Slickstyles
Slickstyles
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1671961#Comment_1671961
It used to be 2min and not a hex but survivor just went immersed for 2mins making the perk useless unless you were already chasing someone
It's useless if all totems are broken anyways so might as well get a guaranteed proc.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1671932#Comment_1671932
and most survivors run a full loadout of meta perks, those survivors were only allowed 2 max of each meta perk. Also I love how you say there were only 3 that were good.....as if they're gonna be way below your average public match spirits. Your average pub spirit is even worse and probably has less hours on the game.
I see spirit with MD ring once in a blue moon. Most tend to run yellow/green add ons from my experience. Lets not forget survivors bring way better items in public matches too and right now there seems to be a surge of BNP users.
Well I'm glad you understand the disparity between pub and tournament so you never have to bring up tournaments again. You have survivors with thousands of hours vs killers with thousands of hours. It's incomparable since pubs have players across the whole spectrum.
You also forget to mention that most players don't play in 4 man SWF's with coms btw which is a huge advantage. That was very convenient to leave out. We all play in different regions and have different experiences so we're subject to our own confirmation bias. Personally, I get the most tryhard spirits known to mankind. Ever since the advent of crossplay, there's also been a surge of bad survivors.
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I really hate the concept of deactivating perks and I don't really think it's healthy for the game. This would refer to both DS and NOED. Personally I would remove 15 seconds from all DS timers each time another survivor is hooked.
For Noed, I dislike it being a totem perk and I would change it to be a solid 2 minutes of activation when all gens are done. I would like to implement a token system for Noed to encourage killers to actually do the objective instead of sitting there and waiting for Noed to proc.
We could do 3 hooks gives you a 4% movement speed and 5 hooks makes all survivors exposed. These effects last for 2 minutes after all gens are done.
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@ClickyClicky said:
You can 4k with no effort he says....as if no Spirit has ever had a hard time against good players. Did you not see a recent tournament where Spirit got her butt handed to her consistently by a good team no matter who was playing the killer?
I also find it funny when people say this considering when I play killer survivors often Sprint burst to nearest god window, run around it 3 times, hold w to safe pallet, hold w to safe pallet, hold w to god pallet, hold w as long as possible to delay the hit. Yeah survivor is the pinnacle of skill.
I honestly lose brain cells every time someone compares DBD pub matches to tournaments. Those Spirits were limited to yellow/brown addons and there were only 3 spirits that were actually good.
Most Spirits in red rank Pub matches run Dirty Uwabaki or Mother Daughter Ring against players without coms. Now tell me how that's actually comparable? Sure survivors have a much lower skill cap than killers but to say survivors take no skill is a bit asinine.
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@Justalittlepeeck said:
Like why? Dodging hatchets was never a huge problem unless hitboxes, but that doesn't apply purely to iri heads, yet somehow they are the problem.
Also there a lot of other killers and perks that could suddenly instadown you (and do that much more efficiently than iri heads), some of which are much more difficult to avoid than hatchets
Moreover, Iri head basically means huntress is either running with 3 hatchets and default wind-up or 1 hatchets and slightly faster wind up. In any case her counter plays remain exact same - stay in high wall loops, don't move predictably, don't let her catch you in animation and so on.
And even if she is close to you, it doesn't differ much from being close to chainsaw killers/stalking killer with almost ready exposed/plague and so on.
Basically you are just injured the whole game against iri huntress. It's like playing against 4.4 plague without cleansing that can only vomit 3 projectiles. Don't heal and do gens.
Oh, and about Plague, she basically becomes iri huntress (with distance restrictions, which is compensated with her AOE vomit so if you are unlucky to group, whoops) whenever survivors decide not to cleanse and rush gens, while she picks up her red vomit. And that's in basekit. And that's what happens in every 2nd plague match. Did you see anyone DCing against plague? I smell bullshit here. And don't say that anybody will go suddenly cleanse if they her red vomit. They'll just try hiding or running her as normal and return to gens as they can, since healing would be just futile.
So what so special about "one shot hatchets" that make everybody RQ? I have faced a lot of red rank iri huntress players (while playing with my red rank friend, while being yellow rank at best, so you can imagine how bad I am as survivor in terms of micro skill, though I have a good macro skill due to huge killer experience against good survivors) and when nobody threw games, she wasn't such a big of a deal. Just one less chance for mistake and that was it. And EVEN if she had mori, that only meant we played more carefully and didn't save pallets as much as we would've done otherwise.
I'm starting to think that all that "Iri huntress OP" whining is just autosuggestion and people don't even try to deal with her because they feel it's fine to just DC without trying.
I'm a pretty decent huntress and if I were to run Iri head, games would be over in 3 minutes. Now imagine people who actually main Huntress. Even the devs know Iri hatchets are a problem and asked the community on how they would go about fixing it.
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How many good teams do you actually play? Ever since crossplay, there's been an influx of inexperienced survivors in red ranks.
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Freddy: Slowdown when placing snares. Increase the time it takes survivors to fall asleep by 33%. Replace dream snares with the dream pallets addon.
Deathslinger: Increase the time in which Deathslinger withdraws his gun. This will prevent free zoning.
Spirit: Have her leave black pools of blood on the ground when she's phasing.
Legion + Deathsligner: Increase mending speed by 33% when you mend others.
I think Pyramidhead is fine prerework. Maybe increase the delay to 1.5-2 seconds before you can m1 out of your power.
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It would better to use Sloppy Butcher since you're using Nurse's Calling. Spirit doesn't really need Corrupt Intervention.
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https://www.youtube.com/watch?v=0UoymuGcBzY
I'll just leave this here.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1668142#Comment_1668142
One, stealth, 2 double back on scratch marks if chased, 3 learn the difference between her standing still and pasing, 4 iron will is your best friend, even if she has stridor
These tactics only work on potato Spirits or killers who don't play much Spirit. Let's be real here. Stealthing works on all killers. It isn't specific to Spirit. When people talk about no counters, they're obviously talking about no counters in a chase because that's the most interactive part of the game.
Now let's go over your points. Doubling back on scratch marks gets you hit. You can't tell whether she's standing still or phasing anymore because her footsteps are bugged. Imagine having to run a perk to counter a killer. I guess you just lose without iron will then.
I'm not saying she's op. She's still a double hit m1 killer and she's forced to phase around windows and structures. She can also be efficiently genrushed. However her chase interaction is incredibly onesided because those "counters" will NEVER work against a good Spirit.
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Yes. A better rework is to gain/regain tokens through being in the killer's terror radius, similar to pebble. They can also increase the number of tokens to 5.
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I've experienced toxicity from both sides equally. Toxic killers would tell you to ######### for denying them a single kill and survivors go for the good ol' ggez baby killer.
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Then don't tunnel? It's better to spread pressure/damage and push survivors off of gens anyways. The only time you should go back to the hook is if you have no idea where anyone else is and/or all gens are done.
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Totem perks are solo stompers and they always have been unfortunately.
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It's probably specific doctors who just force a 3 gen with overcharge and do not chase.
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1657398#Comment_1657398
It's not even a 3 gen. They have load outs that can keep survivors from being able to get any gens done at all between slow downs and slugging.
Most doctors do not know how to shock properly and Doctor in general suffers from not having any map presence and being an M1 killer. He has no other form to hit you besides M1 and he has to do it twice. The time you waste snapping out of madness is negligible and is nowhere near comparable to Pig and having to run across the whole map to wake yourself up like in Freddy's case.
Unless it's a small/indoor map, if everyone just spreads out on gens and the chased survivor throws down every pallet, you can probably win against him without too much effort.
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My hope is that once they overhaul her addons, there will be an addon that recovers all hatches after downing a survivor with a hatchet. There will also be another addon that breaks pallets/breakable walls with her hatchet but reduces the amount of hatchets she carries.
The wall hacks you get from Ruin/Undying helps a lot with being able to track down survivors in these recent maps. My new favorite build for her is Undying/Ruin/BBQ/Shadowborn. Having to run this build to counter certain maps kind of sucks though.
@APoipleTurtle said:
Allowing her to move faster while still having access to a ranged attack that can very easily hit survivors stuck in animations would be too strong in my opinion.
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My alternate proposal for this idea would be that Huntress could be limited to 110% any time that she has Hatchets available. When her ammo count reaches 0, she would speed up to 115% speed for 30 seconds.
She can gain increased mobility, but at the cost of no longer having her powerful ranged attack. The speed burst could be used to try and quickly finish a chase or rush over to a locker for a reload. The limited duration of this boost would ideally encourage Huntress to continue reloading and using her power, rather than abandoning it just to be a faster M1 killer.
The Hatchet Belt add-ons give her more ammo, but reduce how often she might access this speed burst, giving a natural tradeoff to using them (and also making the Deerskin Gloves a more valuable alternative).
*This idea is presuming that Iridescent Head will be reworked; ideally in a way that removes its need for an ammo restriction.
I honestly like this idea a lot. The extra movement speed can help down survivors quicker when you're out of hatchets so you can continue your pressure elsewhere.
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Car collisions almost never work. I find myself having to turn my camera towards the object to hit it because just grazing the side of the objects do not work all the time.
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Most likely they will just keep the aura reading for when survivors actually do the totem if they do nerf the perk. Being able to see survivors across the whole map because they spawn near a totem as well as free wall hacks near every totem is incredibly fun as killer but is also a very stupid concept. But hey, Object of Obsession is still a thing so maybe they won't nerf it. They did nerf compound 21 though.
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They're on the side of making money so they have to find a delicate balance for both sides so that both sides can have fun. People whine about nerfs in one area but are quick to forget about buffs in others.
For example, some killers like Nurse, Spirit, and Billy got nerfed but they are still top tier killers. Legion was gutted but for good reason and will probably be overhauled in the near future. On the other hand, Freddy, Bubba, and Doctor got some FAT buffs.
Endgame collapse is largely in favor of killers. Then we had the ruin nerf which benefited bad survivors. Map size, tiles, semi-infinites, pallets, and toolboxes were nerfed in killer's favor and survivors can no longer keep their addons after an escape unless they run Ace in the Hole.
On the other hand, killers like Trapper and Clown got some small buffs. Hex:Undying also gave rise to a new meta. They're also planning to have an early game phase as another objective for survivors to do.
Most people have to understand that they have to make killer the harder role because if it was too easy, there will be too many killers and there will be no ques. Hence, many more people will leave the game. When you do get to the point where you're very good as killer, you will win most of your matches as killer because there's such a huge pool of survivors and most of them solo que and do not play well.
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The middle zone with Coal Tower leading up to shack is a dead zone, which is fine I guess. There used to be 2 pallet loops there I think. They could've kept 1 but w/e. There's plenty of resources around the outskirts of the map and near Coal Tower.
There's about 30-40m of dead space from shack to the next tile with no foliage on Shelter Woods on ALL sides. I guess they expect us to just get hit by ranged and high mobility killers after dropping the pallet/leaving shack. I do like how shack is near a wall now instead of the middle. The middle of Shelter Woods is complete dead space.
No pallets inside Groaning storehouse main. There should at least be 1. The windows are still strong and this being a big map, it's still relatively survivor sided.
Suffocation pit looks the same.
Ironworks is looking like the next pallet city. The breakable door on the first floor is stupid and should be removed. They should make the hole next to the god loop a breakable wall instead of a walkable doorway.
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You should probably delete this post because it's misleading.
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Pyramidhead, Deathslinger, Spirit, Plague
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Instead of the faster pickup, it would be nice if it showed the killer's aura for 5 seconds every time a survivor is unhooked.
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Yep, in addition to rubberbanding, when I play Doc, the screen flashes white every few seconds. That ######### can trigger an epilepsy episode.
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@Buttercake said:
Meg's face.
I'll do you one better. Quentin's face.
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I'd welcome these sweat squads any day.
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It's a very fair combination. I like how many people say that corrupt intervention is a gen slowdown perk when it really isn't. It's a map control perk that saves you time kind of like Save the Best for Last. It makes the map smaller and allows you to patrol less. It really is the only perk that counters bad map design for only 2 minutes.
Pop goes the weasel rewards killer for doing their objective and punishes survivors for their mistakes. It sees its greatest value when survivors get downed in multiple succession. It's mainly used on high mobility killers because you waste too much time walking up to a gen and kicking it as a low mobility killer.
What makes these two perks good together is that it helps with early and mid/late game. In terms of fairness, I really don't see the problem if you break it down like I did. Enduring/Spirit Fury/Bamboozle/Noed is a much more unfair combo because it rewards killers for survivors outplaying them.
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@ALostPuppy said:
Most 3 and 4 man's just wanna have fun, so they're likely not all running DS Unbreakable, and against the ones that are actually sweating, they will beat you anyway because the perks don't matter against survivor teams like that. You'd still probably lose even if they ran no perks, Marth's depip squad is a perfect example of this.
You're absolutely correct about most SWF's just wanting to have fun. My swf is an example of this. However, I'd rather play against a sweat squad w/o perks or w/o 4 DS/BT/UB/DH and still lose because at least I got outskilled and not outperked, despite the game being more survivor sided. Wouldn't you?
@Kellie said:
The only way you can balance SWF is balancing the game around it. If you remove SWF you'll remove most of the playerbase.
Noone mentioned removing SWF. You're barking up the wrong tree.
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Unfortunately for Myers, he is a killer that needs to set up so having Corrupt Intervention is a requirement in red ranks. Otherwise, you'll just get genrushed. He's also an instadown snowball killer so it's wise to use Infectious.
I like using BBQ for the extra bloodpoints and M&A for the smaller terror radius so I can sneak up on survivors and get easy stalk. M&A also increases the range of Infectious Fright which is pretty neat as well. You can go for a more aggressive build with Brutal Strength/Bamboozle instead of M&A which I like to do sometimes.
My favorite addons are the Hair Bow and J Myers Memorial or the Dead Rabbit with Memorial Flower. You can also do fast stalk with J Myers Memorial and Judith's Journal/Memorial Flower.
That being said, Myers is still a C tier killer. He really has no antiloop and on bigger maps he will suffer if he can't snowball. Maps like Ormond and Haddonfield won't even allow you to get to tier 3 until 2 gens pop, unless you go against potatoes or run fast stalk Myers. Due to the nature of his power, he typically doesn't get many emblems or bloodpoints which kind of sucks.
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/comment/1630294#Comment_1630294
so i cant run ds to not get tunneled out the game because two of my friends are running it, seem legit
Have them run BT. Did you see any of my friends run DS? I've been tunneled out of the game before even when I ran DS and my friends had BT. Killers are going to tunnel regardless of what perks you bring. You don't even bring up what killers have to deal with in any of your posts which is what I'm trying to address. Your arguments are incredibly onesided.
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@maderr said:
We could go further man.
There should be a common perks pool that can be equipped by every survivors (same for killers).
Character's perks should not be "learnable" by other survivors.
Exemple : if you want sprint burst, you have to play Meg but then you can't use Dead Hard or Unbreakable etc...
Same for killers.
I disagree with this greatly as someone who plays both sides. I already have teachables on my survivor/killer mains and this removes all synergy with perks from this game, making it a lot less fun.
@HarlowXRaven said:
https://forum.deadbydaylight.com/en/discussion/comment/1630294#Comment_1630294
I disagree there should be no nerf instead buff the solos instead. The swf isn't invincible some killers just suck whenever I played swf someone always died I think when you go against swf you should consider who the runners are and who are the gen rushers. Most of the time you lose because you go after the runners instead of seeking out the people who are finishing gens while you are distracted.
You pretty much commented without reading anything. If you reread the posts, I pretty much addressed everything you talked about. I never said SWF's were invincible.
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/comment/1628792#Comment_1628792
nerfing swf wont and shouldnt happen
bringing solo up to swf is the right way not restricting players access to the meta perks just because they wanted to play with friends
This man loves to shove words in people's mouths or assume people are saying one thing when they mean something else. This isn't really a nerf. It's a restriction. You can STILL use FOUR META perks. I can think of 10 different meta perks off the top of my head. DH, DS, OoO, BT, SB, UB, IW, Addy, Deliverance, and Spine Chill.
It's going to take a lot of time for them to bring solo up to swf. Until then, this restriction should be in place because it's easier to implement. It's to limit the amount of second chance perks because there can be 16 in a single lobby. As killer, you can play the best game of your life but you can just get outperked by a sweaty SWF lobby WITH coms.
Personally, I 3/4 man swf with friends very often because I do not enjoy playing with randoms who play like bots. We all run fun different perk builds and we still win over 90% of our games. Coms is an incredibly powerful tool that many players underestimate.
Recently, we played against a Hag main who typically 4k's in all of their games. I know this because I check their stream and their vods. They only only got 2 hooks by the time all gens were powered in our match, with only a few second chance perks in play. I'm glad my group didn't bring a sweaty build because the killer didn't bring one himself, which kept the game fun and fair for both sides.
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/comment/1628747#Comment_1628747
so what your saying is you want killers to be encouraged to play in a very unfun way for both sides instead of just taking the right road by bringing solo queue up to swf then buffing killer
The only thing I'm encouraging is leveling the playing field between sweaty 3-4 man SWF's and killers. Stop putting words in my mouth. The game already encourages the killer to play in an unfun way. Until DBD fixes its core mechanics, this will never change.
Killers will not know whether they're playing a stacked 4 man swf with 2 DS or two groups of 2 man SWF's/solo quers with 4 DS. Most players play this game solo or in 2 man SWF's so the majority of the playerbase won't be affected by this rule. Therefore, most killers will still play the same as they always have whether it be fair or borderline scummy.
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/comment/1628734#Comment_1628734
i dont think you realise how strong tunneling is as a strategy if you get someone out of the game before 2 gens are done you have won the match, and you would have to be really really bad to ######### it up
You would also have to ######### up really bad to not do 2 gens before someone is tunneled out of the game while having DS, BT, and camaraderie at your disposal, especially in a SWF setting. I hope you wrote this knowing full well that solo quers will be unaffected by this rule even if they get in a que with a 3 man SWF. This rule does NOT affect 2 man SWF's.
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@Kumnut768 said:
this is so flawed
1) you cant nerf swf without nerfing solo, so the only solution is to buff solo and then buff killers accordingly
2) with this killers can just tunnel off hook with a 5050 chance of eliminating someone early and getting a free win
3) applying this to all perks would just be stupid, if bhvr for some reason did limit this to certain perks it would still be dumb im gonna use ds as an example once ds receives its rework into an actual anti tunnel perk, it will be used for defensive plays to not give killers the option to do scummy plays to get a quick win with this your essentialy encouraging tunneling and camping
- This is specifically for SWF's and will have no effect on people who solo.
- Killers don't already do that? If you have 3 man SWF, 2 players can have DS and the solo que player can have DS. You're only removing DS from one person. Like I previously mentioned, it's to prevent a 4 man swf with coms from using the same 4 second chance perks that removes all of their mistakes.
- DS is an antimomentum perk and my bet is that they will never change this. Let's say a killer does choose to tunnel one player. You still have BT and camaraderie at your disposal to pull off the win.
@Aven_Fallen said:
I am not playing in 3 or 4 man SWFs currently (only 2 man SWF), but lets say another friend of mine starts playing DBD so that we are at least a 3 man SWF.
And because I want to play with my friends, I cannot use the Perks I have on my Characters? Where I spent money on to get them? And time to get them on my Characters?
Yeah, sounds great. /s
Chances are that if your friend is new, they won't be playing with every single perk available. 2 players in your SWF can still use 2 of the same perks and this is not really that limiting in a 3 man SWF setting.
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@FrootLoops said:
I've said it before and will say it again, tweak the RNG for SWF instead. fewer pallets, chests, gens a bit closer, etc...
gives the same game experience but makes the match harder to survive unless you have comms
I think this will require more resources and effort on the part of BHVR so they will probably never go this route.
@The_Bootie_Gorgon said:
You can't penalize ppl for playing with each other.
It's more of a limitation rather than a penalty but I get what you're saying. Friends can still have fun playing and laughing together. This is more punishing towards 4 man sweat squads more than anything.
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@The_Krapper said:
https://forum.deadbydaylight.com/discussion/comment/1628532#Comment_1628532
People did it then and they would do it again is what I'm getting at and it would overall make the que times go up, I'm not saying your idea is terrible it's just something that people will find a way to ######### up so they can have it their way just like before
And who cares about those people? They're small and few so they will not impact que times. You're talking about the 1% so it's a nonissue. The majority would just readjust and the overall health of the game would definitely improve with these changes.
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@The_Krapper said:
https://forum.deadbydaylight.com/discussion/comment/1628525#Comment_1628525
I'm just stating "if" you made this nerf , you would restart that old trend and have what I'm talking about happen, you're crazy if you don't think survivors would find a way to exploit that
You're saying that people would actually go out of their way to do this instead of readjusting? That takes time and that's time that they can actually play the game. Also, when people did this, the game was region locked with a much smaller playerbase. Let's not ignore the details.
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I don't think there's an issue with one survivor running this combo. It becomes increasingly an issue when multiple players with VC run it.
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@The_Krapper said:
This will just make people stop playing the second they realize they can't play whatever they want, and also you're not thinking it through very well because if the devs start balancing around this idea then when solo players come into your lobby they will all run every second chance and broken perk possible , also what's stopping them from running whatever they want and just getting on comms with the other survivors in the lobby when they load in? In my opinion there should be more to the game than what's currently there and there should be more interactable objects it's starting to whittle away to where there is no fun because of how stale the objectives are...this game needs something more than what it's currently offering or I see it dying in 2 more years because by then another game like it will be out on a next gen console, but hopefully the devs figure a way to majorly improve the overall experience and we're all still here talking about it when that comes
I'd rather have a 4 solo quer's with the same broken second chance perks than a SWF with those same second chance perks. Hell, I've gotten those lobbies before and the uncoordinated plays were a lot easier to deal with.
You're also saying that players will add each other on steam and then dm each other their discords so they can VC within the time span of 1 minute? That will never happen and it's a very unreasonable thought process.
As to your third point about this game dying and more interaction, go make your own post on that. This is about nerfing SWF's. Stop hijacking the thread to make this about what you want out of this game.
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@KingFrost said:
So if me and my friends want to all run diversion we can't?
We can have this rule apply to certain perks or you guys can just alternate using that perk between games.
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Gen times are not the problem. Maps and tiles are.
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@BigTimeGamer said:
that tourney was only good for the Team Agony anime storyline
it was a joke otherwise
This. And thus the cult of Fingerguns was born.
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It's a tossup between Ormond and Haddonfield depending on which killer you're playing.
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Otzdarva says he's C tier and Zubat says he's ######### amazing. Both play The Blight at a very high level. The duality of man.
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I've literally never had a problem finding survivors in the first 20 seconds. You can use footsteps, breathing, crows, scratch marks, and your intuition. Those are your hints.
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I thought you were going to say The Legion is RIDICULOUS
-LY BAD. No joke.
He can get that first hit sure. Then it's loop by daylight since he has nothing else going for him.
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@Carlosylu said:
This is the Bubba vid, in a short loop, you can see the Bubba's "mind glitch" where he's used to survivors early dropping pallets, which makes him rev the chainsaw, use that at your advantage to get the most proffit from loops.
This Bubba is clearly new at killer because I would walk through that pallet with my chainsaw revved and down survivors. This "mind glitch" only works on bad/new killers. Hell, every counter for killer that you mentioned only works on bad killers.
Bringing a perk to counter a killer you don't know you're facing is a bit pepega. Let's say you don't have that perk equipped, you're just doomed? Hell no. You should be able to counter any killer without a specific perk and there are counters to those killers you listed without using specific perks.
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Check her ping dude. I've had this happen to me multiple times. It's always just one person but the others are unaffected. Their ping spikes to over 1k when you're hooking but in chase, their ping is fine.
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@Slickstyles said:
https://us.v-cdn.net/6030815/uploads/XYBRRXW1TKFK/20200818134216-1.jpg
https://us.v-cdn.net/6030815/uploads/4GT159GYIA7H/20200818134223-1.jpg
https://us.v-cdn.net/6030815/uploads/MYE9ZK84KCUJ/20200818134224-1.jpg
When you're so smol, you can't see what's going on in the Badham shack QQ.
Talked about it since the PTB lol. Many thought it was bugged but it was apparently a feature. RIP my eyes
