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Volfawott

Volfawott

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Volfawott
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  • If two people have died because of tunneling and camping at only two gens were completed maybe the problem is your team is way too altruistic

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893588#Comment_1893588

    I mean sometimes I don’t feel like sweating too hard and want to run some meme/fun perks instead of the meta; especially against console solo Qs where half the team is probably going to be incompetent at looping anyways.

    I have been playing a fair amount of coup / endfury Myers and honestly I win most of my games without needing either.

    But it’s still hilarious to lunge halfway across the shack at somebody, get a pallet smashed over my head, spirit fury it off, and then make another massive lunge to end the game.

    Kek.

    You got me there can't deny I do love my meme builds. I'll have to try out that Myers one

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893511#Comment_1893511

    I think it’s pretty good on Myers. He is typically gonna lose a gen for his first tier 3 anyways and the lunge goes ridiculously far. If he gets 2 downs in a row he can end the game off it.

    No matter which way you slice it the coup lunge is extremely strong anti loop. It’s also very satisfying to use even if it ends up being a flex perk sometimes.

    Well it's fair enough but being you're depending on losing to get it's full effect.

    If you're used to killing people and coup de grace with 4 to 3 gens left this perk is useless


  • @TheClownIsKing said:

    You’re talking about a perk that can 100% guarantee 5 hits throughout the match (unless the killer is terrible).

    Of course the requirements will be strict for something that absolutely guarantees a hit on a survivor.


    1 hit per generator that is not a good trade-off

    It takes two hits to down a survivor if if they heal up again and you managed to hit them down with no interruptions for example a save and hook them it takes 6 hits altogether to to kill somebody.

    There are four survivors making that a total of 24 hits altogether.

    5 guaranteed hits means nothing especially when you practically have to throw the game to get them.

    Hell even as a killer who mostly uses their power like huntress or Billy it's not worth it you'll either just end up doing your job with their power and barely needing to basic attack to make the Perk slot worth it or you will have to force out their heads at which stage you're not getting any file you because you could just play normally

  • @Deadman316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890495#Comment_1890495

    So let me get this straight, you're saying a good reason to nerf DS is because it adds 15 seconds to a chase...15 seconds. Not a minute, or because the survivor got away, but because of an extra 15 second chase.

    LOL! Ok man

    The 15 second estimate was more around with a situation you described of a survivor going down very quickly after using it.

    If the survivor is good enough or they're in a good enough spot with strong pallets it could be much longer use your own initiative I don't have to actually spell it out for you.

    You're not 6 years old you don't need me to hold your hand through a simple scenario.

    Also again if you didn't read my comment you need to stop evaluating it in a 1 V 1 scenario 15 seconds of extra time in a chase is a potential 45 seconds the other three survivors could put into objectives.

    Even if it isn't a long amount of time 15 seconds can be the difference between a game being won or not once again you're not stupid don't act like it.

  • @Deadman316 said:

    The sad thing as far as DS is concerned, it's not even that good. A survivor has as much of a chance to get away as the killer does to down them again. I don't use the perk, but in games where survivors carry it, they don't stay upright very long after they use it, so what's there to nerf?

    The problem has nothing to do with whether that person escapes or not.

    It can typically be used to extend a chase even if it's only by an extra 15 seconds with three other people potentially working on generators that can be quite impactful.

    This is even worst if the killer wasn't tunneling and just happened to catch the last 5 Seconds of decisive strike

  • Legion

    Legion's killer instinct range add-ons


    Pig

    Workshop Grease

    Razor Wire

    Interlocking Razors

    Amanda's secret

  • @GodDamn_Angela said:

    Just noticed this is really old. Necroed thread lmao.

    Why

  • Patrol the area usually only for relative amount of time if I don't get any results I go and check generators kick them and all that.


    Hopping into a locker isn't always readily available for survivors so usually you'll see a little one or two people if you don't that cause for suspicion

  • @GamerGirlFeng said:

    IMO getting off a gen to heal is better than finishing it first. Once it pops, killers tend to go towards them because DUH someone is over there. Then there's an injured survivor being an easy target.

    If a survivor won't get off the gen to help, then I move on to someone else who will and end up making them a last priority when they need help in return.

    Objective wise you're wasting more time then you save.


    Relatively speaking you're having two people currently not working on objectives at that stage you might as well just have that person self-care by you. The use of a comparatively the same amount of wasted time. ( granted this is without modifiers for example healing perks or special medkits)

  • If I'm cleansing a totem and you want healing stop bouncing up and down like an inpatient child and wait a couple of seconds then I can deal with you if you're going to continuously to annoy the hell out of me then go find someone else or a medkit because I'm not healing you.


    Also if I have we'll make it and the killer is across the map when I unhook you please don't run off into a corner to get healed because I'm just going to leave you to your own business and I'm not going to chase you for it.

  • Well I agree it's not the most entertainment thing to go up against your reasonings for it being fixed could not be well my teammates suck.


    While it's not entertainment to go up against it's essentially a gamble combo it can be easily taken out if the cards aren't in your favour just because you have bad teammates doesn't mean that the combo is overpowered

  • The problem with keys is that they can end the game prematurely that's what makes them strong.

    Just like moris it's not fun for the other party.


    It turns situations where are the survivors should have lost or the game was still winnable on The Killers end into just automatic losses for the Killer.

    Hell as a Survivor I've accidentally had games where we've given the killer a perfect free gen strat and by right that was our mistake and we should have had a difficult time getting through that but because we had a key we managed to basically avoid it completely and get the three people out

  • Both sides have people who completely complain about everything whether it be minor or not both sides of had nerfs.

    Can we please drop this stupid us vs them mentality and stop acting like whatever said you're part of his is some unsung victim that is constantly being targeted by behaviour.

    Now I'm not saying behaviours balance decisions have been the best and they still got a lot of work ironing things out on both sides but I don't feel like we're the stage where anyone can really act like they're 100-percent the Victim

  • @Crypticghoul said:

    They should really be "after the last generator is powered" because having to have a gate open to get them done is awful when everyone 99s the gates.

    The problem still remains.

    As a killer I have to actively play extremely badly to make the challenge work.

    Killer people too efficiently you can't compete the challenge hell even if you play well enough to force survivors to play immersed no Challenge for you.

    Don't even get me started on keys

  • Keep in mind Nurse and Legion ignore survivor defenses (Legion to a lesser extent for obvious reasons)

    Sprint can't, windows and pallets with be an obstacle for her.

    Also unlike nurse and Legion she lacks line of sight

  • Open handed needs to be addressed as well.

    Having perks that do nothing without other perk or item is bad design

  • @tippy2k2 said:

    It's a bug. They're not supposed to be able to adultnap Victor (NOT A BABY!!!).

    He's also not an adult he's a kid

  • It used to have a time limit but all it did was encourage people to just hide for that time.

    As for the perk itself it's barely a catch-up mechanic the most it's going to do is probably get you one kill if even that. ( if you're up against competent survivors)


    The only time a bad killer is going to get a full wipe with that perk is if the survivors are potatoes.

    However if the perk is that annoying to you might I suggest bringing small games or detectives hunch and going for a totem hunt before the last gen is completed. If you don't want to do this then stop complaining

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823090#Comment_1823090

    It's a fantasy horror game don't worry about things making sense.

    Remember that Legion was created at a time when lockers didn't hide auras at all. He was designed to be able to find survivors even when they are in lockers.

    Legion was released alongside the update that made lockers hide aura granted they were in development long before then but you get the Drift

  • Because it's not aura killer instinct is simply the sense that a target is around.


    Also stop going into lockers if you keep getting found by legions in feral frenzy

  • @Mooshroome64 said:

    Agreed, and although he does have a Christmas sweater, as you mentioned it's practically just a rugby jersey. I use it year round because of that (although that doesn't stop me using Jeff's sweater either haha). I do agree he should get one, and I hope he will receive something next Christmas! He did get a Blight skin this year at least.

    None of the Christmas sweater have massive Christmas themes they're more based on the characters' interests

    The only exception being Joey and Susie Christmas sweaters

  • When the killer or other survivor are holding you hostage. I mean actually holding you hostage aka blocking you in a counter with no timer to end the match for you (RBT,EGC or Bleedout)

    Game breaking bugs-

    Real life emergency


    Other than those three you have no reason to disconnect

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814550#Comment_1814550

    None of these conditions require you to go out of your way or play the game differently though unless your not playing an m1 killer, which same can be said for surge.

    Even pop requires you to go out of ur way to kick gens.

    The problem however is that that even if you do the required 2 hits to activate the Perk there are still multiple factors that are just not in your control.

    Also you have a time limit for these conditions to be met.

    Survivor must be working on a gen

    Survivor must get a skill check

    The survivor must hit a good skill check not a great or a failed ( a failed skillcheck would have notified you anyway meaning the park didn't do anything)


    Now let's look at Pop Goes the Weasel surveillance and surge


    Pop Goes the Weasel requires you to Hook somebody this means it could be useful for Killers who down with their abilities or Killers who down with basic attacks. Once you got that hook within that time limit you are free to kick and regress whatever gen you choose to.

    The only thing I survive a good do to stop you from doing this is used repressed Alliance or stay on the gen which is is feeding you another down.


    Surge like with gearhead it requires basics however this is only 2 down meaning you could very easily get the initial hit with your ability and then finish off of a basic down later. Unlike gearhead however the only thing you have to worry about is being close enough to generators with progression when getting the down without having to worry about multiple different factors outside of your control.


    Surveillance does not just require you to kick the gen anything that will cause that gen to regress will also trigger it this means surge, ruin or oppression can all work in synergy.

    Also the effect or remain until the Jen is touched which gives you information or it has stopped regressing which will also give you information.


    Gearhead is just a bad perk does it have a used sure but the same could be said for monstrous shrine it can work it has a use does not mean it's good or underrated

  • @Ramxenoc445 said:

    Any high rank survivors get a kick out of bad killers that knod when they finally catch you because you have a bad group of randoms that either don't do gens or rush to save and do terribly at it? I get a lot of these killers and its usually funny but sometimes also annoying because they've gotten the satisfaction of a 4k despite being some of the worst or most average skilled killers there are. Yet they win due to bad mistakes on the survivor's part and the ridiculous amounts of dead zones on reworked maps

    Nodding is like teabagging they're both bm. Annoying but it happens I'm no saint I've done both multiple times

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796294#Comment_1796294

    Your skill doesn't matter if the survivor unhooking doesn't have BT and the killer is right there, unless that man is going for the A.I. of the year award you're going back down if they are there, and with the way people have been playing Charlotte and Victor I'm expecting to see more survivors running what some see as broken perks because camping and tunneling is what they're best at, I myself don't use DS all the time but here lately there are plenty of games I wished I did have it

    That's a problem with farming.

    You should really tell the teammate in question not to do that rather than blame the killer

  • Alright let me run through the major talking points because this topic keeps coming up to the point where you can't even call beating a dead horse anymore.


    The art team isn't responsible for gameplay bugs or balance problems.

    That's like walking into a law firm and expecting the janitor to be able to take your murder case because they work in the same building.


    These cosmetics were data mined from the ptb meaning they were already finished and on the back burner long before you guys even got your hands on the ptb.

    We didn't even know what the twins were by the time the cosmetics were already finished.


    I'm not saying there aren't problems I'm just saying the argument of lol why you guys doing cosmetics doesn't work.

  • The problem with the twins is that the optimal way to play them is camping and slugging.


    When you try playing them normally they just can't compete but if you play them optimally aka camping and slugging it makes it incredibly unfun to go against.


    You need to find a way to strengthen them enough so that they could be played normally whilst also reducing the aspects that allow them to camp and tunnel effectively that way the most optimal way to play them will change

  • It hasn't been two full days yet nobody knows if Victor is overpowered.

    Give it some time figure out some counterplay

  • @Terro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1788694#Comment_1788694

    https://forum.deadbydaylight.com/en/discussion/comment/1788856#Comment_1788856

    Once again, it only shows bias. Who gets to determine if someone put in enough work to receive their desired outcome? Do I get to say the window there gives a free loop to survivors because they didn't have to do anything to receive it? The bubba forcing a survivor into a deadzone where he knows there's no pallets (dumb map RNG) got a free down. In every single case that some1 uses free u can argue that no it's not free but they always stick to the free idea because that's their opinion and they'll cudgel you with it (manner of speaking).

    Let me put it in this way.


    That noed this can give you a "free" kill in endgame

    You don't have to do much too earn besides make it to endgame and hope you're lucky that there is a totem left alive.

    In the grand scheme of things it is not "free" you're locking yourself into only three perks for the majority of the game and there's no guarantee that when the exit gates are powered you'll have a totem left.

    The Perk is a gamble due to these conditioned it's not exactly free however someone might use the phrase "it's a free kill" to state that it is undeserved because of how little effort was used to obtain it.


    As for how much effort it is quite easy to determine how much effort is put into getting a perk. Old MoM required you to get hit 3 times. You could potentially go afk make yourself a sandwich and by the time you come back you would have had the perk activated.

    Like it or not there is no effort in obtaining that you don't need a 700 IQ brain to realise that.

  • I will agree that the term free is usually overused as much as I can find things like defensive strike and noed annoying they're not exactly three it still takes requirements for its to actually come into play hell even old MoM as much as I hated that perk's existence wasn't free.


    When people say free the usually mean undeserved the effort you put in wasn't worth the reward you got from hit or it's very abusable because of the benefits.

    So instead of saying abusable or undeserved it's a lot easier to just say free

  • Ordering a boycott on purchasing things is pointless there's no way you could stop everybody and as long as a decent amount of the community still purchases it it'll still send the same message of "support" that you're trying to avoid.


    To get a successful Boycott done you usually have to have enough influence to convince a large majority of people did not purchase and you would have to have people's scorned enough that they would not purchase even without your influence

  • @Slendy4321 said:

    Yes he should because he's moving character. This would definitely stop all the leave Victor at the hook with no consequences I'll just switch back when I get a killer instinct BS

    I would agree with you if crushing Victor wasn't an option.

    With Charlotte and other Killers you miss a swing and all the survivor can do is get distance if Victor misses his pounce he is open to he open a crush.

    The easier you make it for survivors to dodge the weaker Victor becomes. Without a red stain Victor is allowed to sneak up a lot more easily also Victor can't see scratch marks so if you break line of Sight and you're not injured it's quite easy to to make him lose you

  • Lithe or head on.

    Lithe is nice getting a boost while the killer is wasting time walking around or vault. It also helps when your on an unsafe loop or using the dummy tech.


    Head on is memey and not exactly practical buy as a mostly solo survivor player (when I play survivor) it's so satisfying especially when get a save with it.

  • @Ohnoes said:

    https://forum.deadbydaylight.com/en/discussion/209057/i-keep-seeing-undying-and-ruin-is-op-posts

    People do. They also got maps. Undying practically replaces Thrill of the Hunt with multiple chances is the problem. It is a balance issue and defeats the purpose of ToTH existing. I imagine its not touched to encourage people to buy Blight DLC.

    I've had a similar point brought up to me before while it is true Undying and thrill of the hunt do similar jobs that they do it in different way.


    Thrill of the hunt functions as active totem defence it slows people down and gives you a notification if someone's messing with your hexes however it requires you to do actual job of stopping them. It gives you the tools but you're meant to take action to stop it from getting destroyed.

    This is the best if you plan on run noed or stackable hex perks


    Undying is passive totem insurance it does very little in the way of actually stopping the totem from getting destroyed however it gives you a backup line of insurance of insurance if it does get destroyed without requiring any effort on your part however this comes with the risk of gambling whether or not Undying will the first thing destroyed. If it's destroyed first it's practically useless and you could potentially lose two of your perks extremely easily.

    This is the best for single use non stackable Totem. Like haunted grounds or ruin.

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777973#Comment_1777973

    I guess you missed out on the countless “Toxic” T-bags & Flashlight clicking threads that come up every now & then.

    The same thing goes to them they don't get immunity just because their Killers.

    I'm not going to pretend like I'm a saint and act like BMS doesn't annoy me whether I'm a survivor or a killer however it's usually a bit of annoyance during that match and then I move on.

    I really consider that there no need to message the killer / survivor afterwards or make a forum post about it.

    People bm it's annoying in the moment but that's it

  • Not to be rude but why are you taking the killer gloating so seriously.

    Whether it be is shaking their head or smacking you on hook why are you taking it so seriously that you have to do a whole forum post about it.

  • Huntress doesn't have a different lunge range so it would work the same way it does for any other killer however with huntress you mostly want to be using your hatchets if it's possible anyway

  • @En3ermost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1774765#Comment_1774765

    Jeff was not in school with any member of the legion. Frank just paid Jeff to do a graffiti on mount ormond's lodge and that's their only connection.

    Jeff's also much older than the Legion so they couldn't be in school together.

    you got to remember that Jeff was taken many years after the Legion which is why there's an age difference.

    Jeff had enough time to finish Highschool do college and do some work for a couple of years.

    As for the entity's realm it's timeless you don't age when you're there if you go in there at the age of 19 you're stuck in there at the age of 19 until you leave.

    Hence why the Legion are all teenagers between 16 and 19 and Jeff is a fully grown adult probably in his early 30s despite the fact that would all be roughly the same age if the Legion wasn't taken

  • Killer.

    Marry - Frank or Joey- Close to my age so marriage is more appropriate to me. (Julie is a close third and I'm not touching Susie with a ten foot pole because ya know I like not being in prison)

    Kiss - Amanda Young - Love her in the Saw franchise still upset she died. (If we're locking it to Original character Evan MacMillan instead)


    Kill. Doctor- yeah he's just a creepy and sadistic douche. Love that his character is so vile without anything bad happening to twist or warp.


    Survivors.

    Marry- Feng Min- I relate to her so much have been family that doesn't believe in you, fear of disappointing those are you. She deserves a loving family. (Still totally ship her with Kate)

    Kiss- Steve Harrington- Dude is just awesome and cares about those close to him also he's hot. (If we're locking it to Original character David King instead)

    Kill - Meg - She is just so annoying Her voice, backstory/ Archives story and 90% of the people who main her are just absolute potatoes

  • Your sounds will be reduced but not your friends.

  • It will not.

    Million is the capp unless using a bloodpoint code has that bypass the capp.

    If you have million bloodpoints and want the bp from challenges spend your current points or it will be wasted

  • So far Felix and Èlodie as well as Jeff and Frank (possibly the other members of the Legion) are the connected.

    It seems Felix and Èlodie had a stronger connection especially considering Frank's only connection to Jeff is as a customer and schoolmate.

  • I'm on xbox and I managed to get the charm.

    24-10-2020_04-16-46-ak1g1ufb (1).png


  • Lore wise taking cutscenes and trailers into account.


    Definite fear

    All of these have the common connection of establishment it seems they have been around for long enough to know what these Killers can do or at least have been in a similar situation to know that they should be afraid.


    Claudette, Dwight and Jake - Are all afraid of the Trapper as seen in the opening cutscene.


    Min - She is afraid of the Doctor during the Sparks of Madness trailer she immediately starts hiding upon hearing his breathing and then the second he shows up behind her she immediately screams and runs away.

    Cheryl - seems to be afraid of pyramid head you can tell this by looking at the reaction of her eye when she's peeking through the door during the Silent Hill trailer.

    Èlodie - she is afraid of the Twins she immediately starts cowering in the corner not even trying to help David when's Victor and Charlotte show up.


    Unknown.

    Yui - while she does give Oni a bit of a stare down (or up in their case) this is the first time she's ever been dragged into the entity's realm so she probably has no idea how dangerous he is so we can't really use that as a determination of fear.

    Especially when you consider all the examples in the definite fear category have dealt with these guys before. ( in Cheryl case she's probably dealt with enough Silent Hill nonsense to know she should be worried even if this is her first time encountering pyramid head)


    Kate - we don't actually see any frightened reaction to clown directly she's pretty much of startled by the bottle shattering so we don't know her genuine reaction to Clown himself.

    David - considering Frank was tricking him into thinking he was a survivor we don't know if David is genuinely afraid of any of the Legion members.

    But considering that Frank's trickery was able to work out David probably hasn't had much interaction with the legion that probably being the first time he's gone up against them or at least the first time he's gone up against Frank.

    However he's killed off before he can even fully realise Frank is a threat so can't determined fear on that.

  • I say yes for survivors because it's good in general especially in matches with multiple slugs to know who's the person you should go for.


    It's bad for Killers because of time efficiency if the killer slugs one survivor and chases another what's the point of me immediately rushing over there when I could just stay on my generator until the Slugged survivor is ready to be picked up.

    This way I put more time into my objective and only leave when I absolutely need to.

    Not saying that it would be bad to make it basekit just saying that it wouldn't be fine for both parties

  • I wouldn't mind but if you're going to make it based kit you have to severely reduce it's effectiveness.

    I'm not talking about just take its timer down to 45 seconds or something.

    If you're adding it to the basekit it has to be a prevention for immediate tunneling.

    20-30 seconds

    It must deactivate if the killer hook somebody else whilst it's activated or if the survivor in question touches a generator or Totem

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1769905#Comment_1769905

    Now that you say this, how come Buckle Up's aura reveal thing isn't base kit? It's perfectly fine for both killer and survivor to have it as base kit...

    Survivor yes Killers no

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