Waffleyumboy
Waffleyumboy
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Comments
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/942279#Comment_942279
Yeah but you're wrong and I already told you why and you're arguments are quite lacking.
Adrenaline is never guaranteed because you don't know if you will be found again or not, survivors are not guaranteed to come to your generator, strong survivor looping long enough for you to to do a gen and heal yourself means you can immediately make a play if you need to.
And if you get booty team mates and 2 get hooked or god forbid 3 get hooked now you have no team mate to heal your and unless you're already on last gen and it's almost completed you're definitely not getting adrenaline, and better hope you haven't already ran out of your medkit ASSUMING your brought one instead of a toolbox lol. Granted if it gets to that point probably going to lose the match anyway but you can still heal yourself and at least attempt to save the game haha
I think he's right mate. You're countering your own arguments in this post.
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@Sonzaishinai said:
Every killer showers in the salty tears of survivors
I guess this also answers the question of where survivors shower ๐
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/942291#Comment_942291
"CI" ? you mean Cruel Limits ? I dont think reworking Rotten/Cowshed would make it better, I think the perk itself needs a rework (terror radius instead of around the gen), and it would actually (lol) make Coulrophobia and Distressing stronger
Okay how is that bad? They are fun and interactive ;))
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/942294#Comment_942294
i dunno i mean look at the ninka turtles they ate it all the time and still fought against shredder! ahh i miss the old TMNT
I love teaching kids to play in the sewers with sharp weapons living off of junk food. Now I see why you think Jane is a healthy weight.
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Ghostface is the only killer who showers
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/942286#Comment_942286
Sooo Solo survivors have no mind of their own? they can't...oh idk...try things themselves to see what they want/like to use?
Solo survivors have a mind of their own? I don't think so bud.
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/942280#Comment_942280
uhm okay ? which ones then ? i dont have any in mind except thrill of the hunt because it was one of the discussions going on
Yes all hex perks not to mention surge probably CI maybe Thrilling or Brutal Strength. Many perks.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/942247#Comment_942247
Solo survivors care if someone else thinks a perk is overrated? why?
They need to know what perks work best I guess. I haven't played solo in a while but they definitely care.
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@PistolTimb said:
https://forum.deadbydaylight.com/en/discussion/comment/942189#Comment_942189
"Back in Roman like times"
Women during this time didn't have the body "standards" we have today. Most modern counties adhere to the belief that being thin is the only sure way to beauty, which is a damn shame.
Or...people are trying to live long and be healthy?
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/942142#Comment_942142
true, maps like Rotten Fields, Cowshed or Grim Pantry are painful for all the slow/setting killers, but i dont see how reworking those maps will make people stop putting Ruin in every single build
It will make other perks more viable
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@EldritchElise87 said:
DW should just be another health state at this point. Mabey make you louder and bleed more frequently, and take longer than mending to heal. (But works like any other heal, like being able to move around and run in the dying state, almost.)
Seems the best thing, the timer is pointless, at least this would revert DW to something that slows the game down.
DW does slow the game down...have you actually played the game before?
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@CakeDuty said:
The problem with creating an alternative to Ruin is that most killers are just gonna use both perks together. You see how people are slapping Ruin and Pop together, two extremely good slowdown perks.
Then builds like Forever Freddy and Forever Plague were created, which is basically two good slowdown perks and two minor slowdown perks stacked together. So imagine if they created another slowdown perk on par with Ruin. Killers would put those two on together and it'd be hell to play as survivor.
Instead the devs should focus on a way to give all killers better mobility to be able to put better pressure on survivors
Fix maps you mean?
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/942245#Comment_942245
Okay so you can't run everywhere less you waste it that's a personal choice. As soon as you see the killer you can SB away you literally don't even have to wait till they are by you. (Never understood that line of thinking to begin with) so they can either chase you and try to make up ALL that distance or they can abandon chase in which you wait 40 seconds and youre good to go again
It's not worth risking playing without an exhaustion perk for me personally, at least with DH I can remain efficient and control when my perk is available. SB just isn't my playstyle (waiting for carefully timed opportune moments to abuse it instead of one last desperate dash). Just an opinion I guess.
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/942218#Comment_942218
I see your point. The survivor that had DS may never have been hooked and therefore the perk had no impact. Including such a game would probably dillute the data. Maybe only games where the DS ability became available at any point in the game should be included.
That would dillute the data more. Of course if only include games where the survivor lives through all 5 gens will you see Adrenaline making a big impact. If the data is heavily "diluted" this way maybe the perk isn't over performing at all.
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@Dwight_Fairfield said:
I have been a constant self care user since 2017. I don't want to be running around being a one shot target, and I don't want to waste time finding a team mate who then has to stop what they are doing to heal me. I like to be able to see to my own healing needs and let my team get on with it.
I also don't use self care at the expense of my team. For example if someone is hooked, and I know that nobody else can go for the save then I will go in injured rather than waste time healing before going in.
Found the immersed survivor.
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@ZoneDymo said:
honestly, who cares? who cares if some people claim something is overrated or underrated or whatever?
Solo survivors
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/942101#Comment_942101
Being forced to walk around isn't situational you can either use it to go to a gen nearby faster or your can hold it till you see the killer then Sprint burst away that's a choice which is not the same as situational.
I can grant you the lithe statement, but I don't consider a situation that rarely happens as situational. I just consider it unlucky. Honestly how often do you NOT get to use your exhaustion perk? Because unless you're using balanced I'm going to assume the answer is not often at all
Being slugged is just that being slugged, you aren't being hooked which is ultimately how the killer actually gets kills aka PROGRESS since you need 3 hooks for a kill. If you didn't get hooked because he slugged then you just got an extra "hook" for all intents and purposes that IS value
Sprint Burst literally prevents you from running or else it's wasted and you go without an exhaustion perk for 40+ seconds. I get what you're saying about being slugged but the fact is that the survivor can't do gens and needs to be rescued.
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/942216#Comment_942216
Guess we'll have to disagree on this.
It's strong at any point in the game , doubles the use of any medkit you're using, if survivors get pushed off healing you cause the killer comes by you can finish it on your own. (Of course that is dependant on if he comes after you or not) very strong for end game saves/survival
I already know most are going to disagree but that's fine for me SC is easily A tier and that's even in red ranks.
It barely increases medkit efficiency. The point is that while a survivor is self caring they are being pressured. Imagine 2 survivors are injured and self caring. No problem that's only 64 lost generator charges. But combine this with one dead mate and one hooked mate on top of regressing gens and you'll wish you brought Iron Will or Resilience instead.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/942221#Comment_942221
I'm not sure what i said matches what I "quoted". In the situations above you may never have had a chance to use the perk and therefore you cannot determine the power of the perk.
My point is it would be difficult to determine if the perk actually had any effect on the match because it may have never been usable. So it isn't the perk that could be increasing/decreasing your suitability but the circumstances of the match itself.
What are you blabbering on about? I just agreed with you mate.
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@Karaage said:
I didn't forget. As said, I tried to balanced the perk around 2-3 generators near any Hook, which gives us a conversion of 80~120%. BHVR would probably balance it so that 80% would be the norm, and 120% the rare cases. However we can't forget that all this conversion is divided between 2-3 generators, not just one single generator.
So let's say You get lucky and there are 3 generators around the Hook. You get a total of 120% charges for these generators from sabotaging. But in my opinion 40~80% charges would still be wasted. Why? Because repairing all these generators would not be optimal. As far as I know, You need to spread out which generators You repair to counter Killer's pressure and avoid ending in 3-gen hostage situation.
You're being stubborn. Sabotaging is already quite viable and it doesn't need to replace doing generators. Debuff the conversion and you've got a creative and balanced perk.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/942025#Comment_942025
I'm not sure how you would prove that. I could be running DS in a match where someone else DCs right off the bat.
I could have been 1 hooked and never had a chance to use it.
Maybe the killer had a Mori or is simply slugging to death.
Maybe I'm a potato who was afk all game or (and this last one fits me VERY well) I was the only one not getting chased and only get hooked at the end of the game where the perk does nothing (last survivor).
I feel it would be difficult because this game has such a large variance as to why player-X survived/died. Its also why I don't like the survive/kill stats we get now, they are far to vague as to perk builds/DC and you don't know if people where just messing around.
Exactly what I mean
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/942197#Comment_942197
Strong survivors can loop long enough to it make so self care is worth while to use.
Team mates have to be by you to heal if you're self caring that's one less survivor healing you, that's less time spent LOOKING for a team mate if you're even looking for them. If you bring a medkit you're not bringing a toolbox, map, flashlight, or key. Which I'd argue all are more valuable than a medkit.
I still say self care is a top tier perk not having to rely on other survivors makes efficiency go up you can get near a gen heal yourself then repair the gen with your tool box
The people saying it's not too tier don't realize the over arching picture of how useful it actually is.
Survivors can do a lot in 32 seconds and sitting there healing won't buy you enough time against many killers. I can see Self Care seeing niche use early game but during mid game a health state will not buy you the extra 16 seconds or perk slot. Late game Self Care is actually very good so I'll give you that much. Self care isn't worthless but it also isn't even A tier.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/942187#Comment_942187
It's unfortunate that you feel the need to behave as such in civil conversation, but given the strength of your argument, I can see why you'd feel the need to :(
Thank you for understanding that you have no hope of stopping my argument. Jokes aside, do you really not see what I'm talking about?
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Deep wounds is in a good spot rn. Legion is just broken as usual nothing to see there.
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Could someone roll up and counter my argument I don't want OP to go down without a fight ;)
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@Karaage said:
I tested sabotage in game just now. Took 15 seconds to sabotage with a Toolbox and 30 seconds just using Saboteur perk. With Hooks having 15 charges, that gives us a speed of 1 charge per second. Generators are repaired at the same speed (1.0 c/s), so that would mean sabotaging has the same speed as repairing? Not sure how sabotaging is more efficient. If You mean toolbox like Alex's, it moderately increases sabotage speed, which is +15%. Meanwhile, Engineer's increases repair speed tremendously (+25%), and Mechanic's increases Considerably (+20%). If anything, repairing is more efficient.
You forgot 40 ร 3 = 120
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/942162#Comment_942162
Lol! - no....actuall Janes build is how the Ladies were back in Roman like times, their appearance was what was considered just "normal" and i wouldn't say Jane is overweight......
What country do you live in where all the ladies look like Jane?
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/942147#Comment_942147
What are you trying to say?
It's obvious so I won't say it again.
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I'll use a medkit if I want to take a hit during chase. Adrenaline, Unbreakable, and Inner Strength all also get the job done, not to mention DH, IW, or Resilience. Self care might be efficient in theory but that's all it is, theory.
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@humanbeing1704 said:
I personally like watching content creators more on the youtube side can't stand watching the game live
Same
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I mainly watch Monto, Aaron, and Ussylis. Lately I have been enjoying Otz and he is becoming my favorite. I used to enjoy noob3 but now I feel he doesn't have his heart in the game anymore so I will shift away from him. Ussylis is funny and insightful, Aaron is relatable, and Monto is unique and crazy. Of course if I was a Twitch viewer I would have much different opinions.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/942136#Comment_942136
*looks at plethora of videos found on this very forum showing people getting DS'ed in non-tunneling scenarios*
So you're sitting there doing nothing? Welcome to the dbd survivor experience :)
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I personally love the horror aspect of Egyptian gods but in general a werewolf would be cool.
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/942133#Comment_942133
Disagree because you can't just UP the mobility of all killers. To make perks viable for all of them. The devs have already stated they want perks not to be killer specific and to synergize with other perks. So IF it was a mobility problem then you'd have to up the mobility on all the killers that are slow which would break all balance in the game and we KNOW that's not what's going to happen. So it's definitely a perk problem and not a mobility problem.
It's a mobility problem not because of killer move speed but because of map size. We all know many maps need fixing.
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@Orchid said:
https://forum.deadbydaylight.com/en/discussion/comment/942119#Comment_942119
Well the monstrous shrine one helps survivors escape easier by reducing their wiggle bar. It should feel harder to get them in the basement but the payoff should be worth it. Premonition is just like a weaker spine chill so i thought about reworking it into something that fits the name better. The title is probably way off, they are not useless, just low tier, i will change it.
Premonition could still be useful in its current state if you put thought into it. Monstrous shrine doesn't need to affect wiggle speed. Deja vu shouldn't affect all survivors. Third seal rework not needed. Fix your post it's bad. Simple enough for ya?
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/942105#Comment_942105
You're missing the point though. Because survivors get a notification that you have thrill of the hunt they could literally just tap the totem and leave. And unless if you cut off mid chase because you're trying to get catch them out if position, too bad they weren't ACTUALLY trying to cleanse it they just wanted you're attention.
And against any coordinated SWF they'll know if they can actually cleanse it or not. The hex defense perks are just terrible and the hex perks themselves are bad. There's a reason you really only saw super high mobility killers running all hex builds lol.
Then it's a mobility problem as usual and not a problem with the perks themselves.
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@Karaage said:
From what I found, repairing a Generator takes 100 charges, sabotaging a Hook takes 15 charges. With 40% conversion, sabotaging 15 Hook charges would be converted to 6 Generator charges. I'm not knowledgeable about relative distance between Hooks and Generators, but I'm aiming that there would be at least 2-3 Generators within certain distance to any Hook, so that sabotaging 1 Hook would give You a total of 12-18 Generator charges.
That means You'd need to sabotage 8,3~5,5 Hooks to get a total of 100 Generator charges; they would be split between many different Generators though so in the end of Your little sabotaging adventure You'd still be left with no Generators done. Which is why I don't think nerfing it more would be a good idea.
Also, should this perk ever become a problem, Surge is a counter to it.
Hooks can be sabotaged very fast. Currently you have it so that sabotaging can be more efficient than repairing which is problematic. I now see you don't actually understand the balance of this game.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/942091#Comment_942091
For sure.
I'm just curious as to how you came to the conclusion that a perk that allows an extra health state, plus a 5-second head-start (which ends up being ~15s if the survivor runs in just a straight line) doesn't help with survival rates. Even when the perk doesn't activate (slugging), it still provides an extra health state if someone picks you up afterwards as you're still avoiding the hook.
Doubly so given that "good" players like Otz are now intentionally eating it early in order to avoid dealing with it endgame.
You assume DS activates, which, in red ranks, it does not. Even if it does clutch out a niche situation or so that won't affect the outcome of the match more than any other A+ tier perk. But we will both see the numbers if they come and see who was right.
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All of these are too drastic or strong. Deja vu needs not be global, premonition need not be reworked, monstrous shrine need not affect wiggle speed, third seal need not break survivors randomly, and knockout need not expose people who help out their teammates. Take my comment into consideration and come back fresh I would love to see more of your ideas.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/942085#Comment_942085
Well, we can agree to disagree then, since we obviously are set in stone on our opinions. ๐
As is usually the case here. I'm sad to see that you can't see things my way but I understand you are probably just as disappointed. Thanks for taking the time to put thought into your argument.
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/942088#Comment_942088
If you're defending totems you're not defending gens you might get a single kill and I say might cause you also have to be close enough to actually do something about them cleansing the totem. Once they see you have thrill they can literally just tap the totem then go away keeping you distracted
(Why they get a notification that you're running thrill is so mind boggling lol)
I don't think that's the right way to defend totems. Obviously you run Thrill so you can simultaneously pressure generators and prevent survivors from popping your totem.
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/942079#Comment_942079
I don't consider a situation that happens less than 15% of the time situational. I Rarely ever don't get to use my exhaustion perks again barring bl all the other ones I almost always get to use.
I also noticed you skipped over Sprint burst, how convenient even though it's not even the only perk you have yet to properly address.
Desperation has no barring on DS and I literally already just stated every possible situation on why.
If he ignores you cause thinks you have it. Then you just got a free borrowed time, if he downs you and picks you up get free escape, if he downs you and slugs that's a free minute to heal yourself up for someone to get you. If he slugs and camps you that's a free minute for other survivors to do gens.
You ALWAYS get use out of DS
You've already agreed to my premise on adrenaline.
Being able to get a free unsafe unhook is abuse, it doesn't matter that you traded places. You didn't do anything to earn the unhook and if it's etc good survivors know how to use the BT to take a hit for the unhooker lol.
Free unsafe unhooks are there to make camping and tunneling weak. You talk like killers always go after unhooked survivors but this trend disappears among higher ranked killers. Being slugged means not doing gens or helping your team recuperate. Sprint Burst is situational like you admit because like you say, you have to walk around. About desperation, only desperate killers will crawl back to the hook instead of maintaining momentum and applying pressure on generators.
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Have something to say?
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Thanks for another disguise suggestion but it probably won't happen due to solo swf gap.
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/942069#Comment_942069
There's a total of 2 perks for protecting totems.
Haunted grounds, and thrill of the hunt. Haunted grounds doesn't even protect the totem it simply puts additional totems out there as distractions. Hope you get lucky and one gets done while you're chasing a fresh survivor so you actually get value out of it. Also hope you get lucky and they don't break the correct one right off the bat wasting your haunted ground.
And if you bring thrill well then might as well run all hex perks because if you're trying to defend JUST ruin you're not going to do much hooking
How will you not be able to hook survivors by keeping track of your totems?
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/942029#Comment_942029
I just told you in an earlier comment, but I'll say again:
Depending on the context of the situation, these things are potentially disrespectful to the killer.- Repeatively vaulting pallets or vaults.
- Clicking your flashlights.
- Tbagging or emoting.
For example, repeatively vaulting is completely unnecessary once you're at the Exit Gates. All this does is spam the killer with notifications, which in turn, annoys the killer. Most survivors who do this have the malicious intention of being as annoying as possible to ruin the killer's experience. These types of survivors know it's annoying, so they do it with that intention.
Like I said, I have a lot of patience when it comes to this stuff, but when you getting the same players who want to do anything for a reaction from you will eventually get to you. We are human, after all, we aren't perfect. ๐
Also,
Since you said:
I don't see how survivors can ruin the killer's experience but what do I know about being sensitive?
Specifically: "...what do I know about being sensitive?"
Labeling someone as sensitive just because they couldn't take no more isn't a fair assumption. I think we can agree that everyone has a limit to how much they can take, and we shouldn't judge people when they had enough. ๐
If the virtual images are bothering someone they can be said to be a little sensitive. Being sensitive is not something to be ashamed of bud. Thank you for the neat formatting but it doesn't help that you're wrong.
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/942064#Comment_942064
Dead hard is not situational you can always use it with the exception of a ohd. If the killer baits it out by being patient them you can use it for distance. Lithe works works with Windows and pallets if you can't get to at least one of those you probably don't deserve to get to use it. Sprint burst is completely free yeah you have to walk around of you don't want to use it for no reason but you still get to choose when you want to use it.
DS doesn't depend on how desperate the killer is. If he ignores you off the hook because he thinks you have it them you basically just got free BT.
Bt doesn't stop the unhooker from getting hooked but should he be allowed to get the hook in the first place if he can't even wait till TR is gone?
Hell as long as he waits long enough he should still be able to loop like normal even if the tr isn't completely gone .
You just admitted DH is situational. Lithe is situational because some pallets can't be vaulted safely. DS does depend on how desperate the killer is because if they have good momentum they will not need to tunnel. You admit bt is not abusable because the unhooker can be hooked. Please try to name more "braindead" survivor perks I'm quite amused by your attempts.
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Half the conversion and it seems balanced
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/942059#Comment_942059
If you mean a passive perk, then it's impossible. In case you didn't already understand it, almost every perk they released in one year it's token/requirements based. There will never be other perks like enduring or brutal strength that give you a boost no matter what.
At least they will create another hex, which will be #########, like all hexes.
Why do people complain about hexes? You know there are perks to protect them right?
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/942058#Comment_942058
That's not what I meant you're getting it wrong
I want new STRONG slow down perks, that can do Ruin's job (since everyone always slap Pop with Ruin it doesnt count for some reason), it can be a challenging perk too, not a free slow-down for everyone
it would be like, i don't know, creating a strong Dying Light for example ? or something that makes each kicking stronger, something like that, that would be interesting
Those already exist silly