Avatar

Tsulan

Tsulan

About

Username
Tsulan
Joined
Visits
14,849
Last Active

Comments

  • Jack11803 said:

    @Tsulan said:
    Jack11803 said:

    @RSB said:

     @Tsulan said:
    

    Jack11803 said:

    @Tsulan said:

    Why not buff it back to 200% bloodpoint bonus? That was fun!

    Angry forum mains would attacketh me!

    As I said: it would be fun!

    Agreed, would like to see it again!

    That’s not something a Jedi would tell you

    Huh?

    Just a reference to star wars. Anyway, certainly times have changed when I was away if people are starting to actually want 200%? Last time no one wanted a WGLF that could even reach 100% regularly

    Oh I remember the good times, when everyone was playing survivor for WGLF stacks. People battling over unhooks, running back from a opened gate to unhook everyone. Just because those stacks were more valuable than getting out.
    Or the instant killer lobbies. 

    Survivors reached up to 45 minutes of lobby queues. But since killer queues are ######### up, this change could benefit everyone.

    Why not test it for 6 weeks and see how our playerbase adapts. 
  • Hey, I agree that iron grip, agitation, hangman's, saboteur and boil over all need a buff.

    But I don't think that going back to slug meta would be nice.
  • Jack11803 said:

    @RSB said:

    @Tsulan said:
    Jack11803 said:

    @Tsulan said:

    Why not buff it back to 200% bloodpoint bonus? That was fun!

    Angry forum mains would attacketh me!

    As I said: it would be fun!

    Agreed, would like to see it again!

    That’s not something a Jedi would tell you

    Huh?
  • Tsulan said:
    If there was separate queue option for facing SWF, it would result in longer wait times because no one would want to go against them since the majority of killer-mains think SWF is unfair or because they don’t like a challenge.

    As per the BP thing, that’s kinda unfair too.

    It really isn’t that big of a deal, I’ve stomped SWF plenty of times. It’s not that powerful as Killers make it out to be. So dramatic.


    Yes and no.
    Yes, I've stomped SWF groups without problems. Even made some last second switchers rage quit.

    No, not everytime. Sometimes they stomped me. It depends on the killer. Trapper vs SWF sucks. Someone will disarm all your traps. 

    A BP bonus won't be an incentive to go against SWF. 

    If the devs would introduce voice chat, than SWF wouldn't be a problem anymore. 
    Introducing voice chat, in and of itself would make the problem worse by leaps and bounds.
    Voice chat is what's actually game breaking with SWFs, not that we could stop third parties.
    If they were as uninformed as the average survivors, they'd ve closer to fine.

    Before I get on board with any notion of making Solos as powerful as SWFs, i really want to hear some actual ideas on how to make Killers stronger to compensate. 

    I'd be less bothered going against an SWF if I knew the ######### couldn't hurt my blood points too much, and I was being paid for the difficulty spike.

    Yes, but once voice chat is a official part of the game, the devs can balance around it and buff killers. 

    Last time they checked, around 70% of all matches contain SWF. That was over a year ago. But the devs haven't considered voice chat a problem. So why not implement it completely?
  • I don't think "main" means what you think it means. 
  • Just remove Dying Light. It's a terrible perk for both sides. 
  • Tru3Lemon said:

    @ShyN3ko said:
    Do you know, why DbD has auto repair?
    Because survivors sabotage all hooks on the map.
    And what will happen, if some killer doesnt have hangmans trick.
    The killer cant hook people.
    Then he must slugging people.

    you know killers still slug ppl then explain why they put autorepair hook and then the hangmans trick it dosent make any sense even tho i agree with the op. sabo its useless in the beta was a meta and it was wonderful but now meh they buff it but still useless killers have deadly 2 perks that are iron grasp and agitation those 2 combination its insane and you can 100% go direcly to basement
    ppl sometimes use sabo for the daily and thats it i never seen nobody using it

    Sure, but then I want the old iron grasp back. Not this nerfed and watered down version we've got now.
  • This would also reduce the grind for new players. 
    Specific perks/addons/items for both sides that increase the bloodpoint gain. 
  • @Speshul_Kitten said:
    With the exhaustion nerf, healing nerf and everything surrounding it, not to mention the recent NOED buff, they might be making it so they can say “we nerfed survivors enough and gave killers slight buffs here and there, we will leave DS as is.”

    I wouldnt be surprised if the actually buff DS by giving it multiple stuns.

  • If there was separate queue option for facing SWF, it would result in longer wait times because no one would want to go against them since the majority of killer-mains think SWF is unfair or because they don’t like a challenge.

    As per the BP thing, that’s kinda unfair too.

    It really isn’t that big of a deal, I’ve stomped SWF plenty of times. It’s not that powerful as Killers make it out to be. So dramatic.


    Yes and no.
    Yes, I've stomped SWF groups without problems. Even made some last second switchers rage quit.

    No, not everytime. Sometimes they stomped me. It depends on the killer. Trapper vs SWF sucks. Someone will disarm all your traps. 

    A BP bonus won't be an incentive to go against SWF. 

    If the devs would introduce voice chat, than SWF wouldn't be a problem anymore. 
  • It's complicated and bugged. 
    While Freddy doesn't get the blind screen, he would drop the survivor if the blind applies successfully. So he still sees, but everything else works as intended. 
  • Vietfox said:
    No pictures of Tsulan partying? Ohh
    To old to party :p
  • Cool... leave everyone hanging and gen rush.
    What could go wrong?
  • Jack11803 said:

    @Tsulan said:
    Why not buff it back to 200% bloodpoint bonus? That was fun!

    Angry forum mains would attacketh me!

    As I said: it would be fun!
  • Why not buff it back to 200% bloodpoint bonus? That was fun!
  • Kebek said:

    I'd like to see them getting some kind of small rework. Like after the gates are opened you gain ability to mori any downed survivors without conditions. That would be pretty balanced and would bring out more strategy towards opening doors if there was an unknown offering played before the match.

    How about removing the hook requirement and instead make it dependent on the amount of gens that have been completed.
    After 3, 4 and 5 gens. Depending on rarity.
  • Ir would probably be a bit strong then.

    Every strong perk needs a downside it seems...except Decisive strike. That one gets a free pass.

    For bloodwarden I'd just be happy with a timer an for perks to be hidden until after the game since swf makes it worthless.
    Why can't killers have strong perks :(
  • @Tsulan said:
    Gay Myers (Luzi) said:

    @Tsulan said:

    Gay Myers (Luzi) said:

    Tsulan... Hun.
    
    Hatch spawns under these conditions: Three survivors are dead and two gens are finished. The hatch will open.
    
    If no one dies, the hatch only appears once all gens are done and isn't opened. If three survivors have 1 gen, the hatch will spawn, but be closed. If you have two survivors, the hatch will spawn with 2 gens left to be done.
    
    There is nothing else. These are facts. Hard cold BHVR facts.
    
    
    
    I know that.
    
    3 can escape if they have a key and 1 died. Rendering endgame perks useless. 
    

    But as I said, if 2 gens have been done and 2 survivors are dead. There is 0 incentive to complete gens. Everyone just searches the hatch and hopes that the killer gets the other guy.

    Dude, no. THREE survivors need to be DEAD for the hatch to spawn with three gens left.

    You are wrong.

    The hatch spawns when 2 gens have been done and 2 survivors died. It continues closed until there is only 1 left.

    Otherwise we wouldn't have the slug issue to prevent the hatch from opening. 

    Please don't ban me for not agreeing with you.

    @DocOctober could you confirm please?

    I give up. Just, just read the wikki.

    https://deadbydaylight.gamepedia.com/Black_Lock Read it yourself.

    Also Pea and I have direct contact to the devs. This is correct information. You are wrong.

    If this is the case then the game has been bugged on PS4 the whole time because as @tsulan said I’ve been in matches where two generators were completed and instead of coming for me on the hook the last guy was waiting by the hatch for me to die.
    Ok, now I don't know what to believe anymore. Since I could swear that I had several matches where the last survivor instantly got the hatch, even if only 2 gens were done.

    That's why I was so adamant about it. Can't check right now.  Maybe it's a bug and no one reported it,  since everyone thinks it's a feature. 
  • Poweas said:

    @The_Crusader said:
    I actually think NOED needs a buff. It's not fair that it can be countered when DS and Adrenaline can't.

    Adrenaline isn't that bad, it doesn't get in use half the time.

    Mhh... now that I think about it...
    Adrenaline is the survivors version of NOED. But reversed. NOED halves the amount of hit required to down a survivor. While adrenaline doubles the amount. 
  • @Tsulan said:
    Bbbrian2013 said:

    @Tsulan said:

    I wonder if we as a playerbase could collectively ask for a refund. Nothing has changed in over a year. Steam makes sometimes exceptions. But this would blow a huge hole into behaviors wallet.

    That's a bit extreme considering his rework is coming in the next few months...

    You seem to know when it drops. Do you think it will be before or after the release of dedicated servers. 

    Before? They said it'll be early 2019 since they've had to change so much it's taking a while.

    So it'll be in Mid Chapter in late January/early February or Chapter 11 in March.

    I don't know when but we know when patches come so its either of those.

    Ok, let's hope everything works out. 
  • Cardgrey said:

    @Tsulan said:
    I wonder if we as a playerbase could collectively ask for a refund. Nothing has changed in over a year. Steam makes sometimes exceptions. But this would blow a huge hole into behaviors wallet.

    U want fast and half assed or u want them to take there time and try to do it right?

    I still remember the "take time" approach of the Wraith Cube. Hyped and everything.  Which turned out to nerf the Wraith. Since the devs did everything but hear on Wraith mains.
    It took them another rework to get it right.

    That's why I'm sceptical. 
  • @Tsulan said:
    I wonder if we as a playerbase could collectively ask for a refund. Nothing has changed in over a year. Steam makes sometimes exceptions. But this would blow a huge hole into behaviors wallet.

    That's a bit extreme considering his rework is coming in the next few months...

    You seem to know when it drops. Do you think it will be before or after the release of dedicated servers. 
  • powerbats said:

    @Tsulan said:
    powerbats said:

    You do realize that some of them have probably gotten to rank 1 but given how much work they do don't have as much time to grind up nor care to.

    Also it's highly hypocritical to say they need to get to rank 1 when some of the very people saying it have said rank means nothing. That rank is easy to get to since the pip system is trash, that anyone can simply grind to rank 1.

    They also say that it takes no skill to get to rank 1 merely playing for a long enough time so the devs could get back to rank 1 and then those excuses would come up.

    Cool. You say some of them have "probably" reached rank 1. Only to argue that it doesn't matter anyway, since it's so easy. 

    Well, apparently it's not that easy (for them). Because those streams were sad to watch. I've never seen a survivor miss each and every skill check. 

    Devs stated on stream that they balance around rank 20. To make it easier for the majority of our playerbase...
    That statement alone should be proof enough on where the priorities lay. 

    You did your usual troll job and blatantly ignored where I clearly stated that some of the very people saying this on the forums use the excuses I mentioned. So here I even bolded it above for you so you can't claim you somehow magically missed it.

    Hey, maybe it's just my impression. But you seem to attack people more and more. I didn't ignore it. In fact it was my first phrase. 
  • popoles said:
    Tsulan said:

    @Tsulan said:
    Gay Myers (Luzi) said:

    Tsulan... Hun.

    Hatch spawns under these conditions: Three survivors are dead and two gens are finished. The hatch will open.

    If no one dies, the hatch only appears once all gens are done and isn't opened. If three survivors have 1 gen, the hatch will spawn, but be closed. If you have two survivors, the hatch will spawn with 2 gens left to be done.

    There is nothing else. These are facts. Hard cold BHVR facts.

    I know that.

    3 can escape if they have a key and 1 died. Rendering endgame perks useless. 

    But as I said, if 2 gens have been done and 2 survivors are dead. There is 0 incentive to complete gens. Everyone just searches the hatch and hopes that the killer gets the other guy.

    Dude, no. THREE survivors need to be DEAD for the hatch to spawn with three gens left.

    You are wrong.

    The hatch spawns when 2 gens have been done and 2 survivors died. It continues closed until there is only 1 left.

    Otherwise we wouldn't have the slug issue to prevent the hatch from opening. 

    Please don't ban me for not agreeing with you.

    @DocOctober could you confirm please?
    Well the slug issue is here because the hatch spawns after the death of the third survivor.
    From gamepedia:
    "The Hatch will become visible ("spawn") whenever the number of fully repaired Generators exceeds the number of living Survivors by 1." 
    I surrender!
  • @Tsulan said:
    Gay Myers (Luzi) said:

    @Tsulan said:

    Gay Myers (Luzi) said:

    Tsulan... Hun.
    
    Hatch spawns under these conditions: Three survivors are dead and two gens are finished. The hatch will open.
    
    If no one dies, the hatch only appears once all gens are done and isn't opened. If three survivors have 1 gen, the hatch will spawn, but be closed. If you have two survivors, the hatch will spawn with 2 gens left to be done.
    
    There is nothing else. These are facts. Hard cold BHVR facts.
    
    
    
    I know that.
    
    3 can escape if they have a key and 1 died. Rendering endgame perks useless. 
    

    But as I said, if 2 gens have been done and 2 survivors are dead. There is 0 incentive to complete gens. Everyone just searches the hatch and hopes that the killer gets the other guy.

    Dude, no. THREE survivors need to be DEAD for the hatch to spawn with three gens left.

    You are wrong.

    The hatch spawns when 2 gens have been done and 2 survivors died. It continues closed until there is only 1 left.

    Otherwise we wouldn't have the slug issue to prevent the hatch from opening. 

    Please don't ban me for not agreeing with you.

    @DocOctober could you confirm please?

    I give up. Just, just read the wikki.

    https://deadbydaylight.gamepedia.com/Black_Lock Read it yourself.

    Also Pea and I have direct contact to the devs. This is correct information. You are wrong.

    Yeah I give up. I was wrong!
    I accept this. My apologies to both of you. 

    But this proves at least that mods don't ban people if they don't agree with them.

    I need more coffee...
  • Peanits said:

    @Tsulan said:
    Gay Myers (Luzi) said:

    @Tsulan said:

    Gay Myers (Luzi) said:

    Tsulan... Hun.
    
    Hatch spawns under these conditions: Three survivors are dead and two gens are finished. The hatch will open.
    
    If no one dies, the hatch only appears once all gens are done and isn't opened. If three survivors have 1 gen, the hatch will spawn, but be closed. If you have two survivors, the hatch will spawn with 2 gens left to be done.
    
    There is nothing else. These are facts. Hard cold BHVR facts.
    
    
    
    I know that.
    
    3 can escape if they have a key and 1 died. Rendering endgame perks useless. 
    

    But as I said, if 2 gens have been done and 2 survivors are dead. There is 0 incentive to complete gens. Everyone just searches the hatch and hopes that the killer gets the other guy.

    Dude, no. THREE survivors need to be DEAD for the hatch to spawn with three gens left.

    You are wrong.

    The hatch spawns when 2 gens have been done and 2 survivors died. It continues closed until there is only 1 left.

    Otherwise we wouldn't have the slug issue to prevent the hatch from opening. 

    Please don't ban me for not agreeing with you.

    @DocOctober could you confirm please?

    https://deadbydaylight.gamepedia.com/Black_Lock#Visibility

    If two are dead, you would need at least three generators completed for the hatch to appear. It's the number of survivors alive + 1 generators completed.

    I stand corrected. 
    My bad!
  • Have you seen Mathieu Cote play killer? Lel

    Everyone has...
  • @Tsulan said:
    Gay Myers (Luzi) said:

    Tsulan... Hun.

    Hatch spawns under these conditions: Three survivors are dead and two gens are finished. The hatch will open.

    If no one dies, the hatch only appears once all gens are done and isn't opened. If three survivors have 1 gen, the hatch will spawn, but be closed. If you have two survivors, the hatch will spawn with 2 gens left to be done.

    There is nothing else. These are facts. Hard cold BHVR facts.

    I know that.

    3 can escape if they have a key and 1 died. Rendering endgame perks useless. 

    But as I said, if 2 gens have been done and 2 survivors are dead. There is 0 incentive to complete gens. Everyone just searches the hatch and hopes that the killer gets the other guy.

    Dude, no. THREE survivors need to be DEAD for the hatch to spawn with three gens left.

    You are wrong.

    The hatch spawns when 2 gens have been done and 2 survivors died. It continues closed until there is only 1 left.

    Otherwise we wouldn't have the slug issue to prevent the hatch from opening. 

    Please don't ban me for not agreeing with you.

    @DocOctober could you confirm please?
  • Tsulan... Hun.

    Hatch spawns under these conditions: Three survivors are dead and two gens are finished. The hatch will open.

    If no one dies, the hatch only appears once all gens are done and isn't opened. If three survivors have 1 gen, the hatch will spawn, but be closed. If you have two survivors, the hatch will spawn with 2 gens left to be done.

    There is nothing else. These are facts. Hard cold BHVR facts.

    That you Luzi, I was about to lose my sh*t on Tsulan but you’ve saved me the trouble.
    Did I miss something?
  • So you could just wait until all of the Survivors are together, tea bagging at the exit, and then activate the perk and seal them in when you show up. 

    Are you kidding me? Blood Warden is just fine the way it is. It only needs a QoL update to give it a timer on the icon.
    What do you mean? I'm not kidding. This would make a useless perk into something interesting. 

    Or to say it with your words: killer has to wait to hook someone until the gate is opened, because otherwise it won't trigger? So survivors can leave in those 10+ seconds between the gate opened and the pickup animation, carry animation and hook animation. Are you kidding?
  • Tsulan... Hun.

    Hatch spawns under these conditions: Three survivors are dead and two gens are finished. The hatch will open.

    If no one dies, the hatch only appears once all gens are done and isn't opened. If three survivors have 1 gen, the hatch will spawn, but be closed. If you have two survivors, the hatch will spawn with 2 gens left to be done.

    There is nothing else. These are facts. Hard cold BHVR facts.

    I know that.

    3 can escape if they have a key and 1 died. Rendering endgame perks useless. 

    But as I said, if 2 gens have been done and 2 survivors are dead. There is 0 incentive to complete gens. Everyone just searches the hatch and hopes that the killer gets the other guy.
  • Peanits said:

    @Tsulan said:
    Peanits said:

    @Tsulan said:

    Peanits said:

    Gotta' say, I don't really think cypress is underpowered, the rest are just overpowered. I don't think there's anything in the game that comes anywhere close to changing the balance that much. The second closest would probably be a tombstone Myers or iridescent head. I mean we're literally talking about an offering that instantly takes someone out of the game after just one hook. The equivalent would be an offering/add-on that allows a survivor to instantly escape after completing only one generator, and that's just bananas. I'm all for most ultra rares being nerfed into the ground like BNPs, anti-hemorrhagic syringes and all. It would make the outcome of a match more based on skill and less who brought the biggest guns.
    
    With that said though, I would totally be okay with cypress becoming baseline, but rancor would need something to make it stand out.
    

    You mean like a key?

    I'm not a fan of those either and I'm totally okay with seeing those go too, but the hatch still has to spawn before that can be used. I ain't picking favourites here, I don't like the ultra rares on either side.

    Hatch requires 2 gens to spawn. 2 gens, that can be done in the first 80 seconds. There is no killer who can effectively defend all gens against 4 survivors. Unless, of course they play like potatoes.

    Hatch does not spawn after just two generators. The hatch will only appear after the number of survivors alive + 1 generators have appeared. In order for it to appear with only two generators repaired, there would have to be only one survivor alive, at which point it would already have spawned and opened.

    2 dead. Hatch already spawns when 2 are dead. It opens when 1 is left, but that doesn't bother the key.

    The whole problem about the hatch is, that it's pure existence halts teamwork. 
    Only 2 survivors left but 2 gens done? Let's search the hatch instead of doing gens. 

    I would use keys for gates. And remove the hatch. If no other survivors are left. A key spawns in a random chest. Survivor can open the gate normally without completing gens. If the survivor has a higher quality key, he can open it faster.
  • I wonder if we as a playerbase could collectively ask for a refund. Nothing has changed in over a year. Steam makes sometimes exceptions. But this would blow a huge hole into behaviors wallet.
  • Peanits said:

    @Tsulan said:
    Peanits said:

    Gotta' say, I don't really think cypress is underpowered, the rest are just overpowered. I don't think there's anything in the game that comes anywhere close to changing the balance that much. The second closest would probably be a tombstone Myers or iridescent head. I mean we're literally talking about an offering that instantly takes someone out of the game after just one hook. The equivalent would be an offering/add-on that allows a survivor to instantly escape after completing only one generator, and that's just bananas. I'm all for most ultra rares being nerfed into the ground like BNPs, anti-hemorrhagic syringes and all. It would make the outcome of a match more based on skill and less who brought the biggest guns.

    With that said though, I would totally be okay with cypress becoming baseline, but rancor would need something to make it stand out.

    You mean like a key?

    I'm not a fan of those either and I'm totally okay with seeing those go too, but the hatch still has to spawn before that can be used. I ain't picking favourites here, I don't like the ultra rares on either side.

    Hatch requires 2 gens to spawn. 2 gens, that can be done in the first 80 seconds. There is no killer who can effectively defend all gens against 4 survivors. Unless, of course they play like potatoes.
  • powerbats said:

    You do realize that some of them have probably gotten to rank 1 but given how much work they do don't have as much time to grind up nor care to.

    Also it's highly hypocritical to say they need to get to rank 1 when some of the very people saying it have said rank means nothing. That rank is easy to get to since the pip system is trash, that anyone can simply grind to rank 1.

    They also say that it takes no skill to get to rank 1 merely playing for a long enough time so the devs could get back to rank 1 and then those excuses would come up.

    Cool. You say some of them have "probably" reached rank 1. Only to argue that it doesn't matter anyway, since it's so easy. 

    Well, apparently it's not that easy (for them). Because those streams were sad to watch. I've never seen a survivor miss each and every skill check. 

    Devs stated on stream that they balance around rank 20. To make it easier for the majority of our playerbase...
    That statement alone should be proof enough on where the priorities lay. 
  • Peanits said:

    Gotta' say, I don't really think cypress is underpowered, the rest are just overpowered. I don't think there's anything in the game that comes anywhere close to changing the balance that much. The second closest would probably be a tombstone Myers or iridescent head. I mean we're literally talking about an offering that instantly takes someone out of the game after just one hook. The equivalent would be an offering/add-on that allows a survivor to instantly escape after completing only one generator, and that's just bananas. I'm all for most ultra rares being nerfed into the ground like BNPs, anti-hemorrhagic syringes and all. It would make the outcome of a match more based on skill and less who brought the biggest guns.

    With that said though, I would totally be okay with cypress becoming baseline, but rancor would need something to make it stand out.

    You mean like a key?
  • doggieman said:

    There's nothing wrong with totems.

    Then why do you complain about NOED?
  • doggieman said:

    @The_Crusader said:
    How about this...

    They remove it.

    Perfect solution.

    Alright then remove NOED too.

    Have you tried cleansing the totems? Because you can do exactly that: remove NOED.
  • doggieman said:

    People who complain about DS are also the same killers that spam the hell out of the R key whenever a survivor shines a flashlight at their face. There is nothing wrong with DS and they shouldn't do anything to change it. There will always be people complaining about something.

    So uhh what has one thing to do with the other? DS has no counters. Pressing R progresses the wiggle meter. Do it a few times and the survivor will get free anyway. 
  • Boss said:

    Where'd that buff of the devs go to block the hatch?

    Same place as the Decisive Strike nerf.
    Or the Freddy rework. 
  • Milo said:

    So whenever you can you just trigger it? Wowie...

    Press E to seal the exit. 
  • Fenrir said:
    Tsulan said:
    Both perks need their stats increased. 
    Proof Thyself to somewhere between 33% and 50%.
    Botany Knowledge to 100% speed bonus. 
    While the healing nerf was necessary, we now need the possibility to reverse the nerf, by equipping specific perks that are not used very much. 

    Leader could also use a slight buff.
    Is it wrong that i thought that BK stood for Burger King?
    How would you buff Burger King?
  • Chi said:

    @Tsulan said:
    Chi said:

    @will_i_am_14_85 said:

    Cleanse the F'ing Totems! Seriously, there is no need to complain about NOED when you can completely render the perk useless through normal gameplay.

    DS is a 'get out of jail free' card, with rewards survivors and punishes killers

    And NOED is a get away with doing nothing card, rewards killers and punishes survivors.

    My main issue with NOED is how it rewards killers that have done nothing all game. Like tunnel and camp 1 survivor for 5 generators and get an easy 2-4k by doing absolutely nothing right.

    I like this idea of having to work for it, instead of just getting it because you are losing.

    NOED only halves the amount of hits the killer needs. But he still needs to hit them.

    And D-strike only extends the chase by half. :)

    Wrong. DS starts a new chase.
  • azazer said:
    Tsulan said:
    I expect a Freddy buff by December 2019.
    Unless they aren't satisfied with it. Then it's pushed back further
    Probably.

    They simply don't know what to do with him.
  • Chi said:

    @will_i_am_14_85 said:
    Cleanse the F'ing Totems! Seriously, there is no need to complain about NOED when you can completely render the perk useless through normal gameplay.

    DS is a 'get out of jail free' card, with rewards survivors and punishes killers

    And NOED is a get away with doing nothing card, rewards killers and punishes survivors.
    My main issue with NOED is how it rewards killers that have done nothing all game. Like tunnel and camp 1 survivor for 5 generators and get an easy 2-4k by doing absolutely nothing right.
    I like this idea of having to work for it, instead of just getting it because you are losing.

    NOED only halves the amount of hits the killer needs. But he still needs to hit them.
  • ShyN3ko said:

    @Dragonredking said:
    There no way to know until we actually get them, it really depend on how much money they are ready to spend in the server.

    They had a lot of DLC.
    I think they have enough money.

    They had to buy their own game for 12 million $.
    They might be a little short on cash.
    Don't believe me? Just look at the ridiculous short presentation during the game awards (probably expensive) and the ridiculous high prices of legion skins. 
  • I expect a Freddy buff by December 2019.
  • @Vortexas said:
    I wonder if we can finally get the DS Nerf now then.

    Wanna bet it gets buffed instead?

  • Master said:

    @Tsulan said:
    A buff for SC...
    What's next, a buff for DS? Multiple uses?

    Pls dont give them ideas.....

    Let's make the skill check slightly harder, but survivors can use DS every time they get picked up.

    *we think this would result a more enjoyable chase mechanic. Make it more rewarding. A once missed skill check shouldn't remove the perk.
    Signed: DbD devs
1 … 199 200 201 202 203 … 279