Poweas
Poweas
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@MegMain98 said:
Perk wise, Hag is the better option due to Hex: Ruin alone. Hag is also a bit better killer than Clown is. Both are solid options, but unless you REALLY like Clown..Hag is a better option due to having Ruin and being a slightly better killer.Slightly? She's leagues above the Clown. She's the 3rd best killer. Nurse, Billy and Hag are way too powerful for the rest to reach except maybe Spirit.
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There's like 8 different viable playstyles for him. Try learning yourself, my one advice is though, run brutal strength, people drop pallets early as hell.
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@AlwaysInAGoodShape said:
@JoyfulLeader said:
I miss the LOL button, does anyone know why it was removed?
R.I.P LOL Button
First the downvote button meant downvote:
Then the LOL button became the new downvote...
Now the Awesome button became the new downvote?Don't awesome this comment

Paranoia intensifiesYou know I had to.
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@Vietfox said:
Because they are too lazy to adapt.When did you become so killer sided? Every comment I see from you is always in favour of killers. You ditched survivor or something?
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@ygnea said:
@PhantomMask20763 said:
I was agreeing with you until you said killers are OP. No killer is truly OP right now aside from Nurse and MAYBE hillbilly. The game is in a pretty good spot right now. We just need a few tweaks to make it better for both sides INCLUDING some survivor buffsI honestly would call spirit op, there's no counter to her. You just have to guess. She takes 0 skill.
She takes more than Nurse. Git gud LOL
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@Master said:
The_Crusader said:So recently I've noticed a HUGE increase in the amount of toxic killers. They taunt the survivor letting them crawl towards the hatch then oick them up at the last second.
Or they walk towards the hatch with them then they switch to a hook at the last second.
It's amazing how petty some people can be. How they need to gloat when they get the win. This is on the same level as survivors tbagging at the gate.
Both sides really are just as bad. I dont think killers have the right to play victim anymore.
Anyone else noticed a huge increase in killer toxicity? Just nodding at people on the hook or hitting them etc?
My first 400-500 hours I was a nice game but then there was a week where I faced the same toxic swf twice that managed to break me. Now I will camp tunnel and slugg as much as I want
We might have more in common then we thought. I was broken by a SWF that genrushed me as Nurse somewhere in my 670th hour. It wasn't even so long ago I even made a post about it because I felt bad but I got over it.
https://forum.deadbydaylight.com/en/discussion/40456/i-feel-disgustingly-toxic-is-this-toxic/p1
Now I don't feel bad, I play as I want. I will tunnel if they run into me, I will look around the hook if I see nobody with BBQ and hear footsteps when I'm walking around to the hook. I just do as I please as killer.
I still farm if it's a 2 man though. That never changes.
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@Thaznar said:
Myers has been nerfed into oblivion sadly - he wastes a lot of time stalking people where time is very much valuable. Also he can be easily pallet looped. They should revert all the nerfs they did to castrate him and fix his stalking because it's bugged.What nerfs?
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Spirit too.
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@switch said:
@Poweas said:
@switch said:
@Poweas said:
@switch said:
@Poweas said:
@switch said:
@Poweas said:
@switch said:
@Poweas said:
@switch said:
Help me understand this, why nerf a perk that can be avoided if every survivor cleanse 1 dull totem, it aint that hard.
This to me sounds like "oh i gen rushed the killer and he got us bacuse we were dumb to not destroy totems"
BTW 2 years into the game yet DS has no real counter.Juggling .-. And destroying NOED still slows down the game
I love this counter, it works everytime, its not like if the survivor has a few braincells left he doesnt go down near a hook + while juggling you are extremely exposed to flashlight saves or body block in which case good job he got away and still has DS.
Thank you for telling me this awesome counter.
I heard enduring is a good counter too 4Head,
And what is the deal with NOED slows down the game? ofc it does it slows down the survivor since you get some pressure.
I dont understand your whole post, are you complaining that the games are to long or some ######### cause i dont get it.This post is not me compaining but suggesting nerfs for hated perks. Btw I said juggling because that's the generic answer that people hate. The same way people say to clean totems, I'll give the generic answer for the other side.
Cleaning totems is the legit counter to NOED 100% works everytime, juggling isnt an counter since you rely on survivor to do the mistake, there is this pattern across the entire game if you pay attention.
Killers always have to rely on survivor to [BAD WORD] up in order for them to do good, with survivor they get a free bie across the entire game.
I dont hate adrenaline, i do think is super powerful, just swf make it stupidly powerful.
The only perk i want deleted is Dstrike this perk shouldn't even be in the game to start with. so yeah still dont see your point in this post.Well @Mister_xD helped me see that NOED is there to solve poor endgame mechanics, which means that it doesn't even need a nerf as of right now therefore its counterpart, doesn't need a single nerf either. So most likely, I'll be bumping this post when NOED will have to go, which is when killers will have a chance to kill in the endgame. For now, this post might not make sense to you, but it will when they add a proper endgame.
When is the endgame coming ?
Maybe you arent as old as some of us that play this game from beta, i know that you believe that devs will actually do something about the endgame, they will probably do.
But the thing is by the time they actually decide to do something that shakes teh meta/game a little me and you and other X amount of players will be long gone from this game.I've been playing since August 2017. The devs have done a fair amount to the game, they removed half the pallets, removed the pallet vacuum, double exhaustion. Those changes pretty much fixed looping. For the fact that survivors were a little too self reliant, they nerfed healing. But that just made genrushing super meta.
I'm willing to wait.
Key word "2017" , they did make a few changes but it just doesnt feel enough, maybe i;m different but take a look at the meta.
Since the 2016 meta has been Sprint burst +selfcare Dstrike and adrenaline did they change anything in the meta ? Hell no, they didnt even try.
They know that meta is boring, yet they do nothing to change it, there has been MILIONS of suggestions on how to shake it up and they just ignore it.
I feel like they dont care about the players, they just add things and collect the monthly paycheck, atleast it feels like it.
They are lucky that no other game could replicate the easy formula that dbd has, if there is going to be another game with the same formula im sure dbd will have problems.Ok calm down. I know for a fact Adrenaline was considered a TERRIBLE perk before the exhaustion nerf. That's wrong. You're right about SB and DS. They do need to shake up the meta but it'll be tough for them.
Adrenaline was never considered a bad perk, since 2016 till 2018 when got buffed being disabled at the current moment will pause adrenaline was considered a good perk but after that buff it started to become a stable piece in the meta.
I'm not sure what you mean by exhaustion nerf ?, adrenaline doesnt take in consideration if you are exhausted or not it will take effect+ sprint burst is still one of the best exhaustion perk in the game it lets you avoid a potential hit, no, deadhard is not better.
And on the last note, they had multiple attempts to shake the meta, but the chose not to since the backlash from survivors scared them, eg: self care nerf didnt go tru, dstrike nerf didnt go tru.... you get the point.Exactly. The exhaustion nerf made Adrenaline seem much more better because you couldn't naturally recover it anymore. Btw I also think SB is superior to dead hard.
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@JoyfulLeader said:
But I like these perks the way they are
You like Deja Vu the way it is?
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I left for 4 months at a point but returned because other games are not as fun.
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You're absolutely horrible. You're telling people not to play the game because they're not as good as you? That's disgusting.
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@switch said:
@Poweas said:
@switch said:
@Poweas said:
@switch said:
@Poweas said:
@switch said:
@Poweas said:
@switch said:
Help me understand this, why nerf a perk that can be avoided if every survivor cleanse 1 dull totem, it aint that hard.
This to me sounds like "oh i gen rushed the killer and he got us bacuse we were dumb to not destroy totems"
BTW 2 years into the game yet DS has no real counter.Juggling .-. And destroying NOED still slows down the game
I love this counter, it works everytime, its not like if the survivor has a few braincells left he doesnt go down near a hook + while juggling you are extremely exposed to flashlight saves or body block in which case good job he got away and still has DS.
Thank you for telling me this awesome counter.
I heard enduring is a good counter too 4Head,
And what is the deal with NOED slows down the game? ofc it does it slows down the survivor since you get some pressure.
I dont understand your whole post, are you complaining that the games are to long or some ######### cause i dont get it.This post is not me compaining but suggesting nerfs for hated perks. Btw I said juggling because that's the generic answer that people hate. The same way people say to clean totems, I'll give the generic answer for the other side.
Cleaning totems is the legit counter to NOED 100% works everytime, juggling isnt an counter since you rely on survivor to do the mistake, there is this pattern across the entire game if you pay attention.
Killers always have to rely on survivor to [BAD WORD] up in order for them to do good, with survivor they get a free bie across the entire game.
I dont hate adrenaline, i do think is super powerful, just swf make it stupidly powerful.
The only perk i want deleted is Dstrike this perk shouldn't even be in the game to start with. so yeah still dont see your point in this post.Well @Mister_xD helped me see that NOED is there to solve poor endgame mechanics, which means that it doesn't even need a nerf as of right now therefore its counterpart, doesn't need a single nerf either. So most likely, I'll be bumping this post when NOED will have to go, which is when killers will have a chance to kill in the endgame. For now, this post might not make sense to you, but it will when they add a proper endgame.
When is the endgame coming ?
Maybe you arent as old as some of us that play this game from beta, i know that you believe that devs will actually do something about the endgame, they will probably do.
But the thing is by the time they actually decide to do something that shakes teh meta/game a little me and you and other X amount of players will be long gone from this game.I've been playing since August 2017. The devs have done a fair amount to the game, they removed half the pallets, removed the pallet vacuum, double exhaustion. Those changes pretty much fixed looping. For the fact that survivors were a little too self reliant, they nerfed healing. But that just made genrushing super meta.
I'm willing to wait.
Key word "2017" , they did make a few changes but it just doesnt feel enough, maybe i;m different but take a look at the meta.
Since the 2016 meta has been Sprint burst +selfcare Dstrike and adrenaline did they change anything in the meta ? Hell no, they didnt even try.
They know that meta is boring, yet they do nothing to change it, there has been MILIONS of suggestions on how to shake it up and they just ignore it.
I feel like they dont care about the players, they just add things and collect the monthly paycheck, atleast it feels like it.
They are lucky that no other game could replicate the easy formula that dbd has, if there is going to be another game with the same formula im sure dbd will have problems.Ok calm down. I know for a fact Adrenaline was considered a TERRIBLE perk before the exhaustion nerf. That's wrong. You're right about SB and DS. They do need to shake up the meta but it'll be tough for them.
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PC for ages. But I've decided to go on Xbox for a while. In 3 months it's back to PC.
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Good one.
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@ATOMIC_ACE_PUGG said:
It's a tactic to disarm decisive strikeDefensive strike.
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@switch said:
@Poweas said:
@switch said:
@Poweas said:
@switch said:
@Poweas said:
@switch said:
Help me understand this, why nerf a perk that can be avoided if every survivor cleanse 1 dull totem, it aint that hard.
This to me sounds like "oh i gen rushed the killer and he got us bacuse we were dumb to not destroy totems"
BTW 2 years into the game yet DS has no real counter.Juggling .-. And destroying NOED still slows down the game
I love this counter, it works everytime, its not like if the survivor has a few braincells left he doesnt go down near a hook + while juggling you are extremely exposed to flashlight saves or body block in which case good job he got away and still has DS.
Thank you for telling me this awesome counter.
I heard enduring is a good counter too 4Head,
And what is the deal with NOED slows down the game? ofc it does it slows down the survivor since you get some pressure.
I dont understand your whole post, are you complaining that the games are to long or some ######### cause i dont get it.This post is not me compaining but suggesting nerfs for hated perks. Btw I said juggling because that's the generic answer that people hate. The same way people say to clean totems, I'll give the generic answer for the other side.
Cleaning totems is the legit counter to NOED 100% works everytime, juggling isnt an counter since you rely on survivor to do the mistake, there is this pattern across the entire game if you pay attention.
Killers always have to rely on survivor to [BAD WORD] up in order for them to do good, with survivor they get a free bie across the entire game.
I dont hate adrenaline, i do think is super powerful, just swf make it stupidly powerful.
The only perk i want deleted is Dstrike this perk shouldn't even be in the game to start with. so yeah still dont see your point in this post.Well @Mister_xD helped me see that NOED is there to solve poor endgame mechanics, which means that it doesn't even need a nerf as of right now therefore its counterpart, doesn't need a single nerf either. So most likely, I'll be bumping this post when NOED will have to go, which is when killers will have a chance to kill in the endgame. For now, this post might not make sense to you, but it will when they add a proper endgame.
When is the endgame coming ?
Maybe you arent as old as some of us that play this game from beta, i know that you believe that devs will actually do something about the endgame, they will probably do.
But the thing is by the time they actually decide to do something that shakes teh meta/game a little me and you and other X amount of players will be long gone from this game.I've been playing since August 2017. The devs have done a fair amount to the game, they removed half the pallets, removed the pallet vacuum, double exhaustion. Those changes pretty much fixed looping. For the fact that survivors were a little too self reliant, they nerfed healing. But that just made genrushing super meta.
I'm willing to wait.
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@switch said:
@Poweas said:
@switch said:
@Poweas said:
@switch said:
Help me understand this, why nerf a perk that can be avoided if every survivor cleanse 1 dull totem, it aint that hard.
This to me sounds like "oh i gen rushed the killer and he got us bacuse we were dumb to not destroy totems"
BTW 2 years into the game yet DS has no real counter.Juggling .-. And destroying NOED still slows down the game
I love this counter, it works everytime, its not like if the survivor has a few braincells left he doesnt go down near a hook + while juggling you are extremely exposed to flashlight saves or body block in which case good job he got away and still has DS.
Thank you for telling me this awesome counter.
I heard enduring is a good counter too 4Head,
And what is the deal with NOED slows down the game? ofc it does it slows down the survivor since you get some pressure.
I dont understand your whole post, are you complaining that the games are to long or some ######### cause i dont get it.This post is not me compaining but suggesting nerfs for hated perks. Btw I said juggling because that's the generic answer that people hate. The same way people say to clean totems, I'll give the generic answer for the other side.
Cleaning totems is the legit counter to NOED 100% works everytime, juggling isnt an counter since you rely on survivor to do the mistake, there is this pattern across the entire game if you pay attention.
Killers always have to rely on survivor to [BAD WORD] up in order for them to do good, with survivor they get a free bie across the entire game.
I dont hate adrenaline, i do think is super powerful, just swf make it stupidly powerful.
The only perk i want deleted is Dstrike this perk shouldn't even be in the game to start with. so yeah still dont see your point in this post.Well @Mister_xD helped me see that NOED is there to solve poor endgame mechanics, which means that it doesn't even need a nerf as of right now therefore its counterpart, doesn't need a single nerf either. So most likely, I'll be bumping this post when NOED will have to go, which is when killers will have a chance to kill in the endgame. For now, this post might not make sense to you, but it will when they add a proper endgame.
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@Mister_xD said:
@Poweas said:
@Mister_xD said:
@Poweas said:
@Mister_xD said:
lets face reality here:
Hex: No One Escapes Death has been nerfed so many times now, it is already a bad perk as it is. You do not need to nerf it any more, the opposite is the case. I personally would even be for a buff.The perk completely relies on the survivors to screw up. Destroy 5 totems and the killer is forced to play a full round with only 3 perks, while all of the survivors have their 4 perk slots available. combine that with another Hex Perk and the killer can only play with 2 perks all game, plus there are only 4 possible NOED totems to search for.
if anyone above rank 5 has any problems with NOED, maybe you should rethink weather you belong on this rank or not. there is plenty of counterplay to it. git gud.PS: no. i am not running noed on all of my killers to have an easy game. i have switched the perk out for different perks. its eigther a perk that actively helps me to slow down the game or one that actually helps me to stop survivors from escaping, namely bloodwarden. (yes, even my freddy does not run noed anymore. and guess what? i make just as many kills as i did with noed). noed as it is right now is just a bad perk.
Thats why lots of people run it?
And again, destroying all 5 totems STILL slows down the game. That's not a downside. Git gud.
Also, I don't have much of a problem with it anymore I just leave but using a bandage perk to solve genrushing is bad design. They need to address genrushing directly. I'll make a post today or tomorrow to address genrushing.
Git gud 😍
lots of people run it, because there are even more people who allow the perk to activate in the first place.
again: this perk completely relies on the survivors screwing up to even activate. and when it does, it usually still gets taken down withing seconds, or the survivors just leave. the perk has so many counterplay to it already, it is just not a good perk.and no. cleansing 5 totems is not stalling the game nearly enough. it simply prevents these 4 minutes gens done scenarios. lets face it: totems are a joke. thats why totem perks in general are so bad, they barely have any effect on the game before they get destroyed. and please dont act like cleansing 5 totems would be stalling the game by more than like a minute. 4 survivors and 5 totems, each 16 seconds of cleansing time. that is basically nothing, if the survivors dont have full on tunnelvision on the gens.
also, "bad design" is funny to say. i would rather say its "cheap" or sthg like that, but bad design is too easy to counter. this game is full with bad design choices. just look at the endgame! its full on survivor sided, unless the killer brings NOED to help him during that mess (and now guess whats the most hated perk in the game? you guessed it.). i feel like you didnt quite understand that, even during the end game, you have not won. you have only won, when you officially left the round and noed makes you feel that.
and yes, the devs ARE currently looking into the genrush scenario. what do you think the last 2 events were for? they are testing the whole secondary objective stuff and ask for our feedback, so they can then proceed to implement it into the game.TL;DR
a perk that can be completely avoided by eigther just leaving, playing stealthy, destroying a lit up totem, cleanse 5 non lit up totems or by using pallets and windows to slow the killer down and escape or stall time until someone got the totem is simply not a good perk.
i would change my mind if the perk would become indestructable once it activates though, which is something i would personally like to see.PS: i am not the one complaining about something being too strong to be handled here, you are. so i will give all these "git gud"s back to you ^^
I love when I argue with you, you're always so honest. And for once I will agree with you. This game is poorly designed in some ways. I'm glad the devs are fixing it. But soon, this will need to be reworked. They need to fix the endgame and make it more helpful for killer. Btw I do not understand much about the endgame side because as killer, I rarely reach it.
NOED will be fine for now but if they change the endgame, implement secondary objectives, balance everything else. I.e DS and other mechanics. Then this perk will have to go. My first idea for a nerf was to remove the movespeed buff but as you can see, everyone obviously didn't agree with that nerf even though it wouldn't change much at all.
Excuse me if I've got bad spelling, my tablets keyboard is a little broken.
thank you ^^
and i think this is a basis we can both agree on: once the endgame changes, so must the perks.
and if they stall the end game, giving the killer enough time to catch the survivors, i dont see the need for a oneshot perk anymore.
i personally would be happy with just an movement speed oncrease and hit cooldown decrease for noed.
lets say it would work like this:"No One Escapes Death"
Once all the generators are repaired, gain 5/7/10% increased movement speed and 20/30/40% reduced cooldown on successfull and unsuccesfull attacks.
boni do not stacki would be happy with that.
also, please note that these numbers are just placeholders and would probaply need to be rebalanced.im glad we could find a solution to this ^^ (rarely happens on these forums tbh...)
A 10% movespeed increase for killers would be quite broken they'd be at bloodlust 2 level. The reduced cooldown for successful and unsucessful attacks is a good idea since they wont be able to stack and it'd make them a real threat. Instead of the cooldown, how about they see the auras of survivors within 12 meters. So they can sniff out the immersed ones. Obviously, the auras will not be able to be seen when in chase otherwise jungle gyms will become effortless to mindgame.
My only problem with the current NOED is really just the fact it makes fast killers 119% that's 1% off of bloodlust 1 speed. It feels wrong since you can't loop them properly.
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@Maelstrom10 said:
the Noed nerf seems good in retrospect and while i think that would make a great perk im not sure if i'd do that to my poor poor noed :'(
Maybe move noed to a offering, so its a one time use thing.
though when it comes to the adrenaline nerf tbh just nerfing the speed boost to 2s would be enough, the speed boost only helps when your just downed, and you can get up resetting the chase, or when your just injured and can go flying away.
That being said if you were to take away the speed boost, buff the living ######### out of hope
Hope : 10-15% extra speed for a minute. OR (which would be much more reasonable.) make the survivor 3-5% faster then the killers base speed that their vsing. right now hope is only really good against slow killers like hag, huntress, and m1 legions, (or brought alongside adrenaline) whereas this would make it so your slightly faster then all killers (not counting bloodlust or other factors.)Hope can help you get about 2 extra loops against fast killers it's in a surprisingly good spot right now.
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@Vietfox said:
Yes, it was a bad idea which mainly came from killer mains complaining about SC and totally backfired on them as we can see now. Funny thing is that i still see some people asking for SC to get nerfed, ignoring that even more survivors would realize about how useless is SC and changing their build to Resilience + Adrenaline.
I've started to use Resilience, Adrenaline (yup you're right about the first 2), Balanced Landing and Iron will. It's so easy to survive and genrush the hell out of the killers. The self care nerf was stupid and backfired on the killers. I love it. Although as killer, I've had to resort to playing scummy to win. ITS BEAUTIFUL.
Resilience + Adrenaline are the way to go, especially with friends. The other 2 depend on your playstyle.
I'm solo but it works just as well. I'm decent at chasing again so I do fine without healing. It's so pointless.
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@DocOctober said:
@Vietfox said:
@DocOctober said:@Vietfox said:
@Master said:
@HavelmomDaS1 said: I by myself and many I know of are playing the "No heal meta" which means basically not equipping selfcare, always using adrenalin and rush the gens injured.
The plan of nerfing selfcare was to slow down the game. This works for the casual and the only "just" survivors, because they will still selfcare even against Legion lol.
However, for the more advanced survivors selfcare became a "wasted" perkslot and this leads to survivors to rush the gens even faster, especially coordinated SWF groups who got 4x adrenalin. I was always running adrenalin and only pushed the last gen injured, but lately I push all gens injured as survivor. What's your opinion? Did the selfcare nerf helped you to slow the game down or are games even faster done cuz everyone is pushing gens injured? As killer I feel SWF games are ending even quicker than before if they have all adrenalin and noone selfcare. SC hasnt been nerfed, just like DS rework didnt happen and the hatch sloing mechanic has been dismissed
If you guys say that Doc got nerfed because of the changes on Nurse's calling then you must admit that SC got nerfed too since it's related to a healing action.
Who says that? I certainly don't. Only stuff that changed in itself is either buffed or nerfed. SC wasn't nerfed as its values weren't changed. The Doctor wasn't nerfed just because a Perk he has the option of using no longer reveals Snapping Out Of It Survivors. His power wasn't changed.
If anything in that equation, then Nurse's Calling was nerfed.
I agree, but we got several threads of people claiming that Doc got nerfed because of NC. Maybe you didn't, but some others did say that.
About SC its values weren't changed but the healing changes affected that perk indirectly, which is why some people stopped running it.Because it takes 8 seconds longer to heal? My what an atrocity, must mean the Perk is utter garbage.
And really, it's still omni-present in my games, there are at least 2-3 SCs still.
Are you trolling? It used to take 24 seconds. That was 3/10 of a gen. It was worth healing. Now that is got nerfed to 32 seconds, it takes 4/10 of a gen. That's just dumb to heal. It was before but now it's just blatantly obviously dumb. (Excuse my crappy grammar)
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@Vietfox said:
Yes, it was a bad idea which mainly came from killer mains complaining about SC and totally backfired on them as we can see now. Funny thing is that i still see some people asking for SC to get nerfed, ignoring that even more survivors would realize about how useless is SC and changing their build to Resilience + Adrenaline.I've started to use Resilience, Adrenaline (yup you're right about the first 2), Balanced Landing and Iron will. It's so easy to survive and genrush the hell out of the killers. The self care nerf was stupid and backfired on the killers. I love it. Although as killer, I've had to resort to playing scummy to win. ITS BEAUTIFUL.
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Hype.
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God I just went through all 12 pages. I am shocked this is still alive. I thought it'd die like fortnite.
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I wholeheartedly agree.
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@The_Crusader said:
You can't nerf NOED. You can never nerf NOED. The devs use NOED as a band-aid to balance the game, also every killer main would go ballistic if you ever touched their precious NOED.You are the best. That's it. I can't believe I didn't see this the whole time. Because 119% ms killers with instadowns are completely balanced.
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@Mister_xD said:
@Poweas said:
@Mister_xD said:
lets face reality here:
Hex: No One Escapes Death has been nerfed so many times now, it is already a bad perk as it is. You do not need to nerf it any more, the opposite is the case. I personally would even be for a buff.The perk completely relies on the survivors to screw up. Destroy 5 totems and the killer is forced to play a full round with only 3 perks, while all of the survivors have their 4 perk slots available. combine that with another Hex Perk and the killer can only play with 2 perks all game, plus there are only 4 possible NOED totems to search for.
if anyone above rank 5 has any problems with NOED, maybe you should rethink weather you belong on this rank or not. there is plenty of counterplay to it. git gud.PS: no. i am not running noed on all of my killers to have an easy game. i have switched the perk out for different perks. its eigther a perk that actively helps me to slow down the game or one that actually helps me to stop survivors from escaping, namely bloodwarden. (yes, even my freddy does not run noed anymore. and guess what? i make just as many kills as i did with noed). noed as it is right now is just a bad perk.
Thats why lots of people run it?
And again, destroying all 5 totems STILL slows down the game. That's not a downside. Git gud.
Also, I don't have much of a problem with it anymore I just leave but using a bandage perk to solve genrushing is bad design. They need to address genrushing directly. I'll make a post today or tomorrow to address genrushing.
Git gud 😍
lots of people run it, because there are even more people who allow the perk to activate in the first place.
again: this perk completely relies on the survivors screwing up to even activate. and when it does, it usually still gets taken down withing seconds, or the survivors just leave. the perk has so many counterplay to it already, it is just not a good perk.and no. cleansing 5 totems is not stalling the game nearly enough. it simply prevents these 4 minutes gens done scenarios. lets face it: totems are a joke. thats why totem perks in general are so bad, they barely have any effect on the game before they get destroyed. and please dont act like cleansing 5 totems would be stalling the game by more than like a minute. 4 survivors and 5 totems, each 16 seconds of cleansing time. that is basically nothing, if the survivors dont have full on tunnelvision on the gens.
also, "bad design" is funny to say. i would rather say its "cheap" or sthg like that, but bad design is too easy to counter. this game is full with bad design choices. just look at the endgame! its full on survivor sided, unless the killer brings NOED to help him during that mess (and now guess whats the most hated perk in the game? you guessed it.). i feel like you didnt quite understand that, even during the end game, you have not won. you have only won, when you officially left the round and noed makes you feel that.
and yes, the devs ARE currently looking into the genrush scenario. what do you think the last 2 events were for? they are testing the whole secondary objective stuff and ask for our feedback, so they can then proceed to implement it into the game.TL;DR
a perk that can be completely avoided by eigther just leaving, playing stealthy, destroying a lit up totem, cleanse 5 non lit up totems or by using pallets and windows to slow the killer down and escape or stall time until someone got the totem is simply not a good perk.
i would change my mind if the perk would become indestructable once it activates though, which is something i would personally like to see.PS: i am not the one complaining about something being too strong to be handled here, you are. so i will give all these "git gud"s back to you ^^
I love when I argue with you, you're always so honest. And for once I will agree with you. This game is poorly designed in some ways. I'm glad the devs are fixing it. But soon, this will need to be reworked. They need to fix the endgame and make it more helpful for killer. Btw I do not understand much about the endgame side because as killer, I rarely reach it.
NOED will be fine for now but if they change the endgame, implement secondary objectives, balance everything else. I.e DS and other mechanics. Then this perk will have to go. My first idea for a nerf was to remove the movespeed buff but as you can see, everyone obviously didn't agree with that nerf even though it wouldn't change much at all.
Excuse me if I've got bad spelling, my tablets keyboard is a little broken.
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@switch said:
@Poweas said:
@switch said:
Help me understand this, why nerf a perk that can be avoided if every survivor cleanse 1 dull totem, it aint that hard.
This to me sounds like "oh i gen rushed the killer and he got us bacuse we were dumb to not destroy totems"
BTW 2 years into the game yet DS has no real counter.Juggling .-. And destroying NOED still slows down the game
I love this counter, it works everytime, its not like if the survivor has a few braincells left he doesnt go down near a hook + while juggling you are extremely exposed to flashlight saves or body block in which case good job he got away and still has DS.
Thank you for telling me this awesome counter.
I heard enduring is a good counter too 4Head,
And what is the deal with NOED slows down the game? ofc it does it slows down the survivor since you get some pressure.
I dont understand your whole post, are you complaining that the games are to long or some ######### cause i dont get it.This post is not me compaining but suggesting nerfs for hated perks. Btw I said juggling because that's the generic answer that people hate. The same way people say to clean totems, I'll give the generic answer for the other side.
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@Mister_xD said:
lets face reality here:
Hex: No One Escapes Death has been nerfed so many times now, it is already a bad perk as it is. You do not need to nerf it any more, the opposite is the case. I personally would even be for a buff.The perk completely relies on the survivors to screw up. Destroy 5 totems and the killer is forced to play a full round with only 3 perks, while all of the survivors have their 4 perk slots available. combine that with another Hex Perk and the killer can only play with 2 perks all game, plus there are only 4 possible NOED totems to search for.
if anyone above rank 5 has any problems with NOED, maybe you should rethink weather you belong on this rank or not. there is plenty of counterplay to it. git gud.PS: no. i am not running noed on all of my killers to have an easy game. i have switched the perk out for different perks. its eigther a perk that actively helps me to slow down the game or one that actually helps me to stop survivors from escaping, namely bloodwarden. (yes, even my freddy does not run noed anymore. and guess what? i make just as many kills as i did with noed). noed as it is right now is just a bad perk.
Thats why lots of people run it?
And again, destroying all 5 totems STILL slows down the game. That's not a downside. Git gud.
Also, I don't have much of a problem with it anymore I just leave but using a bandage perk to solve genrushing is bad design. They need to address genrushing directly. I'll make a post today or tomorrow to address genrushing.
Git gud 😍
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@switch said:
Help me understand this, why nerf a perk that can be avoided if every survivor cleanse 1 dull totem, it aint that hard.
This to me sounds like "oh i gen rushed the killer and he got us bacuse we were dumb to not destroy totems"
BTW 2 years into the game yet DS has no real counter.Juggling .-. And destroying NOED still slows down the game
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SB is and will always be, the better perk because it counters all killers powers, can waste a Nurses blink, waste a Billy chainsaw, Counter a Wraiths speed burst, counter the pigs surprise Dash, get you distance from the killer, if timed perfectly it can get you away from a Legion in feral frenzy. It's the 2nd best exhaustion perk, balanced is first but SB is annoying and I recommend it.
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I had the same thing. I personally think Spirit is way harder,
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@Hintboy said:
Scratch that I meant distortionYou're almost as dopey as me.
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@sulaiman said:
@Poweas said:
No, stupid. Adrenaline is the survivors NOED. It doubles the amount of hits u take to get down and NOED halves it. Stop complaining about the hatch. Slug for your 4 man or stop thinking your entitled to a 4 man. Honestly.What? If i am uninjured, the killer needs 4 hits to take me down? I really should use that perk then.
Ok then sunshine, it gives you an extra hit and NOED takes a hit away.
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@Eninya said:
Trapper spawning with 2 traps literally doubles his starting power, and I'd say that's all he needs. He doesn't really need much more than that, since his power will always vary because not every survivor plays the same. Your clever trap locations will be useless in one match and amazing in another, for example.Wait I'll add that actually. Thanks.
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@HatCreature said:
Having the Irridescent Stone base kit does not match the character, this is basically magic and he is not a magical character, but the add-on is and that's why it's an add-on, also because it's really strong.The locker idea is awesome, seeing a bunch of traps in there instead of Hatchets would look brutal and make it easier to pick up since they're everywhere.
Starting with more traps would help so much, resetting traps while holding a trap, these small things would raise up his viability and l;ethality.Also I would LOVE to see @KingB idea of an add-on giving Survivors the Broken effect, so far no Killer can do this and it would be badass if we could.
Ok I'll add it and remove the Iridescent Stone base kit thing thanks. But should I keep my little hangmans trick suggestion?
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@The_Crusader said:
In regards to the idea of increasing gen regression speed for brutal strength, after considering it I don't think the devs would add it.I think if such a feature was going to be added to a perk they would add it to Overcharge which itself is in need of a buff. The idea of giving survivors a "hard" skillcheck is dead. Anyone with a bit of experience can hit it 9 times out of 10, OC is only good for stopping gen tapping.
I could see this perk being buffed though, like for example overcharge causes the generator to regress at 20% extra speed and you need to complete a skillcheck to unlock it.
I think that feature would go on a generator perk rather than a perk made for smashing stuff.
It would be a better buff to overcharge tbf. Ok I'll add it. I'll make the Brutal Strength back to 30% since I heard that it'll make pallet break speed around 2 seconds which still gives the survivors a chance to run.
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That''s my Claudette outfit.
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It sucks that you have to deal with that. Honestly, those kind of survivors suck. Try to not let them get to you. But I know the pressure when they call you a tryhard.
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@Swiftblade131 said:
@The_Crusader said:
You sure they hate it and aren't just making fun of you? As in "haha you suck because you barely used the chainsaw". I've seen that before.They sounded very entitled like as in, "You have your power you have to use it every second".
Every time I did use it I downed them, other times it was in a bad spot so I didn't use it. End result was as I said above though.
Just found it very funny.
I went a whole game without blinking with Nurse, just for fun. I got 3 people, it was around rank 7, so not the best rank ever, but I would expect them to at least know how to loop someone slower than them. Guess not?
Needless to say, they were also very mad me, I don't know why since it was their fault, but they were.Experiences like this make me happy.
From a fellow Billy main, they're trying to make you worse. Sometimes you will not be able to reach them with a saw and they'll cry. Ignore them.
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@Eveline said:
I really like wop (woo) but maybe my suggestion is irrelevant because most people don't use it I think. It helps me because I know which pallets are not broken nearby without checking first.Thats a lifesaver in a chase. I want the buff you said because I have a brother who rarely plays. And he struggles with finding pallets. A buff like that would make him so much better. He'd get used to it like me.
Also trust me, it's a great idea. Honestly.
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@Detective_Jonathan said:
@Poweas said:
Running ruin doesn't mean you're a bad killer.Yea i thought so, but this whole mentality about if you use it you're a bad killer has me wondering about the general mentality of everyone in the community. Like i said, i use the perk as well, but i don't think some people should be shamed about someone running a perk.
This game has such a weird community.
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@Peanits said:
Poweas said:@Peanits said:
RE: NOED
Gotta' drop this little stinker here: This was the old machine gun build, at a total of 55% decreased successful attack cooldowns. Nowadays you can get 40% from STBFL alone. If you stick five stacks from NOED on there, you'd be back up to 60% (higher than before). Even at 4 stacks you'd still be higher than the old machine gun build, at three you're just below. That's a pretty fast build for a good chunk of the game, and that's before you take into consideration the movement speed boost. I think it might be a little much, the successful attack cooldown could probably be reduced or cut.
The rest I like. I've also wanted that exact buff to Windows of Opportunity for a while now. The perk is really geared towards new players, the only benefit it provides to experienced players is a slight edge on knowing which pallets have been used by someone else. I use it every now and then because I switch up my perks regularly and I notice it's almost always off. As soon as you get into a chase it'll get disabled, which sorta' defeats the point of taking the perk because chances are you've already planned out which pallet or window you're going to run to before you get chased.
Reduced to 2%?
Also, I thought you'd have some influence over the perk changes since your part of the Dead by daylight team? But yeah I'm going to reduce it to 2%. Thanks.
There is a design team dedicated to balancing and all that. I can throw my two cents in and pass on the good ideas I see, but I'm not on the design team myself.
Oh right.
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Running ruin doesn't mean you're a bad killer.
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@NuclearBurrito2 said:
Other way around. Good Killers are the ones who don't need ruin but run it anyways because you want to maximize your odds of winning.This is a video game, play to win
For a second I thought you said pay to win lol. Yeah you're right it's a play to win.
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Doesn't it make you the saltier one. I mean you made a thread about it and everything.
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@Mister_xD said:
honestly, and i say that as a trapper main, i did´slike the whole concept of the iridescent stone... i mean, the idea is cool and all, but it rather confuses me instead of helping me, as i never know where i actually made a trap setup and where the traps just randomly opened in the open field.also, i think there are some things missing in your buff suggestion. for example, the traps still only hold a survivor for ~5 seconds until he escapes again and the hitboxes are still ridiculously small. and lets be honest here: 6 traps are not even close to being enough for him to actually apply map pressure.
id say a good start for him would be an increased trap number (like, hag has 10 traps with a far bigger radius, so she can shut down entire areas, while trapper can only shut down 6 windows OR pallets OR paths at the same time) and bigger hitboxes (survivors should not be able to get past a trap in a pallet or vault over one behind a window). also it'd be nice to have the trap escape rate set to a fixed time, allowing you to get a trapped survivor before he instantly kobes out of the trap again.
Honestly, he should be able to reload them at lockers. I'm going to rewrite this post and make a few more suggestions.
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@The_Crusader said:
I think Windows could be too strong with no cooldown. Sometimes you need survivors to mess up to end chases early. Showing them where a pallet is they might not see 24/7 allows for no mistakes on the survivor side.However I do agree that the current WOO is a bit weak. You have a vault or pallet planned out anyway so it's worthless for 40 seconds after that. At best it helps show you the one beyond the one you had planned.
What if it worked for the next 1/2/3 pallets/vaults shown? So you could use your pallet, then a vault, then it would help you find one more and after that you're on your own?
I personally think it should be 2 but that wouldn't work as well with the tiered perk system.
I kind of like the idea though. Plus newbies waste pallets and with this perk, they'd just fly through them. With the buff idea for brutal strength, it would be fine.