TheClownIsKing
TheClownIsKing
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We already have totems that grant 1000bp a pop, and they’re STILL mostly ignored (followed by “WAHHHH, NOED OVERPOWERED).
If totems don’t encourage exploration to find them, adding in red glyphs as a permanent feature isn’t going to do any different.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1965588#Comment_1965588
I guess that would be OK but I'm a bit hesitant to make it one use. I say a max of 3 uses is fine.
Nah. As it stands now a killer is likely to already deal with it 3 times each across each survivor in a SWF. The volume of times it can already be used is the problem.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1965562#Comment_1965562
I don't think that would be good. I agree with limiting the number of uses but 1 use is too much. To have that you would have to buff it in some way.
I’d be ok to a buff to the distance and invincibility frames if it could only be used once.
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It just shouldn’t be an exhaustion perk. Like DS or Unbreakable, Dead Hard should only be allowed to be used once. That’s it.
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@Quink said:
Wanted to give last survivor hatch cause he had 2 dc and 1 suicide. We both ran around for probably 10 minutes. I know most spawn locations but none of us could find it.
Is this an known issue? I am 100% there was no hatch. Checked all edges of the map all buildings and open spaces. No hatch no sound no nothing.
I’ve had this happen on either swamp map once in a blue moon. Search forever and ever and cannot see or hear the hatch. Only ever happened in swamp maps.
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@Yords said:
I think the percentage of progress lost should be buffed to 8%, and even with the buff (which sounds good) it still would be a bad perk against decent survivors.
No. That would make it stronger than Lullaby, with less restrictive conditions.
And stacked with Lullaby would make it absurdly overpowered.
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@Mr_K said:
1) Stop grouping up around other survivors. This is true against most killers.
2) If slugged, move away from the killer. Don't hang around and make it easy for them.
3) The DC penalty goes higher than 5 minutes.
1) without using Bond, it can sometimes be impossible to know if other survivors are nearby.
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You should be careful gloating about this on these forums.
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@Lexilogo said:
It would certainly make Overcharge stronger, but it doesn't fix Overcharge's central issue of being centered entirely around Skillchecks. Making the skillchecks harder to land kinda just kicks the can down the road, and kicks new players while they're down.
I would suggest this simple buff:
Attacking or grabbing Survivors in the middle of repairing a Generator, or up to 1 second after they have stopped, counts as a break action against that Generator, damaging it.
This isn't just to save time, this synergises with the effects Overcharge already has. There's one use of Overcharge that Survivors can't escape- If Survivors don't have time to finish the Skillcheck before going off the gen, it's going to blow up.
This would turn Overcharge into a "gen lockdown" Perk. Repairing gens in the Killer's face is now a much more daunting task. If the Killer is running Pop Goes The Weasel and it's active, it's impossible.
That would be terribly unfair for survivors that are up against Pop and Overcharge.
What are they meant to do then? Just run off and allow the Pop kick?
The reason Overcharge has a skill check is to give Survivors some sort of balance, rather than just “screw you, this is happening”
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1964199#Comment_1964199
Assuming an addon should be better because of its rarity is a stretch in DBD. Look at Demo or Pyramid Head.
Bleach was always better than ether because once you actually got to a loop and smashed a bottle at the apex of it ether doesn’t matter. Ether is better for closing the gap but bleach did both.
Bleach ether bottles were still really good but I never used them before because reloading was just too painful without cork stopper or extra bottles.
Now I want to use them but the gas has been nerfed so they don’t feel amazing like they would have with last patch.
What assumption?
I specifically said I did the numbers and calculations to see how much reduced distance a survivor covers while they’re intoxicated by each of those 4 add ons without combining them (Ethers & Bleach).
Ether 10% and Flask of Bleach were almost identical in terms of how much extra distance it allowed Clown to close on the survivor. The only difference was that Flask of Bleach allowed that distance to be closed slightly faster.
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@AhoyWolf said:
I always thought that the "buff" Stake Out got a few months ago should have been for the perk This is Not Happening, I think it would have fit much better.
Hmm...
I could get behind it being changed to hitting greats while injured gives 2% progress. But only if they removed the bigger size of the great zone.
Not just suddenly do what stakeout does indefinitely while injured. That would be way too strong, especially with Resilience, a toolbox, and Prove Thyself
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@Yamaoka said:
Zanshin Tactics.
Why - does - it - even - have - a - cooldown?!
Not only does it have a cooldown but the survivor version of the same perk (Windows of Opportunity) is even stronger as its cooldown is 33% shorter.
4 v 1 game: Give both sides the same perk but give the side with 4 players the better version. That's balanced !
This I agree with.
It’s certainly a much better perk than I originally gave it credit for upon release, but this is the only perk I legitimately support everyone questioning why it has a cooldown.
It really shouldn’t have one.
If they absolutely MUST keep a cooldown for the sake of tiers, just dramatically reduce it.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1964143#Comment_1964143
True and as long as you had good bottle placement bleach was always better
Actually, I did the numbers once upon a time because I wanted to know why Flask of Bleach was green, yet Ether 15% was purple, so did some calculations on all Ether’s and Bleach, and although I can’t remember the exact numbers now, Ether 10% and Flask of Bleach were pretty much on par with each other.
I.e. The total amount of reduced distance the survivor covers during the time they’re intoxicated is almost identical whether they’re at 20% Hindered for 2 seconds (Flask of Bleach), or base 15% Hindered for 2.66 seconds (Ether 10%).
It finally made sense why Ether 15% was purple (over Flask of Bleach) when I could see that Intoxicated for 3 seconds had the greatest total of reduced distance the survivor covers during that time. This obviously made Ether 15% + Flask of Bleach a very powerful combo.
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1964143#Comment_1964143
The yellow bottles are map dependent also now too though. It really depends on the survivors that you go against that depend on if using the yellows are worth while. They typically are because survivors like to just hold sprint forward and ignore everything else, but some of the higher level players typically won't give you that chance to make them shine. That's why I think ether 10 should've stayed, because against some high end teams you are going to be finding yourself using pink most of the time. With those .66 seconds meaning if you win the game or not. Depending on how many times it actually saves you from them getting to that window or pallet or whatever.
There are tons of loops that can be turned into a death sentence for the survivor by first placing an antidote, and then during the 2.5 second activation window place a tonic elsewhere at the loop. There’s nothing really map dependent about that.
Even if the survivor is clever enough to figure what’s happening and leaves the loop, I can still use the Antidote Cloud to charge down on them.
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@[Deleted User] said:
Second Wind is really good now. Like unironically good. I use it as tunnel bait. Get the killer to commit to me, heal to full health as I'm running, ajd then hit them with DS if I go down within a minute or force a locker DS. It's pretty dirty.
Wake Up will also save your...butt. How many times have you died when the killer hit you with the gate at 90%? What if you saw the gate auras permanently after the last gen and also opened the gates faster? It also tells your teammates which gate you're on.
Yeah I’m a big cheerleader for Wake Up.
There’s been a ton of times I’ve gotten into a chase shortly after the last gen pops, and afterwards completely forget where the exit gate notifications popped up.
So I like Wake Up for just that alone. But also yeah I can attribute Wake Up to being the sole reason I managed to escape just as the killer was approaching me at the switch.
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@savevatznick said:
https://forum.deadbydaylight.com/en/discussion/comment/1963992#Comment_1963992
Babysitter + Distortion for three guaranteed no-scratch marks unhooks. It's really fun to see a killer come back and be plain bewildered and unable to track you, provided the ground isn't light enough to show bloodstains.
Yeah that’s a very clever combo. Who knew stealth unhooks could be a thing.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1964057#Comment_1964057
I was honestly never a fan of ether as I prefer bleach but we still have 15 vol % to work with. Green and brown weren’t very good anyway
It’s not that they weren’t useful. It’s just that now they’re totally redundant. If Clown can charge down a survivor in the Invigorated state before Intoxicating a survivor, an extra 0.33 seconds or 0.66 seconds is now meaningless.
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1964068#Comment_1964068
It can be marginal numbers, but having to run purple ether as your only line of intoxicated duration just seems pointless to me. I don't like using purple addons often. There is a lot of situations where you can't really use the invigorate bottles, and have to stick to purple, and those .66 seconds can help a lot if you are on your last bottle and the person is going to make it to the window or pallet. Ether 15 is the much better choice, but the .66 helped a lot in terms getting some specific hits. I still think it should've stayed.
I’m still pretty convinced 10% & 5% were redundant now that Clown can invigorate himself before intoxicating a survivor, which can be done in many circumstances.
Yes, I’ll agree that SOMETIMES it’s not possible to Invigorate, but not often.
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1964057#Comment_1964057
They could've removed the stupid movement while reload if they wanted hartshorn to be an addon.
Nah, no way. Now that base reload is 3 seconds, Inner Soles + Cork Stopper is an extremely good combo.
Now that it’s more likely a reload is required mid chase from using Tonics & Antidotes together, being able to reload in just 2 seconds AND have a survivor gain such a little, marginal bit of distance is just golden.
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@6yXJI0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1964041#Comment_1964041
I saw a lagswitcher did similiar #########. He lagged other survivor. That survivor became invisible, killer got stuck in carrying action, unable to long lunge, abilities, hook, vault, pallet kick.
Well the ticket is submitted. BHVR can investigate and find out for themselves.
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@GodLikeTerror said:
I like running ether sometimes with flask of bleach, but I can't for the life of me understand why they removed both 5% and 10% ether. spirit of hartshorn is honestly a god awful addon, and it isn't needed in the slightest bit. Now if you want to run ether you only have the choice of running the purple ether which is ridiculous. I understand the new bottles needed some addons, but hartshorn is honestly one of clowns worse addons.
I mean, as much as I advocate that small numbers count, in Clowns case the ether add ons were just so marginal.
Ether 15% is still just an additional 1 second of Intoxicated, which is good in actual practice. But 10% was just 0.66 of a second, and 5% was just 0.33 of a second.
Now that Clown can Invigorate himself, such small boosts to Intoxicated were just redundant.
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@RepostRiposte said:
Pebble - For throwing at teammates
Any Means Necessary - To block your team from using pallets (Can't be used while you interact with them)
Off The Record - Let's you screw around and make loud noises without leaving scratchmarks yourself
Bond/Empathy - Run the killer into injured teammates
Off The Record doesn’t hide scratch marks. It’s 80 seconds of Iron Will and aura blocking.
Its main purpose is relief from the next BBQ occurring, and to be able to heal without being screwed over by Nurses Calling.
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@6yXJI0 said:
Its a lag-switch i think.
A lag switch is causing 8 revives from the dying state, and gens to repair themselves?!?!
Oh and the exit gate opening by itself?!??
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Also, I’m loving Fixated, Lucky Break, Lightweight, Off The Record.
Can easily disappear after an unhook, whether walking away or running, depending on how quickly a killer decides to return.
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I get annoyed with how underrated Babysitter is, and how unfairly it’s compared to BT.
Babysitter is NOT an anti camping perk.
It provides one of two functions in one perk.
First, it tells the user whether or not it’s safe to heal at the hook. It often can be safe anyway depending on which killer is being dealt with, but Babysitter leaves absolutely no doubt whether a heal at the hook is safe or not.
If it is NOT safe to heal at the hook (the Babysitter user sees the killer immediately returning to the hook), Babysitter’s second function is as an anti tunnel perk. The Babysitter user is meant to intentionally use the knowledge that the killer briefly sees their aura and intentionally draw the killer away from the survivor they just unhooked, with the no blood and scratch marks for the unhooked survivor giving them the greatest chance to not be pursued, and the Babysitter taking on the aggro instead.
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@Trashmaster said:
Last time I saw any value in that ######### piece of garbage was when old freddy was still a thing, and you really didn't need any perks against that
It was a total life saver today against a Myers using a Lery’s offering, and one of those mirror add ons. It sucked once one survivor was dead, but after that he never ever found me again.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/1963924#Comment_1963924
If I had to take a guess, I assume he meant something like Mirror Myers on Lerys, Amanda's Letter on any indoor map or Wraiths All Seeing add on. Someone was dead so none of these add ons would show an aura.
Pretty much on the money. But also when the rare occasion other killers use their aura add ons too, or I’m All Ears.
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@Chchchcheryl said:
If the proposed OoO goes through as well the synergy between it and sole survivor in situations with close range aura read will be insane!
It could...
But the proposed change is that the killers aura is only revealed to the OoO user if their aura is revealed.
Could aura blocking interfere with that? I.e. any time the survivors aura is successfully blocked, the killers aura is NOT revealed to the survivor?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1962937#Comment_1962937
Against bad Killers, yes. Blinding at Pallets is usually a waste of Batteries and time.
@Topic:
Flashlight Saves are some of the more skillful things for Survivors and also fun to do as well. And yes, they are easy to avoid thats why they are the weakest Survivor-Item, but still, more fun to use them than a Medkit, Toolbox or whatever.
Lol, this.
So much this.
“Hello? Survivors? I have ears. I can HEAR which direction you’re going!”
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/1963939#Comment_1963939
they are probably playing together
Of course. That’s obvious. But Claudette was also clearly hacking or assisting Jane hack.
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@Sunbreaker7 said:
I am not mad that there are cheaters in DBD, every game has them, I am mad that BHVR does not do much about them. The current report system is tedious, time-consuming, and completely useless, not to mention deceiving new players not familiar with how the report system really works. Nowhere does it say in-game that you need to fill out a form outside the game on a website and submit it to BHVR for review, along with video evidence of your own captured gameplay footage. If you just report the cheater in-game it does absolutely nothing.
No. That’s not fair. It’s tedious because they have to be thorough, and be absolutely 200% sure they’re definitely banning someone legitimately breaking rules.
Do you know how many bogus reports they probably get just because someone is tilted about a match result? It would be uncountable.
No. It has to ask for lots of details and proof, which unfortunately ends up being tedious because they have to be sure they’re not throwing around unwarranted bans.
And they do take reports seriously. They just ethically have no need to report back that “such n such” is now banned because that’s none of our business.
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@Yatol said:
Yea thats def Hacking, just like you i tough you where just experiencing a bug, I dont think the claudette was Hacking, i think the "invisible" Jane might have been healing her (which explains based on your post why Gens werent poping before the Claudette bleeded out.)
Except Claudette deliberately avoided pallet stunning me at perfect opportunities to do so, which would have both protected her, and freed Jane from my shoulder. That alone had me suspicious that something was up with Claudette as well, and was clearly up to something with Jane.
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This happened to me this afternoon.
@TheClownIsKing said:
I sent through my first thorough support ticket to report 2 survivors hacking in the same match, with all required evidence.
Not that it’s the first time I’ve seen Hackers/cheaters. Just that tonight was both the worst case of it (personally), and it was the last straw.
I was Clown on Midwich, running Coulrophobia, Dying Light, Sloppy, and Thana. No OP add ons. Just Inner Soles & Cork Stopper.
I was winning. 2 survivors were dead, only 2 gens done, and Claudette & Jane are injured, and are on their death hooks. I spot scratch marks & blood trails, and see Jane get into a locker at the end of one of the hallways. I knew she had Head On, but I also knew I’d reach the locker before it activated.
I go to open the locker and.... suddenly Jane is rapidly entering and exiting the locker at an absurdly fast rate, while I’m stuck switching rapidly between opening the locker & grabbing her multiple times. Then it stops, I’m presumably carrying her, I can move at my regular pace, but she’s stuck on me. I can’t hook her, I can’t drop her either, I can’t interact with anything else, and I can’t use my bottles anymore.
At this point though I’m not suspicious. I’m presuming the game just massively bugged out. I’m also hearing the repeated sounds of lockers opening and closing, totems being cleansed, healing sounds, gen sounds, randomly, as though I were right next to them occurring, but never hearing any of those sounds at the same time.
I relent that I can neither hook nor drop Jane, and just do my best to hunt down Claudette in my handicapped state. Find her, but weirdly, she avoids pallet stunning me when having opportunities to do so, thus able to free Jane from my grasp.
I down Claudette, and of course there’s little more that I can do other than watch her bleed out. She gets up. Oh ok, Unbreakable. Not exactly unexpected. I instantly down her again. Here’s where I start getting suspicious, and convinced hacking is occurring.
Claudette is down, but I can now hear healing sounds. Claudette gets up again. No Soul Guard (I’m not running Hexes anyway), and she isn’t using No Mither either. Remember, 2 other survivors are already dead, and Jane is (presumably) stuck on me.
I down Claudette again.
She gets up AGAIN.
This occurs about 5 or 6 times!!!
And even when her bleed out timer is pretty much completely depleted, she gets up ANOTHER 2 TIMES!!!
Eventually she does die from bleeding out after WAY longer than the expected 4 minutes.
Now, I’m reattempting hooking Jane, no luck, wondering what to do. I’m too stubborn to quit when I technically won and didn’t want to cop a DC ban. So I stubbornly wait in the hope Jane quits.
Gen pops.
What the hell?!?!
I resume patrolling gens, and sure enough I hear a gen in process of repair. A “chase” starts (I.e. the chase music kicks in), but there’s no one there. There is someone invisible working on the gen. I’m swinging my weapon at all sides of the gen trying for some sort of collision. Nope.
Gen pops. The Jane (presumably) still stuck on me is now managing to click their flashlight repeatedly from my shoulder. I.e. I keep seeing the flashlight light clicky clicky projected from me.
Any way, the remainder of the match continues with me helplessly watching someone invisible repairing the last gen, then watching someone invisible opening an exit gate, and Jane “escaping”.
How petty about a death hook can someone be that they have to resort to cheating to avoid dying in this game?!??!
Anyway... i thoroughly, and smugly, enjoyed submitting the report for these two douche bags, and I hope their ban is swift, and permanent.
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They’re predictably altruistic. You can bet that most of the time when a down occurs that a teammate is nearby. Be observant before picking someone up.
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@Sand said:
Killer and surv rank 1 here with 5000 hours. Can someone tell me their experience with overcharge? I used it for 10 matches before removing it. I think it that amount of time someone failed the "tremendously hard" skill check 3 times in 10 matches, I haven't played against it in ages but is the skill check even remotely difficult??
It’s still a very decent perk on Doc for obvious reasons.
It’s also not bad paired with Dragons Grip, as the shock of suddenly getting exposed can be enough for them to accidentally ignore the Overcharge skill check that pops up, especially if they’re running away from the gen straight away.
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@Boss said:
Context?
Huh?
Was my scenario a bit vague?
No sarcasm, genuinely asking if I didn’t make it clear.
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@FengisKawaii said:
https://forum.deadbydaylight.com/en/discussion/comment/1961992#Comment_1961992
Yeah Killer is easy, but compared to Survivor it´s like super hard lol
Once you get to a higher rank and gather a bigger hour count you´ll see for yourself, but I totally remember how it was when I started too! I thought KIller was really op until I learned to loop and all that. Good luck on your journey gurl!
Well this is embarrassing
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@poomanchu said:
https://forum.deadbydaylight.com/en/discussion/228055/hopes-for-the-next-killer
I think Pinhead from the movie Hellraiser would be awesome! His hooks could just come out of the air, & hook people! How cool would that be?
Pinhead definitely makes room for a greater berth of creativity in regards to what exactly his powers in DBD could be.
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@Sonzaishinai said:
I'm just going to fruitlessly hope for chucky again.
I wouldn't even mind if it was the robot remake version
The thing with Chucky is, other than being small, and harder to spot, what would his power be?
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@DjangoTheGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/1960493#Comment_1960493
See like this, the I frames are what dead hard does! Thats the perk! Most people have a problem with the distance it creates, this is literally the first time ive seen someone argue the opposite especially because deadharding as you describe it is a really ineffective way to use it, like of you don't like baby survivors dead harding into walls imagine how pissed you'll be when you start seeing people dead hard to extend loops and make it to pallets lol
King of hot takes
Because it’s a stupid reason to whiff a hit. And that’s what makes it more frustrating.
Sure, DH for distance is annoying to deal with, I’m not disputing the majority stance on that. But it makes sense why a hit didn’t occur (if one was attempted): the survivor is no longer within striking range.
But if the reason a chase is extended is because i think they’re attempting a 360 and time my hit accordingly, only for them to DH straight back into me, then continue running past me and behind me, then that’s simple BS. It’s dumb that my weapon passes through the survivor character model but doesn’t count as a registered hit.
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@DjangoTheGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/1960407#Comment_1960407
I actually did when i saw your post, and there was only 1 streamer with a decent amount of views playing survivor. It was JRM with like 600 views, well under Tru and Odtz who had a couple thousand each. Lets check again in real time
JohnWolfe, huntress, 1.3k
ScottJund, Wraith, 1k
Jaee, Ghostface, 1k
FarmerJohn, Ghostface, 800
Oh look heres a survivor! Some guy named
Willshayhan, Dwight, 100
I looked a little longer and found a guy named
Duckdan, Claudette, 190.
Im genuinely confused because you seem like a troll but then you seem kind of pissed a lot of the time, but every single time ive gotten on twitch this has been the case no one wants to watch survivor gameplay!
Im willing to be open to the idea that somehow all the biggest dbd creators have somehow went under my nose but you told me to check at any given time, i have checked 2 times now and not a single survivor streamer had 1000 views. JRM is actually one of the only survivor mains i know off the top of my head and he SMASHED all other survivor streams with his 600 views. The highest one i can find right now, and i LOOKED. Couldnt even break 200.
https://forum.deadbydaylight.com/en/discussion/comment/1960414#Comment_1960414
And unless hes your alt or another aspiring troll this just adds to the confusion lol.
Fine. Whatever. Believe what you want. I really don’t care. That’s not going to stop a high amount of survivor streams from occurring.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1960654#Comment_1960654
I mean i don't really care how i seem to you most of the time i post on feedback and talk about balance
wouldn't be his alt tho like jesus he has like 3.5k posts and i have 2.5k also we respond to each other often that would be reallllly weird if you have an alt and do that.
edit: also i joined in 2018 he has only been here for a year and has 1k more posts then me that would make me the "main" account but this dude literally has more activity then i do in a 3 year span.
Thats just this account. A few on here remember the old account I had running a few years.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1960480#Comment_1960480
Like I said on that thread, I do chase them.
Aren't killers the same ones saying survivors should all assume the killer as noed so clean totems? so how is that valid but it's weird if a killer assumes someone has dead hard?
Nowhere in my post i said to not chase them, I said to think about what you're doing and see what is worth doing or not....
It’s hard to read that though from the very first chase. The best at that point after a successful DH to safety is to abandon the chase because no more time can be afforded to waste.
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@KiwiCoattails said:
https://forum.deadbydaylight.com/en/discussion/comment/1960502#Comment_1960502
It makes me laugh so much seeing Bubba just vanish behind the hooked survivor. I also have an evil giggle to myself when I see an unsuspecting survivor heading in for the save. #RIPMeg it was nice knowing you. 🤣
It actually makes me really angry when survivors don’t make 100% sure they know bubba is somewhere else first before going for a hook save (or identified all 4 perks the bubba is likely running, and can rule out insidious).
I just wish more survivors would presume every Bubba is running Insidious until proven otherwise.
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Kindred can also tell me who is a complete waste of my time. It’s aggravating seeing it activate first hook while I’m working on a gen only to see that one of the survivor auras is a Nea not even remotely close to the hook or the killer just crouching, doing nothing.
Bet your butt im probably not going to invest time helping/saving them.
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Truth be told, the only time I have a real problem with DH where it’s complete utter BS is when it makes the survivor invincible and makes me whiff a hit in a completely absurd circumstance, such as when they turn around and DH into me, or they’re DH into a wall.
That’s when it totally pisses me off, when my weapon is passing through them like they’re temporarily a ghost. DH shouldn’t allow stuff like this to be possible. It shouldn’t make a survivor temporarily invincible. It should only allow the survivor to avoid a hit because of the distance it creates between the survivor and striking distance.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1960181#Comment_1960181
I'm sorry but if a single chase affects your entire game maybe just don't chase that person? I feel like a lot of people who play killer and complain about long chases are the ones who don't know when to drop it and go check on gens, and then complain about genrush.
Dead Hard is fine.
So... your solution is to just presume everyone has Dead Hard, so don’t chase anyone?
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@KiwiCoattails said:
https://forum.deadbydaylight.com/en/discussion/comment/1960442#Comment_1960442
That’s one of my favourite things about it. I love seeing a Spirit or Hillbilly looking in my direction and pulling a Houdini.
The only thing I’d like to change, is knowing if somebody else is using Kindred. Because if the person on the hook has Kindred and I do too, I have no way of knowing that the rest of the team are also seeing what I’m seeing. If that makes sense?
I’m almost certain you can?....
If you’re running kindred, but the person hooked doesn’t, then the blue kindred icon doesn’t pop up near the perk icons... i think... doesn’t it?
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@chadbeastofprey said:
Demo and demo only
I agree. I still rarely go against Demo’s, and even when I do some of them aren’t good.
But every now and again there will be an insanely good god tier Demo that just decimates us survivors, and uses the portals for intense pressure.
I have a lot of awe and respect for extremely good Demo players.
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@KiwiCoattails said:
It’s probably the only perk in the game that I can’t live without. It just makes my solo experience so much better. I love knowing when I should go for the unhook and what direction the killer went in. It’s honestly so useful and I’m surprised I don’t see it more often. I love being altruistic and giving people back rubs with my Ashy Slashy. <3
Special shout-out to the people that sit on generators and leave me to go to struggle, even though they can see that the rest of the team are doing the same thing.
https://us.v-cdn.net/6030815/uploads/Q5080Q8D23AV/04a50f5a-1d91-4347-b63b-290e9ca503b6.gif
I also love that Kindred can immediately tell you if the killer is running BBQ upon first hook, and get a HUGE heads up that they’re coming your way.