SaltedSnow
SaltedSnow
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- SaltedSnow
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Comments
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/1280025#Comment_1280025
I mean, even when I used to do it I didn't do it when I was the last person left! I'd only do it if a teammate was still outside the exit, or if the Killer was chasing me into the exit in the first place.
And I personally (playing Killer) let the Survivors heal up in the exit, then hit them before they leave! Points for them and points for me! But, I'm a pretty laid-back gamer. 😎
I play in SEA and survivors here are toxic as #########. 90% of the time they're waiting to tbag. I literally got flamed for *not* using a Mori on first hook the other day.
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@Hippie said:
What? If you're upset about Survivors in the exit gate, walk at them and make them leave, and get in a couple more hits if possible. I used to stand on the exit line to let the Killer hit me a couple times for points, but I don't do it anymore because Killers thought it was "toxic".... so I guess they don't want extra points.
And if you're going to call Survivors sitting in the exit "being toxic", then yes, Killers CAN be toxic toward Survivors equally as much. They can facecamp you out of the game, hit you on the hook repeatedly for no reason, slug you and let you crawl around until time runs out/they find the hatch and shut it in front of you. All of these behaviors can be pretty annoying, just like you find it annoying for Survivors to sit in the exit and crouch at you, or click a flashlight (neither of which can ACTUALLY impact the game in any way, unlike a facecamping or slugging-at-endgame Killer).
And Killers CAN hug walls just like Survivors.... it doesn't look or feel the same since you're in third person as Survivor and first person as Killer, but it can be done.
The killer most likely has more points than you, they don't want you to stay. Personally I hate it when people waste my time staying right next to the exit line, or wait next to hatch. It's ######### boring, and since it's the safest time in the game you meet toxic idiots who use the time to tbag.
If you're not needed for rescuing someone, leave. As killer I'm going to get a game straight away when I queue, you're the one wasting your own time, just so you can *charitably* give a measly 300bp (for which I've already maxed out).
Okay rant over TY if you actually read all that.
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Enduring+Spirit Fury is a good (but well known) combo for many killers
Infectious Fright is nice
Pop Goes the Weasel and Corrupt intervention are good for slowdown.
Michael's perks are good.
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@Speshul_Kitten said:
In the words of Tru3Ta1ent, who I somewhat despise when it comes to balance ideas, nevertheless I agree with this, “It’s not possible for me as Killer to win 12 chases every game at high ranks-do you think Clown can win 12 chases on Asylum? I have to camp or tunnel to win, I have no other choice.”
Yeah, from what I remember that dude singlehandedly screwed the balance of For Honor.
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@brokedownpalace said:
As a solo survivor I'm still consistently in games that end with 3 or 4 kills. And as a killer I'm still consistently getting 3 or 4 kills.
Unfortunately for many of you, no patch is going to directly buff YOU if you're bad at killer. There's large chunks of maps where the survivors' only defense is to try to 360.
In a recent match I was able to dodge 3 of a Legion's attacks to stall long enough to make it to a pallet. Then when he downed me with NOED I got face camped and the other 3 survivors made it out. Sorry, but if you're gonna miss 3 attacks in a wide open field then there's not much that's gonna help you. Blaming the devs/balance/swf/survivor boogeyman is easier on the ego, though.
The reason kill rates are still high is because matchmaking is #########. Everyone is boosted as ######### in ranks now, it's dumb as #########. I hate playing against a trash team and seeing they're all bloody red ranks, as if dying in 10s is worthy.
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@Hippie said:
I almost always use Lightborn when I see flashlights.... not because of flashlight saves (easy to avoid without Lightborn), but because of being Blinded At Every Single Pallet. I didn't use Lightborn on a game where a Steve had a flashlight and he proceeded to double blind me at every pallet he dropped. It is a very unpleasant experience.
I honestly wouldn't use Lightborn if they removed the silly double-blind mechanic.... kinda ridiculous that you can just shine your beamer at the already blinded Killer and it'll instantly apply it again! 😤
Double blind is actually good lol, they're giving away their position if they're healthy or have IW, and if they're injured then just follow the moans.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1263542#Comment_1263542
When you verse Spirit , Nurse , Freddy for example you may not even use unbreakable because those killers are not good at slugging and you most likely not going to use ds because they will either eat it and down you in split second or just counter it. On the other hand you would most like need unbreakable if you verse Oni or Billy.
Those killers are good at slugging, what are you on?
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1261681#Comment_1261681
I completely agree with the 10second exhaustion
Thanks, glad to know someone read my rant all the way through.
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@Dolls said:
https://forum.deadbydaylight.com/en/discussion/comment/1261476#Comment_1261476
You can DC, though. It's just a 5 minute penalty...half the time of your suffering in the match. 😢
Or, the Devs can do their job and disable a clearly broken map.
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Unrelenting used to do that, it was nerfed because of some crazy attack speed killers got.
I'd like to see *insert basically any perk here* get perhaps a 10-25% increase in numbers. As a whole, perks are pretty bad due to their numbers just not being worth it.
Action speed increase perks probably not though, barring fire-up, that needs 1-2% extra per stack.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1261661#Comment_1261661
Because they are doing a full rework of her addons. So all changes will be made at the same time.
Of course last time they did an add on pass we got nurse Sooooo.
The huntress' add-ons are mostly fine, and why do they need to devote everything to redo all her add-ons anyways. I've never understood why they find it so hard to just mess with the numbers on add-ons a little every update. Get one guy to spend an afternoon reducing the duration of those exhaustion add-ons to 10s, for example.
It's such a damn easy thing to do, and if an addon gets nerfed too hard, who cares, they can just undo the bloody change in the next update. I'm not even asking for insane changes, just changing the value of '30' to '10.' I doubt it would be extremely difficult to disable extra hatchets on iri, they did it for hag teleport.
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@Peanits said:
To play devil's advocate here, the things you've listed are just general tips when playing against Huntress. They don't counter the added power of an iridescent head specifically.
I will say that I don't use them often so I don't have the best sample size here, but the few times I have used them, it's been a landslide victory.
All that needs to be changed is to make them unable to work with the belt add-ons. Why does it take so long for a change like that to be made? It can't take more than 3 hours for someone to add to the code of the add-ons.
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Pop, Thana, Thrilling, sloppy is the annoying build of choice. To be honest though with Freddy, as long as you've got pop and thrilling you'll get a 2k at least
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1259008#Comment_1259008
If course ppl would farm it. Zero queue time. Quick matches. No BP cost for items. No headache. It would be immediately abused.
It takes what, 10-15mins to farm 32k BP in a game, but that gets reduced to 8k. At that point it's literally more efficient to join a game, do 1 gen, 1 unhook and like 2 totems for equal BP in a similar timeframe.
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@PrettyFaceKate said:
I don't understand the underlying logic. The more the survivors complete their objectives, the more the killer gets a pass for tunneling? Why?
I'd imagine that, at the beginning of the game, tunneling just isn't nice. Leaving it with a long duration keeps that a Harvard. At the end of the game you just down who you can, you're not trying to tunnel, thus the anti-tunneling perk shouldn't proc.
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@DelsKibara said:
"Mate, you were the first to die. Your teammates killed themselves trying to save you. And you died with only 9k bloodpoints. I'd suggest actually getting better at the game rather than continue to act like this, you're acting foolish. Thanks for the screenshot by the way, try not to embarass yourself again."
Or something to that effect. Most people who has said "GG EZ" to me tend to be horrible terrible survivors who tea bag on every pallet thinking they're hot crud when in reality they suck more than half the population of the DBD playerbase.
The last person to ggez me was the final member of a 4-man who killed themselves trying to save their one friend from insidious bubba lmao.
They went full tryhard OoO, every second chance perks etc. They deserved it.
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@pizzamess11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1247434#Comment_1247434
Or and here me out some iridescent should be removed too, iri head is a good example of an add on that's blatantly op and should be changed. Keys and moris should also be looked at, like what's the argument to keep them in the game as they are, to give people a way to circumvent their objective how is that fun for anybody.
Iri head would be fine with just a change to make it not stack with the belts. The only iri add-ons I can think of that really suck are doctors ones when he uses both at the same time.
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@Respectfulnancymain said:
Moris and keys both need to be deleted imo
Yeah, the only time I bring a Mori is when I see someone with a key. Remove the ability for keys to open hatch, and nerf the ######### out of moris
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@ablahabra said:
https://forum.deadbydaylight.com/en/discussion/comment/1244375#Comment_1244375
The probably just changed the animations, they did the same with Billy
This bong is an old one though, it was changed to ...... Bingbong from bing...bong for balance reasons
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@Peanits said:
The FOV has not changed. The hillbilly's camera, however, appears to have moved forward slightly. That FOV will be the same, but it would explain the missed hits @SaltedSnow is talking about. Since you camera is further forward, you might feel like you're in range when you're really just barely out of range.
Ahh, that explains it then, I'm guessing it also explains the seemingly increased headbob billy has now too?
At least m1s aren't the hardest thing to relearn I guess, it's just embarrassing looking boosted at missing m1s at red ranks.
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I have felt something strange about killer, I've been missing normal lunges, and billy feels like he's shambling way more than he was. All killers breathe louder too for some reason.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1241976#Comment_1241976
Vault hits or just normal hits? They improved the gameplay from the survivor stand point of view imo quite a lot regarding latency with hits around windows.
Normal hits, it's like I don't hit as far as I used to or something. I missed 2 attacks in a row on someone not juking, and I haven't missed an attack in months.
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I felt the same way playing trapper today. I've missed so many m1s for some reason, it feels like my mouse isn't tracking correctly.
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@PlantCollector said:
I think your idea isn't bad, but i don't think a lot of players would like it. If you can only mori people on death hook, it's sometimes more efficient to just hook them because it takes less time than a mori animation. Im not a fan of mori's, but some people usually use them to get an advantage. The option to only mori people on death hook kinda makes it unnecessary to use them.
I would change it this way:
Ebony Mori = Grants the ability to kill one survivor who has been hooked by your hand.
Ivory Mori = Grants the ability to kill one survivor by your hand, after you have hooked a total of 4 survivors.
Cypress Mori = stays the same.
3 Survivors can still escape if they play well and still have at least a chance to survive. This may not be fun for the survivor who's getting mori'd, but at least the rest of the team can still perform well. Also it would make perks like devour more unique, because you can't mori more than one person with a mori offering. (Just my Thoughts/opinion)
This is the best way to change it imo.
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@shane32 said:
The only issue with Mori is the frequency they appear in the bloodweb. I get 1 sometimes two in most of my bloodwebs. They should be a super rare thing. I rarely ever get the green one though.
Depending on the killer, you get far more moris. Billy and bubba are good examples; as they don't have pink add-ons the bloodweb instead gives an ebony.
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@Dehitay said:
Funny how much better he is at getting downs than other killers considering how weak he apparently is.
Hes only very good at getting downs if people don't heal, if you heal you can loop him for quite a long time.
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I believe they're doing it, but the release for each is gonna be soon*tm*
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@GRT_Alkaline said:
First of I'm going to start this off with a little statement..
I don't have a problem with NOED at all, all these people complaining about it there is only three words.
DO THE BONES.
Ok, now onto the topic. The past couple of days or so when I've been playing on the survivor side, I've come across killers like the chainsaw butt bois (billy & leatherface) and well everyone knows they have the 1 hit down moves and I only mention these two as it just seems to be them doing this but along with their insta-down the last gen pops and wouldn't you know it they also have NOED or if we got all the totems then I see noed in the scoreboard.
As I said I don't have a problem with noed, I use it myself, my question is why?
Why use up a perk slot with noed when you are playing as a killer with one shot abilities? It just makes no sense to me to be honest.
@GRT_Alkaline said:
https://forum.deadbydaylight.com/en/discussion/comment/1231194#Comment_1231194
Yes, as it was a QUESTION about noed.. all you've done is read the title and not the actual thread, IF you did you would know it's just a simple question, i'm not attacking the perk. i was wanting to have a discussion on the use of it on certain killers.
https://forum.deadbydaylight.com/en/discussion/comment/1231206#Comment_1231206
I would lean more to the no confidence side, but it could be anything.. a couple have been high ranks but of course if they never play as those killers i can see why noed would come in handy with them as learning... and no im not judging tbh, just curious.
I would lean towards the salt that it generates. Unconfidence comes from being new, so basically all new killers run noed.
Anyone not new is doing it to annoy you, and because you clearly don't expect it. I recommend learning to understand how bad the killer is, and thus gain an understanding of how likely it is they use noed.
As a side note, you don't need to cleanse all the bones. I recommend cleansing the hardest bones to find, generally 1-2 per match, then most of the time you'll be close to a totem after last gen to do a quick check. Easy 33% chance instacleanse. One more totem means a 50/50. I do it every game and still escape a majority of the games. Literally got 3 adept achievements last night doing it.
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@BabyClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1229420#Comment_1229420
Ok so you're obviously one of those killer mains that say blah blah blah do totems easy counter oh and adrenaline op. I asked for no dumb replies so don't bother saying anything else.
The only change noed could receive should be to make it only affect those on death hook.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1229332#Comment_1229332
You can't seriously be saying that Rancor is a fair perk. It literally has no counterplay, and the person it affects didn't necessarily want to be the obsession.
You realise you're complaining about a perk worse than bitter murmer, right?
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@illusion said:
https://forum.deadbydaylight.com/en/discussion/comment/1230853#Comment_1230853
Maybe, but there will be areas that you have no points in, so the devs could see that you weren't actually participating. Non-participation is still a reportable offense.
Ironically that wraith style of play nets me a few downs and hooks a game, so score-wise it just looks like I'm a bad killer, especially if the survs keep coming back.
Imo intentional AFKs aren't bad, I've seen my fair share of them. Unintentional AFKs are more annoying due to your allies not helping with gens, instead swarming like flies around the afk. At least an intentional afk wraith forces survs to do gens and leave.
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@illusion said:
https://forum.deadbydaylight.com/en/discussion/comment/1227876#Comment_1227876
Not sure what you mean. You can't open the doors until they are powered. And, taking a single action is not participating in the game, and is still reportable. They don't actually have to be physically afk to be reported. The devs can just look at the score and see that the killer didn't participate.
Wraith gets a lot of points. On occasion I play 'my gen' wraith and use the perfect invisibility when still to chill near a gen I call mine. Even with very few chases I build up 20k BP on average.
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@Cheers said:
I'd say make it 4/5/6, don't want it to be too strong with Dying Light.
It'd be nice if the slowdown perks were good on their own, and had some kind of debuff to regression if you had multiple.
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It takes less than 5mins to get out of a game Vs an afk. If you're taking longer it's because you're ######### about. It's basically just a free 16k BP for doing nothing.
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The problem with the gens is when survs split; it's why the shroud of separation is such a low-tier offering.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/1227039#Comment_1227039
I didn't realise you actually checked. I retract my comment.
Feels bad man, that's as sweaty as it gets. I bet no one in that match got over 20k points - in my experience that's what happens when either side sweats too much
That game did suck, but I was playing plague for the purpose of getting BP without actually ranking up so at least I didn't lose out much. I just wish those ez-escape-keys were easier to spot, they take all the fun out of games; I could set up a great 3-gen and play to my strengths but if they have a key I guess I'm just #########, yknow? Doesn't matter that they got themselves into a losing situation, they have a get-out-of-jail-free item.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/1223268#Comment_1223268
If they had 2 bloody pink keys, they most likely weren't queuing up together (i.e. swf). I wouldn't be surprised that most matches where you thought you were going against 3-4 man squads, you were actually playing against randoms who maybe just played better.. and the team that you destroyed was actually in an swf lobby
I checked their steam profiles after the game, full 4man. One key was a free-escape key and one was a 'killer aura xd' key.
Annoying game to say the least.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1223279#Comment_1223279
I'm not saying an idiot survivor feeding the killer isn't, in part, to blame for this outcome for others, but the ultimate fault lies with the obnoxious killer who chose to play like a complete douche. It's not this guy's fault he got both a super toxic jerk of a killer and a potatoe teammate, yet because of the vast number of changes over the last year+, he has absolutely no recourse. He cannot simply "git gud". He did not choose his teammate. He cannot control the killer playing like an ass. And in this all-too-often situation, the end game is complete stacked against him. This is why it seems like solo surviving is going to die out and DBD will mainly just be a SWF game.
It is scummy to do that, but he's just taking advantage of bad play at the end of the day. I understand those kind of plays from the killer, but as someone who plays survivor too I can understand when that kinda play sucks.
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There's no reason to run both; premonition is already just a worse version of spine chill anyways. I do remember seeing that combo a lot, in fact I think I used to run it too lol.
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@PodgeNotRodge said:
https://forum.deadbydaylight.com/en/discussion/comment/1222641#Comment_1222641
I feel like you didnt read the whole post. As I said, I was on gens got 3 done but I had one of the randoms farm everyone off the hook without BT which screwed us all. And by the end of it, when I was last one alive after cleansing what totems I could find and doing gens. I got NOED downed with two gates beside eachother where there is literally nothing I could do. Yes, it's all well and good saying that killers get rewarded if survivors are stupid enough but just consider the less experienced or new survivors to the game that have no idea about what to do in that situation either than 'Oh I have to rescue my teammate'. Not everyone will know to just walk away from it.
Unfortunately that's what happens when you decide to play with others, you have to hope they aren't noobs. In this case it's still the survivors fault, they didn't know what they were doing was bad. You can tell them after the game is over to not go for hooks against camping killers in the future.
Ironically this is one of those things that was made worse with the ruin nerf, we're seeing more noobs at higher ranks than they should be and it screws the older players over.
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@remoirel said:
Killer is as stressful as you MAKE it. People need to stop acting like its all swf death squads that bully and 'rush' gens, because its not.
I played 5 games yesterday, all of them were a 3-man or more. One group even had 2 bloody pink keys. I don't know if it's just South East Asia being freaking monkeys about this game or what but I get >2man swfs a lot.
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@OmegaXII said:
Mine is Doc, Freddy, and Legion.
Before you say anything, no, i don't specifically choose these killers just to annoy survivors. I'm actually a killer that follows survivor rule book (Kind of :))
Ree rule 34c is don't play freddy don't you know he's toxic af bro
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1222846#Comment_1222846
I just don’t find this game very fun on both sides. I think they need to slow it down a bit. Keys should definitely be allowed to open locks but maybe Reworked so that they can open them after certain limitations have been met so the killer has a better chance at defending it. But the Mori’s are worse than keys. Way worse. It just rewards bad killers. I’ve seen ppl do really well without them. Depends on the killer type and player skill level. But keys are very necessary in the sense that they’re needed for when one way of escaping becomes impossible. There’s no match timer so why would you confine survivors to escape via repairing generators when due to killer mobility or proximity of gens they can’t get their job done. Where’s the pressure on the killer to do something other than patrol gens like a foot soldier? There is none. That’s why I think keys are necessary. Mori’s aren’t!
"Moris aren't necessary because they're for bad killers"
"Keys are fine because they let survivors escape the 3gen they got themselves into"
Keys actively promote toxicity with genrushing, and force the killer to tunnel the guy with the key. Like I said, green and yellow Moris should remain, but the ability for keys to open hatch should be gone. The cool part of keys is the aura reading, but people never use them for it because everyone tunnels the dude with a key.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1222770#Comment_1222770
The guy said “survivor brings a key, killer brings a mori” so yes I believe my response was relevant. But no I’m gonna have to disagree with you. Keys are not game ruiners at all 😂 if you look at it from a mathematical perspective 2/3 people escaping is realistically what they’re for. Which requires 3/4 gens to be done respectively. At most that’s a 40% objective reduction (2 gens) as opposed to Mori’s that’s a 67% objective reduction. (Two thirds or minus 8 hooks from 12 = 4 hooks total)
@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1222770#Comment_1222770
What you don’t understand is that Mori’s don’t benefit anyone. Survivors need those hook rescues and heals and that negates all of that. How is that fun for their teammates? You wonder why ppl dc or hook suicide. And I don’t think DC penalties make sense in that regard. Ppl can just hook suicide. If they aren’t wanting to play anymore why do that to them? Why reinforce it by implementing DC penalties? I love the game but that’s not fun for anyone either
I do understand how they don't benefit, that's why I don't use them. I had a game yesterday that ended with a 3 man escape because I played fair (against a 4man swf mind you) and had them all on death hook.
As fair as I care keys shouldn't be allowed to open locks and the pink Mori should be removed.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/144930/have-dc-penalties-been-reduced
Mori’s are too strong 🤷♂️ don’t even compare them to keys. Keys offer an alternate escape route after doing nearly of your objectives still. Mori’s give killers too much of an advantage on their objectives by reducing 12 hooks down to 4. I don’t think the game is that broken for them without one. You know? I’ve seen killers put in the work just fine without them. Mori’s are overkill. And they should be addressed but they’re not.
i don’t understand the DC system. I don’t think it’s necessary. It only benefits the killer. My reason is because survivors can still hook suicide. Which is likely what I’m gonna do if he’s got one it’s just not fun only giving me one encounter with the killer and then he gets to have his way with me. The game for survivors isn’t very fun. Especially solo. Everything they’ve done recently is to benefit the killer. look at all of the recent patches.... 😡😡😡😡
The debate about keys has never been to compare their power to Moris. It's better to look at keys as a game-ruiner rather than something powerful. It's like being downed next to the exit gate with DS, them getting mori'd.
Sure you got to play the full game, but you had a win right there and it was taken from you. At least if you get mori'd it's fairly early in the game.
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@AestheticCharms said:
https://forum.deadbydaylight.com/en/discussion/comment/1220168#Comment_1220168
https://forum.deadbydaylight.com/en/discussion/comment/1220297#Comment_1220297
I never ran decisive or unbreakable until I started dealing with killers who would slug and tunnel. It disappointed me so much, and when killers know that nobody has decisive when there's no obsession they tunnel even more lol
I play as fairly as I can, but if someone unhooks close to me and I'm not in a chase, I'm going to the unhook location. If you're there and no one else is what am I supposed to do? The other guy got away so you had time to as well.
When something like that happens there's a decent chance that your being re-hooked is your teammates fault; they should have tried to take aggro.
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@JayDoesGames said:
as someone who plays both sides, I think it’s killers who force the meta tbh. If they tunnel and camp then that makes survivors use DS and BT, Slugging - unbreakable or adrenaline
The only time I tunnel is when a surv tries to do some bullshit like locker DS me. That's some trashy bs, and is why people want ds to be changed.
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@ZFennecFox said:
Let's Break it Down.
1.DS should just be reverted it solves nothing as it is now.
2.Dead Head, is that the perk that lets you get put into the dying state and gives you exhaustion?
3 Bottled Time. . . Well just keep swinging, just keep swinging.
If that's what you think about DH, you're using it wrong. Borrowed time is mostly fine, it's just dumb that it counts as a safe unhook.
This is a tangent, but it shouldn't count as one, and safe unhooks should be rewarded differently, with say 200bp for the unhook and the rest of the 1300 points when the safe procs. This'll help farming too.
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@BabyClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1217551#Comment_1217551
Wrong. An infinite is a place where a survivor can run a killer infinitely. The definition never changed.
The way people use the term infinite has changed. They use it to mean God loops quite a lot now, to the point I'd say it's meaning has changed. The loops people currently call infinites are just loops so strong that chasing someone on one wastes far too much time. Sure they're not true infinites, but they're still going to lose you the game if you chase someone on them.
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Bait