RakimSockem
RakimSockem
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/2908744#Comment_2908744
Example? Twins, after successful hit you get stunned for 5 seconds, other survivor just needs to kick Victor and they will get up before you can even come there. Getting 5 second stun after successful hit, that is punishing. That just isn't true, because your skill is capped with low tier killers, you can't make creative, insane plays with Myers because game limits you. And what happens when both sides don't make mistakes? It results in stomping the killer, as it was seen hundreds time before
I can see that be punishing but that also seems situational as well. What I mean is there has to be a 2nd person there to kick Victor and heal said survivor AND your main body Charlotte has to be far away enough to not make it there and interrupt the heal in time which also varies depending on the perks said survivors are running and whether they have a medkit or not.
My point being that The Twins power CAN be detrimental but it is not ALWAYS detrimental. And in fact, Twins has almost the strongest slugging and camping potential in the game if a team is all injured and Victor is able to down multiple people. It's all situational
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/comment/2908719#Comment_2908719
”Any killer is fine if the top 0.01% of players, who literally play the game for a living, can do well with them.” This is how I read your argument.
So the rest of us who don’t play the game as our job should just purge whatever other responsibilities we have so we can play the game 12 hours a day to git gud? To judge the viability of killers based on what you see on Twitch or YouTube is such flawed logic I don’t even know where to begin…
I was waiting for someone to say something like this. Now that wasn't my point but let's run with this argument for a second because isn't this EXACTLY what most people on the forums ask for?
Every post I read, someone says something along the lines of "Killers should be balanced around the EFFICIENT 4 Man SWF team" (which by the way is NOT even close to a majority of SWF team). So do we want balance around the top or not? Make it make sense please because I thought high tier balance is what yall wanted?
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@Maperson said:
Except the thing that those are two completely different games and balance work differently, in Apex or even fighting games like Tekken, low tier characters are viable, the game doesn't limit you if you don't choose certain character. Low tier characters in those games aren't bad, they just don't have the tools that the higher tier characters have, but that doesn't make them bad, they don't get punished for using their power correctly, as long as you practice and learn ins and outs you will be good. In DBD it's not that case, you get punished for using your power, you get punished even when you make correct play, some things you just physically can't stop even if you know what's going on, your comparison is dumb
Give me an example of "getting punished" for using your power or playing correctly. (Also I explained in the beginning that I was aware the two games are different but my point still stands that all characters in a game don't have to be able to perform at the same level or have the same strengths to make up for their weaknesses and that point is not invalidated whether we're talking about a Battle Royale or an Asymmetrical game)
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@Basement_Bubba420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2908719#Comment_2908719
Agreed.
Killer mains should be required to devote their life to the game and become a full time streamer.
Also Otz, Scott, and all the top tier DBD players never get steamrolled by SWFs. Ever. They always 3k at least. There has never been a 4 man escape because they are so good at the game with all killers.
Thanks for agreeing :)
Now putting your sarcasm aside, you don't have to put in much more (if any) time into learning ONE killer than a survivor does into mastering the survivor side of the game. Notice I said ONE killer because learning separate killers requires completely different playstyles and mechanics. The same way you have to learn all the tiles on every map, learn about the 80+ perks the opponents may be using, understand gen spread and keeping certain gens safe, the GOOD survivors put in that same effort and same time.
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@ThatOneDemoPlayer said:
Which means that the issue isn't actually the characters, it's the skill level of the majority of players and I think that's a harsh truth most people aren't ready to accept.
No, the game isn't hard to play or all that skillful, certain Killers just aren't viable, and that's the harsh truth a lot of people already accepted
That's your opinion and I simply disagree. There is a steep learning curve and better survivors and better killers can come along and run the exact same loadouts we use and do it better. That's a skill issue, not a character issue
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2908719#Comment_2908719
Yeah not like those players dont sit in the game 60-80 hours per week.
Sure, we are all that level!
/cringe
No one said you're at that level. In fact, I think I said the exact opposite. Most of us (myself included) AREN'T at that level and that's okay.
But when playing against people on your level, you losing with certain characters has more to do with your skill level with that killer than it has to do with the killer itself because a better player can come along and run the same perks against the same team and do better than you.
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@tippy2k2 said:
About 75% of the roster is dead in the water going up against a 4 man SWF with even the tiniest amount of cooperation.
Whether that is because the 4 man SWF is too powerful or the 75% of the killer class is too weak is a moot point for me as a killer player when dealing with the 4 man SWF.
At your skill level though.
Again I'll restate, if someone else can use the same killers that you can't and can perform well with them (whether it be Otz, Scott Jund, any top tier DBD player), then the issue is not the killer. It's your current skill level
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The game is already balanced and unviable killers are a myth.
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Apex Legends, Disgaea, 7 Days to Die, Phasmophobia (almost level 2,000).
DBD is the game i come back to when I'm dragged
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2904590#Comment_2904590
New idea: map offerings now guarantee one map you won't be sent to, instead of guaranteeing a map you will be sent to. Thoughts?
I would use every RPD map offering at that point because that map can go straight to hell XD
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@Devilishly_Rowdy said:
Behavior you love being hated by your own community don't you? Everyone wanted a 2x bp bloodrush event for Easter, but instead you decide to give us some cheap 100k bp daily login reward? Lol i can get almost 100k bp by just doing 2 matches with Barbeque and Chilli. People are saying you got mad cuz "dbd leaks" leaked the 2x bp event ahead of time so you decided not to do it? 🤣 And you expect us to believe you're "fixing the grind" when you just refuse to give us a 2x bp event? You guys are gonna keep the grind, i know it lol. So many people would have logged into your game to play for the 2x bp, including me.
Shiiiiii, as someone who barely plays this irritating ass game anymore, I'll take the free BP. it'll help me get closer to maxing my characters without having to get face camped and hard tunneled for 5k BP
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I'mma need you to go back and try again because that argument has so many holes, flaws, and false comparisons.
You can't compare a game where both sides move at the same speeds and have guns to a game where one character moves faster than others and there's only one side that can shoot.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2902685#Comment_2902685
Because those nerfs were made out of necessity whereas killer nerfs are made out of personal preference. The game could not have survived and grown without those survivor perks being nerfed. It's dying as it is. You know what didn't inhibit the game's growth or fun? Pop, Freddy, Hangman's, Discordance, Coup De Gras, Nemesis, Pinhead. Yet they were all nerfed, not because of balance issues but because survivor biased people didn't like them, and after mommy BHVR gave in, they got what they wanted.
That's your personal opinion which I heavily disagree with and we can agree to disagree. But Freddy with jump rope and swing chains ABSOLUTELY broke the game. Nemesis is still too strong in my opinion. I forgot what the Pop nerf was but considering how it's still an A or S tier perk, it absolutely deserved a nerf. I'm pretty sure discordance never got nerfed???? They just changed how it functioned because the tier 1 version was better than the tier 3 if i remember correctly. Pinhead was hella busted on launch. Everything you listed pretty much received warranted nerfs. YOU just don't think they were and your personal opinion (as well as mine) are irrelevant
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2901915#Comment_2901915
Our complaints are warranted. Killer strong perks are nerfed or can be destroyed, but survivor strong perks haven't been nerfed or they can't be destroyed. As usual with the kiss-ups in the content creator community, they make it appear as if boons are fine and everyone is in agreeance with that, but none of it's true.
I always find it funny when people here make claims with so much confidence even though they're easily proven to be false.
"Survivor strong perks haven't been nerfed..."
- DS - at least 3 nerfs since creation
- BT - nerfed, used to give BT to the unhooked as well
- Buffed boil over - Nerfed
- Mettle of Man - nerfed
- Circle of Healing - Nerfed twice
Like....what are you even saying? What's the point of making outrageous statements not based in any realm of facts (I could go on but that list should suffice)
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This would apply to new survivors not understanding Hexes as well. From my memory, there's nothing about Hex totems or their effects in the tutorial
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Make Feng Min a little more thicc 🤷♂️
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@danielmaster87 said:
No. Let's just come to an agreement that boons were a bad idea. They can only ever be too OP or too weak. They cause more problems than they solve. The game has in fact gone further downhill because of their inclusion, something that none of us could have imagined before their announcement.
Nah, yall just like complaining too much. Boons are fine. CoH is fine in its current heavily nerfed state.
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@Mewishis said:
The perk that many people say is useless and super bad, I feel like people don't understand just how powerful this niche perk is. Sure it may not be as strong as circle of healing or other meta perks, but in my opinion, this perk is definitely A tier worthy because it only gets better if circle of healing is also in play. The problem most people run into while using this perk is that you really need a good totem spawn and understand where this perk will get the most use.
Think of it as unbreakable, when it works it works wonders, but boon: exponential's difference is that it doesn't work once it can work multiple times throughout the game all it takes is some work on the survivor's part. The perk itself has a harder time in solo, but it really shines in swf and can win games if everything aligns, I have no idea why people say it's a bad perk perhaps it gets overshadowed by circle of healing?
So you're saying the perk is slept on and "A tier" because the rest of the team needs to stop everything they're doing, sabo any hooks in your general area, distract the killer and lose health states, AND hope that in this time the killer doesn't just go step on the loud ass totem they can very clearly hear if you go down in its radius.
Very strong perk 🙄
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@dugman said:
I don’t get the people who say “Boons are worthless”. Shadowstep isn’t overpowered but it’s far from being worthless for instance.
Show me someone getting value from Shadowstep....I'll wait
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@Blueberry said:
"Tl;Dr (The community seems to hate healing, but when the no heal meta existed and people did gens, we hated that too. So what is the real issue)"
Because they should need to heal, it should just take enough time to allow pressure for the killer on the map.
The only reason the heal meta is hated now is because it is too efficient and doesn't waste enough time. For example, if the heal meta run now was using self care everyone would be fine with it. That's because it's actually slow, allows the killer to pressure the map and wastes multiple perk slots.
So the community does not hate the healing, they hate how overly efficient and fast it is. CoH isn't taking multiple perk slots, has infinite uses, and is too fast.
How do we fix this? Bring CoH down to a balanced level like Self Care and make staying injured actually dangerous (it hasn't been for years).
Except Self Care isn't balanced, it's trash and spending 40 seconds healing yourself is annoying and takes WAY too much time
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2899414#Comment_2899414
"Let the other survivors finish the gen. Let the match end."
Not a fan of sandbagging myself/throwing the game, sorry.
Also not a fan of explaining to the remaining players why I "stopped trying" or "threw" when they ask.
It's not throwing. It's letting the game play out instead of stalling and dragging a game out longer than necessary
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So you got steam rolled is what you're saying?
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@Phasmamain said:
On COH. Killers time is 4x as valuable as a survivor so wasting time chasing and hitting a survivor only for them to run to their boon in an awkward location doesn’t cost them much but costs the killer a lot. Boons are designed so that their effect is only useful when the killer is close by (shadowstep, exponential and dark theory). COH ignores this and is why most hate it since there is little risk to placing one down since no matter where it is it will always get value.
As for healing it’s pretty much dependent on the killer they are facing. Against are nurse or Oni it’s basically required but against a legion you’re better off staying injured
But like I said, if the person is on death hook, just invest that time anyway and get the kill. Let the other survivors finish the gen. Let the match end. You will still have time to get at least one more (and more if you have NOED). The only reason to not commit to that chase is if your mindset is "I need to kill everyone". And the reality is unless you're going for an achievement or challenge... you simply don't. Let the match end with 2 or 3 kills
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@Dionysus42 said:
Survivors: Dead Hard is mid and flashlights are weaker than keys and maps
Also survivors: Runs Dead Hard and flashlights every game (with map offering to Badham of course)
That may be your experience but I legit have only used Dead Hard when I went for my David King adept. Outside of that, I don't use it. I only use flashlights for challenges, and keys are legit useless now after their nerf and after the hatch nerf where it only spawns if one person is left alive.
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@Tostapane said:
i stopped reading at: "Currently in dbd we are seeing constant nerfs on survivor side, while killers are getting buffed"
Why'd you stop reading at a truthful statement? does truth hurt?
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However close a survivor has to be to bless it is how close the killer should have to be to snuff it. Period
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@Ula said:
My though:
Balanced Landing
I don't think the cooldown of balanced landing is the reason it is underwhelming. I think the issue is the inconsistency of how much value you can get from balanced landing from map to map. This perk is amazing on Gideon meat plant, but absolutely useless on Shelter Woods. On most maps, there are not a lot of places to activate balanced landing, making it powerful early on, but weaker and weaker as the trial goes on because you will have to go away from areas where you can get value out of balanced landing.
Head On
I wish this perk could get some love, but lowering its cooldown is dangerous: squads with 4 head on and 4 vigil could abuse that and stun lock a killer.
Smash Hit
I wouldn't mind since Smash Hit is hard to get value from. Killers can always respect pallets,, without mentioning anti-loop killers. I wouldn't even mind if this perk simply increased the stun duration instead of giving a sprint boost.
I'm very confused on your point about Head On.
On what map and in what area could 4 survivors stun lock a killer? Vigil doesn't even lower the timer by that much to begin with but even if 4 survivors decided to run Head On AND Vigil.... then they're throwing the match for a meme and so what if they do. they're not going to win by doing that XD
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@beatddb said:
Back before Nurse was nerfed, her fatigue looking at the ground was an okay mechanic to give survivors some room to manage playing against a killer that was obviously OP. However, she's been nerfed a while ago now, yet the mechanics that were made because of her power level are still there, why?
Post-nerf Nurse has 3 mechanics holding her back: 96% Movement speed, cooldown after blinks, and fatigue. Even though she's not as powerful as before.
I still think she's the best killer in the game, but spending 60% of a match walking at snail's pace and looking at the ground isn't a very pleasant experience. I think she should have her fatigue straight up removed, but have a 1-2s grace period where you can't blink, or have the fatigue but make her NOT look at the ground.
Okay my hot take about Dead Hard was pretty edgy. This is just over the top XD
Nurse is literally the most powerful killer in the game and doesn't have to respect any obstacle, walls, floor, ceiling, hell you could be at the top of the farmhouse and she can just blink up to you. you want to remove her fatigue?????
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Hex: agon
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@[Deleted User] said:
Lithe is garbage because most of the time it forces you to run away from a strong loop like shack if you don't want to waste the extra speed, and Overcome is insanely meh considering it won't help you when you're injured, which is the situation you need an exhaustion perk the most. BL, Smash Hit and Head On are not even worth mentioning at this point.
DH and SB are way more useful, sure you can mention a few situations in which both are very easy to counter, but it doesn't change they are more consistent and give better results than any other of the exhaustion perks.
Lithe has saved my ass more times than I can count and the best thing about it is no one expect you to have it like they expect you to have dead hard.
- Let's say I take a hit before I can use Lithe. I get the speed burst from being hit and then I can use the speed burst from Lithe to gain even more distance. Against a fast killer, that distance won't mean much but against the rest of the killers that could easily mean me getting to an extra safe tile I normally wouldn't be able to reach (which is what everyone is saying Dead Hard is good for)
- Like I said earlier, no one expects you to have Lithe so there have been time where the killer has tried to mindgame me at shack for example and they double back to the window and swing at me which under normal circumstance would've connected, but because of Lithe, I made them miss the hit and continued the loop for another solid 30 seconds to a minute.
The only thing Dead Hard really has over every other Exhaustion perk is the invincibility frame. Without that, it'd would literally probably be about as good as smash hit (that's a joke, I swear XD) But seriously, it wouldn't be all that great
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2897870#Comment_2897870
So first you say you don’t use Dead Hard then you say BT and We’ll Make It give you more value? That makes no sense. How do you know if you don’t use Dead Hard?
I guess what I should have said was more consistent value. Using WMI as an example, the 8 second heal after pulling someone off a hook with We'll Make It means you and the unhooked survivor can get back to working on something almost immediately which saves you about the same amount of time as dead hard probably would in a typical chase.
Chase time saved by a dead hard would roughly be the same as the time saved by a quick heal and getting two people back on gens, just in a different way.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2897870#Comment_2897870
HA,
BBQ better and more value than DH
I choked on my food
Lots of tasty bloodpoints to reduce the grind XD
That and the exact locations of everyone a certain distance away from you (which also lets you know if someone is close) and on certain killers (Nurse, Blight, Spirit, Onryo, Billy, Demogorgon with set portals), that information is all you need to cause a snowball
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2897848#Comment_2897848
Cool, the Perk is still the best Perk in the game
Meh, personally I'd argue BT and We'll Make It give me better value in a match. CoH is on par with it as is Lithe imo.
If we dive in to killer perks, BBQ, Pain resonance, Lethal Pursuer, Thanataphobia (on certain killers) give the killer better value.
Best perk in the game is highly debatable. there's plenty of perks that can give just as much or more value in one way or another
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@tippy2k2 said:
It's amazing that Dead Hard can be so incredibly bad but every killer hates it and a good 75% of the survivors run it...
Am I so out of touch? No, it's the children who are wrong.
I get it, survivors don't want their super perk messed with but it would be great if people just said that instead of pretending like it's no big deal and it's merely a fun coincidence that the vast majority of players use it.
Except I literally don't use it and don't care about the perk at all
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@CrimsonMothKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2897670#Comment_2897670
Nope, you still have to buy the characters. I tried to buy the Onryo, but it wouldn't let me because I didn't have enough auric cells, and you can't add Auric Cells on the PTB.
oof tragic
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Yeah, there using to be Splinters and other killer offerings that allowed that.
Alternatively, there is the PTB which is free even for licensced characters I believe?
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@WeenieDog said:
There are like 5 killers out of 27 that can insta-down (Billy, Myers, Bubba, Ghostface and Oni).
My biggest thing about dead hard is how it neuters heavy m1 killers. Also, I feel like at this point "just bait out dead hard" is meme because I swear people play dumb like they've never heard of dead harding for distance.
I did actually acknowledge dead harding for distance (to a pallet) as the best case scenario for the perk actually.....
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Whispers for Killer, (makes finding people pretty easy)
For the People for Survivor (no one ever expects it and it immediately counters a slug attempt) Saboteur is a close second
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@GoodBoyKaru said:
I don't like using the perk because I find using it frustrating but it's definitely not mid. It's absolutely one of the strongest survivor perks in the game, imho, because of the sheer amount of pressure you lose from a single use of it.
It's useless against insta downs- what if you don't have one, or it isn't active at the moment (a la Devour Hope, Make Your Choice)?
It's less useful as the match goes on- yes, but there's one large thing you're missing. Dead Hard can both make the limited resources last for longer, as it enables you to chain tiles you have no reason to chain, allowing you to use a jungle gym into filler pallet rather than jungle gym into jungle gym pallet, effectively preserving the jungle gym for another survivor, as well as just prevent you from being able to get enough pressure to create a situation where you can drag the match on.
As a stealth killer, they make use it earlier than they wanted- correct. However, them using it then prevents you getting a down, potentially allowing them to reach a tile and suddenly you're in a chase around a tile when they could've been on a hook and you could be on your way.
It's absolutely one of the best perks in the game, imho, and even if it wasn't it still deserves a change because of the sheer frustration it brings on both sides of the game.
To your second point about chaining tiles together (which I agree with), couldn't you also argue that Overcome and Lithe allow you to do the exact thing, but while playing from full health.
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@Bullettimegod said:
https://forum.deadbydaylight.com/en/discussion/comment/2895572#Comment_2895572
I disagree. Purely because if how many times i out played a survivor only for them to out play me with a single button.
Lets face it, the dh lovers/mains are hypocritical as well. If a killer had a perk/power that allows them to out play your outplay as a survivor, every survivor would be up in arms. I mean biggest example: spirit stand still mind game. Everyone hated it. Everyone. I mean maybe except gann. But everyone. You couldnt scroll in a spirit thread with out someone saying that.
Lose/lose situations are fine and needs to happen. Survivors shouldnt be nearly as strong as they are. (Coming from someone who has been playing 60/40 surv). I honestly feel like surviving should dictate your skill in what is supposed to be underdog class.
Lose/lose situation absolutely should not happen. Skill should always be a determining factor. Spirit stand still mind game was dumb. Deathslinger quickscoping was dumb and took very little skill to just zone people and make them dodge and lose distance.
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Depends on how you use it, just like I can use Lithe in a skillful way to make the killer think they have an easy m1 just for me to narrowly dodge the hit.
I still stand by my opinion that Dead Hard is mid and at best, an A tier perk in the right situations.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2890035#Comment_2890035
No giving a perk that has both distance and Iframes is a problem. Not only does it allow Survivors to correct big mistakes they make they can gain distance but the killer can't do anything to them while gaining that distance while the animation is going on. While SB gives distance but a skilled ranged killer can still get a hit or two in.
That's why the Devs are looking at DH because players are using it more for distance than Iframes. DH is the only exhaustion perk with new negative side effects as some of the others.....SB can't run or you activate it, BL if you fall too far it activated, Lithe slow vault or you accidentally activate it. DH you have the choice when to use it and not worried about it activating when you don't want too.
I think you're forgetting the downside to DH being you have to be injured to use it......
My favorite exhaustion perk is actually Lithe and I will run it over Dead and garbage Sprint burst any day
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2894246#Comment_2894246
Anne was being sarcastic 🕳️👩🏻🦯
It's hard to tell sometimes on here because people there are people in the comments genuinely defending this as acceptable gameplay
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2894252#Comment_2894252
I guess you don't understand the concept of a zero sum game. Getting randomly robbed out a hook is fun for the survivor, and obnoxious for the killer. Tunneling is fun for the killer, and obnoxious for the survivor.
Don't sit here and tell me that some survivor going and equipping 4x stun perks and a flashlight is looking out for the killers fun. Lmao.
Actually I'm not boring so when people run meme builds, I laugh. When I get hit with head on stuns, it's funny because it's a joke perk.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2894249#Comment_2894249
That's what I do. It's like the bootleg uncounterable unbreakable. Or I just tunnel them to death since people with annoying meme perks usually skimp on the DS.
So someone uses something that's not in the meta because they want to have fun with the game and they get tunneled out the game for it???? This is what's wrong with the community lol
We hate people who only run the meta and complain about it, and when someone tries something else..... we still hate them. okay XD
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2894124#Comment_2894124
smh entitled survivors continue to ignore the obvious counterplay to afk pig and cry about it on the forums 🙄
What counterplay? This happened in a match that I was in and TWO of us had the same box that she happened to be blocking. Hatch wouldn't have been an option unless one of us killed ourselves on purpose. It's trash and it's boring gameplay and yall need to stop justifying playing like garbage
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So from what everyone is saying, you literally need a whole build to make it "almost" useful (if you go down near a pallet and are left on the ground long enough to get to a pallet and recover XD
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/318434/the-survivor-meta-is-a-lie
Eh...let's take a look here.
- If a perk is so strong that killers have to play around it existing even when it doesn't, then that perk has transcended 'overpowered' and entered the realms of game breaking. It remind me of a specific strat in Starcraft 2 that, if you didn't specifically prepare against it, would be an auto-lose. So you had to prepare for it, and thus sometimes lost games against greedy players who knew you'd be setting up defenses and just fast expand.
- Yes, BT and DS are sort of required to discourage tunneling, but that's a sign of a wider issue.
- In this comp, I see: Iron Will. Spinechill. DS. No less than 3 CoH. That's still pretty damn meta. Kindred is absolutely a meta perk and sees play even at the highest MMRs.
- If they were smacking killers with Bond, Blast Mine, Autodictat and Fixated, that would be impressive.
- Dead Hard is absolutely good outside of an SWF. Yes, there are some outside exceptions where SB could be as strong, but that's neither here nor there.
- The survivors that tend to survive are the ones in SWFs. The solos that tend to survive are the ones who play meta - which, yes, for solo is a little different and a bit more of a tossup (that triple CoH could easily have been a triple Kindred).
- Built to Last is a solid perk, but to justify it you need to be running a pretty damn good item.
- A good player can win with any perks. However, that doesn't mean that they wouldn't have won even more convincingly with meta perks.
Hard disagree on the idea that "If a perk is so strong that killers have to play around it existing even when it doesn't, then that perk has transcended 'overpowered' and entered the realms of game breaking"
By that logic, I could say the same thing about having to play around BBQ, Nurses, NOED, etc and claim those are OP because you do have to assume the killer has any of those at all times until proven otherwise. Either it applies to both sides and their perks or it doesn't apply at all
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So yall got CoH nerfed, ran out of things to complain about again, and then settled on Sabo?????
No. Sabo in its current state is fine and if anything, needs a slight speed buff due to how there's literally a hook every 10 steps on some maps
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2880338#Comment_2880338
Had they allowed killers to throw snowballs or something, even if it did nothing, I think the response would have been better. Sure it was fun, but only one side got anything fun to do.
A killer I played against had plenty of fun dancing with me and my snowmen team.