TheClownIsKing
TheClownIsKing
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Comments
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@Boss said:
Where Knock Out be at?
I preferred filling my other slots with Coulrophobia and Sloppy. I wanted to make healing difficult, especially if they were foolish enough to rush in to help a slug before I’d gone very far.
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@Yamaoka said:
You main Clown and your build does not contain any (boring) gen slowdown perks. Therefore slugging is not only fair in this regard but even necessary to generate enough pressure for a potential win.
Even then survivors can still counter the strategy and your build by:
- cleansing your totems
- Unbreakable
- Soul Guard
- Tenacity (to some extent)
- running to the center of the map before you catch/slug them (as people will find them easily)
- not going down quickly like rank20s (duh)
- working on gens at all times even if 1 survivor is slugged. Survivors got 4 minutes of blood so the other 3 don't need to hurry. They can still finish their gens before looking for the slug. This allows the slugged survivor to fully recover, too - making it less risky to pick them up.
Last but not least slugging is (imo) more fun than getting (proxy) camped and tunneled.
Some killers run the typical Ruin/Undying/Tinkerer combo and will STILL camp, tunnel AND slug so I don't understand how people can complain about a Clown with no slowdown doing only the slugging thing.
And the full build was Undying, Coulrophobia, TTS, Sloppy Butcher, no add ons.
I was still at LEAST getting Ruthless 90% of the time.
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@Yamaoka said:
You main Clown and your build does not contain any (boring) gen slowdown perks. Therefore slugging is not only fair in this regard but even necessary to generate enough pressure for a potential win.
Even then survivors can still counter the strategy and your build by:
- cleansing your totems
- Unbreakable
- Soul Guard
- Tenacity (to some extent)
- running to the center of the map before you catch/slug them (as people will find them easily)
- not going down quickly like rank20s (duh)
- working on gens at all times even if 1 survivor is slugged. Survivors got 4 minutes of blood so the other 3 don't need to hurry. They can still finish their gens before looking for the slug. This allows the slugged survivor to fully recover, too - making it less risky to pick them up.
Last but not least slugging is (imo) more fun than getting (proxy) camped and tunneled.
Some killers run the typical Ruin/Undying/Tinkerer combo and will STILL camp, tunnel AND slug so I don't understand how people can complain about a Clown with no slowdown doing only the slugging thing.
Coz slug bad, me no killer good, must git gud.
But on a serious note, at the end of the day the only dynamic that matters when playing killer is how much of the survivors time can I make them waste for my own objective, and how much of my own time can I save to reach my own objective. Which is subjective for every player that takes on the killer role.
Some approach it by seeing how they can make the direct repair process take longer. Some like to find ways to give survivors distractions that force them away from gens, or make them THINK they should get off gens in a mad panic.
In regards to your points, it didn’t really matter when the survivors were eventually able to get rid of unbroken and TTS. Or Soul Guard or Unbreakable being in play. It still wastes significant amounts of the survivors time. And because I was quickly moving from chase to chase most of the matches, once the Hexes were gone the “damage” was already done by then in comparison to hooks/deaths versus repairs.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1697231#Comment_1697231
Last Chance
When in the Dying State whilst your bleedout timer is less than 30% full, Last Chance activates.
When within 2m of generator, any recovery progress you make is converted into generator progress, up to a maximum of 80%/90%/100% progress. You cannot bleed out whilst Last Chance is active. Last Chance remains active until you leave the 2m radius, after which it deactivates for the remainder of the trial.
Well... at least this might make it easier to find some slugs without Deerstalker.
“I wonder if they’re running Last Chance...”
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1697224#Comment_1697224
that's what you think weatherman
New survivor perk.
Soul Guard Thyself Brand New Part.
Allows generator repairs to automatically continue while you are in the dying state.
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@Customapple0 said:
To be fair you do highlight that The Third Seal is a crappy perk to deal with as solo survivor, while being useless against SWF. It literally has no other use than to be a dick & slug everyone with no intention of hooking.
I honestly hope it gets reworked to something else, I’m pretty sure a 4 man slug isn’t the gameplay that the devs are striving for.
I never said I 4 man slug. That only happens when the remaining survivors are foolish to stay close by after each down.
I just prefer to at least have 1 if not 2 on the ground while I pressure the remaining ones.
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@Sonzaishinai said:
Funny thing is that this also counters maps and detective hunch that people bring to get Undying so it's just extra salt to the wound
Most of my recent matches have had this because they’re expecting Ruin.
Surprise.
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@Dpooly said:
@TheClownIsKing Try securing a 3 gen, drop chases you can't win quickly and pressure gens more, realize you're not gonna 4k every round...there's a multitude of options to employ rather than this depressing garbage. It's not like rank actually matters in this game or your life depends on it for that matter. I'd also argue with Survivors that gen rush as well, we play this game to have fun and earn points...I mean ffs, the grind in this game is ridiculous enough without people trying to end the round in 5 minutes.
Please don’t patronise me.
I know these things. I DO these things. But I don’t see the sense wasting time hooking 1 survivor whilst 3 others are free to do gens. If I come to slugged survivors to pick them up after downing 1 or 2 others because I’m at a point in the match I see strategic value in that, but they’ve crawled away, so be it.
You’ve no right to tell me how to play, just as I have no right to tell you how to play, provided you’re not breaking game rules. Which I a NOT doing: that is I am NOT breaking game rules.
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@MadLordJack said:
To be fair... No kidding. Although it is completely destroyed by the current micro pp build. Slugging with infinite 20 second recovery? Good luck.
Soul Guard doesn’t bother me too much. It’s all about gen stall in the end, and attempting hooks when I can be absolutely 100% sure at least 2 other survivors are preoccupied enough to NOT be on generators.
@GoodBoyKaru easier to tag you in this
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There is a reason: it’s called gen rush. I really don’t understand how so many killers think they have the luxury of spending precious seconds picking up, carrying, and hooking survivors, each and every time after a successful down.
It’s simply not possible against experienced, highly competitive groups. Against the kinds of survivors I’m regularly faced against sometimes it’s exactly those few seconds spent carrying someone to a hook, instead of IMMEDIATELY looking for someone else to pressure that has lost me the match.
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@Moundshroud said:
I wouldn't worry about it. Cowards gonna run. Me, I'm going to fight you to the bitter end and see what I can learn from it. So see you in the trenches TheClownIsKing!
Cheers
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@KingFrost said:
"I'm not trying to make them DC, I'm just leaving them as slugs on the ground so they can't get picked up."
I mean 4 minutes on the ground isn't really much more waiting time than the 5 minute penalty.
You’re twisting my words.
If I return to pick them up and hook them, but they’ve crawled away and I can’t find them, that’s on them.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1696672#Comment_1696672
What kind of a choice is that though? Get hooked and die, or crawl towards a teammate to possibly get up and play the game?
I guess I just dont understand why you're leaving them down in the first place, unless youre immediately in another chase etc.
To immediately get into new chases. At higher ranks picking up, carrying, and hooking every survivor that is downed simply wastes too much time with the current gen speeds. Seconds count in this game, and quickly downing a second survivor before another is on their feet can be the difference between keeping up the pressure or getting creamed.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1696642#Comment_1696642
Thanks for answering.
tbh I understand the DC's. Being slugged and left to bleed out cant be that fun for anyone.
I understand that there are times that it is strategically beneficial and especially if you dedicate perks to it I dont see an issue with it. But in general, I dislike it as a tactic. Plus its robbing both sides of a lot of points (hooks and unhook. BBQ and WGLF).
They’re only left to bleed out if I return and can’t find them again, which puts some accountability on the survivor if they want to be hooked, rather than left on the ground indefinitely.
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@SleepyWillo said:
tts?
The Third Seal
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1696445#Comment_1696445
and how will you do that without going out of your way to apply both? you would have to run a bad perk and/or addon which is a bigger disadvantage then dealing with the 1 perk compared to just running better perks.
no one wants to be affected by both but here's the kicker, you can't take away the aura reading for most of the game without tunneling which is no different to just tunneling with better perks and there's no guarantee that you will get a OoO user so you might just run bad perks/addons for no reason.
again the perk just needs a rework, theres no competitive build that works against a good swf that you can use against it since the survivors wont be brain dead and can still loop and pay attention to your location. also coms negate the affect of oblivious severely if they tell the affected survivor your no longer on them.
edit: also if you mess up and don't apply blindness you just gave the OoO a massive advantage at loops since you can no longer mindgame.
Apply both?
An OoO user against Freddy WANTS to be asleep for the wall hacks, thus being being Oblivious. And then just chase them and force them to loop into some Snares that inflict Blindness.
There. Done. Now you can see them anytime they try to look for where you are, but they no longer see your aura.
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@AChaoticKiller said:
that is stupid if you ask me, blindness is a borderline useless effect especially against swf.
the issue is not the lack of ways to stop aura reading the issue is OoO, it destroys trapper, hag, and freddy and provides way too much information to a swf EVEN with blindness addons because none of them are permanent like hex the third seal. Even if you are affected with blindness guess what? the perk icon still lights up so you know the direction of the killer and if you have map knowledge even against stealth killers you can determine their location.
hook the OoO? he tells the team where you go even after you leave his line of sight and if you camp him the team rushes gens.
ignore the OoO? he tells the team your every move so they can get a head start when you go to their area and it allows for even more highly coordinated saves.
Freddy has an option to inflict 60 seconds of Blindness though. The last thing an OoO user wants to be is BOTH blind AND Oblivious.
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@Iceyrawr said:
When I see the tit says OoO doesn't need a nerf,
I already know this post is gonna give me some laugh.
You serious?
Did you even read my proposition?
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@MadLordJack said:
And what happens when you're in a game with OoO and you don't have a blindness option?
Of course that will still happen.
I’m simply proposing that if there were more options, and existing options worked better, then a killer getting say 2 games in a row of OoO, and thinks “oh... it’s gonna be one of THOSE play sessions is it...”, it’ll be more probable that killers find an option they’re more comfortable equipping if they predict more OoO encounters are likely.
Get what I mean?
Think of the reverse with Survivors facing 2 Docs in a row. Nothing feels sweeter than taking a gamble, equipping Calm Spirit, and it paying off because the next few matches are mostly Doc as well.
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@IronKnight55 said:
I'm trying to get my hands on the Xbox Series X. Everywhere I've looked is sold out at the moment... 😐️
It’s just been crazy all around the globe. The demand for all new generation consoles has been unprecedented. And the new problem consumers and retailers are having to deal with: bot scalper accounts automatically purchasing as much product as possible.
Like I said, I was lucky. Australia sold out of day 1 PS5’s in under 4 hours. Xbox Series X sold out in 30 MINUTES!!! NATIONALLY.
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@[Deleted User] said:
Why?
Plenty of other games to play, other things to do. Don't feel bad, be glad that people are more inclined to give up on this technological and psychological mess of a game.
Still though it’ll be sad if that happens. There’s still nothing quite like DBD, and when it works, it works, and is a total blast.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1696092#Comment_1696092
I remember reading that the next-gen update for DBD releases with the new consoles (So Nov 10th if you're on Xbox and Nov 12th if you're on PS5).
I’m almost certain they said next gen version was sometime 2021, and that current version is confirmed backwards compatible
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@SnakeSound222 said:
I'm worried the game won't be optimized on next-gen consoles and then we'll have to deal with multiple separate and small playerbases (PS4, XB1, PS5, and XSX/S).
If the current gen playerbase shrinks when next gen comes out, I hope it's not immediately after they launch because Target's earliest ETA is the day after launch, November 13th (which is probably because Veterans Day is the day before the PS5 launches) and I'd like to see how DBD performs on it for myself.
Also I don't want to deal with 20+ minute queues for either side at any rank.
Cross play has definitely put them in a bind. They now have to commit that all content and updates are the same across the board. That either means limiting what they do for the official next gen release of DBD (whenever that hits, probably 2021), or releasing content that struggles to run on current gen.
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/1695925#Comment_1695925
scrapped? probably but never said a word about it. It probably happened the same thing that happened with dedicated servers: they made a promise with a deadline, without knowing actually how much hard the task was, especially considering that devs are pretty incompetent.
Well in fairness they said they were working on console optimisation, not current gen console optimisation.
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@53nation said:
https://forum.deadbydaylight.com/en/discussion/comment/1695815#Comment_1695815
I think the 2018 console optimization has been scrapped TBH. Its possible next gen systems were announced and they decided it didn't make sense financially or resource wise to move forward.
"Let's focus on ps5.. everyone will have one by cinco de mayo.." Just speculation, of course.
These were my presumptions too
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@Kamizake12 said:
https://forum.deadbydaylight.com/en/discussion/comment/1695783#Comment_1695783
Yea cause Stealth Is viable against smart killers, what happens when u get a doctor?
Bad luck I guess. Just hope he has no reason, or inclination to set off Blast if you’re hiding in a dead zone.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1695654#Comment_1695654
sorry I forgot the include the without tunneling part
Any Clown that tunnels is probably going to lose unless the survivors are recklessly altruistic.
Clown just needs to down as many as possible, as quickly as possible, which he’s perfectly capable of.
Anyway, we’re getting off topic now.
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Why do survivors remain in this state of denial that Shelter Woods is meant to be played via stealth?!
Yeah, there are few resources. So be cautious and avoid unnecessary attention. Don’t finish a repair in the Killers face if you know you don’t really have anywhere to go.
Yeah, there are many dead zones. But that’s the point. There’s NO reason for the killer to go into those areas unless SURVIVORS give them reason to (or if they’re running Whispers or aura reading). So other than that, these make for GREAT hiding spots until you can be ABSOLUTELY sure you can return to objectives safely.
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@LowSpecGamersMatter said:
Just a reminder for YOU DEVS. WE (the community) are the reason why you became succesful. 2016 we saw this game. We saw potential. We gave you the chance. Chance to improve, make DbD big and be financially succesful. We supported you day in day out. We bought DLCs, Streamed DbD, Shared DbD, recommended DbD to friends and made DbD that popular how it is today.
Isnt it time to give something back? Something truly and honest to thank us? Or do we not deserve it unless we continue spending money and support you for another 4 years?
This is a little offensive.
Sure they have their stuff ups, and the live release of 4.3.0 is a total debacle, but your post completely ignores all of the free stuff that has been provided over the years, and significant improvements in balance.
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Clown is already viable (when the game is in a playable state)
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1695587#Comment_1695587
Halloween event add-on for all Killers. Basically gives each Killer a one-time-use Blight Rush (the non-lethal one you can't attack with) every time they hook someone.
Fascinating
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@Buttercake said:
Inject me, Daddy! 👻
“Fill me” with love.
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I think they simply reworded it to avoid confusion. Other than that, nothing has changed.
We’ll Make It can stack with other healing buffs, but it cannot stack with itself.
Eg. You can use We’ll Make It with Botany Knowledge for +133% healing speed.
You can’t do 2 hook saves in under 90 seconds for 200% healing speed. I.e. We’ll Make It on it’s own doesn’t stack with itself.
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@Ihatelife said:
The new addon for killer is basically a blight rush that increases your speed to 9.2 m/s according to wiki. I tried out in a few matches and I think this new addon should be a base kit mechanic for all killers, here's why:
- High mobility killers like Blight, Spirit, Hillbilly etc. will not take advantage for it since it's better to use their power instead of this addon.
- Low mobility killers like Pig, Clown, Ghost Face, Deathslinger etc. can take a lot of advantage from it making them less frustrating to play and making their power way more efficient due a one-per hook time traveling.
Imo I fully support it to be a base mechanic to the game ( At least for the killers that doesn't have a power that will allow them to travel the map faster.)
Wait... what?! What add on?!?!
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@Mandy said:
We are aware of the console issues, especially since yesterdays patch. The team is aware and is looking into it but we don't yet have a fix or an ETA I'm afraid.
I'm sorry that I don't have further news for you.
I want to be as respectful as possible here. I usually give the devs benefit of doubt, and I wholeheartedly believe in their love and passion for this game, doing the absolute best the can with their available resources.
That said though... is it possible to forward this so console players can gain some insight into how stuff like this could possibly happen?
We’re all a little bewildered how what went live for consoles was reviewed and given the okay to go live by whomever is responsible for that decision. I.e. How did that person/team not see all of these problems for 4.3.0 on consoles beforehand?
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1693263#Comment_1693263
He’ll be after Deathslinger, Spirit, Freddy, and Doc, especially if the devs buff him like they did Doc and Freddy. Clown’s time will come, don’t you worry.
https://forum.deadbydaylight.com/en/discussion/comment/1693790#Comment_1693790
This is what I predicted. BHVR starts gives in and nerfing Killers, players start leaving, and they’ll have to either buff all these Killers again or let the game die. I wonder how the player count will look after the inevitable Deathslinger and Spirit nerfs.
Well seeing as that’s every few mid chapters, I probably don’t need to worry about that for 2 or 3 years. Lol.
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@aregularplayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1692574#Comment_1692574
when you are so bad at killer that you think that was an exploit lol
Nea zips off from stepping off a tree root, and that makes me a bad killer because I do not consider it “falling”?!
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I normally give the devs the benefit of doubt, but this time, this patch, it’s absolutely abysmal, and they should be ashamed and embarrassed that they allowed this to go live.
Do they even test on console?!
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It’s terrible
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@P8int said:
seriuosly though, i lose rank because i get face camped and teammates wont even bother to try to unhook me.
Because you didn’t do enough to contribute to either safety pipping or gaining pips before you were chased and caught.
Perhaps play more cautiously in the beginning of the game?
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@Falkner09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1693375#Comment_1693375
Well that one's clearly OP, but the others seem like good ideas. Except the Lost Memories. Book. Why make Cages work as hooks? That just makes him weaker.
I’m gonna presume the suggestion was purely killer sided, and will still deny survivors hook activated perks.
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Pretty much all of it.
One of them is basically “exposed” for the entire match and survivors cannot remove it or cannot do anything about it other than hope they can out-loop PH.
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@Tricks said:
Someone broke a hook while my Nurse was carrying a meg to a hook today.
I dropped her (which might be mistaken for slugging) then downed the sabotour and hooked them both.
What's wrong with that?
Nothing
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@Chilli_man2400 said:
even though he got changed this patch I’m kind of upset they didn’t revisit his addons I was hoping his purple and reds would get looked at but they weren’t so here’s my ideas of how the addons could change.
Scarlet egg=Survivors affected by rites of judgment suffer from the broken status effect for 60 seconds.
Rust colored egg=survivors affected by rites of judgment suffer from the oblivious status effect for 60 secs
Lost memories book=cages now act like hooks
crimson ceremony book=survivors affected by rites of judgment suffer from a 4% penalty to repairing.
Obsidian Goblet=Survivors hit by your basic attack are put into the dying state. Can no longer preform Punishment of the damed. Reduced movement speed to 4.4 m/s.
Iridescent seal of metatron=Punishment of the damed applies torment to hit survivors.
Thoughts?
I don’t intend to offend you, but these suggestions are far too strong.
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@Reinami said:
Why nerf perks like:
- Discordance, which was fine as is.
- Huntress Lullaby, which is pretty useless already.
- Pop goes the Weasel, which is pretty fine already.
- Thanataphobia, which was bad already. (honestly philosophy behind the change i agree with, but the numbers bump wasn't enough)
Why nerf Pyramid Head who is B tier at best?
Why give useless perks useless buffs like:
- Cruel limits, which will stay useless
- Slippery Meat, which will stay useless
- Technician, which will stay useless
- Mindbreaker, which will stay useless
- Forced Penance, which will stay useless
Why not rework killers like:
- Nurse (Who is OP)
- Spirit (Who is unfun)
- Deathslinger (Who is unfun, which btw you are leaving him as is but nerfed PH even though their complaints are the same?)
Why not nerf perks like:
- Dead Hard
- Decisive Strike
- DS + UB combo
- Hex Undying + Ruin Combo
- NOED (which is unfun)
Why not fix moris and keys?
Like i get it, i really do, you have priorities. But much of this list has been a problem for a LONG time.
- Decisive Strike has been a problem since it's release back in The current version has been a problem since APRIL 2019
- DS + UB has been a problem since April 2019.
- Moris have been a problem forever
- Keys have been a problem forever
- NOED has been a problem for literally ever
- Nurse has been a problem since her release, and shes one of the original 5!!
- Spirit has been a problem since release
- Deathslinger has been a problem since release March 2020
- All of the useless perks i have listed have been useless since release, and many we even TOLD YOU BEFORE THE PATCH CAME OUT that they were useless, yet nothing was done for them.
- The "buffs" for the useless perks keep them just as useless
The only thing I disagree with is Mindbreaker. It’s a great perk now.
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🤣🤣🤣🤣🤣
...But also tears...
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@SnakeSound222 said:
Pyramid just had too much control in a chase, which is a MASSIVE problem as Killers shouldn't control the chase. That's something reserved for Survivors. I'm now fully expecting nerfs to Deathslinger and Spirit, since they seem to be lumped together with PH.
Last night, I was wondering if I should play PH to enjoy him before the nerf (and in case the devs ruined him), but decided not to and played the last day of the COD: Black Ops Cold War beta. I have never regretted playing Call of Duty as much as I do now.
Unfortunately, it's looking more and more like the Blight cosmetics are the only good things about this patch (Blighted Blight is the second best cosmetic in the game).
“Killers shouldn’t control the chase”
*laughs hysterically in Clown*
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/1693183#Comment_1693183
you good fam, I'm a rules-addict so I always remember useless stuff like that
I should have remembered. Don’t know why I didn’t. It’s not like I ever recall survivors completing the last gen and then disappearing into the hatch without a key.
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/1693175#Comment_1693175
Only if you are the last survivor. You can see it after all gens are done, but you can't hop in w/o a key unless everyone is dead. So if the killer is AFK, two survivors can work together to keep the gates closed and trap the other two.
Ahh yeah, oops. Silly me.
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@Uncharted said:
I've experienced similar situations both as killer and survivor. Thankfully none of them lasted as long as yours. With that being said, I can already see an issue with your suggested change.
Let's say I get matched with a two/three man SWF against an AFK Wraith. What's stopping them from splitting up on the exit gates and bodyblocking me from opening either of them just to grief and force a depip?
You have the freedom to find and jump into the hatch upon the 5th gen popping. Sue are unable to body block other survivors from using the hatch from what I understand.