Valor188917
Valor188917
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@Jasuo said:
https://forum.deadbydaylight.com/en/discussion/comment/1405909#Comment_1405909
Edit: I suck at reading. While I kind of agree, it still feels like you have to almost intentionally walk on it to get tormented.
nvm he gets slowed to 110% but one thing I also didnt know is that trails slow survivors.
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@Jasuo said:
https://forum.deadbydaylight.com/en/discussion/comment/1405909#Comment_1405909
Edit: I suck at reading. While I kind of agree, it still feels like you have to almost intentionally walk on it to get tormented.
It's enough to leave patches of torment, you only have to leave a trail when you want to bait the survivor into evading a punishment that may or may never come thus approaching them faster.
Also are you sure trail of torment slows him down? I'm not sure about that, a huntress cannot catch a survivor in many loops without axes but I seemed to do just fine when leaving the torment trail while getting looped.
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/1405799#Comment_1405799
I think you misread my post. This isn't a discussion about the Pyramid Head change, this is about the obsession mechanic and how it encourages tunneling. I only talked about Pyramid Head to draw similarities to how the obsession mechanic encourages tunneling. I was looking at this mechanic from a general killer view, not a Pyramid Head view.
Plus Pyramid Head would be the one killer unaffected by this proposed obsession change, as he can use his changes to avoid DS.
If you wanna discourage killers from fast hooking like this by taking away their info then please do the same for survivors, if a killer instadowns a survivor with for example Haunted Grounds or myers gets T3 etc, survivors should not get a huge "YOURE EXPOSED" warning and figure it out themselves, that would in turn make survivors way less cocky after for example rescuing somebody from a hook because they'd not know if MYC is on them or not.
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@Jasuo said:
Yes, yes and yes. Absolutely. It feels like it should apply it in all honesty, it's odd that it doesn't. There was a thread earlier this week in which Cages got brought up once again where a poster mentioned that they'd be fine with trading being able to see the cages with having Punishment apply Torment on hit, and I 100% agree with this. However... Only half of those adjustments actually happened.
I think it's very important to take into account his power balance. Half of his power ONLY works if you're Tormented, which you can only put on people by forcing them to walk on a trench at a loop. So what do you do if they run to a different tile while you're trenching the current one? Well you're ######### out of luck.
I 100% think that if they really needed to not only take away his ability to see the cages, but ALSO make them respawn on the other side of the map if you're standing next to it for ONE SECOND, they should have made his Punishment apply Torment on hit.
https://forum.deadbydaylight.com/en/discussion/comment/1405874#Comment_1405874
I would absolutely be fine with this. Anything beats hemorrhage and blindness. The only addons even worth using are the range addons, which are overkill if you stack them.
In many maps abandoning a loop just because of trails leads to a free hit unless RNJesus hates you and puts loop next to loop in which case you're ######### anyways
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How would poise help you defend another survivor if you leave no scratchmarks, most of the time the killer would go after the freshly saved and most likely injured survivor in that case unless you blatantly stand in his face in which case why bother not leaving scratchmarks, and for the other uses it would make it a must-have when using the locker-stun perk, those must-have perk combos esp in a game with only 4 perkslots are really really bad gam design because you want to incentivize ppl using different perks.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1405879#Comment_1405879
I wouldn't use it.
I don't use his PoTD. I find it a waste and it's a high risk to little to no reward.
The 5 second stun just adds to the frustration.
I got plenty of hits today with punishment even against redranks. There was like...1 guy that I couldn't hit at all because he was ridiculously erratic in his movement but other than that there wasn't a single one able to avoid punishment at all times I think. You just gotta go for it and if you miss just go for another chase if one is nearby.
But then again, by that logic since POTD is too little reward it should award torment, no?
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@BigBrainMegMain said:
It should be an addon.
Get rid of his "Hemorrhage" addons and replace it with "Apply Torment Upon Hit" one instead.
That would be a must-have addon. It should just be inbuilt into his power imo, hitting with punishment is pretty hard unless the survivor straight up vaults a window or drops a pallet while you're holding M2 already.
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He should give away bloodpoints in hopes of getting hookstates but he never does.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1405823#Comment_1405823
To be honest, good teammates will be doing gens instead of trying for pallet or flashlight save. I honestly wouldn't cage someone just to negate them. If i see them going for it, hit them once, and hook.
Also, good survivors won't really stick around to the survivors being chased.
But of course, in some case you can get into another chase faster with cage, but i rarely see these opportunities in red rank.
My point is you have options and situations on when to use your power.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/167906/so-i-tried-out-post-nerf-pyramid-head
Wait they added a sound notification? Because that wasn't there last time I played as him.
This changes everything!
Technically it was a bugfix but yes. Which is why I said, if you wanna tunnel with PH you can still tunnel better than with any other killer. I got hit by DS 1 time out of 4 games today and that was a guy completely avoiding my torment trails to the point where he crouched through them in the open to give me a free hit so I was like ######### it, let's see if he has DS.
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@OmegaXII said:
I generally see no benefits by caging people other than negate DS.
I would just hook them normally, because:
1. Survivor won't get insta-save
2. You can decide where you hook them
3. Your perks can work (Pop, BBQ)
So generally hooking is still better, even if it takes 10 secs
No flashlight/palletsave
You can immediately chase a nearby survivor instead of losing the person that was close to the downed guy.
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@burntFuse said:
I've been having fun ping-ponging survivors in their cages. It's not really practical, but it's something different to do.
I like the fast paced feel it gives you. Also they are still not useless. If you are used to downing survivors really fast and because of that eating DS from them then Pyramid head still works great for you.
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The survivor gets hooked on the OPPOSITE side of the map, how is that even actually tunneling, if the other survivors are neither on gens nor unhooking then the only thing for PH to do is look for the only objective which is the caged guy.
There's no need for further nerfs to PH.
If you don't want the freshly caged survivor to get tunneled go interact with the killer or with other objectives so he actually has something else to do.
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@NekoGamerX said:
he fine
Kitty, yey
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@Angelicus23 said:
Exactly, I even reached rank 1 playing just him, I also got 32k points, imagine how many points was that with me and 3 survivors using ghastly gateaux
tbh you could reach rank1 with perkless prerework freddy in this game.
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It would even be useless without the restriction to be honest unless the other addons are even more useless haha
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@Freesham said:
Just remove PH from the game so these people stop whining.
nah I love him, don't have to deal with DS at all, he's my next favourite to freddy.
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@Aven_Fallen said:
Its way better than the current state. Current state is copy&paste from Hillbilly (except for the terrible Chili Add-Ons), while only Charge Time is actually beneficial to Bubba.
At least he gets original Stuff.
Original stuff that doesn't get used is pointless.
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@OmegaXII said:
That is another useless crap. Why use it when we have knock out which is better in any way?
Wont have to use the perk in this case but it's still weak because it's just 20 secs. If it was way longer then okay.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1405643#Comment_1405643
This is actually what I've been doing. I just try to get everyone tormented then mindgame the ranged attack and M1 for the rest of the match.
It's not very engaging gameplay imo
I usually just cage them if I know the others are nearby or if I downed 2 ppl and don't want them to pick somebody up, also if there's a risk of being flashlighted, palletstunned etc. Otherwise I use the torment for information, slowing down survivors by spreading it out. Also try using single patches a few times in between big torment streaks, they work better to find ppl since most ppl look for long trails and will run into your torment patch in a high piece of grass.
His range attack is awesome, I don't know why you don't like it. Sure survivors in the open will mostly be able to avoid it but in junglegyms when using it out of line of sight it can be deadly and even if you don't hit survivors will usually have to guess if they can hug the jungle-gym walls or if they risk getting hit by punishment sometimes giving you that MINISCULE amount of distance that was needed for that cheeky windowhit.
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Basically getting a healthstate after being hit 3 times which completely broke m1 killers.
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@Sylorknag said:
I swear to God no one in the balance team actually play the game.
This add-on is clearly useless, how that hell does it even cross their mind?
It's past time they get some new people doing the balance.
Depends heavily on if they are also reworking his power, for example if it's easier to down ppl without using addons for a faster chainsaw then this might even be good for slugg...oh no wait it's just 20 seconds which is very useless because it's better to wait for the survivor to recover in the first place.
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@MongolPSR said:
https://forum.deadbydaylight.com/en/discussion/comment/1405636#Comment_1405636
the salt in this comment sustains me.
Facts=Salt now, okay. I'm just tired of him being brought up like he's some prodigy of DBD when he's mediocre. Weak gameplay for a guy that has 7000+ hours and it takes him ages to figure out mechanics, I can't tell if it's because he's so active with chat or if he's genuinly not very intelligent.
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@MongolPSR said:
well I'll be damned..... maybe tru3 will get more variations to play with in his quest to show that bubbahs good
Scottjund did 32 4ks in a row with speedlimiter bubba while true failed after 4 games my dude after which he went on a whining spree.
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@Peanits said:
To play the devil's advocate, what's stopping me from cloaking as Wraith or moonwalking after you as any other killer for 30 seconds and then downing you? Or even just slugging you for 30 seconds and then picking you up?
Or just leave the 60 seconds in, if slugged timer does not go down AT ALL but it immediately gets deactivated once you heal/cleanse totems/do gens.
It would even be stronger than previous DS against actual tunneling but not be abusable.
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Can we stop quoting a mediocre player like true?
His "Oh ma gah, bubba is so underrated" BS failed after what, 5 games after which he went on a rant? How many games did scottjund go 4king as SPEEDLIMITER BUBBA while true used an optimal build? 30?
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Can we stop quoting a mediocre player like true?
His "Oh ma gah, bubba is so underrated" BS failed after what, 5 games after which he went on a rant? How many games did scottjund go 4king as SPEEDLIMITER BUBBA while true used an optimal build? 30?
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404650#Comment_1404650
Poor thing. They might have to actually work for a kill.
Yeah, the maps are so killersided with up to 30 pallets and survivors still having the loopexploit not fixed (nor will it ever be) while being able to play in SWF ontop of up to 3 extra hookstates per survivor through perks depending on how hard the killer is stomping them or how aggressive the survivor with DS is.
Dat free down that killers get, woe the poor survivors and their limited resources.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404616#Comment_1404616
I'd prefer the problems you've stated than face a Pyramid Head who just camps my cage.
absolutely never happened to me in 8 damn hours, if it happened once I wouldn't call for a complete nerf of a killer just because of that 1 bad experience.
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@nicnc82 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404714#Comment_1404714
Killers can now close the hatch when they find it. So like a dev said, it's fair now to stop hatch standoffs. As a killer player, I have no issue with the hatch or BT. I just don't camp unless a survivor was a farmer on their friend in front of me. Then im gonna camp the farmer and let the other go free. And I dont count my wins by 4ks. If I pip, I've won. But that's just me.
"killer main by the way".
Camping in endgame is fair game, if you don't decide to sure, but there's tons of situations after gens are done where there's no point in trying to go for exitgates, especially against SWF who often coordinate opening the gates directly with last gen popping.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1404691#Comment_1404691
Thats exactly nothing to do woth game health.
It's got tons to do with gamehealth, you're basically sayin tunnelling is frustrating and crappy gamedesign, which i by the way absolutely agree with, so I also mentioned some really bad gamedesign.
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@nicnc82 said:
https://forum.deadbydaylight.com/en/discussion/comment/1398422#Comment_1398422
Why? Then it would be useless. Killers shouldn't camp then. So since they wanna camp, it's a great counter. Fair. You're not entitled to a free kill at the end.
By that logic the hatch shouldn't exist unless you do X gens, you shouldn't be entitled to a free escape after dieing miserably.
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@Zaitsev said:
Its a perfectly balanced perk. Not sure why other killers cry that its OP or a second chance perk. Go for the unhooker. Its that simple.
Cool, except the unhooker often gets bodyblocked for by the unhooked, funny enough the only way to counteract this would be to actually camp so you can either grab the unhooker or hit him before he unhooks to just down him right after since the unhooked wouldnt have a chance to bodyblock before you're recovered.
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@LetsPlayTogether said:
The changes was needed to keep the games against PH healthy.
Ok let's talk about gamehealth:
Totems in open spots or next to gens.
Survivors in SWF having a huge unfair advantage with no compensation for the killer, not even BP as suggested a billion times which would not even impact gameplay but reward killers for enduring oftentimes relentless bullying either through ingame actions or postgame abuse with 4 ppl dogpiling you.
Keeping the looping bug in the game even tho killers have hated it since it's inception.
Genspeeds being way to high with with no reliable way to counteract on most killers.
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@HP150 said:
- Removed the ability for The Executioner to see the aura of the Cage of Atonement and survivors inside them
- Added a system that will despawn the Cage of Atonement if The Executioner near it for too long. The Cage of Atonement (and the survivor inside it) will respawn in a new location.
Yes, this. I will preface by stating that I didn't follow the tactic complained about on these forums which entailed rushing to the cage from across the map to tunnel a caged survivor. Don't really care if you believe me or not, that's not the point as long as you acknowledge that that wasn't the MO of every Pyramid Head.
Second, if you check my post history regarding PH you'll notice that I've engaged in arguments regarding "PH shouldn't be able to see his cages". The gist of my argument was that the cages were already a very situational ability; if you weren't zooming to the opposite side of the map to tunnel a caged survivor then it was a minor time saver at best and only practical if you see another survivor to engage on within your immediate vicinity at the time of the downing of a (soon to be) caged survivor. That is because 1) you first have to go through the effort of applying the debuff of Torment and 2) caging a survivor in most circumstances very likely sends the caged survivor much, much closer to a survivor who isn't being chased for an uncaging.
Third, the developers have already acknowledged that guarding hooks (OBJECTIVES) is a core part of playing as killer. Pyramid Head is a killer which is commonly acknowledged as having little map pressure. This is because he doesn't have any real map mobility tools like, say, Hillbilly. Nurse. Hag. Even Demogorgon. At this point, it's not a simple matter of PH's cages putting the possibly hooked survivor on the opposite side of the map from him with no innate mobility options; he also doesn't see the cage. This means that in the majority of situations experienced survivors will recognize this as a 100% "free-save". In other words, you're taking away map-pressure from a killer that already lacks map-pressure.
Fourth, the last change; "Added a system that will despawn the Cage of Atonement if The Executioner near it for too long. The Cage of Atonement (and the survivor inside it) will respawn in a new location." I've seen literally no one suggest this change so it at least is not a very popular suggestion. I've obviously not had much time to process this direct nerf, however, on the surface it looks like it will at the very least make Cages even MORE situational than they already are, even for the non hard-tunneling PHs.
Finally, if you'd again take a look at my post history regarding PH you'll notice a very, very simple solution to tunneling PHs (because, as with most things in life, the simplest solution is usually the correct one); allow all hook-related perks to work on cages. The entire game was balanced with hook perks in mind from the start; Killers want their BBQ stacks, Pop-goes-the-weasel procs, and possibly quirky Make Your Choice/Devour Hope builds while Survivors cling to their comfy security blanket of DS, BT and possibly We'll Make It, etc.
I get that BHVR may have wanted to shake up the meta, try something new, force-feed people into taking different perks? Solid attempt, but this isn't an appropriate manner to do it. My prediction is that far fewer people will use cages, the exact same staple perks will be taken on every killer and survivor, and PH will instead usually just save their "Torment" for the mini-mori.
But don't make the mistake of thinking that I'm quitting strictly for Pyramid Head (a single killer in a large roster); I first started this game because I heard that Michael Myers was becoming a playable killer in a modern video game. Since then, BHVR has knocked it out of the park as far as choices in which licensed content they incorporate. However, this is a an extremely blatant case of "survivor favoritism". I use that term very lightly; I doubt there are very many members of BHVR that wake up every day and think "how can we make 1/4th our playerbase miserable" for the hell of it. Instead, it probably comes from a place of inexperience. That's understandable, sure, but after nearly 4 years of supporting the game it's still unacceptable and quite frankly, unfun.
TLDR; A simple and appropriate solution to tunneling off of cages would have been to allow all hook-perks to work on cages, which would probably have satisfied both survivors and killers. Instead BHVR further engaged in an on-going trend of catering only to survivor complaints regarded the new Killer.
Your suggestion would absolutely kill him and there would be no reason to play him over the top4 (freddy, spirit, nurse, billy). I play PH when I don't want to deal with DS/BT, the only reason to play PH if hookperks worked on him would be because of the novelty of playing PH.
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@PrettyFaceKate said:
Possibly, you're new to online gaming. It's a common marketing strategy when new content is released to make it 'broken' in certain aspects to boost sales at the beginning, only to 'fix' those issues later on.
Here, you learned another thing with the patch.
Except he wasn't broken at all, he's mediocre, not good not bad.
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@nicnc82 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404342#Comment_1404342
So they nerfed him to the ground all because they made him now where killers can't play crappy towards survivors and camp the cages and make it harder to tunnel out the cages?
Also you're SO overblowing this, I have been tunneled with the cage mechanic like what, once? In 8 hours of playtime as survivor.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404364#Comment_1404364
What bad news.. are they buffing Hag?!?!?!
Knowing where the survivor is unhooked is still info, it's especially valuable since survivors due to soundbugs cannot be found without luck if they're not injured due to breathing and footsteps being bugged once again, I had many situations where I caged a survivor, went looking for others, didn't find any and then only had the option to go for the unhooked one. It also tells you which gen is PROBABLY being worked on if you have other survivors to chase.
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@LetsPlayTogether said:
Yeah just let PH have his risk free cages. God dammit. Think just once what nonsense youre talking. Caging is a trade off, you avoid several hook related perks as killer as well as the possibility of not being able to hook due to pallet safe/flashlight safe/sabotage and can still predict to some extent where a cage will spawn, against being able to tunnel or camp too easily. Looks killer sided to me, but hey I am just a bad rank 1 killer.
Rank1 is meaningless in this game. Scottjund is rank1 and probably 10 times better than you or me, Zubatlel is so far outside my level that we'd need a different league yet he's still at my rank.
Everything that freddy has is risk free too, not everything needs a god damn inbuilt counter.
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@burntFuse said:
Let's make generators move randomly around the map so survivors can't gen rush.
Also for the just "count to 60 noob" crowd, no more hex haunted grounds timer and no more "killer has oneshot downs YOU'RE EXPOSED" handholding.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404446#Comment_1404446
You don't have to cage the survivor. If it's a 2v1 and you want to camp, then hook them normally. Decisive Strike? Slug them for 60 seconds first. Can't count to 60 accurately? Equip Make Your Choice and wait for its cooldown to complete before picking up the Survivor with Decisive Strike. No room for Make Your Choice in your build? Then tough.
Or the devs you know, could just give us a timer on who's already been hooked.
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@LetsPlayTogether said:
Oh another killer main crying about the loss of scummy play. Its time to gitgud.
sounds like you prefer ppl to play bubba while revving a chainsaw in your face?
If people wanna play scummy there's better options but how dare ppl not play by survivor rulebook while survivor is as easy as holding m1 and W.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1404446#Comment_1404446
Ok so just hook them then?
If theres 2 people left then you've basically already won.
And no it wouldn't be "reasonable" if no one could see the cage because that would make ph very op
I really don't understand the communitys obsession with trying to accuse the devs of being bias towards one side, when there obviously trying there best to support both sides
They could've simply gave him a QoL buff to compensate for double-hammering him down, his M2 is VERY awkward to use and most ppl don't play DBD for hundreds of hours to get used to such terribad controls.
He's terribly jittery and feels like playing a tank during his M2.
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@Respectfulnancymain said:
Umm This patch was mainly bug fixes and few changes to pyramid head that dont affect you unless you're a tunnler or camper
Seeing the cage also gives a ton of info even if you do not tunnl or camp, by that logic why not make every hook teleport away from the killer and make it so the killer doesn't see them anymore, there, no more camping or tunneling.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/1404373#Comment_1404373
Thats not how punishments work in this game though. Legion for example only needed his chasing people backwards cheese addressed, but they added all kinds of things like blinding him after frenzy, lose frenzy after a miss...etc,... they could have addressed that one thing but went much further to punish him. You can see the same applied here,... addressing the mechanic wasn';t enough, always have to add a little punishment in there.
It goes both ways, you'll probably see lots of pyramid heads just go out of their way to punish survivors now, the devs are from canada they should know that penalsystems based on punishments don't work.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1404390#Comment_1404390
Yup. It's honestly the better of the 2 solutions, but you don't need both of them.
Sending the cage away has it's problems, but any Survivors there now need to go somewhere else for the save so you can still get something out of it and make it work.
However removing the aura reading denies information on where HALF of the entire Survivor team is. So I can't even go for the rescuer.
It was also helpful to find out which of the further away gens was being worked on. Overkill nerf is overkill, if I want to tunnel I can still just hook the survivor if he's tormented, then on the next step once he goes down again use the cage and then DS is mostly over and kill him. Surv gets almost always sent to the exact opposite of where you are at and if I REALLY wanted to be scummy I'd just use whispers to find the cage easier.
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@NuclearBurrito said:
Honestly. If they were making the "stand too close to cage sends it away" mechanic, then they didn't need to also add the aura hiding mechanic.
Wait that is ALSO in?
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@CashelP14 said:
It was an excellent well needed change. I've played over 80 games as PH (no joke) and he needed the change. It won't affect me playing as him but it will affect tunnelers and campers which is excellent.
Btw why do moris still work with cages?
If you think it will not affect you then I have bad news for you.
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So basically this nerf only affects true since it just affects bad players? cool.
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The main issue i have is that it stacks with resilience making vaults way to fast and safe.
And before you come at me, devs themselves said they don't want perks to stack like this, hence why thana sloppy and DL don't work well together