RepliCant
RepliCant
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@switch said:
They just said in the latest dev stream that they have planned a nerf for dstrike.
They need to work on the mechanic after that the nerf will go live, probably in 6 weeks with the new chapter patch.Haven't had time yet to see the vid; what is the nerf they're planning this time? Ik others didnt go through
@FrenziedRoach said:
It's getting nerfed, it's just a matter of time.Same with SC. In fact, they have a nerf for both in the pipes right now, they're just fine-tuning their ideas.
Sigh, DS needs a nerf but Self care doesn't...
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@Mister_xD said:
@Brady said:
@Mister_xD said:
Play Nurse and use two Add-Ons which remove 1 blink.
Now share the results down below. (you can post a picture or take a screenshot of your endgame results on Steam and share the link)And yes, I'm doing this to show how freakin bad her Add-Ons are and that they need to get reworked.
GL HF TO ALL CONTENDERS!
And may the Entitus be with you!You aren't supposed to stack removable blinks, so your argument is already biased.
The Nurse is more powerful without add-ons (imho) and if that's the case on an S Tier Killer, then her add-ons in which have negatives are justified.
You know why she is better without Add-Ons? because all of them remove a blink. a 1 blink, or even 0 blink, Nurse is unplayable. Her Add-Ons were balanced, when she had 3 blinks, but when they removed a blink, they should have thouughd about them as well, considering that they all are very rare add ons.
Her negatives on add-ons are justified.
"She needs better add-ons! They're trash! They make her more trash!"
Do you read what you're saying? If everyone is commonly agreed that she's better without the tampering effects of the add ons, then her add ons deserve the negative effects. She's an S Tier Killer, arguably the best. If you want her add-ons more powerful, then her base power needs nerfing and that's not something I can agree with. The Nurse is perfect where she sits right now.
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@Mister_xD said:
Play Nurse and use two Add-Ons which remove 1 blink.
Now share the results down below. (you can post a picture or take a screenshot of your endgame results on Steam and share the link)And yes, I'm doing this to show how freakin bad her Add-Ons are and that they need to get reworked.
GL HF TO ALL CONTENDERS!
And may the Entitus be with you!You aren't supposed to stack removable blinks, so your argument is already biased.
The Nurse is more powerful without add-ons (imho) and if that's the case on an S Tier Killer, then her add-ons in which have negatives are justified.
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I'm being hit through pallet drops all the time, the reason I stopped using pallet loops and went to window jukes instead. Better results too.
Also, blame peer to peer and how dedicated servers are the #1 wishlist for almost every player
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@Runiver said:
Too bad it doesn't affect the main exhaustion perk issue :
Sprint burst.They could have just left the exhaustion recovery and just give a condition to SB to balance it out with other exhaustion perks.
As someone who only really plays Survivor, I can confirm all other exhaustion perks are perfectly fine still. I get atleast a minimum of 6 lithe activations/game. Same with dead hard, though that one should be changed to the exhaustion nerf only applied while injured due it its usability, but it's still fine.
Lithe is more useful - and I'm glad they done something to shift the meta. It's more incentive to not use Sprint Burst (Since the nerf, this exhaustion perk is god awful)
@Peanits said:
I more or less share the same opinion. The only time I ever run sprint burst in the first place is when I'm leveling up a survivor and I don't have any other good perks yet. I hate using this term because it sounds so condescending, but it really is a 'crutch' perk. You can do perfectly fine in a chase without it if you know what you're doing. You don't need it, and you can do just fine without it, but some people have become dependent on it.Regarding the other exhaustion perks: I feel that way about dead hard, because the difference is dodging one attack (a minuscule distance gain, you're still boned unless there's a pallet or window nearby), versus and significant distance gain from something like sprint burst. But Lithe and Balanced Landing are both just as powerful in the right hands. The exception being BL, where depending on the map/generation, you could be completely screwed with only one or two (or zero) spots to activate it, though I would attribute this more towards an issue with the maps themselves than the perk. It would be fantastic if every map could get a pass at some point to ensure that each has at least a couple spots where you could activate it.
Lithe, though, I could very easily activate that multiple times in a chase, and if you run tiles the correct way, you also force the killer to vault or go around the window, buying you even more distance.
Yeah I agree with what's said here;
Lithe is currently the most powerful exhaustion perk. Tiles are important, especially if you're running the two window loop strat with mindgames. Lithe is perfect for that as it allows for further mindgames, often I'll escape a chase by just this perk + lightweight.
Again, we needed a meta shift. I've never seen Balanced Landing used so much til now.
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Are you being serious in this thread? Or are you just messing with us?
If you want tips I'll give you some
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@RemoveSWF said:
Your mistake is thinking that all a killer's perks need to have synergy with each other. There are different perks for different playstyles.Some perks aren't even suitable for the killer they come with - look at Monitor and Abuse on Doctor, for example.
You have to mix and match all perks to get the results you want. STBFL and Dying Light are both very viable perks if used correctly, they just don't necessarily work well together.
I'm not a killer main, so as a Survivor it really just makes no sense to me - why would you want to kill your obsession if you lose tokens and such from them?
But, I can see what you're saying and it does make sense.
Also, they stated in a stream or youtube video they want to have teachable perks be synergized.
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@Mercury said:
I'd rather have it, like other people often mention, reducing the of other Survivors working with you.No, because the amount of times the killer goes after the other person without realizing im there with Technician is fun :P
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The Entity is an unobservable (Noumenon) and due to entity realism, what you've described is manipulative success of phenomenons.
Remember, In the fog it is The Entity
But yes, Light does seem to be a genuine weakness.
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@Dabrownman1812 said:
Survivor mains who don't want to adapt. I'm a survivor main who doesn't use sprint burst. Due to mechanics and balance, your proposition wouldnt be a balanced solution. Lore wise, how can you recover from exhaustion while running? They updated the instaheal and adrenaline to counter freddy as to make sense. Play killer more and you'll understand, i play a lot of both sides. See how the mechanics aren't on the killers side, they don't have the power role.Love this.
Adapt. Don't rely on your Sprint Burst. Run earlier, use different ones like Lithe or Balanced Landing (Lithe is more useful than Sprint Burst as it stands right now).
Just adapt. All changes BHVR makes can't please everyone.
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It's easy to pip unless you're hard tunneled, but you should be skilled enough to atleast lose the killer so maybe you deserve that depip.
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As a Survivor I'm loving the new update. Lithe feels more useful and it has been, definitely something I didn't expect.
Also, flashlights aren't dead, they just aren't so common which was a need for balance.
Step in the right direction.
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tbh my only problem with this update is there fact every match is just ultra rare add ons for every killer and it's giving me such a headache lol
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i dont even get it cause its a QoL update for Killers that's needed and from what I've played, only a pick up speed and exhaustion rate is changed??? nothing else you can still loop a killer insanely...
i kinda enjoy the changes as a survivor, it seems like the meta is shifting!
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You can literally play without any perks, I've done it with a double pip and no hook...
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I'm a pure survivor main and you're complaints are entitlement, as there's NOTHING wrong with this update. Killers are slightly a bigger threat and that's good. Also, I was skeptical as ######### with the exhaustion nerf but I've had SB and lithe activate atleast 6 times in one match. Not a problem there...
The only thing wrong with this match is the tinkerer bug which should've been instantly fixed but whatever, it's BHVR.
Just adapt you whiny brats, but if you leave, you will not be missed
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@TheBretzel said:
Nice read.The timeline effect is a very complicated factor in the Entity's world and is even more difficult to explain, for the only reason that it combines more than just one timeline. It's a Nexus, like the Devs explained, and they choose THE most complicated thing to base the lore upon by making the Nexus's tendrils interact with each other...(Damn you devs! jk I love you all) I initially planned to do a thread about it but I'll come back to this one instead for reference.
Multiverses combined with multiple realms and pocket dimensions is something that needs clarification and that is also visually present in the game.
Altough you missed some in-game things to further support your theory, there's plenty here for it to stand. Thanks for writing all this It sure makes looking for things easier when you can come back to 1 place.
P.S : Vigo making the hatch is debatable :^)
I did Nine hours of research along with a few hours making this thread; so thank you!
Yeah, The Nexus would explain the time loop. Perhaps I'll edit it when I have time. But, Nexus' do fall under Multiverses and all relating to that stuff that's explained throughout. Also, I don't exactly have a science degree and with Nexus and temporal paradoxes the internet tends to be vague on them. I'll definitely do some further digging and update it. After about 9 or 10 hours, I started getting half-assed whoops lol. I appreciate the feedback!
Also, goddamn vigo y u no creat hatsh
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@Orion said:
@Brady said:
@Orion said:
The Nurse is only in that spot because Survivors don't adapt to her. There are endless guides on how to escape the Nurse, but they'd rather complain about her and ask for nerfs than change their gameplay for once.Nurse. Is. Where. All. Killers. Should. Be. Except. Stealthy. Killers.
How does that invalidate what I said?
it doesn't
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@Orion said:
The Nurse is only in that spot because Survivors don't adapt to her. There are endless guides on how to escape the Nurse, but they'd rather complain about her and ask for nerfs than change their gameplay for once.Nurse. Is. Where. All. Killers. Should. Be. Except. Stealthy. Killers.
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Wait, yall throwing hands cause he "stole" a title thats commonly said throughout the community?
ok, heres your entitled check of some monopoly money weird asses
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Awwwww that was me when I first played with this guy I met for the first time
I was shitting myself, almost literally. I'd blow up a generator and then hide in a locker for 2 minutes
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whoops!
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MEG WHEN SHE SCREAMS FROM THE DOCTOR MAKES ME WANNA ######### HER THEN BASH HER SKULL
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LMAO that build is so loki
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@Runiver said:
@Brady said:
@Runiver said:
@Orion said:
@Tzeentchling9 said:
"Just chase someone else!"Pls ignore all four Survivors have the perk in question
Also ignore that Killers should never have to give up chasing a Survivor, since they're supposed to be the power role.
I did talk to devs about that.
They weren't quite aware that killers had to drop most chases in the game due to perks/map setups 'till recently.
They clearly stated "Killers shouldn't have to drop chases, survivors should be the ones trying to lose killers."Not sure how they didn't notice it's the opposite since day 1.
I mean you're right, but the current state this game is in IS NOT A STEALTH ONE. I often depip or safety (no pip) if I play stealthy and not in the Killers face at some point in the trial. Not to mention the new perk changes make stealth more favorable for the Killer (I mean really.... @ Tinkerer & Dark Sense/Bitter changes)
Idk, just wish stealth was highly respected in this game but it isn't. Them saying that statement makes me laugh, don't they play their own game? :P I'm surprised they took that long to notice
Who cares about pips honestly.
Stealth being a thing however, would be a great thing, especially point wise somehow.Whatever, this game is built to be toxic, and you cannot be toxic playing stealthy unless you hold the game hostage so meh.
The common reaction to this game: "meh"
but seriously, they've even admitted that their focus are almost one thing for this game: The chase. If they are really focusing on the chase aspect of the game, no wonder it's falling off a cliff.
yeah, I just like getting a few pips so I don't stay in Rank 20 when I take breaks (that's changed now). I don't find it fun to be above the skill level, with a full set of Tier III perks, playing with & against some newbies in Rank 20 who throws hatchets into the sky or hiding in a locker with crows
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@Runiver said:
@Orion said:
@Tzeentchling9 said:
"Just chase someone else!"Pls ignore all four Survivors have the perk in question
Also ignore that Killers should never have to give up chasing a Survivor, since they're supposed to be the power role.
I did talk to devs about that.
They weren't quite aware that killers had to drop most chases in the game due to perks/map setups 'till recently.
They clearly stated "Killers shouldn't have to drop chases, survivors should be the ones trying to lose killers."Not sure how they didn't notice it's the opposite since day 1.
I mean you're right, but the current state this game is in IS NOT A STEALTH ONE. I often depip or safety (no pip) if I play stealthy and not in the Killers face at some point in the trial. Not to mention the new perk changes make stealth more favorable for the Killer (I mean really.... @ Tinkerer & Dark Sense/Bitter changes)
Idk, just wish stealth was highly respected in this game but it isn't. Them saying that statement makes me laugh, don't they play their own game? :P I'm surprised they took that long to notice
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https://www.connectsafely.org/tips-to-help-stop-cyberbullying/
For those who have played SWF then have came here to complain about it, I have an article JUST for you!
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@Rattman said:
Also, gonna leave it here too
I like this picture. I know this probably means nothing but hear me out,
One thing I've observed about "Dead by Daylight" is that daylight is not present once in the entire game. They're stuck in a loop, but only for the duration of the night. Never are they present during the daylight in this loop. That means, it is essentially a time loop and not a casual one.
"time loops are constantly resetting: when a certain condition is met, such as a death of a character or a clock reaches a certain time, the loop starts again, with one or more characters retaining the memories from the previous loop.[3]:207" (https://en.wikipedia.org/wiki/Time_loop) This link is from Wikipedia, so it's skeptical to say for credibility.
If we are however using this statement, that means that something at the end of the loop they're stuck in, either the time is up or some specific conditions were met that would reset the loop (i.e A Survivor being sacrificed on hook or escaping via the hatch or exit gates).
Also, it's quick to note some really important information:
Thanks to @TheBretzel with the theory (and seemingly well proved) about The Entity's Weakness and further information on other existing realms, (Check here: ttps://forum.deadbydaylight.com/en/discussion/5278/the-entitys-weakness-revealed-and-proved#latest)
Key points I'd like to mention from that thread:
- Multiple realms exist within The Entity's; such as The Spirit World and The Dream World
- Wraith & Nurse have direct access with them as proven by their powers
- "Anything affected by the Spirit World is weak towards intense light"
The Thread continues on explaining about how the Entity resides in the Spirit World and how Survivors when hooked, also have slight access. Really, if you have the time, go read it.
So if the Entity mostly resides in the Spirit World, and is very weak towards intense light, it could be speculated that the Entity's biggest weakness would be Daylight itself.
I mean, it would make sense, since even flashlights are a weakness. So maybe the answer to breaking the loop has to do with achieving daylight in these realms to leave. I guess if you aren't Dead by Daylight, that is. :P
But in all seriousness, I like this picture. I feel like it'd look like this. Not to mention, it's speculated that the entity comes out as that black smoke at the camp fire. Looks like the fire went out.
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Loved them all

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@LRGamer said:
Brady said:@LRGamer said:
Increase the Dream Transition Time
Remove the Wake Up effect from Self Care Skillchecks and Adrenalin
Make Freddy be able to Walk through Walls and Obstacles even in a Chase
I've played against Freddy without Self-Care, biggest tunnelling game(s) i've ever seen. It's pretty unfun. Doable to say, but it isn't fun running around in a 5 minute chase because you're practically screwed when injured unless you get a lucky skillcheck via a gen first or run him around long enough for an exit to get open (which usually ends up happening)
If you take off the ability to wake up via failed skill checks then I would expect an adjustment towards his aura reading. I mean, because I couldn't wake myself up except via a gen, I was consistently escaping chases, 2 seconds later he leaves the TR just so he could aura read and came and got me again and again and again and it repeated because I couldn't make it to a gen in time to screw off.
What I think Freddy needs:
5s. Base Time Transition
Multisleep power
When Transitioning, actions such as cleansing, repairing, healing, searching, and sabotaging are interrupted and cannot be performed.
That'll help him from stopping hexes, etc. which is his main problem
You should look at Freddy on Rank 1
I have
He's pathetic, but trust me when I say I'm sure they tested out NOT waking up from failed self-care skill checks and found it not the best outcome (clearly), there are other ways to buff Freddy and make him viable without that way.
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@Vortexas said:
@Wicked_Django said:
How can the developers ban voice chat? Isnt discord a third-party software? Also, I don’t think there would be a way for them to eliminate party chat on console eitherThere is no way to eliminate it.
We just need the option to Avoid SWF entirely. I don't want to play the game with people that are hell bent on trying to break it, and be toxic.
Adapt or Die!!
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@LRGamer said:
Increase the Dream Transition Time
Remove the Wake Up effect from Self Care Skillchecks and Adrenalin
Make Freddy be able to Walk through Walls and Obstacles even in a ChaseI've played against Freddy without Self-Care, biggest tunnelling game(s) i've ever seen. It's pretty unfun. Doable to say, but it isn't fun running around in a 5 minute chase because you're practically screwed when injured unless you get a lucky skillcheck via a gen first or run him around long enough for an exit to get open (which usually ends up happening)
If you take off the ability to wake up via failed skill checks then I would expect an adjustment towards his aura reading. I mean, because I couldn't wake myself up except via a gen, I was consistently escaping chases, 2 seconds later he leaves the TR just so he could aura read and came and got me again and again and again and it repeated because I couldn't make it to a gen in time to screw off.
What I think Freddy needs:
5s. Base Time Transition
Multisleep power
When Transitioning, actions such as cleansing, repairing, healing, searching, and sabotaging are interrupted and cannot be performed.That'll help him from stopping hexes, etc. which is his main problem
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Yawn, welcome to threat 300 202 of "we don't wanna play with SWF"
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From my use of it + Urban Evasion, it's proven to be the most underrated perk in the game. The amount of times i've finished a generator infront of someone + during a chase in general is satisfying and nice. Use it with urban and it'll be hard to get caught at a gen.
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Camping's part of the game.... intentionally.... get over it
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She's just popular
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If I'm being totally honest, I use Decisive in low ranks a lot. This is only because unlike Rank 1, most survivors are too scared and new to the game to know how to play. Otherwise, Rank 1 is perfectly viable without and all it is, is infact a crutch.
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Splatoon, Overwatch, Super Mario Kart, MArio Kart DS, Super Circuit Mario kart, Mario Kart Wii, Mario Kart double dash, mario kart 8, Legend of Zelda All of SNES, NES, DS, Gamecube, N64, even Wii U (Ocarina and Majoras Mask ftw) Mario Sunshine, Mario RPG, Mario Galaxy 1 & 2, Super mario (all of them until Wii U With Mario 3D Land), Nier: Automata, GTA growing up, COD, Payday, Destiny's, Things like Stardew Valley, Smite, Paragon, League, so, so much more.
But DbD drew me in as it was nothing like before like those titles. It was INTERESTING
I've even played ######### like Banzo & kazooie, James Bond 007, World of Warcraft, Habbo... I can go on.
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Both ends.
From my experience, when I was on PS4 after being on PC a bit, I noticed the lower you go the more "close" killers stay to the hook and how less competent survivors are. Obviously this isn't 100% the case, but most survivors bolt off regardless of whether they know you have We'll Make it or not. PC isn't as bad
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@MineAntoiya said:
Your statement contradicts my Rank 1 experience. Also, It is fine to ask questions to get a joint consensus on the state of a perk. I am not many, therefore my opinion may not be of many. Mind blown yet?
PC Rank 1 is a different story, I'll come to see it's useful some times
PS4 Rank1 We'll Make it sucks dick
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@xxaggieboyxx said:
Not defending noed seeing is how I don't use it but killers are supposed to be strong and scary. The perks are supposed to help killers kill and noed does. Survivor perks are meant to help them survive and they do but the difference is... almost every strong killer perk has a counter to it, there is always something survivors can do to counter if they know they have it or think they have it.noed break all totems or find the totem
ruin break the totem which is almost always in a bad spot
nurses calling just don't heal when they are around or simply stop healing(not as simple for smaller terror radios killers but I stand by my point)
bbq and chili hide behind gens or get closer
devour hope break the totem or save someone before the killer gets too far.(but hook rushing isn't good I wouldn't recommend that unless they are 1 away from Mori)
make your choice simply hide when you get exposed or save them before they get far awaywhat can killers do against all the strong survivor perks to completely counter them and make them useless?? If you have an anctual answer I wanna hear it lol(not a joke)
You're forgetting one thing. Although I don't entirely disagree with you, here's the thing you're missing.
Killer perks are evidently meant to be x4 stronger. Nurse's is strong as well if it didn't have a minimum radius requirement, same with BBQ and Chilli. NoED would be overpowered if it wasn't a hex perk, and same goes for Ruin. Imagine if Devour Hope didn't even have a hex? You think THAT would be fair?... The problem lies within totem placements and lack of effort revolving around totem cleansing not the mechanic of the perks itself.
Your powers effect all 4 survivors where as a survivor perk is limited to 1 person.
So of course your perks are going to have counters. They intended this game without SWF, meaning that you should have a chance to go up against the Killer if it was just a survivor vs killer.
While I agree it is frustrating to have your hex cleansed 1 minute within your game, and the amount of times they've claimed to fix that (they haven't) is dumb, but your complaints that your perks have counters because (not only do you have a power to catch survivors, but perks and add ons ontop of that to help. I mean, have you even seen Myers Ultra rare add ons?) but apparently nothing is enough for you guys to be happy. From both survivors and Killers it's always the case of "we want more!" because it's proven to not help you every single time.
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Are you seriously asking if We'll Make it is OP...
No. It isn't. People tunnel and camp so hard these days it's not worth bringing it over Borrowed Time. Speaking from experience, in high ranks this perk is useless these days. Not many people bother leave the radius of the hook to begin with, and by the time you have healed them and the Killer reaches you, you're basically just trading off a hit.
I used to run this perk like cocaine until the evolution of the game resulted in babysitting the hooks (for the most part) and I've found Borrowed Time way more valuable than We'll Make It as it full-blown counters camping and somewhat tunneling.
I don't have a problem with camping and tunneling, but we'll make it doesn't help me in those situations whatsoever. Only in SWF will I run We'll Make It.
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I mean, atleast you didn't have two of your hexes spawn next to each other, with a third dull too. It was a triangle of totems, quite literally.
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@MegaWaffle said:
@Brady said:
Sprint Burst needed a nerf not exhaustion, so their idea of fixing sprint burst is by ruining exhaustion.Doesn't make sense. It'll become the only exhaustion perk if this nerf is released due to every other one becoming incredibly less powerful than Sprint Burst.
Calm down Brady. You will get your perk cooldown back after you hang on that hook for awhile.

Oh, I don't run Sprint Burst. I usually only do when i'm in SWF.
But you all wanted Sprint Burst to be nerfed specifically, um... not exhaustion. You got more than what you bargained for.
I mean, you know I run Iron Will, Urban, Lightweight, and Dead Hard usually right? or even trade DH for Technician.
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Sprint Burst needed a nerf not exhaustion, so their idea of fixing sprint burst is by ruining exhaustion.
Doesn't make sense. It'll become the only exhaustion perk if this nerf is released due to every other one becoming incredibly less powerful than Sprint Burst.
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@Hillbilly420 said:
@Azakura said:
You're asking for huge changes, that would cost lots of money to change, test and refine. This is a $30 game not a game with a monthly subscription where something like that could even be realistic.Even if they did make sweeping changes they would still have some people unhappy or possibly ruin their game.
Or they can make small controlled improvements that is cost effective and keeps the core of the game strong.
https://www.youtube.com/watch?v=aeFuq5Q0OXoLet's break down this bit of mental gymnastics:
"You're asking for huge changes"
Yes, that's the only thing you got right. These would be big changes.
"that would cost lots of money to change, test and refine."
That's debatable. Very debatable because there's maybe 6-10 people overall working on DbD on varying aspects of the game from coding, to QA'ing and designing assets. So, would let's say removing the number of pallets in certain maps cost -as you put it- a ton of money? Probably not because that would come down to 1-2 people figuring out how to do that. And they would save money in the QA process with a PTB.
So would it cost hundreds of thousands of dollars to remove pallet lands and windows like you're trying to spin it? Probably not.
"This is a $30 game not a game with a monthly subscription where something like that could even be realistic."
I don't know what country you're from where the currency exchange might be poor but this is a $20 game. It's actually a $10 game during a sale. Plus it just had it's highest number of players online at once at 46K during the Double BP Event. So try again. Plus there's no dedicated servers to host so Behavior isn't paying the bill for a server farm. They're doing very well right now.
" Even if they did make sweeping changes they would still have some people unhappy or possibly ruin their game. "
Just like you whining right now? And this is why they have a PTB system.
" Or they can make small controlled improvements that is cost effective and keeps the core of the game strong."
Which is what they're already doing... I'm sorry, did you even have a point to make or do you just enjoy writing a bunch of nonsense so you can read it to your self?
Get off my thread if you're going to be rude about this discussion.
Just made points as to what she thinks, if you don't like it either nicely say why or get out of here
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@Azakura said:
Brady said:@Azakura said:
You're asking for huge changes, that would cost lots of money to change, test and refine. This is a $30 game not a game with a monthly subscription where something like that could even be realistic.
Even if they did make sweeping changes they would still have some people unhappy or possibly ruin their game.
Or they can make small controlled improvements that is cost effective and keeps the core of the game strong.
They've released $10 skins, and other DLC. Instead of putting that money towards use of resources, they state it'll be going for more future content.
It's an extensive overhaul, but look at these forums. Look at the Steam forums. Look at Youtube. It's all just complaints. That's it.
It's a lot for a $30 game, you're right, but I mean, if it means it'll improve the community, who knows.
Every game has complainers, Siege had diving and hacking but its a huge game. This game is a really highly played game for a small dev team and for being half priced of AAA games.
The improvement to pallets not being able ti be dropped and slingshoted through was a huge improvement and helped a lot. Small changes like these are slowly helping with the balance ans the core game and I think it'll be best to not cripple the game with huge changes which might make it much worse.
I see your point, and understand it, but I disagree. Let's agree to disagree. Of course, I don't think the changes should be forced through in the base game, obviously undergo some serious testing. But a lot of what their fixes include are just bandaid fixes.
I mean, I get more pallet stuns than ever. Pallet loops are still there. Even though the vaccuums gone, doesn't mean the original problem isn't there.
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@Hillbilly420 said:
@Brady said:
@Hillbilly420 said:
@Brady said:
@Hillbilly420 said:
You can counter NOED by cleansing all the totems. You can't counter DS unless you get really lucky.That said, so long as the DS nerf is a good nerf then yeah, do whatever to NOED. Killers wouldn't give a [BAD WORD]. Killers don't rely on NOED nearly as much as Survivors that rely on their DS crutch.
Um, most killers rely on their NoED.
But, you're right. My SWF group always count how many dull totems are taken out. Just. Take. Out. The. Dulls. MAKE IT A THING.
Tell me breh, how do you counter DS?
INB4 he say's "Well, you know, uh, use Enduring!"
You don't but why you asking me, I'm just saying be smart and take out the totems. No need to get defensive over something I never mentioned.
Meant to quote the OP. So my mistake. But your opinion is still wrong.
Huh? How is it wrong? You've got me confused.