TotemSeeker91
TotemSeeker91
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2864003#Comment_2864003
Lol. You realize killer players are the ones that cry the most about equivalent stuff to that, right?
i don’t even have a problem with them doing it (on both sides). Just because I am stating a fact doesn’t mean it bothers me. I just wanted to make clear it’s both sides.
I just said that because you mentioned hit on hook
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2863711#Comment_2863711
for me it’s the other way around, most killers are actually toxic in end game chat or doing stuff like nodding after downing/hooking etc.
but I can still distinguish between the average/general player and those toxic ones that may very well seem like a majority because others are just not noticeable next to the loud ones.
Oh no, the killers little brother jerked the mouse or controller, now your insulted, terrible, feels bad man
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@EvilJoshy said:
And this is where someone links the steam charts and says "the games doing better than ever!!!". Despite all the numerous ways that data can be misinterpreted. The fact that theres login rewards, free weekends, we cant tell if a player was on for 1 min or 10 hours and we've no way of telling what side they play. I dont trust the charts as solid data that the game is better because the numbers are higher.
I dont care if the player basis is higher or lower than whenever. I feel its in a terrible state. Change my mind.
Isn't that how data is supposed to change your mind? Lol
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2863706#Comment_2863706
It usually takes longer than one minute to complete the last generator or two since those tend to be easier for the killer to defend.
Eh, idk, it's just everytime I've tried to hunt for a totem, everyone popped 3 gens and never give me a chance, lol
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@Sylhiri said:
Maybe Kinship as a standard for hooks but instead applies when a killer enters the area and only pauses the hook progression while the killer is in the 16m.
That's...alot of distance, try like 4-8 or something, 16 would just give a free unhook
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@dugman said:
Probably the optimal strategy is leave the totems up initially, but then on the last gen take a minute to destroy the remaining totems. That leaves Boon users multiple choices early in the match but eliminates fhe threat of NOED at the end.
Take one minute to destroy all 5 totems? It takes 14...12? Seconds, which is already a minute, then you gotta factor in travel time
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@Johnny_XMan said:
Camping should become a perk. Oh wait you have that at the start of the match.
Just like how survivors have gen rushing
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2861604#Comment_2861604
You only scream when it doesn't matter, because that's when you're getting downed. Unless you're suggesting to play exclusively Doctor or Infectious Fright just to counter the perk.
Eh, there's a couple other instances, but for the most part, screaming isn't anything to worry about
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2862593#Comment_2862593
https://forum.deadbydaylight.com/en/discussion/comment/2862585#Comment_2862585
Maybe both of you can stop arguing. Its spam at this point.
https://forum.deadbydaylight.com/en/discussion/comment/2862527#Comment_2862527
Ah I guess all you do is walk round the edge of the map not doing anything, sorry I offended you but I shouldn't be paired with people like that/you.
Uh...no, I do what I'm supposed to and not worry about anyone else, I'm worried about me, not you
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@EntitySpawn said:
Every single game I was paired with new players, doesnt matter how well I played there is no way of even Escaping.
You're putting me against meta build killers (dont have a problem with perks) who also have some decent game knowledge (not the best like I'm use to) with a team of noobs...
I shouldn't be paired with people who dont do gens and just walk round and hug the edge of the maps wall. Seriously you're tell me that I deserve to lose MMR over this?
And yes mmr matters to me, I dont wanna verse new players. Experiencing and out playing higher skilled opponents is what I find most fun. The LAST thing I want is to go down into games where every game is a miserable loss because people dont help or even play the game.
Every game today. Had at LEAST 1 player like this, days like this is why I uninstall your game for ages at a time and why I debate leaving for good.
Good game, bad ranking.
"I'm am the greatest person alive, god's gift to dbd" is all I got from that rant
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@TheycallmeLix said:
When 2 teammates died and the 3rd survivor is slugged and Killer is looking for you because he wants the 4K that bad, what do you try to do? Hide it and hope the hatch spawns near you or help the person that is slugged? I hide it out if the Killer is tryharding and sweating, so they don’t have a chance of the 4K (it does make me feel bad to leave the survivor slugged for 4 min :(
I start walking towards the slugged survivor while pressing the crouch button, not too fast that it's considered tbagging, but fast enough so it's funny and hope the killer has mercy for the both of us, lol
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2861604#Comment_2861604
Not if you have calm spirit....
That's what I was thinking, but he was talking about IW
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@kaneyboy said:
why does this happen?
I think I know what you mean, and I have had it happen to me as killer before, I wasn't about to complain, lol, but yeah... idk
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@danielmaster87 said:
The difference is Iron Will takes away all sound, which pretty extreme. Whereas a cat lighting up when the killer is looking at you, which doesn't tell you their intent or direction or anything, how is that OP?
I mean, you do still scream, but yeah i mean how often does that happen?
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/315159/that-map-with-the-big-tree-yeahh-no-thanks
I've started throwing map offerings as survivor just to avoid Shelter Woods and Wrecker's Yard. Those maps just don't have anything for you to work with as a survivor and they're tiny AF.
And let me guess, you bring everyone to RPD, lol jk
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/2860654#Comment_2860654
They ruin it for themselves if they unhook farm without BT and then never heal people.
I have zero sympathies.
Again... just play with a friend If you're actually expecting someone to have borrowed, granted, i never play without it so who knows? Maybe we'll cross paths
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@woodenEnthusiasm said:
https://forum.deadbydaylight.com/en/discussion/comment/2860648#Comment_2860648
they do but as i said you can easily sidestep the penalty by suiciding the chances you're going to get a killer that ignores you especially if you spam notifications is extraordinarily low because at that point they've taken it upon themselves to act as a check for the dc penalty which also just highlights how ridiculous the penalty is in the first place
Oooohhhh, didn't understand what you were saying, sorry, it's early, lol
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@MilManson said:
Solo queue shouldn't have MMR.
If you get downed first you might as well ######### on hook and go next because you'll probably either get hook farmed or spend the entire game injured.
That's what I do, die fast on hook and go next if in solo queue.
Then... don't play solo q and ruin others experience...tada?
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@woodenEnthusiasm said:
It's ridiculous that the leaver penalty only applies to killers. Survivors don't need to dc they can just suicide on hook. 9 times out of 10 a killer will kill you because why wouldn't they especially since they can do things like spam notifications and effectively impede your hearing if you don't deal with them. I shouldn't get a five minute penalty for having to leave because I'm being held hostage even if they got a ban the damage is done I'm punished for their maliciousness so why does this penalty exist?
Uh... I'm pretty sure survivors still get a DC penalty?
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@Cameragosha said:
Just change number or give effect cool down.
https://us.v-cdn.net/6030815/uploads/8OFH60IJRQ2P/picsart-22-03-21-21-08-23-694.jpg
But the % isn't the problem, it's that it can be relit Multiple times, so yeah, I'd say the only solution would be a cooldown
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@DbD_Enjoyer said:
https://forum.deadbydaylight.com/en/discussion/315066/killers-should-have-5-perk-slots
I think we should have 8 actually, 1 extra for each survivor and that would still be just half of what they have, so its very balanced and fair IMO.
But...killer perks are so much more impactful than survivors, they have to be
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@Dwight_Fairfield said:
Generally if there's a Dweet in my lobby they're getting hatch. I just can't kill Dweets unless they are toxic.
If there's a DC early in the match I'll let them all live. It sucks when that happens when I'm a survivor.
I personally just don't like this mindset, just because a survivor is a certain person favorite, u let them go? I personally think if you let that Dwight go you gotta let them all go
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2857803#Comment_2857803
True but where's the fun in that? :D
No fun allowed here, it's dbd, lol
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2857074#Comment_2857074
Evidently linking my old post makes the "body 1 character too short" so here's more words so that I have more than one character in the body
You could've literally typed "E" and then you wouldn't have got the error message
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2857092#Comment_2857092
Blight way to weak in my opinion. Myers is better. Can blight kill someone out of the game quick? I think not
Yes? Because the survivors can't run from a Blight, this is really bad bait
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@MikaelaWantsYourBoon said:
So you faced some camper/tunneller Nemesis players. Now all Nemesis players are playing like this. Sure! Fair!
Obviously, lol
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2855914#Comment_2855914
Also if you use fov increase perks, shadowborn or monitor and abuse, your blinding window actually increases
Monitor only increase TR doesn't it?
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@Moxie said:
Why the tedious cool downs or requirements on such minor perk effects?
-This isn't Happening requires you injured for a small increase in great skill check zones.
-Territorial Imperative Must be 32 meters from the basement, 3 second reveal effect. Large cooldown.
-No one Left Behind The exit gates have to be OPENED, not powered, to get any effect. Time limited by EGC.
-Technician A perk specially for players learning the game. Punishes missed skill checks even more.
-Monstrous Shrine Must be in Basement. The effects are so minor we are talking 3-4 seconds difference in sacrifice time.
These are just a few examples. I am sure you can think of others.
Another way to change the meta is to buff perks that are simply outclassed by others. I am not asking for new op meta breaking perks, just something to make them more appealing.
Open to all thoughts.
Rookie spirits a big one for me, sure it's not helpful, and the requirement is easy, but...WHY does it have a requirement in the first place
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@GannTM said:
You need to play against Iron Will users differently. You will need to identify if they have it and then limit yourself to the short burst play style.
https://forum.deadbydaylight.com/en/discussion/comment/2856030#Comment_2856030
I have to disagree. DCB is an add on that teaches players bad habits and once you get too reliant on the killer instinct, you literally can’t play without it. Just stay away from the add on if you wanna get better with her.
https://forum.deadbydaylight.com/en/discussion/comment/2855918#Comment_2855918
I really hate comments like this. That’s not what the OP was referring to at all.
But we gotta make it us vs them, obviously, lol
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/2856289#Comment_2856289
Umm, it's usually more than once that they have to spend time booning. It takes one second for the killer to snuff it. It's just another thing players are complaining about because they're only looking at how it affects their game play. There is time spent that survivors are wasting booning and healing as well.
I'd rather play a longer game with booners than a gen pushing group. All day everyday.
It's only one survivor who needs it, the rest can gen rush, not much time saved imo
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@anarchy753 said:
They said last Q&A they were looking at changing it.
However with their track record of changing perks (cough, circle of healing, cough) I don't know that we can expect anything more than a slap on the wrist for dead hard while they pat themselves on the back for doing a great job.
"We've nerfed the distance by keeping the distance how it is and we nerfed the i-frames by keeping it how it is, you are welcome" lol
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@Munqaxus said:
I believe CoH and the boon totem mechanic was not created for survivors but was actually created by the developers in response to killers asking for gen speeds to be slowed down.
Killers have asked for a secondary objective for survivors to slow down gen speeds since the inception of this game. However, for a secondary objective to slow down gens, it has to be valuable enough to survivors for them to split their time between doing gens and doing the secondary objective. If it isn't, then survivors will just not do the secondary objective.
Let's take a look back at chests and keys, pre-nerf and unintended consequences. Pre-nerf keys allowed individual survivors escape trials at a very miniscule percentage, I calculated it one time and if I remember right it was less that 1%. However, survivors saw keys, flashlights, medkits and toolboxes as being valuable enough to split their time between doing chests primary objectives. Gen speeds were slower because survivors weren't focused completely on gens. Later, BHVR nerfed keys and suddenly chests and chest perks became defunct. Survivor no longer view chests as import, so gen speeds increased as survivors stopped doing chests and focused completely on chest. The unintended consequences of the key nerf was increased gen speeds and caused survivors to stop wasting perk slots on chest perks. My guess is that survivor escape rates actually increased after the key-nerf because keys were a very selfish play style that sacrificed the good of the team for the good of the individual. Now, without keys, survivors work better as a group, have become completely focused on gens and escape rates have probably increased.
I'm not asking for keys to be buffed back to where they were. But what I am saying is that chests and chest perks became defunct secondary objectives when survivors no long saw them as valuable.
CoH/boons are the current developers attempt to slow down gen speeds by introducing secondary objectives to survivors. For CoH to be useful for splitting survivors time between gens and blessing boons, survivors have to see it as valuable. Now remember, survivors don't need CoH, they can go back to the adrenaline, resilience, spine chill meta and run green medkits which means much faster gen speeds.
CoH/boons are right now on the cusp of being another defunct secondary objective. I say this because I see them every other game. The other boons are worthless, so really it's on CoH that has any value to survivors.
I guess I wanted to present a different view-point on why boons were introduced. I'm not calling for them to be buffed or nerfed, just explaining what I"m seeing.
Woohoo, a secondary objective that wastes only like 20 seconds of a survivors time because they spawn on totems and gens anyways
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@EvilJoshy said:
There is a 100% way to prevent yourself from ever being face camped. Get your pen and paper.
Ready?
Play killer
Then you just get facecamped by the survivors, cause remember, survivors are the power role, lol
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@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/2855741#Comment_2855741
https://us.v-cdn.net/6030815/uploads/R82V7PAEY820/image.png
It's basically a guy striking a weird pose in front of a cowering Survivor, ready to fight for them or something... I don't know, David King is stupid.
Oooooooohhhhh, I see it now...they really need to make the perks bigger, lol
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@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/2855736#Comment_2855736
Ah, another case similar to people thinking WGLF's icon was someone bouncing a basketball up and down.
Classic.
OH MY GOSH YES, I ALWAYS thought it was someone kicking a soccer ball, still to this day I'm not 100% sure what it is, lol
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@Cameragosha said:
Devs should buff sloppy butcher , it help anti healing.
https://us.v-cdn.net/6030815/uploads/G618Y2ZW5165/sloppybutcher-281-29.gif
Wow, looking at that close up perk now, I always thought it looked like a bird with it's wings outstretched, not a murdered pig...that never caught onto me, lol
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@livecola78 said:
Intro
New to the forums--hello everyone! Sort of new to the game as well, approaching 1k hour mark as a 90:10 killer:survivor player. I play on PC. English isn't the best so apologies from here on out.
I've played all the killers except spirit, and ultimately landed on Hillbilly as my go-to killer. I haven't indulged in much content posted online. However, after looking at the game's website and sifting through some content (old & new) I feel this is the best place to discuss the game as it seems there are quite a few highly educated members--including the game's developers, that contribute information regarding this awesome & puzzling game. I feel this is the best place to go to for questions and answers as a result. I also have most perks unlocked for killers.
Question
I'm just getting 0k-1k more often lately. I'm used to being shocked at a 2k as it wasn't good enough, but I'll gladly take that now . To be truthful, I love playing against good survivors. It's very engaging and difficult which I prefer. It makes for very busy game play. I can tell the difference between good and bad survivors so I don't really count the games anymore if they're easy.
I'm curious what strategies some of you use as killers against competitive teams that play at a high level. I understand how maps affect strategies depending on the killer's power as well. I'm also aware that the survivor's plans can change my approach, like if they're aggressive, safe, & efficient. How do you all handle yourselves? What is your favorite killer, build, and strategy?
For me:
Hillbilly:Chainsaw hits are very satisfying,. Indoor maps are pretty tough for me if the survivors are decent in their understanding of the layout. I'm also now getting survivors who bring map offerings frequently. Maps are usually: "The Game", "Mount Ormond Resort", "Bedlam Pre-Schools", & "Raccoon City Police Department" which increases the difficulty I feel. "Lery's Mental Institute" can be tough but no one really brings offerings for it so that's nice.Perks:I currently use: Infectious Fright, Barbecue and Chille/Enduring, Tinkerer, & Shadowborn. I'm debating Tinkerer recently because the survivors will already be moving away from generators. It does work sometimes in the middle of a chase however as I am undetectable so they make small mistakes. Barbecue is for bloodpoints mainly.Addons:I like Tuned Carburetor and Mother's Helpers because the reduced charge time is nice. The other addons I use are the overheating ones. I haven't messed with the others too much.Strategy:I enjoy roaming the map and finding survivors caught out. I like to start and finish chases. Especially with my power (chainsaw in my case) if possible to help shorten the chase & ignore "Dead Hard". However if I notice they run to areas that I sense are very safe like buildings, I'll break it off for another chase because it might take too much time. Sometimes if a chase has gone on for too longer I will stop as well since the generators do not take long to finish.Side Note
I typically get a lot of hooks regardless of 0k-1k. It's just that I'm not able to maintain pressure on generator completion or the hooks don't mean much. I don't typically camp, although I will proxy camp if I sense survivors around. I don't focus a survivor in particular either--unless I just keep running into them. I've seen on here that a killer like Hillbilly is lower tier. Maybe this has something to do with it.
The potential of the perk "Dead Hard" has become very pronounced too. I'm starting to understand the frustration of it. As your long chase comes to a close it gets longer. Another perk that's apparent, "Circle of Healing", is noticeable in its application & may have something to do with the trouble I'm experiencing. Both of these perks appear to be a big deal for others from what I've noticed here recently.
Maybe my favorite killer is simply not viable for the game at this point idk but any input will be interesting to hear.
Thank you for reading
PLAY DOC... idk why you would, but he's fun imo, lol
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2854230#Comment_2854230
No. Nothing about Spirit is weak.
How about her chances of being ugly? Lol
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@DyingWish92 said:
Trapper, Legion, or Clown. Myers is not even in the bottom 5. Insta downs are stronger then people give credit.
Yeah, but Myers getting the insta downs are the problem
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@Chocolate_Cosmos said:
Imo it must be Trapper. The only killer that can have 0 power all game if you play againts SWF or good Survivors. He also has the most counterplay probably out of any killers. He needs to waste his time to set up traps that might do nothing all game or disarmed easy, they can dead hard it, hug wall even sometimes, etc. Without his strong expensive addons he is easy to bully and even with them he is weak.
I would personally say legion, at least with trapper, if you can hide your traps in like grass or corn, and they're in a good spot with no survivors watching, you WILL get them, lol
Alot of requirements? Yes...but it pays off when it does
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@Crowman said:
When survivors stop complaining about camping and tunneling everyday, I'll be okay with dead hard complaints stopping.
Then there's zero content for the forum
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@Aletria said:
https://forum.deadbydaylight.com/en/discussion/comment/2854129#Comment_2854129
Thats why is a rare offering and cost alot of BP...
So according to your theory I have to watch a killer T-bag me for 10 minutes until i bleed to death so the hatch can open or my team mate sacrifices himself. that fair?
I believe it's 4 minutes for a dying survivor
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@Aletria said:
https://forum.deadbydaylight.com/en/discussion/comment/2854047#Comment_2854047
if the hatch is no problem why was it changed to benefit the killer? the key is useless and not fun anymore.
Hmmmm, just like how moris are useless and no fun anymore?
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2855197#Comment_2855197
I'm going to assume you're new here, but yes, I'm asking the dev's to killswitch something that's openly been explained will take months to even longer to fix. They killswitched a map setting a complete new standard for how killswitching works, but you'd know that if you spent time reading the post, which clearly you didn't same with a few others here.
Are they supposed to work on balancing a map while theres 500 survivors running around and then a mouse clicker comes by and moves a pallet a survivor was just about to use?
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@Yippiekiyah said:
https://forum.deadbydaylight.com/en/discussion/comment/2853654#Comment_2853654
I'll crack the next joke pal.
I mean, it doesn't crash your platform everytime you use them, so they're not fundementally broken in that regards, so no need to killswitch them
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@BrokenSouI said:
No clue why at least the killer didn't DC. After seeing a survivor brought a Mori. That's an automatic PC crash for me.
Killer probably thought it was binding or union, y'know, reasonable offerings, lol
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@chargernick85 said:
Corrupt Corrupt Corrupt Corrupt Corrupt Corrupt Corrupt Corrupt Corrupt Corrupt
Pain Resonance Pain Resonance Pain Resonance Pain Resonance Pain Resonance
Sorry my bad forgot we talking bout survivor perks.
First ones necessary because of gen speeds and toolboxes, other one... I actually can't remember what it does
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@Gigante said:
DEAD HARD DEAD HARD DEAD HARD DEAD HARD DEAD HARD DEAD HARD DEAD HARD DEAD HARD DEAD HARD DEAD HARD DEAD HARD DEAD HARD DEAD HARD DEAD HARD DEAD HARD DEAD HARD DEAD HARD DEAD HARD.
Holy JESUS, I've played 40 matches since Monday, and faced an incredible 118 Dead Hards.
This perk has become unbearable and extremely exhausting to handle with. This third chance perk must end or change.
Out of 160, so not every survivor
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2841186#Comment_2841186
Almost every iri is OP.
She is medicore at best. I played as and against her all last night and was literally able to just ignore all the TV's / condemned. I didn't even bother turning off the TV right in front of my gens because if she came out of it I was not scared in the slightest. Why turn it off when there's like 3-4 safe pallets within arms reach?
Overall; she struck me as totally perk / addon reliant since her base kit is kinda cheeks. I still think she is probably the best M1 killer but that's still low on the threat list.
I played her for 5-6 games and then played some Trickster and instantly felt more powerful. It was like wow, a killer who can actually down people at loops and defend hooks wow. A killer where you can't just bum rush the hook in the endgame and all get out for free because of the second chance perk chain.
"Almost every iri is OP"
Freddy and PH would like a word with you
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I hate that self care is higher than COH