ShadowNurseZFX
ShadowNurseZFX
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@PlayTwink said:
BHVR why do you punish killer for using well a power? Perks like jolt only makes a waste for killer's that M2 attacks rewards players very good. That shouldn't even be a case. Besides status effects like mangled etc except exposed should also be triggered by M2 attacks. Make perks like jolit to trigger with M2 as well.
agreed.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2674886#Comment_2674886
No, they're fine. Nerf all meta killer perks with all these survivor perks together.
Bhvr loves that.
dude ruin is needed to counter ur ridiculous gen speeds. not ruin.
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@DBD78 said:
Trapper buff idea: Smaller maps in general and a lot more vegetation on the ground.
But I like your idea on them having a chance of getting injured when disarming.
true that though
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2674896#Comment_2674896
- Why are survivors just randomly losing their item for standard counterplay against a killer?
- Three traps allows him to lock down an entire area from the get-go, such as killer shack.
- Disarming traps is sometimes a survivor's only counterplay to Trapper. I already hate his iridescent that injures you just for countering his power. It's akin to OG Engineer's Fang to me, I'm surprised there's not more outcry about it to be honest.
your a survivor main aint u. plus u can just easily pick the item up. and yea that is a good thing that he can lock down areas instantly. its jut like hag.
and so what? its fine and the iridescent should become basekit. and its a 10% chance
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2674906#Comment_2674906
Flashlights already only have one use in a match, except for certain killers. On top of limited charges and other forms of counterplay, there's no reason to just say you can only blind X number of times.
And if you want a brighter game, you don't need a perk for that. Some people may not want it.
they shouldn't counter killer powers. i will agree the light born buff was dumb tho, and it is flashlight saves not blinds, u can blind infinitely just there's a limit of flashlight saves
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@FFirebrandd said:
I was more thinking nerf it to 75% speed then nerf boons as a mechanic... make it so if your totem gets kicked, you can't place it again for like... 30 seconds maybe longer if necessary. ATM it barely feels worthwhile to kick boons.
i agree
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2674895#Comment_2674895
it's not a problem if survivors can't heal themselves
Self heal just removes important aspect of finding a teammate or medkit to get a heal. It provides infinite resources and that's why COH is broken
ok then, 75% healing speed and you cant heal yourself
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@GoshJosh said:
No.
give a reason?
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@GoshJosh said:
Gonna be a hard pass from me.
alrighty. can you explain why?
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@landromat said:
remove self heal completely and leave it at 100%
Nah the healing speed at 100% is way too fast. id rather just make it 50% than just have a 24-second heal
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@ThanksForDaily said:
Nerf boons, nerf Iron Will, nerf Dead hard, nerf Spine chill, nerf nerf nerf nerf
everything u listed apart from boons (it's the perks not the system) needs a nerf. apart from spine chill, that is
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@douggie123 said:
These are good ideas. Itd be worth a shot
yeah and itll make him more viable and less outdated
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@Hannacia said:
I think when injured survivors step into your trap they should go into dying state. This should be default and not addon based.
this could be added on too
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ok then let's just have the range, and not the skill check
@Ssajbambusa said:
@ShadowNurseZFX Getting a skillcheck instead of gen epxloding immediately is a huge nerf. Maybe I am biased, because I actually used to work through old ruin and not run a chicken with it's head chopped (I miss old ruind btw, so bad perk, sorting out good from bad survivors so easily). Opression? Overcharge? Ds with unnerwing presence? These are really not hard to hit if you actually try - and thus it is a nerf of Jolt. Perk isn't super strong anyway and it doesn't need further nerfs.
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@Dino7281 said:
Why the hell would you want to buff meta perks?
and it's not like there is only few of them in your list...
Some ideas, well few, would be interesting, but some of those are really bad.
I have looked back on this list and have changed my thought process. i will be updating this post soon
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@OmegaXII said:
Boon: All Seeing
Killers around 24 meters of the bless totem gets their aura revealed.
RIP all killers.
Hex: The Third Seal
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@Zozzy said:
I am all for making the ability to remove hag traps basekit without a flashlight.
No dude, hag has suffered enough from CoH
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@Myla said:
Trapper starts with a gun buff
??
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@Aurelle said:
Why is this a thing? The ability to sabotage Trapper's traps was removed but flashlights can counter Artist and Hag's powers? I find it a little ridiculous.
Killers powers should not be affected by an item in the game.
agreed. Or... just run franklins
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@sizzlingmario4 said:
Ok, so my thoughts:
Autodidact: Imo, this perk just needs to have a higher chance of getting skill checks and then it’s fine. Your buff allows for 80% heal progress on one skill check at 5 tokens. That’s a bit crazy.
Gearhead: Sure, that could actually be interesting.
Smash Hit: Meh. I think it’s alright as is.
Pentimento: Yeah, that could work.
Shadow step: No, it’s already strong enough.
Beast of prey: I’d be down to at least try this.
We’ll Make It: No. It’s already one of the best healing perks.
Hangman’s trick: Imo, just change it back to the old version where hooks come back in 10 seconds.
No mither: I’d be fine with that.
Lethal pursuer: Sure. I’d even make it like 12 seconds tbh.
Boil over: Idk about this one, I feel like that could get out of hand in swfs especially with breakout. There’s a reason breakout doesn’t stack with itself if 2 people have it.
Hysteria: I think it’s ok as it is.
Off the record: I’d rather just make it longer and/or make it also show you the aura of the killer if they attempt to read yours.
Pain resonance: No, it’s already strong.
Pop: same as above.
Lithe and sprint burst: No. If anything SB should be nerfed to 2.5 seconds.
Oppression: It really just needs a lower cooldown more than anything.
Quick and quiet: The cooldown is only 20s, I think it’s ok.
Jolt: I think the range is fine, it just needs to work on any down (not just basic attacks). The skill check buff is unnecessary.
Power struggle: Have to be careful with flip flop here. For that reason I’d say no.
Stridor: You could do this, or you could nerf iron will so that injured survivors still have regular breathing noises, which is what I think they should do.
Technician: Hard agree. The extra regression is just dumb.
Insidious: That could work.
Streetwise: I agree it shouldn’t stack with itself but 50% is a lot.
Prove thyself: No. Prove thyself needs a nerf not a buff.
Spies: No reason to increase the cooldown. I’d good with making the range a little better though.
Dance with me: I’d make the cooldown shorter but 3 second duration is fine.
Tinkerer: Nah, it’s doesn’t need a buff.
Alert: Why though? I don’t get the point of this. Adding a cooldown doesn’t make sense. I’d rather just leave it alone.
Thanatophobia: Nah, it’s fine.
Wake Up: I’d just increase the bonus to 25% and remove the range limit (it’s 128 meters so it doesn’t usually matter anyways).
thanks for your thoughts. on sprint burst and lithe i went a bit crazy
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off the record, exhaustion, pts, and autodidact is the only ones id deem as bad. and I'm buffing jolt not nerfing it what?
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@Ssajbambusa said:
Many good changes, but even more bad ones. We'll make it is already one of the strongest healing perks and was buffed already. No.
Hangman's Trick - We have already been there and this did not work as intended. People started using it as broken alternative for BBQ. It just needs to make hooks go back after sacrifice (like it was supposed to do in the beggining, but never did due to bugs). Sabo penalty is ok.
Dance With Me: What the #########? It is already ridiculously strong, I'm not even sure if it's a bait post or not anymore.
Insidious: I can see it making for a interesting change actually. Curious of how peopel would use it.
Exhaustion perk buff: Just no? These are already s-tier perks, every single one of them.
Autodidact: While it is not a great perk, when it works it does swing the game in survivor's favour. You basically want it to heal completely with one random skillcheck (which it almost already does). No.
Off the record: Good survivors do not care about being injured or not - broken and busted
Jolt: Undeserved nerf. No.
Smash hit: No, too strong and too annoying to be hit with. Would only result in even more dcs.
Prove Thyself: What the #########? No?
Ok, this is a bait post... + for effort.
its not a bait
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@beatddb said:
So I've been playing with the artist in all my matches and she's pretty powerful, but could use a few change that would make her less affected by maps.
- Make her able to aim her crows up and down, not just in a straight line.
Basically what this would do is give her more flexibility in multi leveled maps such as RPD, right now if you want to check a gen in another floor with her crows you can't since you can only aim in a straight line from where you put the crows.
- Make crows stick to a certain level above the ground.
Same as the other point, some maps affect The Artist because of their verticality. For example, the swamp has a lot of verticality and some gens are still on the ground but above certain level, so you cant hit your crows there from anywhere on the map. By making crows stick to the ground they would travel in a line but still move up and down between bumps on the ground or "ramps".
Since verticality is something the devs are aiming for in their maps, I don't know why this wasn't added since the first day.
What do you think? I know she's S or A tier already but I think this changes are more of QoL than straight buffs.
honestly these do not seem like they would make her to overpowered or change much has many maps do not have elevation and this would be a nice QoL. I am all for it
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2670852#Comment_2670852
But you can already instantly turn like that, the thing people want back is the U so you can hug objects much better, since it usually covers a bunch of options you don't have due to sliding collisions or no collisions on empty areas of maps
u cant 90-degree turn on the console. nor pc or so I thought. but if that's the case just add U flicks back
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@sizzlingmario4 said:
Overall, I think DS is in a pretty good spot now. They needed to make it deactivate on blessing a totem and they did. I also don’t really have an issue with being able to open a gate with it.
My only remaining problem with it is survivors actively preventing the killer from attempting NOT to tunnel (eg. bodyblocking a doorway with BT) knowing that even if the killer waits it out, they still can’t be hooked.
doing a gate w/ invulnerability is dumb
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I would argue that "maybe" solo Q survivors are given perhaps a small buff like this:
ONLY on solo Q: When a survivor is unhooked, both, the hooked and rescuer are given 2 seconds of +25% bonus speed (after the animation is done), this would give them a slight extra boost without being broken or over abusive against the killer. I was thinking about giving them 1 or 2 seconds of invulnerability, but this would also create a problem of rewarding bad plays (unsafe hooks in the face of the killer), this still would make it a bit easier to start a new chase while not being unfair.
I would be iffy about the communication, originally the game was meant to be played without the voice of any kind because of how strong it can be its shown on communication teams, stealth is completely out of the window for killers and they can easily say, killer its near X place, and everyone already has a rough idea where it is, preventing it from surprise attacks.
Agreed, this would prevent tunneling to an extent but would render the guardian useless so that would need a rework. The speed boost is a bit much though. maybe tone it down to like 15% so a 115% killer can not catch up to you for those 2 seconds. And this may reward bad plays so it should be punished if used wrong, but I'm not sure how you would implement that.
I would be iffy about the communication, originally the game was meant to be played without the voice of any kind because of how strong it can be its shown on communication teams, stealth is completely out of the window for killers and they can easily say, killer its near X place, and everyone already has a rough idea where it is, preventing it from surprise attacks.
This is true, communication has not and never will be balanced in a game like this. And it will still be hard for the killer, but it will reduce some of the pressure. And stealth is 100% gutted so yeah
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Self unhooking shouldn't be a thing, it would make it pointless to unhook people and create more selfish gameplay on the part of survivors, the core mechanic for survivors is that they "should" work together as a unit, not be lone wolves all the time.
This is most certainly true and I did not think of it this way. There are probably much more ways better than mine to help. And would indeed create more selfish gameplay on the survivor side.
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I feel that if maps are reworked and made smaller that will help a lot with the gen pressure and increasing the times on them might not be needed. The major problem with maps is that some are too big, and unless you are using a rushing killer going from point A to point B takes much time, smaller maps would make things much easier and simply invite more interaction between killer and survivors. The killer would find survivors more often which would translate into more chases, more chases would mean working on gens a bit less thus adding a little bit more pressure on survivors while taking away a little bit of pressure on killers, to that sounds like a better flow of gameplay. Mind you, perhaps adding just a tinny extra amount of time to gens wouldn't be bad, from 80/40/27/20 to 90/50/30/25, it's not a crazy increase and balances with slightly smaller maps.
I agree that the maps being smaller would help very much in these areas and I do agree also that maybe the gen speed nerf won't be necessary. And you are 100% correct that the major map issue is that some are just way too big. And yea this is why nurse, spirit, blight, and hag are "S" tier. They can get from point A to point B very fast. Hag is an iffy one though, she can't do it with free will unless mint rag. And making maps smaller would certainly help make the game more interactive between killers and survivors. Also, this would make gens go slower as more chases=less gens so a great point there. Adds pressure on the survivor side and makes for less on the killer side, this is also true and will make the game flow much more healthily. And I do agree that maybe a bit extra time is not bad but I think maybe just shrink maps and test the waters with that before making further changes.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2670833#Comment_2670833
Do you mean 90° extra on top of what he has now, or 90° on top of his look angle turning which is what you can already do now, or 90° in general which is less that what you can do now
like u can do a full 90° turn Like this "L" but u can not do a 180 like this "U" Instantly.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2670797#Comment_2670797
I agree with shrinking down the maps
The problem is been able to unhook yourself takes away the pressure of hooking so you'll end up with killers slugging instead of hooking to make another survivor get off a gen.
Can we get a ping system at least. I would take a decent one at this point.
Also I think if you q up solo you should get a built-in kindred and a mini bond.
I can agree with this. Maps are too annoying. maybe the unhook mechanic was bad my idea and thought process was to just help out solo-q a little bit. Also, solo-q should defo get built-in kindred and mini-bond and a robust ping system
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@bjorksnas said:
Id rather have J-flicks back then watch a ton of people try to break the game in weird ways just to get back what they once had on blight
Exactly what I'm on about. Maybe they can tone it down so it's 90 degrees, not a full 180 as well. so its not too op
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2669434#Comment_2669434
Players shouldn't be expected to learn how to counterplay exploiting blight players. There is no 100% way a player can know and predict that someone is using 3rd party software to gain an advantage. That's why stretched res is also a problem because it's hard to know if it's even being used
I'm talking specifically about lag flicks, they are not defendable and have no place in the game IMO. If they are, then you open up pandora's box on what is and isn't an 'exploit'.
Then if you see a blight assume it's a lag flick blight until it gets fixed. Though I do 100% get your point that u can not and should not have to assume they're exploiting with a 3rd party software. Stretched res also ######### up Ghost faces reveal logic. id go as far as to say that stretched resolution is also an exploit.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2669203#Comment_2669203
You shouldnt be able to open exit gates right in front of the killer.
Its the objective, if your opening the gates, your not being tunneled.
Exactly my point. yeah, you could make the argument that u should be able to open it if it's 99'd but that should be your teams' job. if they can't help you escape then you die. its how it should work IMO, though I do know solo-q is difficult.
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@Nathan13 said:
I don’t think it should deactivate if the gate is 99’d because you could be tunneled off hook and tap the gate and you’re screwed. Maybe have it disable after 3 seconds when opening a gate.
that's a risk you will have to take. Survivors need to make risky plays and just opening the gate being oofed then popping DS is just not fair
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/297566/idea-to-balance-out-survivors
If you increase gen speed and shrink map size im pretty sure your handing me a 4k ever game. If you do one or the other it would be ok.
If survivors could unhook themselves it would remove the pressure of hooking a survivor because they wouldn't leave gens Nd be like oh the will just get themselves off. I can also see it making the killer stay at hook waiting for the unhook because if you leave they get off for free most likely before you start your next chase.
that's true. maybe just shrink the maps and the mechanic I still think should exist. but if they face-camp for 20 seconds you instantly get teleported to a new hook. And the unhook gives you deep wounds.
and buff half the killer roster
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So this is fixed??
Guess I am stupid. I still do believe that DS should be deactivated when opening exit gates. It is an objective after all.
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@BabuDweet said:
I can't believe killers are still complaining about ds after the multiple nerfs it's gotten.
I'm not saying saying it isn't strong, but to actually still complain about it in it's current state shows how killers complain just as much as if not more than survivors about dumbass ######### nowadays lol.
That's all I have to say.
(you guys can argue with my point all you want but I stand by it and won't be arguing back lol)
I understand what you are saying but it is an Anti-tunnel perk. if your blessing totems/opening gates, your not being tunnelled. And your doing your objective.
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@FreshCoal said:
Either make decisive strike basekit or something because the amount of killers that just turbo-tunnel and follow you for 12 seconds after an unhook for a free kill is getting on my nerve. Just played a game where the same teammate farmed me twice and I went from a 1 and a half minute chase for the first hook only to have the killer get the second and third hook stage after 30 seconds. WE NEED BUILT IN ANTI-TUNNEL.
dude. tunnelling is a strategy. Accept it and move on. If you get tunnelled suck it up, I know it sucks but gens are so unbelievably busted that killers have to slug, tunnel, camp etc.
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@Clueless said:
I would have Dead Hard only give I-frames to Broken Survivors.
Removing the I-frames nerfs it against abilities, making you have to aim your dash instead of just react press E.
Adding the broken requirement to get I-frames adds to build choices (should I use Iron Will or For the People?) and keeps David's Adept the same powerlevel.
I think Dead Hard for distance wouldn't be that bad if it wasn't a universally counter to killers as well, can't dead hard through a trap, a hatchet, or dead hard pass a Blight etc.
i feel like I frames should be there but only when the killer is not using their ability
Example:
Nerfed DH: You can miss a blight M1 But not a lethal rush, you can miss a huntress m1 but not her hatchets
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@MikeyBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/2666466#Comment_2666466
Depends what loop it is and what killer I’m playing.
does not matter, dead hard is uncounterable
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@StarLost said:
So, you're walking through Yamaoka and find a lamp. You rub it and out pops the BHVR development team!
They offer you 3 wishes, so long as those wishes are related to Dead by Daylight.
What would they be?
For me:
- An Artist skin that turns her into an anthropomorphic crow.
- Being able to see my MMR, the MMR of my opponents and all gains/losses postgame.
- A substantial buff to half the killers/addons in the roster.
bottom one that u said is my 1st
make maps smaller is my second
nerf survivors is my third
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@pizzaduffyhp90 said:
I think Sluzzy would disagree with you.
oh no!!1!!!11!!!!111!!11!!!
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@glitchboi said:
Eh I don't really mind that. I'd rather have the J-flick that actually had counterplay rather than the one with more camera control, and those weird lag flicks.
Both are still exploits nonetheless and if the devs want to remove the J and Z-flicks, it's 100% up to them.
They can remove them, but it would just be cool to have J flicks in the game, as they have a massive skill curve and rewards skill. Which is a thing I love. But if they do not want to add it back. Their decision.
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@tenoresax said:
https://forum.deadbydaylight.com/en/discussion/comment/2666447#Comment_2666447
You have literally said multiple times in this very thread that j flicking and lag flicking are not exploits.
oh no lag flicking is 100% an exploit. you need a 3rd part program that is 100% an exploit.
On the other hand, J flicking I do not see an an exploit as there is no 3rd party program involved.
Now I can understand people seeing it as an exploit. And people can define many things in many ways. Also, I do not even mind if they do not add it but it would be really cool.
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@jinx3d said:
https://forum.deadbydaylight.com/en/discussion/comment/2666172#Comment_2666172
that is a good situation imo. thats 3 injures at the least, then chase one. Now they cant block since theyre all injured. See? not an issue, and also not genrushing because theyre doing something other than gens
I did not say gen rushing while body-blocking. Right? Anyway, yea I agree. but its hard as I main a 4.4 m/s killer (hag)
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@MikeyBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/2666286#Comment_2666286
I would much rather deal with deadhard then Sprintburst as sprintburst has literally zero conterplay and trust me if the devs nerf deadhard then going against frequent sprintburst gamers will be more miserable..
When survivors “consistently timing their DH” is actually skill. That means the survivor was patient enough to have calculated distance and timing over the killer to Deadhard to a vault/ greed another loop.. Deadhard has too much counterplay to be nerfed or reworked. I rarely see survivors deadhard for distance properly or even get to use it without me baiting it out for an easy down… That perk is soooo easy to bait out it’s laughable..
The only time I find DH annoying is when I’m M2ing with billy only and they just eat my chainsaw and keep going lmao!!!
Cookiebear name some examples that you find annoying about really really really good survivors using deadhard? Because i truthfully think that 85% of the time you can bait out that perk and work around it easily providing you have enough map knowledge and experience as killer.
ok when they dead hard to a loop? you cant exactly dodge dead hard dude
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@Brokenbones said:
Blight mains play the game normally challenge (IMPOSSIBLE)
In all seriousness, I imagine it'll be fixed in idk - another chapter's time? If we're lucky
na they are so productive at finding exploits and different ways to use his power
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@Mazoobi said:
No. Please no.
any reason not to? we already got one but its only possible on PC. atleast add j-flick for console until its fixed
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2666240#Comment_2666240
You strike me as the type of person to make a "change my mind" post only to see valid criticism to your point and begin ignoring them so your mind is not changed.
dude. tell me how j flick was an exploit. you didnt give a reason. i just said "ight" cuz u gave no explanation. Add good points then ill respond.
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@tenoresax said:
What? No.
why not?