Pulsar
Pulsar
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agreed
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2191497#Comment_2191497
By the Entity, that is exactly why Midwich is my favourite map! It just feels creepy, it feels right.
And yes, the Fog must return, we should embrace spookiness again.
S P O O K Y
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Play both sides.
After you've done that, play how you wish.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2191469#Comment_2191469
Theres a claudette on that picture?
Sure is. She had Iron Will and was crouching there. She shifted and I swung blindly because I heard grass move.
Whenever I see PC DBD videos, the brightness is always cranked up.
This Claudette was literally invisible.
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@TGB said:
https://forum.deadbydaylight.com/en/discussion/comment/2191473#Comment_2191473
What's that, mindlessly rushing a hook for the rescue because you now have literally no reason not to? No strategy to engage in, just Leeroy in there, and know that Mama Perkins got your back?
Most of the people who are complaining about the BT change abused the fact that old BT could be cheesed by stealth Killers and certain perks.
New BT is mostly good. I'd make it time and distance based, but that's just me.
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Sure, I'll elaborate. Be sure to quote people, they don't get a notification otherwise.
The mere fact that you complained about flashlights and said they were OP indicates you are a relatively new player, as most experienced players know how to deal with flashlight squads.
Most Survivors are Solo, per the last stats graphic we got.
And the cringe is "Every time I get hit, I feel like I really [BAD WORD] it up on my end, because I had every advantage." This statement alone makes it clear that you haven't played very long, which isn't necessarily a problem.
Have you considered that your experience, or lack thereof, could be tampering with your view of the game and it's balance?
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BT is fine, except for the fact that it promotes uninteresting and unintelligent gameplay.
Get used to it.
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Can we get graphics settings on Console?
I couldn't see this Claudette at all
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@TGB said:
Yes; Survivor's probably my most played? Not sure, but it's probably close anyway.
I don't even use the actual broken ######### about Survivor, like flashlights... (or teamwork on coordinated teams, which by the way, is actually statistically what most Survivor parties are)... or the good perks, cuz I don't have them unlocked...
And I STILL feel totally safe and comfortable when a Killer is chasing me. Tunneling me, even.
Every time I get hit, I feel like I really ######### it up on my end, because I had every advantage. (Or perhaps just because I didn't know a map at all, so I accidentally ran into a dead end.)
This...is kinda verifiably false and cringe.
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@Beaburd said:
https://forum.deadbydaylight.com/en/discussion/comment/2191342#Comment_2191342
12 seconds allows the killer to run 55.2 meters.
If the killers is so adamant to tunnel them down, they still can.
You can argue that 48 meters is enough to get to a strong tile-set, and you're not wrong. That's part of the whole concept of the perk in giving the receiving survivor a chance to play the game again after having been removed from it from however long they were on the hook.
I still don't see the issue with this.
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Maybe the fact that it can guarantee a free escape during end game collapse?
But in that scenario, you have nothing to do but camp the hook and therefore you should be able to trade kills unless you misplay by hitting the savior before the unhook, and again after.
I was saying that to dissuade the "running for their lives" part of your statement.
BT pretty much guarantees you make it to a good tile.
I have issues with BT, but I've already been clear on them in the past.
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@Beaburd said:
I mean, Borrowed Time (BT) was created as a tool specifically designed to help counteract tunneling.
You can argue that tunneling is fine, part of the game, and necessary to a degree and I won't disagree with that. But survivors are people too, and they log in to be your opponents because they want to play the game. Being downed immediately after being unhooked is akin to saying "I've decided you don't get to play the game" and that by itself would be a miserable experience for them.
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I also see a lot of comparisons of BT to DS, but they're nothing alike.
DS started as the most bullshit perk in existence, giving EVERYONE a free 5 second stun when picked up whenever they wanted it. This original design was the biggest middle finger to killers everywhere, as it completely negated their downs and denied them their first hook vs every survivor. It was basically punishment for doing well.
DS then evolved through multiple stages until the most recent, where it was only active for one minute after unhooking. Prior to the nerf, the issue surrounding this was that it was literally a full minute of immunity vs the killer. They could heal, do objectives, or do whatever else they wanted without consequence. The nerf turned into a healthier perk where it specifically counters tunneling, and disabled that free-roam period of immunity after each unhook.
BT in comparison is 12 seconds long, providing only enough time for the survivor to struggle for their lives if they do get tunneled. BT's sole existence is providing that 12 second period of game-play after being idle on the hook so that they can still do something. It does not deny a killer of any significant efforts like the original DS, nor provide a significant period of immunity that the recent form of DS did. It even still rewards killers with a mend status effect, and the opportunity to trade killers on the rescuer.
BT was created to encourage killers to target others and allow the recipient time to play - and it's doing its job either passively through fear or actively through its effects.
12 seconds allows Survivors to run 48 meters.
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I really don't have a problem with it.
I want a change, but not this one.
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@Mat_Sella said:
The saddest part is there is NO negative to improving optimization. getting the older gen consoles closer to 60 means that PC players with higher frame rate monitors get to enjoy an even smoother experience.
Microstutters are the worst.
Correct. There is no downside.
All it would take is a lot of effort.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2190971#Comment_2190971
Well then should we try tagging Mandy or somebody?
Maybe.
I dunno if it'd help.
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@Artemisha said:
https://forum.deadbydaylight.com/en/discussion/comment/2190897#Comment_2190897
A close game for killer is stressful.... :O
Ok man......so let´s do dbd games a walk on the beach for killers. A 4 ez pz with no stress not even good performance required.
Survivors like lambs into a sacrifice...."Oh wait...killer lost me. I´m gonna light him with my lantern so he can come and kill me with no stress. What is more....i´ll stop running and wait here to be memento moried".
Stress is neccesary. That forces people to play better. Of course game must be close do it would be a challengue for both sides (close games = more exciting). A game where people refuses to play at minute 5 is not exciting neiher fun.
Killers should be rewarded for playing in another way different than tunneling and facecamping. It´s happening just the contrary.
I think you misunderstand
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2190929#Comment_2190929
I, too, feel like they've seen this thread already and decided to ignore it, but maybe there's a small chance they haven't.
I suppose it's best to give them the benefit of the doubt.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2188771#Comment_2188771
Should have brought coup de grace.
Should've used Freddy smh
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2190929#Comment_2190929
I agree. I'm sure they are keeping an eye on this post too. I feel like the 30 page post last year got shut down pretty quick when people started tagging mods/devs for answer more than "passed on to the team." Feel like if we tag it'll be closed with note of "Passed on to team. We will now close post since they are looking into it."
Well, quite honestly, "we are looking into it" and "it's been passed on" isn't good enough anymore.
The state of the game is pretty unacceptable and it's been over two years since they promised Optimization and 60 FPS. It's been radio silence for years now.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2190901#Comment_2190901
Have you @/ them
@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2190901#Comment_2190901
I mean, we could try tagging Mandy and asking her to alert the devs to this thread if we really want too.
I feel like they've seen it already.
If they were gonna comment, I feel like they would have already.
But maybe I'm just cynical and they've missed it.
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@MadLordJack said:
It triggers bad memories for some killers, back when that was an actually uncounterable winning strategy due to the speed of early Self Care and the sheer amount of pallets on the map...
Okay, it was mostly because of the speed of old Self Care.
Old Self-Care plus old We'll Make It
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@Nebula said:
A damn shame that this thread has 13+ pages and 100+ upvotes but still can't get a response...
Really disappointing from BHVR, expect better from a game that's community is so passionate.
@QwQw said:
13+ pages of replies and still no response from Behavior eh?
It is indeed.
I wish I could get in contact with a Dev or a Mod and plead our case to the team, but I doubt that will happen.
If anyone knows how to do so, I'd like to know.
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@Artemisha said:
https://forum.deadbydaylight.com/en/discussion/comment/2190841#Comment_2190841
AMEN!!!
As you say on your last parragraph, if people is reporting they are not having fun, is because they are not having fun with these "valid strategies". And when a game is no more funny, people will stop playing. So simple.
As survivor, for me, fun is not equal to victory (some killers think we complaint just because we are not winning). Fun = close game. maybe win, maybe lose, balanced, active. I don´t want a game where me or another survivor is 90% of his time on the hook because killer is doing these "valid strategies".
I have seem some Dbd tournaments where camping and tunneler is not allowed. And only is allowed on late-game. That makes sense for me.
It also basically forces the Killer to lose.
High-level DBD is a joke. I wouldn't use it to justify any arguments.
The issue is that for Killer, a close game feels like a loss. It feels incredibly stressful, mentally and sometimes emotionally exhausting and unfun. Why do you think queue times are so bad for Survivor?
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@Artemisha said:
https://forum.deadbydaylight.com/en/discussion/comment/2190783#Comment_2190783
I know my friend people have different standards. And I know sometimes it´s the best source. But tunneling a guy since first hook ignoring all the rest of survivors (evading them literally), I think is very tryhard and dirty. It´s not the same tunneling a good premade than a group of discordinated survivors. Today I have played with a spirit tunneling first guy on hook ignoring the rest passing at their side. Game ended in 4minutes. 1 tunneled, 1 dc, and the other guys decided they had enough. Is it legit? According to DBD rules it is. But it can´t be more ruin and dirty.
Solo survivors have a veeery low win rate on this unbalanced game. So if besides that, killer uses this tactics to win because he has no skill to win pursuing and hooking different people, that tilts the survivors of course.
Some killers think they win only if they get 4k. At the end of the day I see a lot of 4Kill matches, and veeeery few with 4 escapes. If game was balanced, the average would be 2Kills 2 escapes. It doesn´t happen. 85% of the solo survivors game is 3 or 4k. It sucks. But it sucks more if u play with a dirty killer.
If someone is being tunneled and you aren't slamming out gens, you aren't playing well.
I try not to tunnel unless I see a need to. Sometimes it's for easy pressure since killing someone off early is better, but sometimes it's a mindgame to tilt the other team into making mistakes. Like, t-bagging or flashlight clicking.
But I always try to get the 4K and I always try to 4E
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@Hello_Its_Kai said:
https://forum.deadbydaylight.com/en/discussion/comment/2190478#Comment_2190478
I would disagree with the statement that hex perks offer extremely powerful effects.
Honestly, the only one that is extremely problematic for the survivors is Devour Hope, and that one still gets broken before its worth anything. Really, there's only a handful of hex perks that people tend to say are really good because there are just as many stinkers as there are good ones.
Hex: Retribution is not really that great on its own; yeah, you see the survivors for a few seconds when it's broken, but that's only a one time use and you could get similar benefits with BBQ and Chilli with several times the frequency. Also, the oblivious status effect when cleansing dull totems isn't that great either; unless you're right next to them when they do it and you hear it, it's not worth much. Plus, this totem is only good with other totems like Haunted Grounds, but even then you're sacrificing two perk slots for one or two potential insta-downs so its barely worth it.
I feel like I don't need to explain why Hex: The Third Seal sucks so bad, but in summary, Blindness is not that useful. Next,
Hex: Thrill of the Hunt is only decent with other hex totems, otherwise its useless. Even then, most survivors will run away when they notice you're approaching due to the notification you get and they learn to even catch sneaky killers like ghostface or pig so you'll most likely not catch them in the act a lot of the time and just waste your own time.
Hex: Undying is also highly dependent on whether or not you have other hex totems, because on its super average on its own; sure you see survivors' auras when near a dull totem, but smart survivors will pick up on it sooner or later.
(Honestly, any hexes that depend on other hexes are ones I consider rather mid. You're wasting 2+ perk slots and betting on one outcome, and that's a really huge risk with a decently-high reward.)
Hex: Huntress Lullaby is a toss-up and is completely reliant on whether the survivors know how to do skill checks well. If they're somewhat inexperienced and need the sound cue to do them well, then this is actually pretty decent for the first two or three minutes it does anything. If the survivors know how to do skill checks reliably (especially great skill checks) and have good reflexes, well you're kinda boned. I wouldn't call this one super powerful because of this fact.
Hex: Crowd Control is meh. It's basically Bamboozle, but survivors initiate it instead of killers. This is good against the type of survivors who try to course-correct a bad vault, but that's pretty much it. I haven't had much experience with it, but for now, it's meh.
Hex: Blood Favor is absolute garbage unless maybe if you pair it with STBFL, especially with the cooldown. 'Nuff said.
Hex: Haunted Grounds is inconsistent; sometimes you can get a one or a few downs from it, and other times it does absolutely nothing. And again, this perk is only better with other hex perks.
This leaves NOED, Devour Hope, and Ruin.
NOED is NOED. We all know its a crutch perk. We all know its pretty damn powerful. I feel I don't need to explain why this perk is a little broken.
Devour Hope is pretty good, although I've noticed that once insta-downs start happening, the game grinds to a halt until its broken, so unless you plan on camping the hell out of that hex totem and letting other people do gens, be my guest, but it's gonna only be good for maybe one or two downs before it is broken, if it even gets to that point.
Ruin is pretty damn good, but I feel it isn't super broken. It regresses the gens at a quicker rate, yeah, but it doesn't make gen rush impossible. If it was at 300% or 400% regression, hell even 250%, I would agree with you to some extent, but it's not as crazy as it could be.
Tbh, hex perks aren't crazy strong; these last three are really good, don't get me wrong, but I feel many of them aren't the worst things to go against. Survivors have really strong perks like Decisive Strike or Borrowed Time or Deadhard (even though sprint burst is better in some cases) that can really change the flow of a game; it can decide whether a survivor is going to get hooked a second/third time or whether they pallette loop you for however much longer. The fact that survivors can have really damn good perks while some of these really bad to pretty damn good perks that killers have are locked off into that temporary category can be really annoying, especially when survivors don't have them or something similar. I think that's mainly where the frustration comes from.
I don't have too much of a clear-cut solution. Maybe have multiple hex totems to break, whether it be for all of them or depending on the perk. You could perhaps link it to dull totems and make them important for both survivor and killer, doubling as a way to better incentivize players to cleanse dull totems instead of always needing to slam out gens. Maybe buff them even more to make them even more of a threat to justify a lot of the really bad ones or mid ones being made temporary
I don't know. I just know that the hex perks are subject to exaggeration when it comes to talking about how good they are. When people talk about amazing hex perks, they're usually talking about NOED and Ruin and Devour most of the time, but that's only a small chunk of the perks as a whole.
In short, please don't exaggerate the power of hex perks. It's just an excuse or misinformation if anything.
Ruin can win games.
I had a game with Blight just a few minutes ago. I was able to chase people of off two Tinkerer proc'ing gens and got 4 hooks before it was destroyed. Without Ruin, I would've been down at least two gens, if not more.
The Survivors basically started the game with one person dead on hook and two more down a hook state. That is massively powerful.
Devour Hope, as you said, grinds the game to a halt when it proc's instant downs. That's great game delay AND great chase ending. On a Killer with a ton of mobility, like Billy, Nurse or Spirit, that is incredibly powerful.
NOED is NOED. Agreed.
I was more referring to the power of Ruin and Devour in my comment. They are exceedingly powerful.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2190746#Comment_2190746
Thank you for not jumping to conclusions of me wanting totems to last all game, I just want to remove extreme scenarios or make them extremely rare.
Just like how survivors completing generators before the killer could defend them was ridiculous, this is the same thing. At least have the Hex Perk curse someone or make token progress before it can be seen and destroyed, give it a chance to even exist.
How would that work?
"When a Survivor is Cursed by a Hex perk, the Hex is applied to a remaining dull totem." Something like that?
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2190330#Comment_2190330
Your mistake was trying to think you could slap Jane's behind, like it wouldn't bend space and time to prevent that. :)
Should've just grabbed her lmao
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Short answer? Latency.
Long answer? Due to Dedicated Servers, the Killer and Survivor connect to one Server. As of right now, when the Server reads a grab has happened, it will defer to the Survivor-side. This is also the reason why Killer gets Hatch priority, to my understanding.
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@Lost_Boy said:
https://forum.deadbydaylight.com/en/discussion/comment/2189878#Comment_2189878
Yeah it's gotten significantly worse recently. I'm actually struggling to see survivors after I hit them. It's like they literally vanish into thin air. Even when I do keep track of them on a chase it's so glitchy I'm struggling to land hits on them if they are in close proximity to me.
I feel that.
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I don't think so, no.
Disrespectful maybe, I might try to style on someone if they did that, since they don't really consider me a threat, but I wouldn't say it's BM.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2190771#Comment_2190771
people know when I'm phasing
The shards have been confirmed to not glow or move when Spirit is phasing, and if they do, you'd have to be so close she could hit you.
She also doesn't move grass or corn, so don't worry about that either.
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@Artemisha said:
https://forum.deadbydaylight.com/en/discussion/comment/2190740#Comment_2190740
There are ways and ways to win.... I don´t find any honor on doing facemp and tunneling at early game.
On survivors is different. Many times when we are at the exit door we don´t just go out and let a survivor die on the hook. And many times we go there to try a rescue knowing that is very risky and we have a little chance and propably it means our personal death.
It´s an honorable code. If there is a minimum chance, you should to try rescue an unknow player negating your own "victory/ survivence". Of course we expect killers to play at their best. But, not playing so **** dirty.
Facecamping is pretty damn rare. Tunneling is fine, a lot of times you can't win a game if you constantly chase the unhooking Survivor. Sometimes, you just gotta kill someone off so that the game is a 3v1, because a 4v1 with 2 gens left is hard to win.
If you go back for a Survivor, you know the risks. You risk allowing the Killer to win. If that's acceptable to you, go for it.
Playing dirty is your opinion. I'd consider only facecamping to be "dirty." Tunneling and proxy'ing hooks are necessary at times.
You can't force your own standards of play onto other people.
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Stopping Yun-Jin (who kinda sounds like goofy, no offense) and Elodie from destroying my eardrums.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2190659#Comment_2190659
You didn't lose to dead hard. There's a ton of survivors out there who don't use dead hard very effectively.
You only start to feel the pain of dead hard when you go against strong survivors who can waste a ton of your time in chase. In which case those survivors often don't need Dead Hard in the first place. It's just easier to blame Dead Hard, because you can see the survivor dead hard away and feel cheated out of a down.
That isn't entirely true.
Even a bad Survivor, like me, can use Dead Hard effectively to make a pallet. If it's a close game, and a Survivor who would've been an easy down makes it to a loop because of Dead Hard, that can easily cost you the game and it would be entirely on Dead Hard.
Now, I don't think that's necessarily an issue, but it is an issue that Dead Hard can be used to either dodge a hit OR to get distance. It should be one or the other, not both.
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@LiunUK said:
https://forum.deadbydaylight.com/en/discussion/comment/2190316#Comment_2190316
thankfully the resent change to blight made him playable on console though it dose not excuse the 6+ months where he was not even close to same killer as Mouse and keyboard blight
He still isn't quite the same. The Beyblede tech is still only a thing on PC, to my knowledge.
But yeah, Blight is finally fixed after over 8 months of being unusable.
I expect Twins and Trickster to be similar time frames.
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@NightmareKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2190567#Comment_2190567
- Firstly, you are needlessly aggressive towards people who disagree with you.
- Just because you have trouble winning games and using perks effectively doesn't mean they are bad :)
Ah, a survivor main who also loves projecting. How... common.
Calling me a Survivor main is like calling @Lord_Tony a Survivor main.
Just because I disagree with you doesn't mean I'm a "X main."
It hurts your argument when you throw things around like that since a lot of people know that I pride myself on playing 50/50, that way I do not lean too far to one side :D
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2190528#Comment_2190528
I believe he understands the risk.
It's more to due with how they can get cleansed super quick. It's pretty ridiculous to see your totem get taken out practically instantly. Again, we understand the risk, but it shouldn't be that ridiculous.
I seen many players suggest that Hex Perks light a totem the moment someone is cursed by it. For Huntress Lullaby, you would get cursed once it has a token or you failed a skill check (regression penalty). I know it curses the survivor the moment they get a skill check, but that shouldn't be the case unless the above is happening.
I don't think that's a terrible idea.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2190573#Comment_2190573
Badham and Macmillan are some of the ones that have trash spawns and place them right next to gens. It's definitely not 70/30 in any way for good spawns. Are they supposed to be up all game ? No. But the point is in probably 95 % of the matchs they're gone in under a minute because of trash spawns. It's all risk/no reward. Not risk/reward
MacMillan also has totems that spawn in very good spots, tucked away in corners of loops. Badham has some bangers as well, hiding in hedge pockets.
I honestly haven't had a totem cleansed in the first minute in a while. It does happen, but to say it's 95% is blatantly wrong.
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@Artemisha said:
https://forum.deadbydaylight.com/en/discussion/comment/2189890#Comment_2189890
That talks a lot about you. You don´t care about others game experience. So you wanna win at any cost, don´t you? Although you are not allowing people to play the game
I don't expect Survivors to prolong a match, why should they expect me to?
And yes, I always try to win. If I don't give it my best shot, I feel it's disrespectful to both the other team and myself.
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@Swampoffering said:
I just use totems when I have Saloon, Swamp or Midwich offerings, the rest of maps are just trash totem spawns, if your ruin works more than 2 mins Its a surprising event like Halley Comet, once every 76 games.
5/6 of my last games have had Ruin stay up for 4+ minutes.
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I don't really like Dead Hard either, but you really can't stop people from using perks.
Imo, Dead Hard should either be able to be used for distance or to dodge a hit, not both. I would prefer the latter, as it is a more skillful interaction.
Unfortunately, due to Dedicated Servers, Dead Hard can't be used to dodge hits reliably. Until BHVR fixes Dead Hard so that you can dodge a hit, I find it unlikely that it will be changed.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2190558#Comment_2190558
So 2 maps...With OK totem spawns. VS all the outdoor maps..Where they're right next to a generator stairing you in the face...On top of a hill like a lighthouse light..Out in the open coveree by nothing. It's RNG but the point is. The totem spawns exist in spots for the RNG to put it there. And 99 % of the spots are bullshit. It's basically all risk/no reward and not risk/reward
It's actually about 70/30 in my experience.
Sometimes you get bad spots, other times you get god spots. I usually get decent spots. Hex perks aren't supposed to be up for the whole game.
Badham has some great spots, new Coldwind does too, Autohaven has some good one's, MacMillan does too.
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@NightmareKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2190533#Comment_2190533
- Ruin is incredibly powerful, why else would you take it :)
Literally the only way to slow down the game. I take it because the game is not balanced :).
- Undying
The aura reveal is pretty meh, the only reason people take it it's because hex spawns are trash.
- Devour is good.
Only one that's good. And it still gets destroyed immediatly.
- NOED is good.
It's trash.
- Haunted Grounds is good.
It's super trash and there are way better perks that are with you the whole game and not for just 60 seconds WHEN someone decides to destroy it, see Superstar.
- Huntress Lullaby is good.
Lol, no.
Love how you had to cut your list by half though because you know all the other ones, like the one that causes blindess or reveals people for 10 seconds when they feel like destroying it are trash.
Firstly, you are needlessly aggressive towards people who disagree with you. Seems to be a trend recently.
Secondly, your list:
- Ruin is not even close to the only way to slow the game down. PGTW, Corrupt and Surge can all do the job just fine.
- Undying's aura reveal is useful, but not extremely good. So, I agree.
- NOED is definitely good. Instant downs until the totem is broken in the EndGame? Pretty good.
- Haunted Grounds is 60 seconds of instant downs AND it can protect your other totems, depending on RNG.
- Huntress Lullaby can absolutely screw with players, and it can force them to play more attention to the gens, ignoring their surroundings.
I removed half the list because those perks did not directly relate to game slowdown. The only Hex perks that are actually bad are Third Seal and Blood Favor.
Just because you have trouble winning games and using perks effectively doesn't mean they are bad :)
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2190478#Comment_2190478
Yes. But totem spawns are trash asf. So there's a big difference between risk/reward. And no reward/ALL risk
Have you tried to find totems on Midwich or the Game?
It's all RNG.
If Ruin is up for 4 minutes, you'd be hard-pressed to lose
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2190470#Comment_2190470
and i will be thankful for your upvotes as i nurse my damaged digits
Poor phalanges
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2189785#Comment_2189785
It was revived btw
I now carry on the legacy of the megathread of Console pain.
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@NightmareKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2190528#Comment_2190528
The only strong one there is Devour Hope, which requires you to hook people and run away from the hook as fast as possible. None of the other ones are "powerful effects". Not that i'm surprised survivor mains finds Hex Ruin such a powerful perk, after all, it ruins their gen repair simulator gameplay.
Ruin is incredibly powerful, why else would you take it :)
Undying is good because other Hex perks are good.
Devour is good.
NOED is good.
Haunted Grounds is good.
Huntress Lullaby is good.
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@NightmareKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2190478#Comment_2190478
What powerful effect? Not having the game end in 2 minutes?
60 seconds of Exposed.
200% gen regression.
Instant downs and instant mori's.
Blocking pallets.
Blocking windows.
Totem touching info.
Instant downs and speed boost.
Aura blindness.
Post-totem cleanse aura reading on everyone
Difficult skill checks and increased penalty
Keeping one of the aforementioned perks alive.
Those effects.
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@NightmareKiller said:
It's even funnier when BOTH ruin and undying get cleansed and at the same time. Funny how they keep adding perks to help survivors find totems.
- I-if you don't want 4 gens to pop at once when the game starts use perks to slow down the game!!!!!
- Oh, oopsie didoopsie haha you picked ruin, you picked an RNG perk so enjoy playing with 3 perks now, not my problem!!
I just proceed to camp and tunnel when they break my hex, Haunted Grounds shouldn't even be a thing, every survivor who destroys an hex perk should become immediatly exposed for the next 60 seconds. Survivors get perks that stun the killer, ruin his plays and save them from mistakes but killers can't even have a match with 4 perks.
Hex perks offer extremely powerful effects at the cost of them being temporary.
You know the risk, yet you took it anyway, so it's on you.
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@GoodBoyKaru said:
10 days till the stream and I get to type up the important things yay
And I will be there to upvote you for typing the important things



