shows how good Totem Spots have become on many Maps and IMO it should not happen that you have to cleanse 5 Totems to cleanse one Hex.

    And now Undying can be used with other Hexes, while not being too oppressive with Devour Hope.

    i mean, they also said hex perks are supposed to be strong, but most of them are garbage, even ruin on its own is garbage

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/217739/we-dont-actively-seek-to-tear-down-perks-just-because-they-are-used-a-lot

    Mettle of Man was nerfed in 2 weeks of its release.

    Get over yourself.

    Meanwhile BBQ is still going strong for like 3 years now.

    because it had barely any real requirements and saved you from everything, even instadowns

  • @gibblywibblywoo said:

    "down to nothing". Lol it has more utility than it did originally now. If you're still an actually good killer getting hooks survivors will be wasting time trying to find it and not doing gens. And now Devour can be used in conjuction with it.

    God this forum us going to be a steaming pile for the next few weeks. I knew this would happen with Undying. Too many killers using it as training wheels and overrelying on it.

    yeah, except all you need is 1 perk or 1 map and now its gone even faster then before, not even talking about the fact they did nothing about rng nature of the perk which basically means that now there is even more chance that it will do nothing then before

    and talking about "training wheels", what do you say about DS+unbreakable being in every red rank game on at least 2 survivor, like lmao

  • @TheMythicalCat said:

    If you want to go that route:

    NOED: You lose all gens? Free insta-downs

    Bloodwarden: Gates are open and you hook someone? No one can leave and they're probably #########

    Enduring: You get stunned? Don't worry, it hardly matters

    Spirit Fury: You get stunned? Goodbye pallet

    Nemesis: You get stunned? They're your obsession now, you see their aura, and they can't hear your terror radius

    Pop Goes the Weasel: Gen going too fast? Just ######### remove a quarter of it

    Undying: Totem gets cleansed early? No it didn't, it's already back

    Killers do have second chance perks.

    none of your arguments about perks youve chose make sense

    they all have plenty of requirements and counterplay

    whereas perks that author of this thread mentioned have 0 counterplay and killer cant do anything to avoid them you just simply have to eat it and be forced to waste your time

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848524#Comment_1848524

    This thread has a clearly defined topic. Please stick to it.

    he is sticking to the topic, by saying why is this topic so ridiculous

  • if some youtuber didnt make a video with this term noone would ever knew it and would never use it, its funny

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/215130/taking-the-ds-early-is-not-counterplay

    You’re not meant to keep tunnelling whoever just stunned you, you’re meant to simply get rid of DS, and then resume pressuring the other survivors.

    The goal is to make sure every survivor is very vulnerable by late game because none of them have their DS anymore.

    Never in any match where I have been intentionally going after someone I see that was recently unhooked to eat their DS early game or mid game have I ever regretted it. Not once.

    there will be no late game if you eat DS early

  • @gatsby said:

    Just because Keys are too strong doesn't mean Moris didn't need a nerf lol. They were both stupid

    only changes mori needed was to remove the yellow one, keep the green one with the same requirement which is one hook and adding ebony basekit with requirement for the survivor to be on a last hook

  • @Aven_Fallen said:

    Stacking massive Slowdown is basically the easiest to do for Killers. You dont need to play good if you run 4 Slowdown-Perks. Just yesterday I faced a Twins-player with Ruin, Undying, Sloppy and Thanatophobia. And we did not manage to cleanse Ruin, Shelter Woods must have at least one really godlike Totem Spot, because I got 4 Totems, but not Ruin.

    And that Twins-Player was horribly bad. So you can expect this even more in the future, because Killers see that it works to just stack Slowdown over Slowdown.

    killers are forced to stack slowdown, no matter how good you are, you are not gonna win against good survivors

  • @kamisen said:

    I'm genuinely curious as to why the hex totem isn't announced when first activated. All other totems are displayed when first activated along with status symbol (correct me if I'm wrong here: not counting Devour Hope that notifies the survivor on token 3). Shouldn't we, logically, also get a notification that Hex: Undying is in effect the first time a totem is resurrected?

    its not a debuff, and honestly no hex perk should give you a notification that it has some effect on you, you should figure it out yourself

  • @Woodywool said:

    Since that we will see in 10 minutes, we have a known issues about new content (especially Power Struggle)

    These issues:

    • Power Struggle: The perk can't be used while actively wiggling
    • Power Struggle: The perk cannot be used immediately if the wiggle threshold was reached before wiggling
    • Power Struggle: Stunning the killer with this perk will sometimes snap the killer to the other side of the pallet
    • Power Struggle: Survivors may become stuck inside pallets after using Power Struggle

    So, you:

    • can't throw a pallet if the killer walk past it while you're in the killer sholders
    • can't throw a pallet after the killer picked up you if your wiggle threshold was reached before the end of picking up animation
    • and for the bonus you have a chance to been stuck in the pallet

    What the point of using it now? lol

    finnaly survivor perks are getting some proper downsides lmao

  • @Zaytex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1773726#Comment_1773726

    No?

    Unless you're against sweaty survivors, which is not even a common thing that people on this forum tend to argue, you're perfectly capable of getting a 2-4K by hooking everybody and not resorting to tunnelling.

    You're just bad at the killer role if the only way you can win is by tunnelling.

    its actually very common at high rank

  • @MikeyBoi said:

    Dead hard is still quite easily countered. Just wait that extra couple of seconds when you catch up to the survivor after the first initial m1 and bait it out.

    that only works if they dont know what they are doing or endgame when there are no pallets

    good survivor uses it to get range to get to a pallet/window therefore it has no counter and thats the reason why its problematic

  • @DaKnight said:

    Uhhh, to start, not sure I like the build. You have no slowdown, Corrupt is only for zoning at higher ranks really. It will buy you 20-30 seconds at the most against a good team. And that's why Corrupt Discordance is a bit of a waste imo. I think you really only want one or the other. Discordance is best with ruin undying, so you can find the first chase quickly without needing Corrupt to zone people into you.

    Devour is a glass cannon, all-in type of perk. If you are not using it with a map offering you should assume it's not going to work, because in most cases it won't. Not sure I like it that much on legion either, since it has no synergy at all with his power and he can be slow to down people in the first place.

    Tinker by itself is really mediocre. You want ruin or pop with it so you can keep getting it off the same gen.

    Legion himself is really weak in chase against good survivors. I find it pretty greedy to not run chase perks on him/her. At least Enduring or Bamboozle.

    Why are you using no add-ons? They are so cheap, at least use some browns. Something.

    Then moving to the game itself, your first chase was the pantry god-window. That's a terrible place to be.

    If you lose 2 gens in the first minute or so, your only option is to tunnel the first survivor off the hook. Playing nice be damned.

    You spent most of the game at the Pantry, which is still really bad. That's the strongest part of the map. You should usually just concede the gen there and focus on the rest of the map if you are not playing a really strong killer.

    i mean, if you need to run certain perks for game to be playable it only shows how poorly balanced it is

  • @duhffee said:

    I've been seeing a lot of killer mains posting their annoyance about the lack of bloodlust this weekend and I only have one thing to say about that:

    If you are experiencing survivors escaping more often this weekend and feel no bloodlust is the issue, you're finally seeing the skill-gap those particular survivors have compared to you.

    Bloodlust is the equivalent of throwing GTA V's catch-up feature from races into a proper Forza race. It's a subtle crutch that gives killers an edge they wouldn't normally have, even when they're already faster.

    If a survivor is getting away more, then they are ultimately outplaying you. There will always be small outliers, but claiming bloodlust is the difference maker is not a reasonable excuse.

    Thank you for coming to my Ted Talk

    vaulting and throwing down a pallet isnt a skill

    bloodlust one just makes so much difference even if you have it for just 3-5 seconds

  • @[Deleted User] said:

    Yes, if we do no ruin undying pop corrupt weekend at the same time. Let's see how non meta games looks like. My guess? Killers not leaving hooks. It's already tunnel fest when where is no obsession, knowing DS isn't in a game for a weekend.... Oh boiiiiii.

    combo you mentioned at least has an easy counter

  • now im pretty sure i wont buy the chapter

    changes to killer are not enough and there is literary like one good change to victor

    nerf on an already useless perk just proves again that devs dont play their game

  • @CustomerService said:

    It is an extremely boring combination. As a survivor playing with randoms, you maybe complete 2 gems or break 3 totems before everyone is dead.

    As a killer, they never repair more than 1 gen before I kill everyone.

    thats because you play vs bad survivors

    when i use the combo my ruin is gone in 1 minute or they cleanse all normal totems and then its gone aswell

    it literary takes 1 perk out of 16 or 1 item to take down this combo

  • @Slickstyles said:

    https://forum.deadbydaylight.com/en/discussion/comment/1749132#Comment_1749132

    Unless the survivor is using stretch res, you can use the redglow to your advantage and moonwalk into the survivor. You can also hide your red glow by facing away from a tile and walking sideways. Hell you can also fake a moonwalk in plain view which causes a survivor to hesitate. This will either result in a hit or having them drop a pallet early.

    So often, killers would just brute force a tile/loop and it becomes rather predictable for the survivor to read. These are more advanced techniques but if you use them properly, they can result in easier hits/downs.

    basic tricks, experienced survivors don't care, in most loops you can just see the killer, and then you have coldwind farm where u see the killer even through walls

  • @Angelicus23 said:

    stealth is boring and looping can be fun for both sides since you can make mindgames on both sides

    you really cant, in most loops survivor can still see the killer or the red glow

  • @[Deleted User] said:

    SWF - electric boogaloo

    ------

    You know how broken that would be? Saying where the killer is, where his totems are, where his hex is, telling your teammates to do gens while he's chasing you, etc. ?

    Comms give you the ultimate advantage, try playing with 3 other friends vs a killer, in this case it would be randoms.

    There are also other reasons such as toxicity, racism, you name it...

    they also could add comms and then balance killers around it... right now they cant do that because half of the people dont use comms and half of them do and that makes the game super unfair for the killer

  • @Deadeye said:

    Complete disagreement. Noticed already way less DCs within these 2 days

    Crashes occur way too less and would not lead even to a 15 min block most of the cases and even if it does, it counts for maybe 1% of all players while saving 99% of the players from lame donkey play.

    If a single hit by a bug causes you to DC, or for camping and tunneling, then you are exactly the type of person that the DC penalty was made for.

    And if you're so smart to throw in rejoin mechanics, maybe think a bit further and provide mechanics to avoid abusing, like DC short before hook and then rejoin.

    agreed, in my 700h of play time i had like 1 crash when i was in game, crashes are rare and when they happen its always when you are starting the game

  • @Aven_Fallen said:

    No need to write anything here to be honest. You will not be convinced whatever people are saying.

    I mean, just look at your "Some bad arguments". Your counter is "They dont make sense". Thats it. Yeah. Cool.

    well obviously, because it doesnt need a nerf

  • @gatsby said:

    I roll up to every game with Detective’s Hunch and Inner Strength. And you’d better believe I end up cleansing every single totem by the end of the game.

    I almost feel bad for Killers that run hexes against me because they’re just giving me more points and my build more value. Most people think Ruin/Undying is crazy overpowered... I just think it’s extra bloodpoints lol

    undying+ruin is only a problem because survivors cant run ds, unbreakable, soulguard and dead hard combo anymore, they have to switch one of the perks for totem detection one

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664197#Comment_1664197

    Nah from what I've seen most that intend to tunnel don't give a damn about DS and tunnel anyway. You can feel the difference when a survivor doesn't have it and they're out extra early.

    if your team isnt full of bad survivors one ds can literary cost killer few gens and even a whole game

  • @TheClownIsKing said:

    Just because DS hasn’t yet been changed, doesn’t mean it is not being looked into. It’s a tricky perk to balance.

    its actually very easy to balanced and that balance idea has been going around the forum for like a year already

  • @ClickyClicky said:

    Imo you're only hurting the team if you don't bring DS. You're giving the killer a free pass to tunnel you out of the game asap. At least with DS you have the chance to buy more time.

    its enough for one person to have ds for killer not to tunnel you, if you have at least one ds or just obsession perk, good killer wont ever try to tunnel unless hes in a situation where there is basically nothing he can do

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1655975#Comment_1655975

    a. Most killers aren't 5k hour Spirit mains who can guarantee a win just by existing.

    b. Survivors should have to work for their safety and not have times where, regardless of what the killer does, they can't be touched.

    See how that can be turned around?

    funny thing is even 5k hour killers loose vs the top survivor teams and they cant do anything really

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660053#Comment_1660053

    We hadn't even been hooked and I don't run Unbreakable because my killers almost never slug. Which is why in instances like this where I don't have Unbreakable, instant loss.

    i mean, it happens sometimes, unless its happening every time or most of the times its not a big deal

  • @CrowFoxy said:

    I recently started thinking and studying into some psychological stuff and even unironically spoke to my own therapist about how dbd might have an overall negative impact on my mental health.

    The results and responses I got were staggering, but won't take long to share.

    This is just ONE medical professionals opinion of course, but feel free to ask your own. My therapist believes with dead by daylights gameplay, combined with reward from win/loss, community responses I showed (screenshots of post game etc, chat messages from consoles), that dbd can have a profound negative impact on your mental health.

    And I agree. It may be "just a video game." But that's a weak argument. Dbd can hurt people, and be unfair, and not fun and that's okay! It's a competitive game, you can change your mindset. But I thought some people just might need to hear this for once.

    yesterday i had a pretty discussion about this on some other topic on this forum and dude said get a spine, too much weak people on this world etc...

  • @danielmaster87 said:

    I'm not talking about slugging 1 person for a little extra pressure. I'm talking about Leatherface or another killer ending a game in 1 or 2 minutes because the survivors physically can't get each other up before he comes back to them. Most of us agree that is not how the game should be played and isn't fun for anyone. My solution is to make a survivor's dying state recovery speed increase per downed survivor. In my opinion that would punish mass sluggers without encroaching too much on regular old slugging someone because of DS. A killer should 4k win with 9+ hooks as is intended, not 3 or 4 hooks or bleed outs.

    ds + unbreakable

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656271#Comment_1656271

    The Feng was never on the side of the hook where the hatchet was thrown, so I don't know how ping could ever cause this. The only thing I can think of would be if the game has some sort of lag compensation feature that attempts to guess a survivor's future position based on their current velocity and acceleration, because the Feng was at least running in the same direction as where the hatchet was ultimately thrown. I don't think it does or should have anything like that, though.

    huntress hitboxes are #########, but that hatchet would have hit you instead of her

    on the killers screen survivor started unhooking on the other side due to ping, its as simple as that

    happens all the time

  • @TheClownIsKing said:

    I agree. I’d be ok with that aspect being transferred to ToTH. That way if a killer wants to protect their Ruin, they have to commit to 3 perk slots: Ruin, Undying, ToTH

    no, it should stay just as it is

    the only high risk high reward hex perk in the game

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1655103#Comment_1655103

    That's what I thought forever until I saw this. It seems like either the hitbox really is bad or there's just a crazy amount of desync in that clip. https://forum.deadbydaylight.com/en/discussion/comment/1639352

    thats still a ping issue

  • @Mat_Sella said:

    It's still 15 seconds more than it originally was, 90% of the time people immediately use Pop, if you needed the extra 15 seconds, somethings going wrong.

    People will complain about literally anything

    @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648005#Comment_1648005

    Thana looks like a buff to me. Thana is pointless as is. If 4 were injured, 16% x 80 = 12.8 = 92.8 seconds. A whopping 12.8 seconds to gen time. Healing: 16% x 16 (being healed by 1 survivor) = 18.56. A whopping 2.56 sec extra. Self care? 16% x 32 = a whopping 5.12 seconds. If anything, this will be a buff to thana.

    For Pop, they cut the time to 45 sec and kept % the same. The perk is going to continue to be used. If they said “we’re cutting Pop from 25% to 15%” then you might have something. And spare me the whataboutism about DS please

    the thing is using pop right away is not gaining you much time unless the gen is literary 1 second from a hook

    i always try to go for a chase with pop, down the person then use pop and then get another one right away

    walking full map to use pop actually isnt even worth it, you loose more time then you gain... being able to go for that chase or maybe few hits before you pop was the reason why pop was actually good, you could down someone or make them heal and then pop for a bit of extra time

    now this is not possible

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648386#Comment_1648386

    When Killer is in the middle of a chase, that is definitely when SWF stay apart to make sure that multiple gens pop in quick succession by the time the Killer manages to actually deal with the chase.

    thats what you think because you dont use discordance

    ive tested my theory and in 5 games vs coordinated survivors they actually grouped up during the chase on one gen and then quickly did another one, its much better strategy on bigger maps

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648400#Comment_1648400

    if it slows the game down for a minute or two, then it’s already done an insane job, arguable corrupt level of game slowing.

    You also gotta remember that currently thana really does nothing unless your playing a killer who prevents or makes healing insanely hardly. The new thana forces people to heal unless they wanna push through incredibly slow gen times. I don’t care if people heal and then try to gen rush me because they’ve already wasted so much time healing.

    well 1-2 minutes longer if they put 8% on it which i guarantee they wont

1 … 5 6 7 8 9 … 11