Steah
Steah
About
- Username
- Steah
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Mooks said:
Killers can prevent survivors adepts by just killing them.
serioulsy though: killer adepts are ridiculous. They are the only cases where I „slugged for the 4K“ and for me that is not a fun way to play killer.. I am just happy I am not on red ranks and occasionally are not matched against red rank survivors.
That's different though. If i play bad and the survivors escape i don't get the adept. But if i do what i'm suppose to and down someone and they auto dc then i also don't get it. I can't think of anyway a killer can block the survivor one if the survivor does what they are suppose to.
-
@Hippie said:
I easily got mine for Huntress, Nurse and Legion by just playing nicely. When you don't tunnel or camp at all (or slug unless strictly necessary), people will be less likely to kill themselves on first hook or D/C, and I got Adept Legion and Huntress on my first try that way. Adept Nurse was a bit harder but the only times I failed were due to my own incapability.
Remember, Survivors can't see what perks you're using or anything like that, so they're not killing themselves JUST to deprive you of the Adept. And they'll probably kill themselves on first hook if you take in a mori as well, since no one likes to be first hook mori'd, and that's what they're expecting.
I'm playing clown with no offering and the first guy i down on Ormond dc's when i got to pick him up. I can understand it if i was tunneling or face camping or had strong add ons or a mori. But no, i have no offering and the reload speed add on.
-
@53nation said:
Why is it a conspiracy against you? Like how would these people have any idea what you're doing until the last screen? Just keep at it; you'll get it.
Not saying it's a conspiracy but what's the point of playing that match out?
-
@Sinatyxmas said:
https://forum.deadbydaylight.com/en/discussion/154172/survivor-preventing-killer-adept
I remember when you just had to kill or sacrifice all 4 survivors, it even counted dcs as kills toward the challenge as well. Now you need a perfect game to get adept as killer. Survivor adepts just tell you to escape with that survivors 3 perks. Dwights adept you can just hide in lockers and crouch around the map.
My last 3 adept clown games have had someone suicide before i can hook them enough times so it doesn't matter what i do for the rest of the game. i might as well afk at that point.
-
@PigMainClaudette said:
It's not the killer that's the problem, it's how they're used.
Like, seriously. Rubbing against someone with a chainsaw is just unfair and unfun. And saying that I'm "out of position" is just bullsh*t. Holding a chainsaw for THAT LONG isn't any measure of skill or error.
Same goes for Hags who trap-camp. It's LAZY and dumb.
So, yeah. All killers are fair base, but certain add-ons and perk combinations just make them stupid to go against.
If you aren't near a single pallet or vault and a chainsaw killer gets up right beside you then no it's not bullsh*t you are way out of ######### position and you deserved to be downed
-
@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1289486#Comment_1289486
Come on almo, why not responding to the actual topic? It's always the same with you guys.
Because haha we can epic memes instead of acknowledging the real problems and the half assed effort to fix them
-
For the sake of realism survivors should move slower when they are injured and being injured should be like deep wound and you shouldn't be able to mend yourself if you don't have a med kit and you aren't playing Adam or Claudette.
-
@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1271037#Comment_1271037
Nah, he is fun to play as and can be viable at any ranks (Rainbow ranks because they were a SWF, their ingame actions kinda made me suspicious of that and this just confirms it)
https://us.v-cdn.net/6030815/uploads/958/381210_20200509024911_1 - Copy.png
I will never understand why people think posting out of context post game screen shots prove anything.
-
The few times i've done it i normally just say "What happend"
-
Solo survivor isn't as bad as people make it out to be, people just refuse to drop a perk for kindred
-
@BigBrainMegMain said:
- Nurse is not "still the best killer" and anyone who says that is either a survivor main or has never touched Nurse. EVER.
- DS needs a buff.
- Pop Needs A 5% buff.
- Ruin needs to be a Non-Hex Perk.
- Killer's lunge needs to be shortened.
- Pill hitboxes are not acceptable.
- Freddy needs to put survivors to sleep by his own account, either bring back the Hand Animation or hit them to put them a sleep.
- Plague needs the movement slowdown of her charge time to be removed, she's weak already as it is.
- Oni needs to be 110% movement speed during his Frenzy.
- Legion needs to be deleted for the good of the game. I'll pay for all refunds including cosmetic refunds.
- A Winged-Nurse outfit needs to be the winner of the Draw A Cosmetic contest.
- Jane needs to be Exhausted when climbing stairs.
- Billy needs to be 110% speed already with a Red Bar Cooldown to his chainsaw.
- Huntress needs different animated Hatchets.
- Myers should be able to walk through walls to break them.
- Everyone who plays Deathslinger with Monitor and Abuse and Save the Best for Last deserves a 24 hour ban for playing so boring.
- Doctor needs a stupid red bar to his shock every time it successfully hits a survivor. He should at least be punished for missing.
- Ghostface needs a shirtless outfit.
Thank you for coming to my Ted Talk.
going for the worst take ever reward i see
-
@CantDeadHarder said:
https://forum.deadbydaylight.com/en/discussion/comment/1265574#Comment_1265574
so because he doesn't have the mob mentality of 90% of the killer mains on here, is your evidence that his stats aren't true? lol ok. There is doubt of course yes, but that is not evidence lol.
Yes if multiple people come to a similar conclusion it's mob mentality
-
@CantDeadHarder said:
I'm just gonna say it how it is, this forum usually consists of killer mains requesting/suggesting buff ideas to killers and perks, or complaining about survivors' meta perks.
I'm not saying killer mains shouldn't voice their minds but it seems like the replies they get are usually tame and civil. people have a format of telling them "I don't agree with you and here is why..." and it's nice to see people have a substantial conversation. But if the post is regarding survivors, it gets kinda crazy.
For instance, if i made a post named "stop complaining about facecamping", I'd see general support in the replies from killers, maybe some survivors but mostly killers.
Now, if i made a post that said "Stop complaining about Dead Hard" or "DS is balanced". instead of them opening their mind, and looking at the other side's point of view, the replies lowkey get rude. some of the common replies you'll see are.
"found the survivor main lol"
"Survivors complain about everything."
"git gud"
"well dont run (Perk name(s)) then."
"But when survivors do it."
etc.
Look I'm not trying to call killer mains out or anything. This is just an observation I've made. If a discussion is about a perk or mechanic for one side, it's ok to make references to the other side, a good example of this would be "I understand that DS + Unbreakable is a really powerful combo, but so is Enduring + Spirit Fury." Or vice versa.
Not to mention when any form of toxicity is discussed of survivors, killers will support the OP, as they should. But when a survivor comes on the forums to talk about killers being toxic, there is always this mindset that ALL KILLER PLAYERS are saints, and that the survivor did something to insinuate that toxicity. Youtube is also making SWF seem like a toxic thing, because a few SWF wanted to be ######### and teabag. In a good half of my games, when the killer concludes I'm playing with friends, they behave like jerks just becasue we're SWF. That doesn't equal a bully death squad. We are just playing for fun.
Not to mention when a survivor is chasing the killer with a flashlight, it's seen as toxic. Maybe they're just trying to go for a flashlight save? Tru3 and Monto usually have some passive aggressive comments when they're in the process of being blinded or get blinded. I don't understand how trying to save a teammates makes me an ######### and ends up with me getting facecamped, but getting tunnel mori'd is completely fine.
Sorry for the rant, not calling out killer mains as a whole. I just don't feel as though my opinion as a survivor main matters as much as a killer main's opinion, it just sucks.
I generally try to not get too snarky with survivor players on the forums. Some of them are pretty arrogant but that goes both ways.
My guess why survivor sided voices on the forums tend to get shot down would be 1. Survivor has always really been the stronger role. 2. Killer has a lot less players.
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1268859#Comment_1268859
I promise I'm not trying to rub anything in, this is just for the sake of clarity because I promised I would tell you what I found out. I did ask Almo about the Ruin changes and the recent mid-chapter update, and he said that while the Ruin nerf did affect average generator completion time and average game length (minimally, by about 30 seconds or so), it had little to no effect on the kill rates. Additionally, the recent changes to maps and repair speeds were in no way motivated by the Ruin rework or its aftermath, they just knew that it was something the players were concerned about and the devs agreed with those concerns to an extent, so it made sense to change it.
If Ruin had such a minimal affect on game time and kill rate then why change it? Just because it was popular?
-
######### it just start with the gates open
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1267089#Comment_1267089
If you're talking about that one Wraith video where he's chasing someone to the hook, downs them, picks them up gets DS'd, they save then both run off with Adren he could have actually beat that. He should have known the last gen was close to popping, so what he should have done was just stand over the slug and wait until her Adren pops then hit her back down immediately. He might not know how long to wait, but that's what he could have done. If he waited long enough and the gen didn't pop he could pick her up without worrying about DS. If the gen never pops that means the other survivors are coming for the save which means he can potentially slug them and unless the last guy is ready to pop the gen at the perfect time that would probably be a W.
But he picked her up like a bot, then acted all surprised when he got DS'd and their Adren popped together. It was honestly a pretty dumb move.
And yes he could have had the forethought to do this. I've done it a few times, down someone I know probably has Adren and wait for the last gen to pop (which I knew would be within 10 seconds). It works. Scummy, but it works. They might still get out but you don't lose ALL your pressure in the span of a few seconds.
That would probably be the best thing to do in that situation. The problems are 1. He has to assume they have adrenaline. 2. He would still lose at least on of them
-
@Dzeikor said:
https://forum.deadbydaylight.com/en/discussion/comment/1265865#Comment_1265865
all your comments and threads are so biased towards survivors I dont even know why you bother at this point lol
This is the dude that thinks single photos of end game screens is valid proof
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1265739#Comment_1265739
Because we've provided scenarios and valid options and strategies on how to counter DS but killers are either impulsive, impatient and whiny when they get hit with DS.
They're not adapting and they're not learning the proper counters to DS, so they come to the forums, yell at the Devs for a nerf and hope in time the perk will get nerfed to their liking.
DS is a perk that only gets its use unless you let it be used. No one but the killer has control over their mouse and keyboard, no one is forced to open that locker, to pick up that survivor.
ALL those choices are YOURS and yours alone.
Shocker isn't it? So the survivor community along with the killer community (like myself) provide valid options and methods on how to counter DS but killers are so whiny they jump up and down and try to tear down every option we give them and give us these ridiculous scenarios in hopes to turn our opinion.
It baffles me that THIS is what the part of the killer community has been reduced to. As a killer myself, I'm shocked, and appalled at the whiny side of the killer community.
In that Scott Jund video i posted in the other thread you said slug them, i said you can't because adrenaline, then you just kinda ignored it.
-
@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1265620#Comment_1265620
What I am reading here:
"Complaints about game mechanics I don't like isn't the same as complaints about game mechanics you don't like."
Repeated threads are repeated threads whether you like the complaint or not. Tone down the double standards please.
Then you're really bad at reading. Decisive strike isn't a strategy and camping isn't a game mechanic.
-
@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/1265620#Comment_1265620
Why not? They all fall under the same heading as being a legitimate and acceptable part of the game.
Being a perk or a strategy doesn't matter. They are all still condoned by Bhvr. If they wanted to they could make camping punishable like they do to other strategies like holding the game hostage.
Changing a game mechanique is a lot easier than changing a strategy. Plus all the listed fixes for camping i've seen have been exploitable by survivors. As ######### as it might be for the guy on the hook, not much can really be done about camping
-
@bubba_is_bubba said:
https://forum.deadbydaylight.com/en/discussion/comment/1265267#Comment_1265267
I am not proving i am good in this game, i am not proving i am bad in this game. I'm just proving that gen speed is not a problem posting a screen where ou can see i am not using at all slowdown perks.
Disclaimer: Of course i had to do some extra work without slowdown perks but it's not an impossible situation (if you apply some strat, you do pressure at gens and you dont do a lot of errors in match). And survivors were good, a good SWF, they were not Potato.
And it was on MacMillan.
It doesn't prove gen speed is fine by a single 4k with spirit with no slowdown perks. Especially since there is just an endgame picture. I could post a picture of 4 people escaping vs a meta perk Ebony mori nurse. Means nothing
-
@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/1263670#Comment_1263670
No different to the plethora of ones about DS, swf, gen speeds etc.
Complaints about game mechanics or swf groups having perks for free isnt the same as complaints about a strategy
-
@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1263542#Comment_1263542
BT doesn't work against silent killers/freddy.
DH doesn't work 1/3rd of the time.
Also, none of these are a 'problem'.
Where did you get that dead hard stat from fren
-
@bubba_is_bubba said:
https://forum.deadbydaylight.com/en/discussion/comment/1264963#Comment_1264963
Super mega quoted, agree 100% and Vote UP. I think he wants
1) Smaller map (DONE)
2) Shorter Loops (DONE)
3) More Dead Zones (DONE)
4) 1H for every single gen (STILL NOT DONE :D )
Let's spam a bit more just for educational purposes:
https://us.v-cdn.net/6030815/uploads/193/UVUWR34QEJ4Z.jpg
I didnt use from my ALT Acc slowdown perks at all......
GIT GOOD my little friend, thanks ^..^
I will never understand why people think posting a single 4k endgame screen proves anything
-
Chases are a lot more varied which is good but since the safety of certain god loops is diminished a lot of people just stick to gens. Games go faster. I end first chase fast and win or i lose it or take to long and it's over.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1265096#Comment_1265096
I agree, but are we on the same page why these statements aren't contradictory?
It's stupid semantics. DS can be considered an anti tunnel perk as it does punish tunneling. If it didn't then people wouldn't be complaining that a buff to Enduring would promote tunneling. Does DS do more than just stop tunneling? Yes of course it has a lot of things it does which is why the perk is so damn good. So if someone views DS as an anti tunnel perk and if someone views it as not an anti tunnel perk i don't think either of them are wrong
-
"DS isn't an anti tunnel perk so killers can stop complaining about it"
"If we buff enduring to make it affect ds, then people will tunnel"
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1262517#Comment_1262517
And now you're punishing the survivor for the actions of the killer.
No one forces the killer to open that locker, that's HIS/HER choice. The gen one...I won't argue there.
Should survivors never be punished?
-
Give legion a glock so he can insta kill every survivor 10 seconds into a match
-
@Feiten said:
Windows of Opportunity- allow you to see trap pallets or completely remove the cooldown time.
I think that and Zanshin tactics shouldn't have a cooldown.
-
Make the effects of we're gonna live forever and bbq basekit. At the very least make we're gonna live forever do something else besides the bloodpoints.
-
Ds may not solely be an anti tunnel perk but it does have anti tunnel use. Plus if DS doesn't count as an anti tunnel perk are there any perks that do?
-
@LuciMoe said:
Who THE ACTUAL ######### LIKES THIS MAP Especially against doctor can this map get rework please or removed 😑
I thought you meant the whole game. Just delete everything
-
@KingFrost said:
Survivor Perks:
This is Not Happening - When healthy, receive a 3/6/9% boost to repairing, healing, and totem cleansing speed. You are permanently oblivious.
Up The Ante - 1/2/3% luck increase. Great Skill Check zones are 20/25/30% bigger
Slippery Meat - Instead of increasing escape attempts, escape attempts take 50/75/100% less of the hook bar.
Deja Vu - See the Aura of all Generators. Bloodpoint gains from working on gens increased by 50/75/100%
Babysitter - Unhooked survivor also sees the killer's aura
Lucky Break - Activates every time you are injured. Leave no blood trails for 30/45/60 seconds
No One Left Behind - Activates as soon as the gens are completed, instead of the exit gate being opened
Solidarity - Med-kits count.
Camaraderie - Works even when not in the struggle phase.
Open Handed - If someone sees your aura, you can also see theirs
Small Game - Add a Totem counter
Autodidact - 25% more likely to receive skill check while healing survivors
Off the Record - Killer does not receive a sound notification when you are saved from the hook.
Buckle Up - Heal survivors from the dying state 20/25/30% faster
Poised - 8/10/12 seconds
Boil Over - Increase hook aura range to 16/18/20 meters
Red Herring - Works on lockers instead of Generators.
Diversion - Only takes 30 seconds to activate.
Fixated - No healthy requirement
Distortion - Cleansing a totem will give you one token
Flip-Flop - See the aura of hooks within 20 meters of where you are.
Killer Perks:
Monstrous Shrine - Makes 3/4/5 dull totems appear as hex totems.
Mindbreaker - Works on all gens, not just those with less than 50% completion
Overwhelming Presence - Survivors in your terror radius also suffer a repair efficiency of 10/15/20%
Furtive Chase - Decreases terror radius outside of a chase as well
Territorial Imperative - Also applies to the Killer Shack.
Unrelenting - Cooldown of missed basic attacks by 40/45/50%
Predator - You're able to tell which direction the scratchmarks were going in
Hangman's Trick - 6/8/10 meters
Bloodhound - See the aura of bloodspots within a 2/4/6 meter radius
Coulrophobia - Also applies to totem cleansing speed
Beast of Prey - Bloodlust activates faster
Cruel Limits - Map Wide
Unnerving Presence - Also removes Great Skill Check area entirely
Gearhead - No Skill Check requirement. Just reveals any survivors on gens for that period of time.
Third Seal - Also applies oblivious status effect
Dead Man's Switch - The Dead Man's Switch timer doesn't start until after the obsession has been unhooked or is sacrificed.
Dying Light - Obsession's healing speed is reduced to 20% instead of 33%
Huntress Lullaby - Start with 1 token.
Overcharge - Any time a survivor starts to work on a generator, they are met with a tremendously difficult skill check.
Surge - 40 meters instead of 32
I like a lot of the changes. I think some perks are still going to be too situational or weak unless they get reowrked like unrelenting
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1262632#Comment_1262632
Its really unfortunate when you face a oni though i had to do the escape as no mither challenge for rift and i got multiple onis which there was nothing i could do but basically be there as a infinite source of blood.
That's a god damn shame
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1262633#Comment_1262633
It is an anti-tunnel perk, but that isn't its sole purpose.
Yeah it's pretty versatile. The whole semantics part of the argument is kinda dumb. I wonder what perk if any is anti tunnel then.
-
@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1262633#Comment_1262633
Read my recent discussion peanitis replied in it he said the devs never confirmed ds is an anti tunnel
I've did read that. The point i was making is that the devs might not have intended it be an anti tunnel perk but it certainly functions as one. Just like how they intended the game to be more like hide and seek.
-
@PigNRun said:
No cd at all for Windows of Opportunity or Zanshin Tactics. No cd for Surge either, or change it to the x nearest generators.
Pharmacy gives either green medkit with charge add-ons or purple medkit (with or without add-ons).
Autodidact should increase healing skillcheck chances when tokens are below 5.
Second Wind should could any health state healed, as long as its altruistic (not your own). So, medkits, co-op, etc.
https://forum.deadbydaylight.com/en/discussion/comment/1262659#Comment_1262659
Sounds like a solid BT rework. :thumbs up:
I agree with everything. I think pharmacy should give a purple med kit with add ons.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1261742#Comment_1261742
Why shouldn't survivors spawn together?
It's really only an issue still on Mothers Dwelling where they can finish a gen before I can walk my ass over there. I know corrupt prevents that but if I'm playing legion I want the survivors to stay together and dont want to use corrupt and have them spread out.
-
@Entity_Hugs said:
Mettle Of Man:
For <x/x/x> seconds and within <x> range, after you unhook a Survivor, if they get hit, you take the damage state instead. You WILL cry out as if hit. This CAN incap you. The original target still takes any on-hit effects (Hemorrage, blind, deep wounds, etc).
As long as the range is short and there is a super clear indicator that you hit a different target I think that would be pretty cool
-
@Xzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1262612#Comment_1262612
But what would you add to it? At the moment it's a high risk, low reward perk. It needs to be a high risk, high reward perk.
Increased hook time. Way faster pick up speed if your slugged. Probably a blood point multiplier too
-
@Respectfulnancymain said:
https://us.v-cdn.net/6030815/uploads/639/ZHO9GBBACA41.png
Its not supposed to be an anti tunnel perk
DBD was suppose to be more like hide and seek. DS also has some strong anti tunnel usage.
But if DS isn't suppose to be an anti tunnel perk are there any anti tunnel perks?
-
@Xzan said:
Just some quick ideas:
No Mither: Added 5/10/15 Seconds to each hook stage.
Diversion: Faster charge rate.
Distortion: A way to get back tokens, still limited to a maximum of 3 tokens.
Solidarity: Works now with a medkit.
Poised: Added aura hiding after completing a gen.
Buckle Up: Added speedbonus for healing survivors who are in the dying state. (Shouldnt' be to much, though)
Lucky Break: Now only lasts for 10/20/30 seconds, but you can recharge the perk by staying healthy.
Beast of Prey: Gain bloodlust faster.
Cruel Limits: Longer duration.
Mindbreaker: Removed the 50% generator requirement or longer exhaustion.
Zanshin Tactics: Shortened cooldown.
I know there are more bad perks, but I don't have an idea for them :/
I think No Mother could use some pretty big buffs more so than hook timer
-
@cosmicvolts said:
When killers are loading into games with a full loadout of an offering that impacts the game of the survivors severely like a mori and then rare or ultra rare add-ons and then ending the games as quickly as they do either because of altruistic survivors being mauled or selfish survivors who ultimately end up dying on forced end game because they literally refuse to help anyone off hooks or people who get tunneled, what do they even benefit from doing that except wasting everyone's time and being a dick? Seriously I don't get the appeal and I never play like that.....#########.....
I have had consecutive games where I literally cannot function or play this game at all with the toxic killers tonight game after game it has been moris after first hook, tunneling and soft/hard camping. I just got out of a match with a cannibal who did the typical insidious basement camping on a random and I felt bad not saving them so I went down there and he ended up doing the same thing to the other survivors that would come save us. I have 1500 hours in the game and am almost devotion 6. There needs to be some kind of penalty or harsher punishment for killers who play like this.
Consecutive games one after another for no reason at the beginning of the game, taking advantage of newer players that I get matched up with because of broken matchmaking. I mean its ######### ridiculous and unbearable at this point. Devs need to do something about this or honestly I will not play this game anymore and I totally understand why someone new would not want to continue playing after games like that.
Because people like to jack off their e-peen and make themselves feel better
-
Just give him a glock that insta kills anyone he shoots
-
@YuiKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1260790#Comment_1260790
Damn butthurt, a bit?
Not gonna discuss this tbh, you were complaining about me going off-topic lmao.
Not butthurt dude just using the same argument you're using
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1260788#Comment_1260788
If you can't count to 60 or keep tabs on a player who has just been hooked then you're either 4 years old or can't play killer.
You're not entitled to kills every match, stop tunneling, count to 60, know who's been unhooked and gg.
Or you can just admit that your'e 4 and you can't count to 60, then I'd be okay with DS being nerfed.
I don't think 4 games out of context proves anything
-
@YuiKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1260785#Comment_1260785
Dying light is pretty good with thana tbh I use a lot but that's just me I guess.
And we all know how bad end game builds are so dont take this as a argument.
But the fun fact is that they already throw the hide and seek factor cause you can prove that with the light we have and the new perks killers have (which all just kills the hide and seek purpose and it's just a Hey! survivor is here!)
And I already said im fine with ds being deactivate in lockers? and I wouldn't say anything about DH cause we know that perk current state.
And isn't DS affect by unnerving pressence? last time I checked it was, maybe it is a bug.
No it's not. Neither are pig boxs
-
@YuiKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1260771#Comment_1260771
Ruin never was witch hunted and are you going to tell me 5 blinks nurse was balanced?
And this is DBD community what can you expect?
What's wrong with 5 blink nurse? Just don't get hit or hide form her. It's your fault if you can't outplay the blinks. Don't punish good nurse players who learned how to use her to the max of her ability
-
@YuiKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1260726#Comment_1260726
Than it is your fault for letting the surviors make it to end game, why do you bring this to the table? I'll repeat it again: Survivors did their objective and if they can still active their DS in end game they survived 5 gens without being hooked/only hooked once, now should DS in end game because it is a free escape? No, it shouldn't you shouldn't NEVER punish survivors only cause they did their objective, and there's a counter and I'll repeat it again: Dont let it happen.
You have plenty of slowdown perk like Corrupt, Pop and Dying Light, but yeah X streamer says you should always run BBQ and you run it and then you wonder why you're getting gen rush, damn anyways this is a bit off-topic.
And what you're trying to do by saying freddy end game perks are all for end game....?
And idc if there's a 180 devs already said they wanted to keep old DS essence and old DS essence was never meant to be anti tunnel, and i'll say it again why do people think only because it activates when you're getting it is a anti tunnel? it's breakdown a anti tunnel perk?
And stealth would be so damn boring and this game would already been dead, if this game is still alive is because of the killer chase interaction is what make it fun, the mindgames and things like that...
And I can agree that DS could deactive if someone enters a locker, that's the only change it need.
Dying light is kinda like the No Mither of killer perks imo. Not worth it. Pop is good on everyone and Corrupt is good on most people, but not all.
Freddys perks are all end game perks. If you build an end game build you are weaker throughout and it makes sense you will have less hooks because of it. You are saying Killers shouldnt use endgame builds as survivors will make it there and that's their fault.
I agree that hide and seek would get pretty old pretty fast but the reason i brought that up is because the devs intended the game to be that. Just because they want something to work one way doesn't mean it will.
The locker thing is stupid. If you don't view it as an anti tunneling perk than i can't convince you of the original statement i made. If you view it as a second chance perk that can become a free escape then we just disagree. Dead hard can be a free escape too but you can outplay a dead hard sometimes. Can't ever really out play DS.
I also think it should be affect by unnerving pressence and huntress lullaby because for some reason it's not. I don't know if the survivor skill check perks affect it but if they don't then they should.
