Avatar

The_Crusader

The_Crusader

About

Username
The_Crusader
Joined
Visits
0
Last Active
—

Comments

  • @xmenfanatic said:

    This is how I view the perk:

    --------------------------------------

    MARK OF THE ENTITY

    Evil Has a way in guiding you to your victims after causing them pain.

    After hitting a survivor 3 times with a basic attack you have marked them, and the perk activates.

    Once activated, the survivor must stay in the injured status all game or their aura will be revealed to you outside of 16 meter until they are downed.

    The perk will deactivate once you down them.

    * This perk increase the chances of the survivor becoming your obsession.

    Lol

  • Yeah just make sure you don't hit the survivor more than 3 times throughout the trial. Easy to play around.

  • @thesuicidefox said:

    People saying it's 110 I disagree. You are slower, but it's not that much. You can still catch up faster than a 110 killer on certain loops. I think it's 112.5, or 4.5 m/s, which is like Hag using Waterlogged Shoe.

    I think that's possible. It doesn't feel too slow.

    It's cerrainly no slower than 110. Somewhere between 110 - 115 would be my guess.

  • Is it even possible for all 4 survivors to pip at once? With only 5 gens, and only a limited number of hooks and killers limited time to chase.

  • Who wants to be the totem jockey for Noed now? You do totems so you dont get screwed endgame but enjoy your depip because you wont get enough points on other categories.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/375329#Comment_375329

    Exactly, they ignore the conditions and penalty after using the perk. It's hilarious when they focus only on the invincibility part of the perk.

    What penalty is this?

    Toxic survivors who want to bully babykillers want them to see their aura. That way they can taunt and tease them more.

    Plusthe way this reads, it activates, you tank a hit, it deactivates when you go down, so if you go down immediately after tanking the hit then the perk deactivates meaning no aura meaning no downside, you just got a health state for free with no counterplay.

  • @ZacKskills said:

    https://forum.deadbydaylight.com/en/discussion/comment/375655#Comment_375655

    I don’t really see a difference between this perk and ds? New ds is if you get hooked and somebody unhooks you, you get another chance if the killer kills you within a time frame. That lets the survivor get away and have the killer spend time chasing them. MoM is after getting hit 3, so the 4th. so basically you get hit 2 times then hooked and then unhooked but instead you have to go heal yourself before getting hit because the perk activates after getting hit the 3rd time. So in that perspective it’s worse than ds. And let’s say they get away and heal, then you go hit them for the 3rd time and hit them again they get another chance to run off just like ds but it saves time from you getting them down and picking them up just for them to ds you and run off on a chase again. The only difference between the 2 perks is that ds is on a time frame and this perk isn’t BUT you have to stay one shot the rest of the game or else you just caused yourself to get hooked. It’s basically a rework of ds but you get to choose your poison, either hope you get to ds the killer and hope he doesn’t tunnel you or stay one shot after and hope he doesn’t find you

    Because with the new DS you can avoid it - just don't tunnel the unhooked survivor.

    How do you avoid the MoM perk? You can't. It grants the survivor a free health state for nothing, with no limit or restrictions. It takes no skill.

  • @ZacKskills said:

    https://forum.deadbydaylight.com/en/discussion/comment/375598#Comment_375598

    So even if this perk gets tossed in the trash what about ds? It’s still in the game

    New DS is fine.

  • @ZacKskills said:

    https://forum.deadbydaylight.com/en/discussion/comment/375544#Comment_375544

    I never said they were OP, rather a “fair playing ground” since that’s what everybody here wants. using that logic then no survivor perks are OP. Ruin is easy to counter, just gen tap. But that slows the game down if you add up all the time spent wasted. MoM gives the survivor the ability to take an extra hit which also slows the game down a little. N.O.E.D “let’s get the survivors to do all the hard work just for me to get a couple easy kills after they do everything they can to survive” lmfao it’s not OP but fair? That’s fair? With MoM You guys are acting like the survivors are there and then poof they’re magically healed and on the other side of the map leaving through the door. What about dead hard? That’s basically the same thing just a little less effective. That gives the survivors and extra chance? But that’s why MoM let’s the killer literally see where the survivor is at all times once healed to full. You guys are complaining about this stuff yet you don’t realize what’s in the game already

    Dead hard is extremely powerful, but ir can be played around i.e. waiting for them to use it. You can't do anything with this other than take it.

    NOED is garbage, not gonna disagree with you there.

    Thing is if this activates, you get hit, then you get hit again, it sounds like it deacticates there. Meaning if you dont get away to heal you dont give away your aura and so you get the 1 free chance with absolutely no downside at all.

    It's a crutch perk - like DS, it will be abused by toxic survivors - like DS.

    It's DS all over again.

  • If they're an objective then how come they're the only things that don't count towards emblems?

  • @Master said:

    https://forum.deadbydaylight.com/en/discussion/comment/375523#Comment_375523

    Imagine a SWF forcing you to chase away a flashlight user before you are able to pick up the slugged guy, then you pick up the survivor and he already has 50% wiggle meter which is equivalent of the old non-obsession DS (BUT WITHOUT LIMIT)

    You can normally get a hit pretty quick since they come close with the flashlight, and survivor dying state recovery is slow. Shouldnt be that hard to hit one and then hook the other.

    If you feel they have this perk, leave slugged and go for flashlight guy.

  • Flip-flop is fine. 99% of the time the killer picks up the survivor instantly anyway so the perk will be worthless.

    The killer also has 2 ways to play around it.

    1) Pick up the survivor quickly

    2) If you leave them slugged to hit another person, then commit to that chase and leave this survivor slugged for someone else to pick up.

    It only affects killers if you choose to leave them slugged then go to pick them up much later. On top of that it's 50% maximum, meaning they still need to wiggle the remaining 50% which makes it weaker than the old DS at 35%.

    Imo this perk is in no way comparable to the old DS.

    MoM on the other hand...how do you play around that? You can't. That "instaheal" as I'll call it because that's what it is is guarenteed. There is no avoiding it. Which is why it sounds so unfair.

  • @EqMonkVeeshan said:

    https://forum.deadbydaylight.com/en/discussion/comment/374087#Comment_374087

    You Familiar with Make your choice? If not you should check it out. basically its a free down if you hit the right person.

    @Eveline said:

    You really love the teabags Crusader lol. Can't say I feel different.

    @EqMonkVeeshan Are you kidding?

    Once MYC is active the killer has 60 seconds in which to find the survivor, who can evade the killer through stealth, or if need be looping. After 60 seconds the effect is over. Most killers don't take MYC because it's easy to play around.

    How do you counter this new perk? Does it have a time limit? No. All you can fo is stop chasing after the third hit.

    @Eveline If I wanted tea I'd switch the kettle on.

  • @NathanExplosion said:

    @Poweas

    Already happened numerous time to us killers.

    And if the community's backlash is too hard, they simply revert the shadownerf and say:

    "That was a bug ^^"

    https://us.v-cdn.net/6030815/uploads/858/7W5FZ9YAMCXI.png

    While a sound effect was created for the shadow nerf.

    https://us.v-cdn.net/6030815/uploads/644/Y7VTST59TSIB.png

    Coincidentally this sound effect occurs not just while phasing, but while vaulting too. Which was another area in which she could fool the survivors.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/375332#Comment_375332

    @Master Let's say the Flip perk is the 2nd real problem. It doesn't matter with solo survs but with SWF? Way too powerful.

    But basically yes, while the discussion about MoM is important, let's not forget Flip Flop.

    What's the issue with flip-flop?

  • @Lanis_ said:

    It's funny to think that all the brainless killer main hated DS because it was a perk without a counter that gave a second chance ... rancor has no counter, needs nothing except that the killer has eyes and hits the survivor once for give him a free kill.

    Tbh i think that rancor is a trash perk because is 1vs1 ability.. But that one survivor can't do anything vs this perk.

    To be fair its never used if the killer wins and with multiple survivors alive at the end it's extremely easy to hide from it. Its rare the obsession gets killed from my experience.

  • Oh wow. Just noticed the part where he says you can take a chainsaw hit and not go down. Everyone assumed the "basic attack" part applied to that too.

    So its even worse.

  • @Delfador said:

    https://forum.deadbydaylight.com/en/discussion/comment/375390#Comment_375390

    I agree with this statement.

    You go into a trial with normal perks and come across with iri hatchet ebony mori huntress.

    And then you want to play a leatherface game and come across with 4 syringes.

    It is impossible to assess what the other side will use so you can't even be prepared against it.

    Overpowered bullshit needs to go, we don't need another one.

    Haha brother this is what I've been saying all along.

    Technically the OP stuff probably balances out, but if one side brings it and the other doesn't then you're up ######### creek without a paddle.

    I get there is going to be luck like items in mario kart but sometimes it's too much.

    I'd love to see the game split between ranked and casual. Casual as it is now with swf and anything goes, ranked with solo players only and only green items max on both sides. No moris either.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/374503#Comment_374503

    I'm really excited that the team is going for a perk like this.... I made a few suggestions that are like MoM but the team once again made any of the suggestions way better with this type of perk.... its balanced imo as well

    How on earth is it balanced?

  • @xChrisx said:

    Its a fair perk for the actual meta.

    When they will nerf the nurse, rework legion, remove red hatchet, nerf instasaw, remove bottle oneshot, and rework the mori, to be used later the second state then i will be against this new perk

    A few of those I agree with. But the solution is to nerf them, not give survivors OP perks of their own. Then it's an arms race.

  • It's not often I agree with Orion and wolf74 on something so strongly, but yeah all of us are in agreement that this perk is disgusting.

    The killer has no options with this perk other than to ignore the obsession....so it's basically DS 2.0.

    I guarentee this will become a bully perk just like DS was. Deranking swf will use it against new players. Look for it coming soon in a noob3 video near you.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/375103#Comment_375103

    @Nickenzie Rancor doesn't equal a free kill.

    Also, I'm not worried about insta-down killers. Those who will get hit hard by that perk are those who are already not strong, like Trapper, Doctor, Piggy etc.

    That's the biggest issue. Billy won't be affected as most take instasaw and just instadown everyone. Nurse won't be hit too hard as she can get hits easily anyway.

    But imagine going through the Crotus Penn funhouse as Piggy. With all the pallets, windows and drops you could easily drag on a chase against Pig for another 5 minutes.

  • @Schinsly said:

    Can everybody take a minute to just think for a second. This perk is literally scheduled to come out in months and will be changed. Im sure almost every perk was op at the drafting point and its no different for this. It is months from release and this perk might not even be under the same name when its released.

    It's already active in the game. It has its own descrption, name, icon and everything. It looks pretty far along.

    Better to express displeasure now while there might be time to make changes rather than later when it's too late.

  • @Crythor said:

    Sry but what perk are we talking about? Can someonepost the effect of the perk please?

    You know when you hit a survivor fresh off a hook and you see the animation and everything but somehow it doesn't count and the survivor runs away?

    Imagine that, in perk form, with no way to stop it.

    Activates on the third M1 they take.

  • @NoShinyPony said:

    @The_Crusader A part of the community complains about the current NOED, not the entire community. And the devs aren't changing it because it's pretty much okay now.

    But that's not a NOED thread. Again, I'd really like to see this mechanic implemented.

    A very large part of the community. Just like a very large part complained about DS, but check the forums there are people saying the old DS was fine so not all of the community wanted the DS change.

  • @NoShinyPony said:

    @The_Crusader The devs changed DS. It's still a strong perk but it's not where the old DS was. So, the community can convince the devs to make changes where they are necessary.

    If we want a mechanic to change, we as a community have to show that it's important to us. The suggestion in this thread is a very good thing and I'd really, really like to see it implemented.

    Entire community complained about NOED, but they won't budge on that or totems.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/374914#Comment_374914

    You'll also see where these four survivors are at and if you use Rancor, it's practically a free mori since you'll always see the Obsession's aura. Additionally, 4 hits is enough for one hook or 3 hooks if you are a insta-down killer, not too bad in my opinion. We shouldn't be assuming the worst just yet tbh.

    But you can only Rancor 1. The other 3 get a free get out of jail free card throughout the game and get to tbag you from across the map while you're mori'ing the obsession.

  • It wont become a thing because toxic survivors need their fix. They NEED you to go chasing them from exit to exit watching them do their little butt dance.

    I'm sure BHVR wouldn't want to ruin their fun.

  • @Eveline said:

    Rank kinda matters for solo survivor I think. There are bad players at red ranks yes but there is a difference between new players and experienced ones.

    Having inexperienced teammates is not very good.

    Plus if you get put with rank 12-15s after reset then watch the disconnects soar. There's no punishment for a rank 15 disconnector so they do it so often. Every other game someone will d/c within the first 60 seconds. Then you're left playing a losing game.

  • @GrootDude said:

    The leaked perk mettle of men mainly.

    Pretty much. Really disappointing to see that they have created yet another "get out of jail free" perk with no counterplay. In addition it's the ultimate perk for your ochido types with 2000+ hours who want to derank and bully new players.

    It just makes people lose faith in the design team when something like this makes it into the game. Sure it's not confirmed yet but clearly the design has gone ahead to the point where it's working in the game and has its own icon and description amd everything so it's pretty far along.

  • You would have had the same issue with any killer really. Crappy killers are gonna tunnel no matter what because they don't know any better. Really sucks.

    As for Rancor, yeah it's nasty but it was brought in because survivors had been running their own broken, BS perk for years.

  • I can see everyones point and I thought the same too. She was weak at looping and now she's nerfed to be worse.

    However upon reflection and at the risk of having the unpopular opinion, I think she might be a little better/easier to use?

    If you didn't get a full blast on them before you were punished hard by having to charge her purge and have it slow her down drastically. Now that the charge isn't as slow I feel like she's easier to use. A little less punishing if you miss.

  • Yeah its easy to lose survviors with the music volume and scratchmark issues. I feel like I should be taking Stridor. Wasn't like this before the December update.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/374927#Comment_374927

    Just another reason why SWF should have never made it into the game without balancing it first.

    I think 2 & 2 is ok but yeah 3-4 is ridiculous. My biggest issue is that when people play in a large group they bring all their best #########.

    Its rare to find 4 solos with instaheals, but with a 4man swf its common.

    Everything survivors have needs to be nerfed because of swf.

    Ranked should be for solo and casual for swf imo

  • Also think about this guys..

    You could leave DS slugged. You could dribble DS.

    You can't do ######### to this perk. There was more counterplay against DS than there is this.

    If old DS had their aura exposed would that have made you happy or not? No? Then it wont work for this either.

  • Most of those nerfs were needed to be honest.

    Survivors don't need crazy perks like these to buff them. Nerf NOED and its probably the biggest 'buff' survivors could get right now. Also balance Nurse and Billy. Those 3 things alone would help survivors massively. They don't need any buffs against the bottom tier killers.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/52472/havent-you-learned-anything-from-ds

    @tt_ivi_99

    The perk is fine. I think you're overreacting by calling it old DS when the perk had no condition or penalty to be used. Mettle of Man is a jail free card at the cost of becoming the Obsession, a condition requirement, and penalty after use. I'll love to see my Obsession run this perk because whenever the 5th generator is completed, if they already used the perk, their aura is permanently exposed since I never down them. Guess what's next? Rancor says hello. GG.

    Rancor is a ######### perk that's why nobody takes it. You're now shafted if you don't bring Rancor.

    Not to mention that 4 survivors running this will be powerful enough to allow survivors to make it to endgame anyway since chases will last longer now. Just like old DS.

  • @Kagrenac said:

    https://forum.deadbydaylight.com/en/discussion/comment/374718#Comment_374718

    It's not like killers told survivors the exact same thing when Exhaustion got gutted. But all of a sudden when survivors say to adapt it's a hate crime to you insecure people.

    Exhaustion is still incredibly strong. It was broken before.

    How the hell do you adapt to this? Just dont hit the survivor 3 times? Dont be stupid, the survivor mains are going crazy because they know it's a busted perk.

    The punishment increase for camping can be adapted to - dont camp

    The new DS can be adapted to - don't tunnel

    The only way you can adapt to this is to just not chase the obsession, but then if more have it I guess just dont't chase anyone and disconnect?

    Learn about balance.

  • Killer pipping was the problem, not survivor. They said this themselves that killers were abke to pip too fast which meant empty lobbies as survivors pipped slower.

  • As if that makes it any better, saying instadowns still work. That benefits Billy alone really.

    Myers isn't going to use his tier 3 on an injured survivor.

    Leatherface is ######### anyway

    And the odds of haunted grounds or make your choice going off at the same time you're chasing someone in the injured state afyer their third hit is incredibly low.

    Noed...they will have used this by the time noed activates.

    Saying it wont happen in these scenarios is rdiculous as its going to be a minority of situations. Its going to absolutelt screw all the bottom tier killers. Not to mention its sinply not fun to face a strong perk with no counterplay. Its bad game design.

    I can't help but feel you're being disingenuous here. A lot of your argumentd could be made about the old DS.

    If there was a requirement, like it only worked for 60 seconds after unhook it wouldnt be so bad. What we have here though is a crock of #########. 3 hits? Lmfao. So you mean its gonna activate and punish the killer just for doing his job....unless ou camp them out with LF.

  • I like it a lot better now.

    As killer its obvious why lol

    As survivor, the killer can't dribble now. Everyone can use it instantlyz the skillcheck is easier to hit, and most of all I don't feel dirty by using it. It only punishes killers that tunnel.

  • Great. Sounds like a good counter to Mettle of Man.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/374780#Comment_374780

    @SenzuDuck Nah, from survivor's point of view, this perk sounds amazing. The negatives don't look big to me.

    And Dead Hard isn't counterable in a lot of situations, it saves me on a regular basis. If you aren't going to use MoM because you think it's not that good, that's your thing, of course.

    If you get hit you get a free health state.

    If the killer hits you again before you get to a pallet and you go down, the perk deactivates.

    Meaning in that scenario there is no negative. No downside. Nada.

    It's a free health state with no downside at all. Unless you manage to get away, and heal up.

    This will be the perk all the deranking twitch squads take at rank 15 to bully killers.

    Use it to loop the killer all game, or if they manage to get away use it to tbag the killer from afar while they wait next to a broken loop like rancid abbatoir window.

  • @xChrisx said:

    Amazing perk. Can be used only 1 time in the trial and requires 3 hits. I dont see why complain. Its time to get something good finally. Some killer are broken(nurse,legion and a lot of addons Huntress oneshot no spirit phase instasaw etc) and until they fix this s.hit this perk needs to go live.

    When people try to downplay it and say its not so good - this right here is what all the survivor mains are saying.

    They consider it one of the few good perks, along with old DS. Which tells you how broken it is.

  • @NoShinyPony said:

    @The_Crusader I thought the game was going into a better direction. Lesser pallets, totem spawn reworks, DS rework, for example.

    Maybe this perk is just an accident. If the devs would want the survs to play "toxic", that would result in less people wanting to play killer. And not enough people playing killer would be a huge problem for the game.

    But the toxic survivors bring in the money, thats why they've picked certain fog whisperers who promote that kind of play - disconnecting repeatedly to derank and bring a 4 man flashlight/DS squad to taunt the killer.

    With this perk its like they've known people hated DS for years but had no idea WHY people hated DS.

  • @NoShinyPony said:

    @SenzuDuck Haven't seen you in quite some time. Welcome back.

    Anyway, I don't think it's crying about just anything. A missed hit from the killer can definitively save a surv. This perks sounds too powerful for my taste.

    It's a free health state, based on a choice made before the trial even began, with no counterplay to it.

    Hmm, reminds me of a perk that used to be in the game 🤔

  • @NoShinyPony said:

    @The_Crusader Exacty, that's the other point we haven't given a lot of attention to. Currently survivors often aren't healing because it takes too much time and it's more efficient to stay injured. So no aura reading we have to talk about.

    The game is a lost cause. Some people that only play one side will only consider perks like this "good".

    We'll make it is extremely strong, bond is extremely strong, but because they aren't sprint burst, self-care, or old DS levels of OP they don't count. They wont be satisfied until they get more broken perks like this and the devs will cater to them. As I keep saying this perk is a toxic survivors dream, which further proves my theory that the devs want to promote toxic gameplay because it sells the game.

  • @ChesterTheMolester said:

    https://forum.deadbydaylight.com/en/discussion/comment/374746#Comment_374746

    4 gold can still be a black pip. That means you can do over 2 gens and 2 unhooks by yourself, get chased a considerable time, survive and still get safety pipped cause you got downed just once.

    Remember that survivors need to genrush to survive AND compete against each others for unhooks to have a chance to safety pip.

    The changes won't work that great in reality, the fact that some Killers get overly punished mixed with weird coop/compete of survivors will mix good and bad players even further. Trust me on that.

    Yeah this is what people dont understand - that survivors compete.

    Unhooks are now needed more thsn ever to pip. So 3 survivors compete for the unhook.

    Guess what that leads to? Rushed unhooks. Which screws the team, has killers tunneling and blaming it on survivors etc

  • This IS a free health state too.

    It activates on an attack that should put you in the dying state, so you're basically going from dying state -> injured.

    The killer gets the weapon cooldown animation. That slows them down a lot. It's like a short stun.

    Again the aura isn't a downside for good toxic survivors against weak killers. Take Freddy for example - he can see surviors auras anyway, but it still made no difference if they were in pallet heavy areas because it's a long chase. If you can see their aura and they run to crotus asylum? What good is that? You can lose the game chasing a survivor through there all the way. Now they can tbag you though from across the map. This is what they want. They didn't use OoO so they could see you, they used it so you could see them so that you could see them tbagging.

    Saying they can't heal as well....umm in case you haven't noticed that's the current meta. Rush gens while injured, use resilience, then have adrenaline for that endgame heal.

    Toxic survivors will have no issues running this perk and I'd expect it to be used by the vast majority of them.

1 … 4 5 6 7 8 … 68