SquirrelKnight
SquirrelKnight
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- SquirrelKnight
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@Jesya said:
https://forum.deadbydaylight.com/en/discussion/comment/1061844#Comment_1061844
because "we" should worship a streamer. what streamers say, and their opinions is always right and factual . don't form your own opinions - ever. <~ sarcasm
Otz is a good player and has some good ideas.. but this streamer worship is old.
Actually according to the devs, yeah we should listen to streamers, the devs said they are the ones who know what should be done
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I camp under 2 Conditions
1: you are.flashlight spamming tbagging etc, you are being a jerk and i have no pitty
2: if you are bringing map offering and iridescent keys and the sort. I usually dont care about items but if you are going to go hard then its only respectful that i do the same
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I run remember me, noed, bloodwarden and then whatever else i have because screw your endgame
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*Le me chilling at ranks 19-20 because anytime i went past 17 got immediately stuck with red rank survivors.
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Pic needs one big fix, let her traps execute people going out the exit gates again
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@ClickyClicky said:
New Ruin is way better. Its how a hex perk should be, powerful but risky. Something thats going to be used more for a specific build.
Old Ruin was everywhere. Everyone had it, everyone knew to expect it.
I’d rather totems be something you see every 10 games or so rather than every single game. It keeps them special.
Then they should be good enough and last ling enough to warrant being used once every ten or so games. Late game hex perks dont work well. Heck half of the time the survivor doesnt even have to look for it, just sees a GIANT GLOWING VIDEO GAME WEAKPOINT and then proceeds to break it. Unlike old ruin that was useful for (at its worst) 30-60 seconds, we now have a perk that does nothing until most of the gens are done, that can be removed within 30-60 seconds
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Heres the thing. Nurse is super strong BUT. BUT SHE HAS NO MISTAKE ROOM! In a game where killers cant waste 20-25 seconds on chasing, she is a killer that if she misses a blink attack is completely out of commission for several seconds. The big reason you dont see nurse anymore is because unless you are a master with her and never miss, you WILL lose. With toxicity as it is in this game id never touch nurse.
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"pressure" can only be applied to bad survivors. Good survivors will walk a couple feet away, the second the chase ends they will go back to their gen, finish it in 20 seconds and then proceed to find another survivor to heal, i dont even bother too much with chasing beyond 10 maybe 15 seconds because if i do 3 gens get done.
Edit: After reading about the huntress plays, i could be wrong but the two or three seconds that are different between hatcheting first or m1ing first shouldnt matter in this situation. Thats the equivalent of saying " Hey because you checked a locker its your own fault for being genrushed"
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1030345#Comment_1030345
I completely understand that, but people are distracted by the fact that I'm a killer main and don't know about the survivor sided videos I've made in the past. Or at the very least, the ideas I've presented that do take the survivor side into account.
https://forum.deadbydaylight.com/en/discussion/comment/1030355#Comment_1030355
Your life will improve by 10%. guaranteed.
**guarantees not guaranteed, consume coconut content with caution**
Hey, just watched your video. I rather liked it, it sums up a lot of issues and is worth a watch
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@Peanits said:
You'd apply pressure the same way you would as any killer. It's not exclusive a select few.
To give an example, say you have one on the hook, you slugged a second that went for the save, and then you left and found a third survivor to chase. That's three people not on generators, and the hooked survivor will die if they don't go for the save. This isn't an extremely uncommon scenario. Even assuming you don't have somebody slugged, you can have one hooked, one in chase, and a third going for the save, leaving only one person on a generator.
Pressure does not mean only chases.
That's not quite pressure is it? You are talking about one on the hook already but that really isnt the complaint people have. Its the starting 2 or so minutes into the game, because if one persons on the hook and you slug someone, thats... I mean, it "technically" is applying pressure but if the answer to "How do we apply pressure?" Is "Just hook someone and slug the rest" then why do we care about frustration for anyone else. Yeah ruin wasnt my cup of tea per say but if pressure should only come from killer actions (hooking slugging) then shouldnt eblems reflect.that? Maybe give more bloodpoint for slugging people or multiple people down at a time? Again im no game dev i just wanna ask cause you are active in this thread 👍
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Hate to break it to you, but it with how powerful those perks and abilities STILL are, i dont think that is the same thing as the reworked abilities killers are getting. Yeah ill admit they were changed to be weaker. If you give the survivor perks a slap on the hand, but then absolutley gut the killers then the "nerf" isnt quite on the same league is it.
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I have an idea, if NOED is too strong even if it can be able to be broken. Why dont we put survivor perks on like, papers the killer can take down, can you imagine the salt storm when "HEY THATS NOT FAIR THE KILLER BROKE MY DS!?!110"
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@MysterTal said:
(EDIT: amended a few requirements to make the challenge more approachable)
Record and post at least 10 matches on YouTube.
The rules are simple:
- The gameplay must be your own. You cannot use anyone else's. It must be you playing.
- You must play as the Hillbilly. You cannot play any other Killer and you cannot play Survivor.
- You cannot use Addons of any kind.
- You cannot use Offerings of any kind.
- You cannot use any Perks.
- You must attempt to use the chainsaw to down Survivors whenever possible and you must always try to use the chainsaw first.
- You must kill all four Survivors every match.
- You cannot disconnect from a match, regardless of map or if you're losing.
The purpose of this experiment is simple: you will test, for yourself, whether or not Billy is "broken", "unbalanced" or "unfair" by relying solely on Billy's Power.
If Billy's Power is truly broken, then you should be able to easily 4k every single match regardless of map, whether or not you're up against adept Survivors or any other factor besides the Power alone.
Looking forward to seeing the results.
Okay i havent read the thread in the slightest past OPs post, but imma say this, imma let ya'll finish but im the worst billy in the game and so I will NOT play billy ever, thank you very much
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Since those patch notes came out survivors have gotten far more toxic because they believe the devs are on their side, so they can slam killers all they want and not get blamed, remember, survivors are innocent and good while all the killers are mean and evil using mean tactics. So complaining about each and every killer and perk is now the new goal of the day 😏
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The killers who needed it were.killers with low map pressure, changing ruin was fine by me but you gotta fix the issue first. Remember, ruin slowed gens. When games.were done too fast they released the pig to slow it down, they circumvent fixes by using perks or killers, as bandaids, but that doesnt solve the problem gens are still done too fast
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@DanteMorello said:
https://forum.deadbydaylight.com/en/discussion/comment/992378#Comment_992378
Maybe you should try to truly read a post before answering? Is English a language you can handle?
Most people will barely increase their skill. These days most people play casually. I told you so in my first comment. Which you obviously did not bother reading well.
In every competitive game the lower ranks will be the majority for the entire time of the game's existence.
https://forum.deadbydaylight.com/en/discussion/comment/992389#Comment_992389
Again you did not read or even partially understand what I said.
I said that it makes utterly no sense to balance a game around a fracture of it's player base that generates little to no money...
In the games I mentioned it was possible because they (the high ranks) were generating money and because of esport events they were able to be strong role models for the player base. Bad balancing in their favour was therefor forgiven.
DbD can never do this. Solely because of it's asynchronous nature. Therefor it can never be balanced around the high ranks.
Really cool to fast read a post for 2 or 3 buzzwords and then ######### post.
Even in a casual game, if you dont want to get better at the game then expect to suck at the game, goes for killer and survivor, the WORST thing you can do is make it so you can advance without getting better at it
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/990150#Comment_990150
If you 4k before 9 minutes, you still get credit for your gens up to the 9-minute mark.
Very true, does that mean thats the new rule, gotta start 4king by 9 minutes? Cause with most games gens ending in 5-7 minutes at higher ranks thats an issue isnt it? Im not being sarcastic im a trash killer and seriously asking? Cause that seems a little over the top to me
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@HollowsGrief said:
Just start using noed, punish the gen rush. Also it's great for extra salt, M1 heroes think they are hot sh1t until they all get 1 shot downed then cry about it post chat. Oh well that's what people get when gen speed is junk and they butcher the only way to slow down early game. But hey guys don't worry, that pesky gatekeeper emblem will be changed to make up for gens being done 30s after the game starts lolololololol.
Frankly, ive been getting into freddy lately, blood warden noed and remember me, it helps me out a bit at least
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Something i should mention, new gatekeeper is based around gens and gates lasting beyond 9 minutes which just isnt happening even against mediocre teams
Meaning even with 4k you can still lose your gatekeeper emblem cause they got gens done that fast
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/988875#Comment_988875
You can't have both: "Devs killed her. She's still strong"
Make up your mind, it's either "Devs killed her." or "She's still strong".
I think what hes saying is that the gap between "Cant use nurse she sucks now" and " Nurse xan still be good" are leaps and bounds apart. If you are a true master of a character, they can still do their job but if you arent a pro and havent mastered her then shes trash, which i kunda agree. I was never a good nurse player but i tried her after rework and it was disgusting how much id hold blinks to go through a wall only to be a pixel short and go nowhere
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@siren_sorceress said:
https://forum.deadbydaylight.com/en/discussion/comment/989331#Comment_989331
We are talking about a game where survs used to get sprint burst twice in 1 chase, 3x as many pallets, infinites, insta ds, insta blinds. Insta bnps. Self care could be used mid chase. Pallets had massive vaccume.
Sorry but killers have dealt with faaar worse. Do killers realize how bad they used to have it compared to now? Or am I reading from new killers?
Quite true, when i first started i had the game on release, immediately got 4 survivors going through windows, i couldnt do anything so i dropped the game for nearly a year, and now after all the changes and having to constantly fight for a more fair setup, killers finally only have to deal with one or two god loops that killers cant do anything about as well as massive maps that make low mobility killers have a bad time, 3/5ths of the generators able to be done by first chase and so on. Yeah things are "better" but now that we got a legitimate way to deal with survivors, now the complaints are " BURT MUH HEALZ ARENT INSTANT, CURMPIN TOO STRONK, WHY AM I BEING TUNNELED PPLLLLZZZ NUUURRRFF"
TLDR Fankly im fine with most changes but dont say "hey be grateful things arent as bad as they used to be" as an excuse because everyone can do it.
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Got an idea for a killer. Bob the killer, has a knife and no power, 100% move speed and no add ons, that way the only OP complaint you have is he can physically hook someone if he ever gets to them. Seriously killers cant have a power without it being "UgH sO oP uNfAiR"
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As survivor,: Looping and juking, If i escape i usually get caught seconds later and if i dont the killer is half blind.
As Killer: I drop chases super fast cause i dont like wasting my time unless its safe, so i run someone off and go back to derping. Doesnt help that its winning me games, hard to get better when " Dont chase just slap and leave" gets the job done
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Ive been trying to learn a few new killers, which is good cause i used a lot of slower methodical killers but people really seem to hate it when im chasing down with freddy and stuff, ruin was always a massive help on most of my old killers, guess its back to spirit freddy 👍
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Just throwin this out there, warhammer map, skaven tunnels, with skaven assassin killer and cowardly ones and maybe a dead ratogre for npcs, also itd be the first fully underground map
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The synergy with surveillance doesnt matter cause once ruin is cleansed now you have TWO perks that are useless, sure they are cool together but that doesnt make this a good setup
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@Kimura said:
https://forum.deadbydaylight.com/en/discussion/comment/969166#Comment_969166
It would only be used for the effect that generators regress without having to be kicked, only if the survivor stops working on it.
That.....that isnt worth a perk, cause if someone runs you kick the gen it takes like 3 seconds
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@TheNasky said:
https://forum.deadbydaylight.com/en/discussion/comment/978284#Comment_978284
no its not. balancing the game is easy. you just have to ignore the whiny rank 15s who cant get good at the game.
look at a game like league of legends. wich is 1000 times more complex than dbd. a game that has skilllevels range from iron 4 (people who are physically/mentaly handicapped or have bad a bad pc/internet) to challenger players (literal prodigys/people who are 1 of a kind/ drug abusers)
now, how is it that a game like that can be balanced and a simple game like dbd cant? easy...
its because devs keep listening to shi1ty players who cant even do skillchecks.
if you are not good at the game, you dont have the right to an opinion when it comes to balance, it is a simple as that. if you think something is too hard just get good. there is no other way to put it. because what devs do by balancing the game aroudn noobs. is making it so everyone who is not bad becomes overpowered, or loses all possible skill expression leading to them losing the game no matter how good they are.
just look at youtubers/streamers who are really good at the game. like literall professionals, yet they still lose a lot of games, just because the ammount of bs killers have to go through is unbearable. because in the end, if you get tunneled as a survivor, you at least could have counterplayed that by not getting hit. wich even tho it could be hard. you can at least do it if you are good enough. on the other hand. if as a killer you lose 5 gens by the time you hooked someone once. what are you supposed to do?
you just lose and thats it. at least you have a chance to facecamp so you keep 1 kill as a consolation price. really nice huh...
I dunno if id call league a "well balanced" game
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/976257#Comment_976257
Naturally. But if that's the case, those who can't play at a high level will derank to a place where they're more comfortable. That is the point of a ranking system, after all.
I totally agree, however you cant balance your game around low rank survivors but high rank killers, a lot of the reasons given for nerfing ruin and changing doctor were based around low rank survivors and hiw hard it was for them. Again thats totally fine i dont wanna ruin it for them but to make major changes to something massive amount of the community uses or killers that are already underperforming because "its frustrating to play against" im just trying to see the logic behind it.
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Did anyone notice that the gatekeeper change involves gens being done AFTER 9 Minutes?????
Genrush is going to stop killers dead in their tracks from pipping
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@OnryosTapeRentals said:
That's because Hex: Ruin is present in 80% of red rank matches. It's obviously overperforming as a perk and making survivor matches stale as a result.
'Generator rushing' is a pejorative title given to survivors who simply do their objectives. If killers don't apply pressure to survivors and allow them to work on generators unhindered then generators will be completed quickly.
It wasnt that it was overperforming, its that at high ranks its needed because otherwise the gens get slammed. Killer can check 2 gens and chase someone for 30 seconds and suddenly 3 gens pop. I dont use Ruin much but also i am low rank killer but when high rank ppl show up i get trashed because gens take no skill to do and are the main objective for survivor. Killers still have to chase apply pressure regress gens, guard the gen thats being regressed so it ACTUALLY REGRESSES. I could totally be wrong but im thinking we are gonna see killers guarding gens much more to keep them going down as survivors now have no penalty to just hop to a different gen and do that one instead.
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Wait a minute, for hex: ruin doesnt the description literally make it useless at rank one, games regress at 1 times normal.rate? Or am i missing something. Besides of course ( KiLlErS ArE 2 Ez PlS NurF)
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Just gonna throw this out here, i think the fact her traps dont work when the survivors leave was a huge nerf to her. If they changed that that would make me happy, its fine to escape via hatch but watching survivors with RBTs just waltz out the gates like a denied date on prom night.
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You see the toolboxes (maybe not all 4 but even 2-3) a lot more often than youd think. I think moris and keys are both fine, you can get the guy who has the key forst amd be done with it, likewise, if you avoid the killer and do gens its hard to mori people you cant find 🤷♂️
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If there werent mori challanges we would almost never see moris (outside people playing for fun or troll)
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@Springey said:
The problem is the weapon, they also couldn't just take the springtrap from pizza simulator, even tho he has his needle arm, since the style wouldn't really match Dbds. (look at that giant head 👀)
They'd have to find a solution on how he would attack the Survivors, a weapon would look kind of silly imo if it would be a knife or axe. Punching could work but..
What would his abilities be? There's not much they could do, I think?
An idea for the power, if it was springtrap let him be able to teleport to lockers (similar to freddies power) but give him like, a super attack if he "jumpscares" a survivor. For weapon just a sharpened rusted claw. If they went with almost any other animatronic, give them a drag ability, an ability that catches a survivor and holds them in the kidnapping hole in their chest or suit
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@DBDIT said:
I'd just let it go at this point because BHVR is never going to truly balance this game out and it'll be a thing of the past once next gen consoles come out. Just don't put anymore money into this....disappointment and let it run its course this last year coming up 🙂
Not helpful, if you dont wanna play then dont but dont hurt other peoples fun.
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@Runcore said:
https://forum.deadbydaylight.com/en/discussion/116300/the-truth-about-swf
Voice comm possibility is giving unfair advantage to these groups. Its giving them literaly free perks like Bond, Emphaty or Kindred coz SWF can easily tell others position on map or killer position near hook. Like playing vs survivors with 7 perks and more while killer has to choose carefuly 4 perks. Killer cannot have friend on voice comm that tell him positions of survivors and simulate some aura reading perks. Killers facing premade groups should have small buffs to counter-balance this perks imbalance.
I just had an idea, how about attaching voice comms to the game, like, what if when survivors spoke into their mics, its literally said ingame. Eeehh thinking about it it has a flaw, it still screws over nonserious survivors, but i still feel being able to hear the survivors talking is a step in the right direction
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The best counter to this is to gentap, run up to it, tap it and work on it, because of how gens work eventually you will complete the generator even if it is a slog, and bonus, if he focuses on one generator then you are free to do another
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He waited to drop the pallet and got slapped. Frankly this shows the reason comms and swf are so powerful rather than trapper being not good, almsot any killer would suck with these people against 'im. Not saying THIS trapper was good but yeah, you all see what i mean
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@Runcore said:
https://forum.deadbydaylight.com/en/discussion/comment/950836#Comment_950836
Exactly, "The only correct balance approach is to bring solos up to the SWF level of intel, and buff killers accordingly around that."
What if rather than the killer "hearing" the survivors it counted as a loud disturbance, getting a notification if they talk within 5 meters to a full on aura read outside 30 meters, that way you cant use it to fully distract because the killer knows you are distracting cause he sees your aura
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@ALostPuppy said:
Ebony moris need to change. Maybe if it let you kill X amount of survivors when Y amount of gens are completed...
2 gens done - can kill 1 survivor
3 gens done - can kill up to 2...and so on. If there's one person left in a match they can always be killed by your hand. And there would be an icon on the bottom right with a counter that shows how many people can be killed. That was my idea anyway. It'd feel more like a comeback mechanic than a free win mechanic.
I like this idea, dont use moris outside of kyf myself but that sounds fair
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I feel like this data is kinda skewed. Getting lots of kills is great but that doesnt necessarily mean killers are amazing. Im rank 18 and usually get 3-4 kills but its because survivors go super obvious routes and try stuff they see on youtube. U think the game is balanced this way
Killer skill should be 100%
Survivors should have skill 80% 80% 80% 80%
The problem is survivors skill matching the killers or exceeding the killers. Because it is 4v1 or 1v1&1&1&1 The skill level of survivors should be able to work with the killer.
At least thats my 2 Cents
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@MrDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/945721#Comment_945721
They could make two game modes.1mode for survivor:solo . Second mode swf .If you play killer you can select Wich mode you would like to play (against solo survivors mode or swf mode )(like a challenge with rank). ***Sorry about my bad English***
I like that idea
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Has anyone else gotten a situation where you cant chase anybody and just kinda have to camp your three generators? I am a bad killer so maybe its just me being a bady but, i had a match where i tried to patrol gens, saw survivors chased for avout 10 seconds and gens kept popping. I got down to three gens and couldnt leave the middle one because they would go in ine at a time, tap it, id smack it chase them away turn around and someone else is already on it. I ended the game at 1k ( which is cool by me, i got to do something) but it didnt feel like i had any real control in that match, i was just delaying the inevitable.
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The only issue i have with swf is if they use comms, thats the big problem. Like what was said earlier they can be super altruism lemmings and lose hard. However the problem is when we get 4 people on comms because then the killer.loses all map pressure, without it survivors have to be semi aware about whats around them. If the survivor just says over discord "Hey killers on me do gens" then there is no longer pressure from the killer. Heck ice had survivors literally run infront of me and try and body block me so I HAVE to swing and get them away. That stuff wastes time and is the real problem with SWF. Just playing with friends is fine, its the ingame communication that makes it such a slog.
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Can i just say this one thing? If you are a survivor and get tunneled, its tike to use that to draw the killer away from your team so you cam be accomplishing something instead of crying that its happening. And likewise for killers if you are being looped then leave and dont chase that person anymore, all they are doing is wasting your time. I know people are upset that killers have all these killing and tough perks, but so do survivors. Could you imagine is survivors had hex style perks that a killer could remove? The killer is the power role and has to kill to win and the survivors have to survive to win. Stop complaining about how it isnt fair that the killer has to tunnel someone sometimes and make use of it. Or go piss off and let the rest of your team lose cause you go full moron
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Id agree the survivor should have a chance to get off the hook if they are the last one, of course the problem being the killer has nowhere to go so there really isnt a point to it other than taking more time 🤷♂️
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@Frank_Sriracha said:
https://forum.deadbydaylight.com/en/discussion/comment/943228#Comment_943228
Huntress's humming radius shows her general position, but hides her exact position.
Yeah thats what i mean, at that point wheb you hear humming shouldnt you just pay extra attention and check out for her?
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I feel like survivors arent supposed to have all the info? Maybe im not seeing the bigger picture here but that would shorten game length as it no longer kept people on the lookout. Totems would get cleared in 2-3 minutes then its all on gens instead of people sweeping. At that point why even have totems hidden when people know exactly how many are up?