TheCursedTitan
TheCursedTitan
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/169585/de-pips
What is this post even.
You feel like if you play like crap you should actually be rewarded? What?
Even more...are you a SURVIVOR trying to say pipping is hard? KEKW?
ARE YOU OKAY?!!!!?!?!?!?1?!111!?111?:/!?>?!?!/1/11??!/!?
If you actually gathered what I was trying to say my whole point is around depiping unfairly, do you think it’s okay to get one hooked or face camped and depip do you think that’s fair to anyone else?
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@chase131119 said:
You feel that it's unfair when you do horrible in a game and you get punished for it...?
And you think it’s fair when it’s not your fault and you depip for it?
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@kylerabdcgamer10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1405266#Comment_1405266
I play both sides equally, actually more so survivor as of late since the sound bugs but when everything is fine I play completely equal, also you do seem to be the type of survivor main that complains about every killer being "OP" because you like the game to be super easy with no challenge on survivor side.
Oh don’t get me wrong I play killer more then survivor, and I’ve gotten red rank survivors, the ones I get are super altruistic and toxic, so I just bring a mori and send them straight to hell
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@[Deleted User] said:
The hurt-boxes on Survivors are not the issue. If you played this game before dedicated servers you would remember that they worked fine. The issues stem from latency believe it or not. BHVR don't have great servers and just because they're severs doesn't automatically mean they're good. Go check out a game that is "dead" and uses dedicated servers and you'll see what I mean. There would latency everywhere regardless of your ping.
This game's foundation was based on 'P2P'. They coded the entire game around this and now they have to undo years of work to make it function properly on servers. Hit boxes and Hurt boxes are fine its just how bad the severs really are. I have 9 ping on my device but when I login into DBD its suddenly 60. Its not on my end its on BHVR's end.
Welcome to “dedicated servers”
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1405397#Comment_1405397
As they haven't even hinted at it, the answer is: highly unlikely.
Exactly
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@PrettyFaceKate said:
Regarding latency, they will test server-sided hit validation. We'll see how that goes.
Regarding the Huntress hitboxes, I don't think it's scheduled. They tried in the past and it didn't work. Although, they were able to make accurate hitboxes for the Deathslinger. So, they're definitely capable of a fix now.
The question still remains, will they ever?
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Honestly, if a killer camps you off of one hook or moris you off of one hook you should black pip for free due to them just being childish
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I mean there’s no penalty to instant moris after someone gets unhooked so, honestly if you can tell a killer is gonna mori you right off of first hook there’s no real point, you might as well just die, the game is mainly about you escaping and if you know you won’t escape then why give someone else the chance to pip if you don’t, i one hook myself due to survivors that just don’t know what they’re doing or not giving a one hook moriing killer the satisfaction because they don’t deserve it
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@clem1710 said:
You cage a survivor, he's insta saved but you don't even know where he is. You can lose all your momentum because of this lack of information. Thanks BHVR for making the new killer trash. At least give him a buff on another aspect of his power to compensate. It seems like he's just a weaker huntress now
Hmmm you clearly don’t get how many perks the cage counters and how he basically has a built in mori and if you play it right you can get it off
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@TheCursedTitan said:
https://forum.deadbydaylight.com/en/discussion/167829/cage-of-atonement-needs-to-change
I mean if you hook someone then down them again and you know they have ds just send them to the cage, or if you see an Adam and he’s tormented and you know he has deliverance send him to the cage, if there’s survivors trying to save the one you downed that’s tormented send him to the cage and waste their time from doing hens
Gens blech keyboard
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@ItzNobody said:
Recently we have received a hotfix for Dead by Daylight, in which Executioner's Cage of Atonement ability has been altered. Although I agree with the reason behind this change, I feel it should have been reasonable to compensate for this change and improve The Executioner's power.
Allow me to explain.
The Executioner is Dead by Daylight's spotlight killer in their most recent chapter, Silent Hill. He is a map-manipulation killer, able to torment Survivors with the hazards he creates. Affected Survivors will be vulnerable to his special hook, Cage of Atonement, and his special mori, Final Judgement.
A unique killer, being one of the few Killers able to mori a Survivor without perks or offerings. The Pig's Jigsaw Traps can mori a Survivor if they fail to remove the trap in time, and The Shape can mori a Survivor with unique add-ons at his disposal. Understandably so, players believed it to be frustrating to combat against the Cage of Atonement for its limited counter-play. Simply put, their is no way of escaping the Cage of Atonement, no lucky self unhooks, the Deliverance perk will not activate despite its condition of rescue being met, and without the aid of an ally you will die.
There is no way of fighting the Cage of Atonement, you can only avoid it. Avoid contact with the Rites of Judgement trail left behind by The Executioner, and avoid being spotted and captured at all costs.
On paper the idea is intriguing, but in display we have discovered a few weaknesses.
1- The Cage of Atonement is predictable.
Putting it mildly, The Cage of Atonement would spawn at the farthest distance away from The Executioner's position. Most players quickly learned of their specific spawn points, and began to take advantage of that. It may be a flaw or an oversight, but I do not think the developers placed much thought into how experienced players are quick to adapting, Hooking a Survivor was preferable, thereby rendering the Cage ability rather useless.
To be clear, Cage of Atonement has one clear benefit: All perk abilities relying on hooks were rendered ineffective by the cage. Decisive Strike, Borrowed Time, Deliverance, these are a few examples of strong Survivor perks which would lose their power when pit against the special hook. However this benefit was also a double-edged sword, rendering the hook perks for The Executioner to be ineffective as well. Barbecue and Chili, Make Your Choice, and Dying Light are examples of hook-reliant perks for Killers. Utilizing the cage would thus become a risk on your behalf, is it worth sending Tormented Survivors to the Cage, to be rid of unknown perks they may or may not be wielding in order to make the chase easier for yourself? Be wary that you have no control as to the direction of the Cage, and their is a high possibility that one of the remaining 3 Survivors is at the exact spawn point for the Cage at that moment.
2- The Cage of Atonement removes the Torment effect on Survivors.
The unique effect of Torment would be inflicted on Survivors who come into contact with the Rites of Judgement. Tormented Survivors would be easier to track as barbed wires would accompany the trail marks they would leave behind, and would leave them vulnerable to Final Judgement once they have reached the second stage of death. There is no way of removing this effect except in rescuing or being rescued from the Cage of Atonement. Doing so, you will come to notice that players often do their very best to avoid Rites of Judgement and with good reason, but I can tell you from my experience that it certainly isn't out of fear from being sent to the Cage.
3- Does this change benefit the Killer or the Survivors?
If the Cage of Atonement now spawns elsewhere due to the presence of the Killer, wouldn't the Killer be able to use this to their advantage? Say all 3 Survivors rush to rescue their ally, but the Killer arrives first. The Cage would then spawn further away from the Killer's position to avoid camping, thus resulting in a comedic chase between the Killer and the Survivors to rescue their ally. How does moving the victim fix this issue, won't their be other issues this change will bring as well? It won't be long now until Monto makes a video illustrating this comedic effect and how it could benefit The Executioner instead.
I understand with the decision to remove The Executioner's ability to track the Cage of Atonement.
I understand why Cage of Atonement will spawn elsewhere if the presence of The Executioner remains for too long.
My question is...
4- Why should I use Cage of Atonement?
It removes the Torment effect which would increase tracking and grant Final Judgement.
It predictably spawns the Survivor far away from me and possibly towards their allies, removing the time they need to rescue.
It leaves me with little progress in slowing their speed at accomplishing their objectives.
So why use Cage of Atonement now? What is the benefit, what is the result? The removal of hook-reliant perks goes both ways and isn't enough for most players to consider it a fair trade.
I sincerely hope Behavior gives this question some thought and consider adding or tinkering with Cage of Atonement so as to properly answer this question, as I believe I am not the only one who feels this way. I understand this post may be conflicting and most people will think of it as whining for having a Killer be nerfed. I hope my argument is enough to leave you asking the same question, this change in The Executioner by no means makes the Killer any weaker, he still has Punishment of the Damned and Final Judgement to rely on.
In Layman's terms, Cage of Atonement serves no purpose now. I hope Behavior addresses that what it does is not enough and will not be enough for most players.
Thank you for reading my dramatically long post. Do you agree or disagree? Support your thoughts and if you have other changes in mind, feel free to share your thoughts and share this idea in case the developers were to notice.
Also fingers crossed the Coconut from Space comes across this 🤞
I mean if you hook someone then down them again and you know they have ds just send them to the cage, or if you see an Adam and he’s tormented and you know he has deliverance send him to the cage, if there’s survivors trying to save the one you downed that’s tormented send him to the cage and waste their time from doing hens
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@bingbongboi90 said:
Ok if we are doing this change then Lets make his range attack a one shot to compensate this big nerf.
Seems fair
So it’s a big nerf, even though he has a built in Mori?
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@kylerabdcgamer10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1400404#Comment_1400404
wanna know how to counter cages..HMM its easy ''DON'T WALK IN TORMENT''
Every killers excuse XD “just don’t walk in it” kinda hard when he traps a pallet
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1400574#Comment_1400574
Cages have unhook immunity/free borrowed time just like hooks. Also they spawn on the other side of the map and near other survivors. Easiest insta-unhooks in the history of Dead By Daylight and you're still complaining.
Actually play Pyramid Head against ANY 5000+ hours SWF team. See what happens (no matter how good you are).
His cages allow for easy insta-unhooks denying any sort of pressure. You get no BBQ auras, no Pop Goes The Weasel, no possible chase around the hook leading to more pressure and quick multiple hits etc.
His cages counter himself more than they do counter survivors. Personally I never get teammates that run Borrowed Time AND I never run Decisive. I still escape even against tunnelers and so far only 2 Pyramid Heads have ever managed to kill me.
Very op indeed. Killers shouldn't be able to kill survivors. That would be balanced.
Idk what you play on it may be different on pc but on console it’s a whole nother story
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1400574#Comment_1400574
so maybe instead of making perks work with the cage we should instead hide the aura of the cage from him? also you really cant call me brain dead when one of your few post is asking for the devs to nerf bubba.... one of the weakest killers in the game.... so yeah....
I actually asked for a rework maybe if you paid attention and ya know used the brain god gave ya maybe you would actually know what you’re talking about, and also what does removing the aura do there’s still nothing to counter the cage if it’s gonna count as a hook state might as well make all hook perks work with it
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1400562#Comment_1400562
you're not absolutely powerless. just get good. learn to not rely on second chance perks.
When you’re in the cage, you can’t attempt to escape, you don’t get any protection from him proxying the cage, and he could down you once more right out of the cage and hook you and then boom the next hook stage
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1400562#Comment_1400562
you're not absolutely powerless. just get good. learn to not rely on second chance perks.
“Just get good” found the killer main
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1400442#Comment_1400442
lmao so you would rather a killer be absolutely useless than adapt to him. found the survivor main .
Also I don’t think you read what he said, he made a fair point I’m fine with all hook perks for survivor and killer working with the cages cause that’s actually fair rather than him have a cage which counts as a hook strength with nothing to do but sit and wait
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1400442#Comment_1400442
lmao so you would rather a killer be absolutely useless than adapt to him. found the survivor main .
Ah yes so adapt to being absolutely powerless to the cages, found the person missing a brain cell
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@Spooky13 said:
Cages are practically an instant save against teams with more than 4 brain cells. This would be such an unnecessary nerf and would make Pyramid Head one of the worst killers in the game. Cages send you to the other side of the map, usually allowing a free save, and letting you heal/get back on gens faster than if your team had to run to where you are on the hook, not to mention more dangerous as the killer would still be relatively nearby. Cages are extremely situational, and the only people using Cages for every single hook state are the people who don't know how to play Pyramid Head effectively. Cages are the worst aspect of his power, and using only Cages hurts him more than it helps him.
Not to mention if they made this change they would have to make perks relating to hooks work for killers too. That means Devour Hope, BBQ, PGTW, ect. You can't just have only survivor or killer hook perks work on Cages, that either makes him too strong or too weak and shows clear bias towards one side, something Devs obviously don't want.
Bruh Id rather this
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1400131#Comment_1400131
give me one reason why anyone would use his cages if they didnt count as a hook state
To avoid flashlights, DS borrowed time etc all the perks killer B1tch about
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No it would make it fair cause nothing can counter the cages either make it so deliverance and ds and perks like that work with the cages or make it so he needs to cage someone 3 times
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@HP150 said:
https://forum.deadbydaylight.com/en/discussion/comment/1400097#Comment_1400097
I swear the people who think cages are some amazing tool for PH / are complete BS for survivors have not only not played as PH, they don't have much of a concept of how killer is played in general.
Um let’s see I bought the dlc, played as pyramid head and even I think he’s a little overpowered, I played him for 5 days, they are amazing cause they counter, flashlights, DS, deliverance, borrowed time need I go on?
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@LuLXDegro said:
Survivors a very overpowered at the higher ranks and they need to be toned down. I'm not talking about loops, those are fine. I'm talking about how the game thinks it's okay to allow an entire team of survivors to run Decisive Strike and Borrowed Time. That makes the game impossible for the killer and that's abusing survivor perks. If a survivor vaults the same window enough times in a row the game will block it because it's abuse, but how is a 4 stack of survivors with DS, Borrowed Time, and Self Care not abuse? Like my brother mentioned to me, a reasonable nerf would be that if 2 or more survivors have the same perk, it gets dropped a level. For example, if 3 survivors have DS level 3 then the game should lower it to where those 3 survivors have DS level 1. Same thing for all other crutch perks. Of course there are going to be survivors who don't want this change, but they have to realize how ridiculous it is, as a killer, to go against an entire team of survivors with DS and Self Care.
if you’re this bad that may be a sign to stop playing
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@TheCursedTitan said:
https://forum.deadbydaylight.com/en/discussion/167165/nerf-survivor-perks
Does anyone else b1tch in here
Smell*
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@LuLXDegro said:
Survivors a very overpowered at the higher ranks and they need to be toned down. I'm not talking about loops, those are fine. I'm talking about how the game thinks it's okay to allow an entire team of survivors to run Decisive Strike and Borrowed Time. That makes the game impossible for the killer and that's abusing survivor perks. If a survivor vaults the same window enough times in a row the game will block it because it's abuse, but how is a 4 stack of survivors with DS, Borrowed Time, and Self Care not abuse? Like my brother mentioned to me, a reasonable nerf would be that if 2 or more survivors have the same perk, it gets dropped a level. For example, if 3 survivors have DS level 3 then the game should lower it to where those 3 survivors have DS level 1. Same thing for all other crutch perks. Of course there are going to be survivors who don't want this change, but they have to realize how ridiculous it is, as a killer, to go against an entire team of survivors with DS and Self Care.
Does anyone else b1tch in here
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1393505#Comment_1393505
I don't need to read them to know it's a bad idea to have it be reliant on terror radius. They just need to add parameters that will deactivate the perk. Working on a gen/taking a protection hit/working on a totem. Basically doing anything that's not getting tunneled, but they won't do that because the devs don't think it's an anti-tunnel perk.
If you read the rest of the messages you’d have seen this was already talked about, Sheep
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@bjorksnas said:
"slight buff" have the perk that already lasts too long stay active permanently here is my slight clown buff, have his gas instantly kill survivors. You use subtly in your words but not in your ideas which feels like a punch in the face. Plz balance word choice with the actual concept
yet he has an add on where when he hits the survivors with the bottle and then can instadown, soooo kinda basically Would just be buffing that for no reason, and a minute is long to you? Picture this scenario in game, Door is open and you unhook yourself and that minute isn’t enough for the killer to avoid DS and you don’t escape cause all they’d have to do is sit over you and smack you as soon as you unhook yourself and wait a minute not so long now is it?
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1390513#Comment_1390513
Nah, ghostface and wraith would be able to tunnel freely. You could just admit this wouldn’t be a good change
Did you read the rest of the messages before you said this? Didnt think so
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1390582#Comment_1390582
That's why I said DS and BT would be the same
The DS I have in mind would be like the combo of DS and Camaraderie
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1390582#Comment_1390582
That's why I said DS and BT would be the same
BT is easy counter though or just eat it and decisive like I do and still get the 4K
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For the people that don’t understand what I’m actually saying I’m basically saying DS the way it is now but the timer freezes when the killer is close to you or sitting above you, and for people complaining bout killer radius make a radius for survivor that’s not unreasonable but fair
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1390587#Comment_1390587
You think DS currently isn't good enough for camping/tunneling?
DS is literally one of the best perks in the entire game currently. You're wanting to buff that.
DS now is currently really easy to counter all you do is just sit on top of them for a minute
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@HollowsGrief said:
Let's buff the second strongest perk in the game (second only to OoO.) Sure seems reasonable to me.
How much weed did you smoke... I want sum
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1390518#Comment_1390518
That isn't what I asked.
I asked what the purpose of your change was, not what the purpose of DS is.
To make it a little more fair for those who get tunneled, or camped
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1390471#Comment_1390471
You can't use Trail of Torment or Nemesis to counter BT. Either no time to go kick a gen and return nor to kick a gen to get back, pick up, go hook and wait for the unhook within 16 seconds.
You want to make DS exactly like BT. Then you have twice the same perk, just one you use for yourself and one to use on others. Sounds like bad design
You do realize bt only works with a terror radius right...
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@ALostPuppy said:
32m is standard tr. A lot of people run monitor so that makes it 40m whilst in a chase. A lot of people underestimate just how much ground that covers. It would be so easy to keep DS up against almost every killer once it's active. You would essentially have it for the rest of the match, and the killer would be punished even harder for not tunnelling you and then eating a DS as they would now have absolutely no clear way of measuring when it expires. This would be absolutely broken.
DS needs some kind of full-on rework. My idea was an infinite timer until that person gets healed, interacts with a gen, or another survivor is hooked. Then killers would only get hit by it if they were tunnelling, which is what the perk is now supposed to prevent. (I don't really care nor agree with what the Devs say: DS is an anti tunnelling perk, at least now. You could've made that argument before it's change that it wasn't but now its purpose is absolutely to stop tunnelling)
I said when that person is healed DS deactivates until you are hooked again as a reply to someone else
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/1390513#Comment_1390513
I guess, but that just means that the killer can still tunnel freely solely because they chose a certain killer, which is pretty imbalanced
the only counter to DS should be slugging, or just not tunneling imo
Killers who don’t have terror radius: Wraith when he’s cloaked, Myers in tier one who is incredibly slow and has no lunge, Spirit when she’s phasing, Pig when crouching, Ghost Face in Nightshroud even though you can expose him on the ground, hmmm need I say more?
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@TAG said:
This seems like it would make it much worse.
So you’d rather a killer just sit over you for a minute and let ds run out rather than have ds not run out while the killer stands Over you and near you
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1390473#Comment_1390473
What would be the purpose of this change? Any other changes as well?
The whole purpose of ds is to either waste time or counter getting tunneled downed and picked up again
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@Mew said:
id rather not have killers be able to tunnel freely just because they dont have a terror radius
so, nah
Most killers that don’t have a terror radius have to use perks or deactivate their ability and it’s more time consuming for them cause they’ll have to Wait for their perk to activate or wait for their ability to deactivate in order to pick you up
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@Kolonite said:
What about killers that run giant terror radius builds though? This is just dumb
The whole point is for you to leave that survivor on the ground till another survivor heals them and it won’t activate till they are hooked again
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Continuation: the Timer pauses when you’re in the killers terror radius, but when you’re out of the killers terror radius ds will be active for 60 seconds so all a killer has to do is avoid you for 60 seconds and focus on someone else or go kick a gen away from you
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Maybe add a timer to if the killer leaves you then it’ll deactivate after 60 seconds of the killer leaving you but then the timer freezes while you’re in it
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1390450#Comment_1390450
This would be an overall nerf to DS you know right?
Better than the timer and no I mean for as your in that killers terror radius if they leave or go back
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@LordGlint said:
So your buff is to make it uncounterable if your unhooked in the killer's TR? This would just encourage people to unhook asap before the killer can move away. Also, a counter cant be "pick another killer".
You clearly didn’t read, I said use perks that take away terror radius, like pyramid head trail of torment or nemesis or insidious and sit over them till you’re undetectable then pick them up or that perk when you slap the survivor and they have your terror radius
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@Blueberry said:
And deactivate if you leave the killers TR?
Yes
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Also the whole “it should only work when you’re in a killers terror radius is unfair, due to the amount of perks that reduce terror radius, and killers that have no radius when they have an add on or just due to their ability and this idea would give campers the edge cause they wouldn’t be able to be detected with insidious, cause they’d be undetectable which would be unfair to us in order to let us know if we should go for the survivors who are being camped or not, I say leave spinechill as is if nothings gonna be done to balance it out, I go against spinechill all the time and I never complain about it cause it doesn’t help them if you kill them right off the bat
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Honestly it should stay the way it is cause it’s one of our only counters to things, metal of man is not that good anymore, head on needs a couple seconds to activate, adrenaline only works at the end of the game and it doesn’t matter if you have noed just make sure to only smack them after the last gen is done, honestly the reason so many people dislike Spine Chill is due to it being our best perk right now, but hey as usual our best perks become crap not too long later so killers you’ll get what you want yet again
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@Maperson said:
Well, you can't take instadown from him bcs its all he has, he can't get nerfed cuz he already one of the worst, if devs want to remove camp they need to rework him
It’s not even just to remove camp, it’s just make it so he has to work for the insta down like billy, bubba requires no work for instadown