Avatar

Rezblaze

Rezblaze

About

Username
Rezblaze
Joined
Visits
0
Last Active
—

Comments

  • @MysticMusician said:

    If ya'll just complain about the game so much why even play it

    "We should improve this game somewhat."

    "And yet you play it. How curious. I am very smart."

  • Here is a few perks (Killer) that don't really need cooldowns:

    - Play With Your Food

    You already have to lose the Obsession for it to gain a stack. A 15 second cooldown seems redundant.

    - Thrilling Tremors

    Already has a niche condition. Cooldown can be shortened. I get they don't want people to drop people and put them down, but cmon. It doesn't need to be as long as it does. 15 seconds, 20 tops.

  • @Peanits said:

    Just to make it clear, not all perks are designed to be the new best. Specifically making things that are going to be the new best is how power creep happens, and that's not something we want. Often times we'll make perks that offer alternative ways to play. Something like Head On might not be that powerful, but it's fun to use and adds some variety to the game.

    Okay but while this is true, it would also end up making certain sets of plays redundant.

    Beast of Prey, for example, doesnt offer an alternative form of play. It rewards you too little too late.

    If BoP worked on a token system, maybe it would be more worth it to keep hitting Bloodlust, as prolonging chases would have more permanence. Like for every time you hit a Bloodlust tier, you get a token for a max of 10 tokens, which grants you 5 seconds of Undetectable after ending a chase while Beast of Prey is active. This would greatly reward prolonged chases more than it does now.

    Some perks are either too useless, too situational with little reward, or just has too many variables. Yes, not all of them have to be meta changing but they should at least keep up with the current meta perks in terms of being useful.

    Cruel Limits in particular is pretty ######### insulting as a perk. No changes for two chapters now.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1123736#Comment_1123736

    See, I don't agree with the dropping of the Pallet for Cruel Limits either. Cruel Limits is niche; you have to be near a completed generator, which means you're being dragged away from where you can pressure already. Having a direct in-game counter where just dropping a pallet will unblock them will cause survivors to either drop a pallet after a gen is done to get it all unblocked, or to just wait and chase you over there, only to -inevitably- drop the pallet and unblock, which makes the perk as useless as it was before. This is especially true if the gen area has multiple pallets, like the central area of Lerys.

    That's good, the survivors are prematurely wasting their most precious resources to free up vaults and broken walls.

    Furthermore, dropping a pallet only frees up that area, the rest of the map is still affected by Cruel Limits. 😁

    They would have used the pallet anyway if they were running you to a desolate part of the map. Remember that the distance you make toward the end of the map that has generators completed, that's less pressure you have on gens that are not already done.

    If you get ran there, and they drop the pallet, they can now run the tile as normal.

    The best option would be to not get into that chase and keep pressuring gens. It doesn't reward you enough for chasing the bait.

  • See, I don't agree with the dropping of the Pallet for Cruel Limits either. Cruel Limits is niche; you have to be near a completed generator, which means you're being dragged away from where you can pressure already. Having a direct in-game counter where just dropping a pallet will unblock them will cause survivors to either drop a pallet after a gen is done to get it all unblocked, or to just wait and chase you over there, only to -inevitably- drop the pallet and unblock, which makes the perk as useless as it was before. This is especially true if the gen area has multiple pallets, like the central area of Lerys.

  • I like your Hemorrhage and Bloodhound buff.

    Hemorrhage has more meaning to it as it almost literally attaches a string to the Survivor. Blood is pretty easy to track already, but having it trail behind a survivor in intervals is very scary for the injured person.

    Bloodhound in your case needs a bit of a nerf. I don't think it should reveal all injured survivors when you JUST HIT someone. That's twice in a chase you can see survivors. I especially don't think it should be for ten seconds. Maybe JUST when you injure a survivor, which can second as a good chasing perk as it reveals their aura for a moment. But reduce that 10 seconds to like, 3/4/5 seconds on rarity.

    Cruel Limits in your case is a bit less redundant than its current state, but still too weak and suffers from a similar issue; unless the Killer is in a chase, the Killer is usually searching for survivors. If this goes off and he isn't on a survivor, this is useless. Still too niche for me. I do think that it should be changed so that every completed gen permanently blocks all vault points in range of it. BHVR doesn't like permanent modifiers but it would make it a strong late-game perk if you chase someone into an area with a completed generator. Makes it more claustrophobic.

    There are so many ways you can buff Cruel Limits, which only attributes to how bad the perk is.

  • @thefallenloser said:

    But... why?

    Hag is a pretty strong killer and her power is fine. These changes seem overly complicated and would be much better suited on a new Killer with some tweaking.

    Yes. Please, buff the Clown.

  • We've been suggesting changes based on ranks for a while. But they don't listen.

  • @meatisadelicacy said:

    So is an ebony mori. Insta heals have been nerfed into irrelevancy. Medkits and addons have been broken for how long? Toolboxes are getting nerfed. Ebony moris remain untouched. I get more ebony moris than I get purple medkits or certain green addons combined. Stop complaining.

    Everyone brings up "But whataboutthis"?! When they have nothing to defend.

  • @chase131119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118048#Comment_1118048

    How is pink mori more rare than keys? At most killers only have three pink items in their bloodweb, hell some have ONLY a pink mori like Billy and Leatherface. You can get 1 or 2 every single bloodweb.

    Survivors have pink key, rainbow map, syringe, odd bulb, brand new part. 5 vs 3 (some killers only 5 v 1/5 v 2).

    Survivors have two rarity of keys which give them the hatch. Purple and Pink.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118048#Comment_1118048

    Moris are not as unfair as keys? What makes you think that way?

    I lost many games where i found a key or someone of the other survivors had one, but i never (!) lost a game with a red mori and it is super rare to see a killer on Rank 1 not getting a 4K with red mori. Mori is by far the most unfair and unfun thing in DbD. I also would say, a green one is better then a key. You can break the game 3v1 instantly, and a 3v1 in early game is an autoloss for even the best survivors.

    Yet.. i must say that keys are also unfair, but saying that mori is weaker then keys... come on... really?

    How about both has to go? Mori and key. As a survivor I would trade keys for moris any day.

    Survivors have not one, but two key items that unlock the Hatch. Purple and Red.

    Green Mori, while powerful, can only be used once and a survivor team can still operate in the match.

    A Purple and Red Key can instantly win a match for -all survivors- ignoring any concept of late game.

    Not only that, but the Survivors can guess on a Mori as its presented as an OFFERING. Killers have to guess what that tiny little object in the survivor's hands may be in rarity.

    Green may ######### you up in Early Game, but a Hatch will ######### you up regardless of how many kills you have, regardless if the Survivors are doing well or poorly, regardless if you have a late game strategy. Its like getting into a crash at 20 MPH versus getting in a crash when you're zooming down a highway at 80 MPH. Sure, you crash either way, and they're both crashes, but they're not even in the same ballpark in terms of ridiculous damage.

    Obviously this does not go for Pink Mori.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118048#Comment_1118048

    Lol moris are easily as bad. At least with hatch you need gens done.

    green mori is just as BS as the red for the survivor that gets hit with it

    You ######### kidding me?

    A killer has to hook each survivor 3 times. For a total of 12 hooks.

    Green Mori bypasses two of these hooks. Requiring, if used, only a mere 10 hooks for a 4k 'win'. That bypasses 1/6 of their objective.

    A key to unlock a hatch, while also bypassing 1/6 of their objective, is not nearly as fair, because unlike the Green Mori, *it activates for EVERYONE in the match, not just for the single survivor*.

    Meaning, a Mori'd survivor can mean the other three can still recover, or do objectives. The Killer has one OFFERING that gives him the chance to do this to all survivors.

    The Survivors have not one, but TWO ITEMS that can open the hatch and instantly win matches for all survivors.

    Don't you even DARE compare a Green Mori to a Purple or Pink Key.

  • Hatch Keys completely negate the game.

    It lets the survivors bypass their entire main objective.

    And while Moris can be pretty unfair, they are NOT at the level of absurdity that keys are. The only really unfair one is the Pink Mori, which can easily be balanced out and is far rarer than keys are.

  • If one can make comments to help keep this up that'd be appreciated. This took like, three hours to do x.x

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115833#Comment_1115833

    So you vault a window...then what? They'll just run to another loop and you do it all over again. It doesn't stop god loops because good players only need to use them once to gain distance. It also tells me as a survivor that a killer can't run a certain tile so they rush to the window and block it off so they don't have to do that. It's such a trash perk, id even consider it to be a crutch for some players because they rely on it too much.

    All perks are crutches.

    Name me one perk that isn't a crutch.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116000#Comment_1116000

    Yeah, but who uses late game builds except new killers or those that lack confidence in getting 4ks before gennys all pop?

    And there is a lot of mind games throughout a match that allows the opportunity to out play your opponent. Why would you sacrifice your early and mid game unless you lack the confidence in that part of your game?

    Noed is a crutch that rewards bad game play. Use it if you like, but it's like DS for a survivor , it's a crutch. You do nothing to benefit from a perk.

    You do nothing to benefit from all perks.

    And perks almost have zero bearing on mind-gaming. Some even nullify their use, like Play With Your Food which can close down certain loops at three stacks.

    You could use the argument you're using for literally every perk.

    "Oh, using Prove Thyself? Don't have confidence in your ability to repair gens?"

    "Oh, Dark Devotion? Don't have the confidence to run up to people on your own? Gotta play stealthy?"

    "Hmm, Infectious Fright? Can't handle finding people on your own?"

    Literally just remove perks if you have a problem with it.

  • @Clevite said:

    Noed rewards bad play. Like it or not. You put noed on you are already admitting you can't prevent gennys from getting done.

    I have 7 devotions as killer and I know how hard killer can be. But I wont use noed because it's a waste of a slot . Kill em before gens all get done or take the loss.

    Of course play how you like. I have no problem as survivor blowing up your noed and saving my friends. But dont act like noed means you outplayed anyone.

    Have you seen any of these perks? They're all no-skill. They activate under conditions. None of them involve outplaying people. Its about catering your playstyle to a certain build and tactic.

    NoED caters to an entirely Late Game build, sacrificing the potential for good Early and Mid Game for a clutch Late Game. You don't 'deserve' anything other than a down if you're so big headed you think you're above being punished for your lacking foresight.

  • @FoxWolfFrostFire said:

    So you can willingly break your chain by missing a melee attack if you don't want to take the stun. Could Unrelenting open up better chase and anti loop because of this?

    That's actually a good point. Unrelenting (Save the Best For Last as well) would be great on him to add some extra forgiveness toward the chain break.

    He already slows down enough from his power, its actually kind annoying.

  • @drimmalor said:

    It's definitely a build I want to try - 16 meter TR is nasty on any killer, especially ones that can easily close that distance. I don't know how good Dark Devotion would be on it though, since a small TR is close to no TR to begin with.

    I'd replace Furtive Chase since its just an awful perk with Nemesis actually, since that inflicts Obliviousness.

    Plus if you get stunned and hit the obsession, you create a new one anyway, and it inflicts Obliviousness. Means easier times switching obsessions, which means more chances to activate Dark Devotion.

    And Dark Devotion will always have a survivor carry a 32 meter terror radius regardless of killer terror radius.

  • @DamienDuff said:

    is it morally okay to watch the video although deep inside I'm pretty certain I'm way better than him at killer?

    You sound like a terrible person in general so idk if I'd want to take moral advice from someone with such hubris.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115774#Comment_1115774

    Unless it gets gutted when changed for the live release, I would use Hangman's Trick in place of Furtive Chase.

    I'm 100% joking.

  • @chase131119 said:

    Is... is this a serious post? The perk is already terrible and very situational, needs Agitation and maybe Iron Grasp to make it work (wasting perk slots), ect. It's a meme build.

    I got the most OP build here:

    Agitation

    Mad Grit

    Iron Grasp

    Furtive Chase


    No way the survivors escape from this unless they're hacking.

  • @lazytension said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115745#Comment_1115745

    If stating my opinion is classified as "bitching", then so be it. I'm simply stating that this perk is OP. If the killer suffers no cool-down on hitting a survivor, what sense does it make for the wiggle meter progression to stop? Depending on the location of the survivors, the killer could easily get several hits and potentially down someone before I could even get half-way throw wiggling.

    You realize that the Killer is at 90% speed when carrying a survivor, right? The only way to go above that is with Agitation. Even then, he isn't fast enough to run loops.

    He would need TWO perk slots to utilize Mad Grit for the four seconds it pauses the timer, and to be -slightly- faster than a survivor.

    A person would literally have to stand directly in front of the killer for him to use the perk which affects about 10% of Killer gameplay and makes up what, thirty seconds of total Killer matches? Not to mention its using a perk slot that could be stronger perks.

  • #########?

    The perk is already a meme.

    Are you seriously bitching about it?

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115326#Comment_1115326

    Omg, stop saying that playing with NOED is like playing with 3 perks, its just not true.

    Gen time solo without toolbox is 5x80 = 400s

    Cleansing 5 totems (ONLY CLEANSING NOT FINDING) is 80s, so basically its as if there were 6 gens instead of 5

    Thanatophobia (AT FULL STACKS) gives you 16% gen slowdown. 400s/0.84≈476s

    So NOED total time = 480 seconds

    Thanatophobia max total time = 476 seconds

    Thanatophobia is definitely a perk, and it gives you less game slowdown than NOED... And Thanatophobia doesnt give you instadowns at the end of the game...

    This is a very long-winded way of saying, 'I don't want to spend 14 seconds on a Dull Totem I find throughout the match'.

    Also you neglect to take into account that you aren't stationary and vulnerable to the Killer while Cleansing like you are when you do a generator. You're vulnerable for 14 seconds, which is hardly any time at all compared to a gen where you can be forced off of it continuously, and can regress in speed.

  • @IronKnight55 said:

    NOED needs changed. I don't know what those changes should be, though. It pretty much gives the killer a free kill for doing absolutely nothing. The killer could stand in the corner all game and still get NOED. It needs some changes.

    It... Doesn't tho. It rewards the Killer for playing the Early and Mid Game with essentially three perks for a powerful perk that he can only use 10% of the match.

    And that assumes the survivors are too lazy to utilize the tools GIVEN TO THEM to cleanse Dull Totems and completely nullify the perk.

  • #########?

    Why would you want to immortalize infamous people *who have killed real innocents* into the game?

    Why not make ######### Mao a killer in DbD next?

  • @Coder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115179#Comment_1115179

    If it fixes loops, it is game changing. But it doesn't.

    If the wall is there, the tile is safe, but if it's not, is super unsafe. It's just the ez mode. I wish the tiles were not that safe, nor unsafe, so it gives the chance for a good killer to mindgame the survivor everywhere instead of forcing him to jump the same window 3 times.

    I think the idea is a band-aid patch instead of reworking the loops. It's better than nothing, of course, but it's not quite there yet, it needs A LOT of work.

    Or putting a token system on vaults. So that they get blocked after a certain amount of fast vaults rather than a certain number while in a chase.

    No survivor fast vaults outside of chases except to troll the killer with noise notifications. It also closes down camping loops that disengage chases if you try and mind-game it.

    Also prevents noise notification spam.

  • @Gh057f4C3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115163#Comment_1115163

    Hearing that traps late game meant nothing anymore was disheartening, but hopefully down the road there's some reconsideration in the handling of her ability and objective pressure. I feel like it's still possible for a Pig to be terrifying as long as she plays as oppressively as she can.

    Literally all they had to do was pause or slow down the end-game collapse timer while there was a bear trap on someone's head. That's all.

    Instead they nerf her entire kit and expect us to be happy.

    "A logical change. ;)"

  • @ProfessorDunwich said:

    It's a bone to killers. A very gimmicky, situational bone.

    Yeah. If there's a breakable wall there, why would I not break it immediately?

    At least a pallet needs to be thrown before you can break it. What benefit is there in breaking it early? It takes about as long as a pallet.

    If it fixes god loops on buildings, I'm all for it. But lets not pretend its some game-changing addition.

  • @Gh057f4C3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115149#Comment_1115149

    I get that the Pig was given a very unfair nerf to a system of gameplay that actually worked, however it didn't completely destroy the strength she has over slowing games. Then people complain that the lunge is useless, even though if you zig zag the lunge on a loop correctly you'll almost always get a hit.

    Well yeah, her Ambush is far from useless (It just needs more addons I think) but as I said above, she's been changed from a strategic killer to a killer whose power is a glorified slow-down.

    Slowing down the game is strong. It would be on any killer. But with that being her only power, it has no bite. Having a helmet isn't scary anymore in the Late Game. There's no value to saving your traps.

  • @Gh057f4C3 said:

    Excuse me sir, I have mained Pig and she is anything but weak. Just because a killer doesn't have an instadown ability like the killers you listed or a ridiculous hitbox doesn't mean they're bad. I hope you actually attempt to learn the character while playing instead of thinking your gonna get a 4k the first match you get.

    I've mained The Pig too.

    She is pathetic in her state. Helmets used to have strategic value to them for Early, Mid, and Late Game slowdown. Now there is no benefit to putting helms on Late Game. In fact, it works against you, as they can just hit the last gen and run through the escape given the helms no longer activate at the exit gate.

    "Logical changes" on an already average killer completely gimped her of any strategic value. The only thing going for her is stealth.

  • @SL33PY said:

    Is no one going to mention the fact the bubba is much worse than the pig even with his one shot? If they wanted to make the pig really strong make her dash one shot. Problem solved even tho survivors would not go for that at all and cry OP

    Bubba is a bad killer because he is badly designed. He was rushed and half his addons do nothing for his characters. Bubba isn't a bad killer in his own right; he's just straight broken. He needs a rework.

    The Pig, however, was once a competent and strategic killer who had a threatening power, who is now reduced to a glorified slow-down killer.

  • @Hoodied said:

    Pig is a good killer, you just need to learn when to place traps, save traps till last generator, and use crouch more

    Her only issue is the threat of the traps

    The Pig is a joke now. She used to be extremely threatening.

    But they nerfed her so ######### badly she isn't even a threat anymore. Just piles of unnecessary and redundant nerfs. Like having the helmets deactivate in her terror radius, while ALSO increasing the range of her radius… as a Stealth Killer...

    This is coming from someone who has mained Pig since her initial release and continued to use her in 2019. She's not nearly as threatening as she was, because she was given so many tweaks to make her "more fair to play against".

    Also, saving her traps for the last gen is a horrible idea, because survivors will just 99% a gen and keep it going until a trap is off the head. At that point, you're just slowing the game down, which you can do when the match is less dire and you have more breathing room. Her traps need to go on right away. Sure, in the past, you could save your traps for the Late Game and they -actually had strategy to it- but with her innumerable nerfs and zero addressing in the past years, there's no strategy to helms anymore; saving them has no impact on the game.

  • @DVD420 said:

    Obviously, I'm super glad the game is finally getting actually balanced and not just nerfed, but if we're talking about balance, what needs to be balanced/nerfed? In my opinion, keys need to be nerfed, as right now they're just frustrating as killer if the survivor knows where the hatch is. I think give the keys a use time that correlates to their rarity, like a green key is a 3 second use time and a red key is a 1 second use time. That way it prevents survivors from just teabagging the hatch until the killer is right there. In terms of killers, oh god. I just don't know where to start.

    But I want your opinions, as the community is always talking about balance, but rarely specifying.

    Keys do need a nerf.

    Mori's should require additional prerequisites, at least an Ebony Mori should. Perhaps instead of killing an individual survivor after their hook, the Killer has to first hook EVERYONE at least once before he can start killing. It effectively leaves the Mori the same in concept, but prevents the Killer from just picking them off right away and has to make them work for it first. Green and Yellow Mori can stay the same, they're pretty fair.

    Gen speed needs a nerf. Or at least an additional requirement. I proposed such in this thread: https://forum.deadbydaylight.com/en/discussion/131872/gen-pressure-still-needs-address-a-solution

    Servers obviously need fixing. Can't balance a game that can't decide if a Killers or Survivors power works or not.

  • @Dead_by_chrissy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094555#Comment_1094555

    Ah yes waste countless time in game countering a perk the killer MAYBE has. Brilliant idea.

    Yes... it is... because you're literally given the tools to REMOVE the potential perk from the game but you don't because... reasons? Too much time?

    But then you ######### because the perk is punishing you for not cleansing?

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113794#Comment_1113794

    Again, playing with NOED is not playing with 3 perks, NOED gives you over 80 seconds worth of gen slowdown, this is comperable to other slowdown perks in the game.

    NOED rewards failure, defending gens is your objective. Betting on the "last chance" is not bad by itself, but NOED requires no tokens/stacks to activate, so there is no difference of you played well or not, camping 1 person all game gives you the same NOED as getting 11 hooks and 3 kills.

    Both DS and NOED reward you when the other side does their objective. DS rewards you when the Killer gets many hooks in a short amount of time. Also you are guaranteed to to use DS, as you can just force it by doing gens/gates in front of the killer. Pairing it with Unbreakable gives you a guaranteed health state.

    And yes, Fire Up also rewards failure, except this perk has way weaker effect than NOED.

    Blood Warden does NOT reward failure, it rewards you for hooking someone during EGC, and this is a success, not a failure

    Well, firstly, no, defending gens isn't the killer's main objective. The Killer's objective is to kill survivors. Defending gens is simply required to prolong the match so that the Killer has a better chance to kill them before escaping. But it is not the Killer's primary concern here; it doesn't matter if you do zero gens or all the gens, in ten minutes or in three; what matters is if the Killer is able to sacrifice Survivors. His entire gameplay is centered around that concept. It DOESN'T center around gens, they just happen to be an obstacle. So right there your fundamental belief about the Killer's objective is flawed, and therefore so is the rest, but I'll address it anyway:


    NOED does have a requirement; it requires you to be in the late game for it to activate. The survivors' objective is -already done- when it activates and it risks the Killer losing on his own. That's the sacrifice it takes to get such a powerful perk. And that's WHY its so powerful; because its only active during 10% of the match. The other 90% the perk is sitting in a corner.

    Additionally, DS and Unbreakable as a combo does grant a guaranteed health state. But it also absorbs two perk slots for things that would actually be more beneficial. DS and Unbreakable are fine, even though the DS condition may be a little lengthy. Its a meme combo that's easy to read. Not sure why that's being seen as an issue here; its a perk for a reason. DS isn't an issue because it requires a survivor to already be hooked to punish a killer for being greedy; it wasn't okay before its nerf because it punishes the killer for simply playing the objective. Unbreakable punishes the killer for slugging, and can only be used once. Both of these conditions are avoidable, and both require the survivor to utilize a perk slot.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094791#Comment_1094791

    Oh, but it is DS for killers.

    Both of them reward failure, and DS also can be countered.

    By slugging the person for 60 seconds, leaving them alone for 60 seconds or tunnel on purpose and eat the DS early.

    Its just as absurd and wastes you just as much time and potential pressure as searching for all 5 dull totems or having to use perks and red items just for that purpose.

    This is objectively false.

    NoED rewards the killer for playing with three perks the whole match like a clown that he is, in order to reward him for late-game. It doesn't reward failure because he is actively making an effort to -prepare for the late game- via perks. You may as well remove Fire Up and Bloodwarden since they both activate or reward the killer for 'doing poorly'. Except you completely ignore the concept of Early Game, Mid Game, and Late Game and instead presume that all perks need to be active in Early Game to be fair.

    DS isn't a reward for failure either, as a Survivor has made the preparation for that event by using a perk slot, even if it isn't guaranteed to be used in the match.

    If using a precautionary tactic is "rewarding failure" then idk where you've been the last decade or two of video game development. Games and systems have this type of mechanic all the time.

  • @Mert_MK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094555#Comment_1094555

    Doubt it.

    Also have fun finding them all on Lery's/Hawkins without a Map, Small Game or Detective's Hunch to prevent NOED while someone is getting camped.

    People don't mind the exposed part of the perk. What people want is a requirement from the Killer to activate it. Could be anything, really. I just hate how this perk rewards those that chase/tunnel one survivor the whole game.

    Then... Run Small Game.

    Sorry, but I've been told a thousand times to "Just run x perk" as a killer. I'm kinda desensitized.

    I mean, if you don't find the totem and you don't want to spend the time finding it, then why should the killer be punished?

    Its the strongest late-game perk, but it still only activates at the late game. You're not gathering any bloodpoints by then anyone besides the escape BP. So what's the issue? Fairness? Is it fair that a Killer has to already wait the whole match and play it with three perk slots, only to have one activate toward the end that is not guaranteed to activate if all his totems are down? ######### that.

  • @LeonardPChurch said:

    https://forum.deadbydaylight.com/en/discussion/131803/lets-all-chill-with-these-im-dissapointed-1-threads

    What? Ghostface doesnt even work! Have you played as him or against him? Dedicated servers broke the stalk mechanic (*but hey hitboxes RIGHT??? LOL)

    He is "Unfinished / erroneous lines of code" and nothing more.

    That's a server issue, not a character issue.

  • @CLAUDETTEINABUSH said:

    Honestly, I didn't like him much :3

    For me, he is the son of Frank (Legion) and Ana (Huntress). His range actually hurts me,and the fact that he is so slow still fks with me. If they add a lullaby then he is literally Huntress with an aim down sights button UwU

    Ranged Killer

    Must be a huntress.

  • @Coder said:

    https://forum.deadbydaylight.com/en/discussion/131803/lets-all-chill-with-these-im-dissapointed-1-threads

    They got changes because of the feedback in these forums.

    Why do you want to "chill" the feedback posts. Just let people speak.

    You seem to mistake "feedback" with "omg this killer is so pathetic and sabo OP pls nurf"

  • There's literally no situation in which No Mither is helpful.

    We just have to accept an incoming rework.

  • @Jukenobi said:

    Stop caring about piping and 4k's and you will have a much more enjoyable time. Just have fun, it will make it much better. Rank means nothing,

    Yeah, I've already tried that.

    It's hard to have fun with a game that's simultaneously frustrating.

  • It's already implemented.

    Its called "Corrupt Intervention"

    It literally forces you into a chase early in the game by blocking all gens far from you. It also lasts 120 seconds so it's very likely you'll be in a chase before a survivor has time to do many gens. That's why it's a good perk and pretty popular.

    I kinda think Scott just forgot Corrupt Intervention was a thing when he made this. They essentially serve the same purpose.

  • @NoShinyPony said:

    The example you bring up with Ghostface is a nice one: When the PTB got released, he was very weak and people rightfully complained a lot. Because a lot of people complained, he got buffed from low to mid tier. Would that have happened if everybody just had said "Amazing design, I love this killer so much"?

    I'm not saying "don't give critical feedback"

    I'm saying that bitching about a PTB being a disappointment is redundant and irrelevant.

    Critical feedback is useful. Moaning about how upset you are that the PTB is how it is? Just noise.

  • It shouldn't, according to how items revitilization works now.

    Just be sure to pick it up when you leave the trial. If you escape.

  • @Charger said:

    I mean both ghostface and demogorgon got changes after they got released.

    I agree with you tho , being one of the veterans that is usually pissed off with the state of the game , i dont understand people that are already complaining about the ptb. Hell , they could release the dlc like it is now and id still be happy. Its a very high quality dlc , the map is sick , the killer is amazing and so is the survivor. This is one of the best dlcs yet imo and im very satisfied that the devs are trying new stuff

    Yeah, I can understand being rather uneasy with the Sabotage state, since that is a significant change that requires a lot of fine tuning to get right. But everything so far has had good balance changes.

1 … 7 8 9 10 11 … 13