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Weederick

Weederick

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Weederick
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  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1053680#Comment_1053680

    I don't know what kind of killers you play against that all seem to be running that Hex perk all of a sudden, no wonder you want it nerfed so badly and to give survivors an advantage over killers (for free, too! not even as an added bonus to existing perks)

    And there are better ways to encourage and buff solo players than nerfing killers. Nice try using the solo survivors excuse to try to get killers nerfed through the ground even more though.

    You still dont get my point. Stop with the survivor/killermain argumentation, i play both, leaning towards killer, but i still see flaws in noed. Solo/swf is a much bigger cause of problems for killers and im more interested in balanced games in the future. I dont want noed nerfed. If you read my posts, i actually want noed basekit on top of the totemcounter, so it has a healthy, gameslowing, counterable effect. So far you have no argument why that is a bad idea, except you're against survivors buffs at all, no matter what.

    Then tell me about the many better ways to encourage and buff solo survivors. DbD over the last 3 years so far had almost no ideas about it. We're trying to get devs attention about solo/swf, but almost nothing is beeing done outside out promising lots of future changes since years. Kindred was the only solosurvivor buff that comes to mind.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1053661#Comment_1053661

    In my experince those kind of loopers are rare and even then most wont waste the slot on Self Care when a medkit can do the same thing. The few people who have tried doing this to me usually get smacked down before they can pull it off.

    Gotta say, medkits are better. They feel a bit too strong for my taste though, selfcare alone is a bit slow and medkits are too fast.

    I can just tell, that i have more problems with 4 healing survivors who play it safe and steady. Compared to 4 risky survivors genrushing, which will end the game fast for either side. Survivors have enough power and control to play it out safely imo, depending on teammates. You may want to genrush injured with other potatoes.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1053495#Comment_1053495

    Maybe solo players should find people to play with instead of asking for nerfs to everything "but it's haaard when I'm playing soloooo!" that'll make a huge buff to survivor groups, too.

    https://forum.deadbydaylight.com/en/discussion/comment/1053611#Comment_1053611

    Because he can't genrush if he's doing bones, duh

    Ya lets encourage 4-swf to keep noed crutch alive... Do you actually read your advice? It doesnt buff anything about swf, they can already tell how many totems are done.

    Last thing we need is more 4-swfs. Encourage and buffs solos. Start with totems.

  • @Liruliniel said:

    Survivor: Self Care legitimately one of the worst perks for anyone above rank 20. I see too many useless people SC while I'm on the hook in the corner of the map.

    Killer: No One Escapes Death. Nothing, but a massive reward for failure. You couldn't get anyone before endgame you shouldn't be carried by a bad designed perk during endgame. Too many times do I see bad killers use this to camp or tunnel at EGC.

    I'd say the opposite of selfcare. Its garbage for low-mid ranks, since they cant loop so they just get doublesmacked in no time. Where as in highranks, good loopers can waste a lot of time with that extra healthstate. They dont throw that away like potatoes. If you want to to down them, you have to commit atleast 30s more, which is 90s of gentime for 32s of healing and with much more potential. Chases get exponentially more valuable the longer you can loop.

    The easiest way to win and carry games completely is having a single, long chase. And with 2 healthstates its much, much easier and reaslistic to do.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1053354#Comment_1053354

    I see no reason for it to be basekit though.

    What next, a counter to show how many unopened chests are remaining on the map, and how many non-sabotaged hooks are still on the map, and how many pallets are still upright on the map?

    Seriously, the holding survivors by the hand thing is a bit ridiculous. And honestly, even with a counter, survivors still don't do totems. When I play with random survivors, I always find uncleansed totems, and when I play killer I often find super obvious totems that no one touched because omigod it takes time to do it and they would rather genrush than do secondary objectives!

    The reason is, it buffs solo survivors, but not swfs. And it gives better, balanced counterplay to an unhealthy crutchy perk. You dont know wether the killer has noed (thus the skull icon on the totemcounter) and you dont know how many totems are left as solo (thus the totemcounter). Solo survivors need some hand holding tbh

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1053210#Comment_1053210

    Maybe put the totem counter in with Small Game, sure. Or a separate perk that has to do with traps/totems, sure. A counter for them to see at all times? No. Why? Because the killer doesn't have one of those, they have to run Thrill of the Hunt to see how many totems are still in play, why should survivors get a free pass of how many totems are left on the map just because they can't be bothered to search the map or counting remnants of bones they find scattered about the place..

    It should be basekit. We dont need more bandaid perks to help partially counter another bandaid fix. More important, it brings solo closer to swf, since they can communicate how totems are done.

    The killer can also have a totemcounter, if you want. I dont see much benefits in it, but fair game for everyone. Its not a free pass if you spend 80s + search time for the deactivation of a perk. That atleast 4 free pgtw charges. So its a good slowdown perk by itself this way when countered. And a counterable comeback mechanic when not. Win-Win with a totemcounter

  • Survivors need a totem counter. Maybe even an indicator similar to the obsession claws around your survivor icon. So survivors can see, how many totems are left and wether the killer has noed at all. If he has noed, the totemcounter gets a skull icon on top, so survivor know to do totems.

    I think noed could be a cool thing, but its badly implemented.

  • Bubba, make him unique. So he can do something that billy cant and there is a reason to play him. Ghostface and Myers are different in their stalking and other traits. Bubba needs something special too

  • Swamps are too greyish and uniform looking. I dont like spawning there as neither side, it feels empty and boring.

  • @Blueberry said:

    NOED and DS

    This. Unless Sprintburst becomes meta again, then that.

  • Kindred is better

  • I watch videos that discuss some hot topics. Spirit nerfs, Nurse nerfs, Doctor rework etc. Videos from ScottJund, Tru3talent and SpaceCoconut to hear what other players think about changes.

  • 4x Brand new part would win against anyone. 1 gen left right at the start.

    Instaflashlights were the most unbalanced consumable imo. Click blind, Click flashlightsave, click off to another loop, click youre blind, click click click. When you could rescue during animations, killers couldnt hook at all. Coupled with infinites and the old second chances, there was no way for non nurses.

    A highly skilled Nurse had a chance against any team (except 4x instagens)

  • Try Corrupt Intervention. 3 gens popping in the first chase is a bummer, 1-2 gens are expected to go. Pop goes the Weasel can hold the remaining gens for long times. Slowdown perks are really strong, but dont be discouraged when 2 gens pop at the start, thats normal. With CI, you should prevent the dreaded 3 gen pop and start with a decent chance.

  • Some things are inherently stronger on each side. If you pick a SWF/toptier-killer with strong loadouts, you're gonna do better than a solo/M1-killer of equal skill.

    Different killers should have own rankings for each player, so the potential of each killer matches the survivor skill. Toptiers can keep with good survivors, but lowtiers dont. Same for SWF and Solo ranking, so an optimal 4-swf player doesn't get optimal nurses in their solo queue games.

    Its a start... cant be worse than the current matchmaking.

  • Its consistent, especially with Botany Knowledge. You can lose big time finding totems, lockers and teammates. Selfcare alone is a bit slow, but thats healing in general. With Botany Knowledge you get the most efficient heals (except medkits), so you can generate value by healing others and yourself. Old healing times are really strong imo, it has direct impact on the killers pressure.

  • @DetailedDetriment said:

    I'm really surprised that people voted for Dwight and Bill. I only expected Jake and Ace to be voted for.

    Iron Will is amazing, its the 5th most used perk at rank 1.

  • You can hit them too and they'll spin around the branch. Its pretty fun when you have some spare time to knock those cows like beyblades. Feels like they weight nothing by how fast they spin. Or the killer has tremendous power.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1001511#Comment_1001511

    But well, how many times can you fall for the hook trap? Run around, trigger, hide, then unhook

    If you trigger and hide nearby, she'll just get a free hit on you and draw another trap at the hook. Your team has 1 more injury, you lost gentime and hooktime and the situation is still the same. She is waiting for survivors to waste time like that. Its her choice to go far enough away from the hook to allow a crouchsave. But she can also stay closish and deny every crouchsave attempt. If she wants you dead, you're dead basically. And the only counter is a merciless genrush without even trying to unhook, unless the hag wanders completely off for some reason.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1001486#Comment_1001486

    I don't think that's what a meta is... people telling you what's and isn't the best things to use or do.

    A meta can be defined by these factors:

    • A dominate character is used above all else. This usually over-saturates the variety in High and Low level play. This was seen with the Spirit issue BEFORE her nerf, after the nerf she was used a lot less in contrast, but she's still used quite a bit now a days. (Also, if there is no High or Low level play due to everyone being a "noob", than it can be categorized as "General level play" I suppose)
    • An addition, perk, add-on, item, etc, that's used more often than other items that're categorized in the same class. So perks like Dead Hard are used more than Sprint Burst for the benefit of extending a loop, or for a meme to "gain distance". The same can be said for add-ons that're better over others OR are the better version of other add-ons that offer less.
    • Play-styles and builds that're more beneficial than others. So for example, if it's more beneficial to run a stealth build with say... the old Moonlight offerings to darken the map, than it'll be used more over OTHER builds and play-styles. In the case of 2016 and a bit into early 2017, the most common builds was (as you said) ones that focused on Sprintburst that had no exhaustion penalty back then, Selfcare for self healing, and Saboteur to break hooks permanently and help with being hooked. Other Killer builds like the Trapper placing traps under Survivors feet or Iron Grasp + Agitation combos is also one of these play-styles or builds.

    There are other small things as well, but I think you already understand this. I'm just explaining it to get to the point.

    the point of what i'm getting at here

    Basically, we both agree that metas exist, but I think the way you see things as a meta is different than mine or others, or something. Or i'm reading too into it, which is not surprising for me.

    I think you think a bit too much about the term meta^^

    You're right, there was a perk meta. Sprintburst, Selfcare, Saboteur vs Brutal Strength, Iron Grasp. But outside out of that, the "meta" was quickly changing. Wraith was meta first month, then Trapper for months, then Billy with arrowkey glitch, then Nurse. Then DS joined the meta.

    It was an evolving meta. Whereas today every good survivor plays the same. Looping tiles efficiently the same way, standing on the eversame safe spots, checking the only need angle for mindgames. The game is played out. Back then it was wild apart from the few overpowered perks. Today there is a clear understanding how to play optimally

  • @Cymer said:

    Shh, don't spill our secrets!

    We played the hag successfully for years, just out of sight of the public. Just as we like it, so no one would pay too close attention to her and start crying for nerfs.

    Truth is, the hag is one of the strongest killer in the game, but requires a specific mindset and gameplay. You cannot simply m1 hunt your prey down and except to win. Not a lot people enjoy that playstyle.

    Most players dont enjoy a camping based playstyle. Tastes differ, but if hag couldnt trap hooks, i'd play her a lot more, she is a very interesting character. Ruined by her hard-to-counter camping powers. And her natural strength vs solos compared to getting hardcountered vs swfs. Such an oddball, but her playstyle of trapping the map and turning it into her swamp and territory is really cool. But teleporting and protecting hooks ruins it for me. Its too devastating against solos

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1001446#Comment_1001446

    But yet, it was a meta.

    Which was the point I was trying to make, as you said there was no metas and I disagree with that. There will always be a meta, whether it's with perks, a dominate Killer, or way of playing.

    It doesn't matter what game it is or if the meta is so... "forgettable" I guess.

    Oh i didnt realise you were responding to that line specifically. Yeah... if there was one meta back then, it was probably the Trinity. Sprintburst, Selfcare, Saboteur. Balanced as all things should be.

    With no meta, i meant there were no role models to tell you, which were the best perks, which killers is the best, how to run a tile. Palletlooping didnt even have a name. We just equipped our best stuff and clicked join lobby - Meta. Which resulted in the Trinity meta

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/999810#Comment_999810

    Didn't the Iron Grasp and Agitation meta still exist in 2016?

    The infamous Jake Park would break all the hooks and force the Killers to use the basement... or something along those lines. And since hooks didn't respawn back than, this is why people used those two perks for the most part.

    Iron Grasp was meta, since it gave a massive 60% more time. Straight to the basement from almost anywhere. I miss the Sabo meta, thats when killers had time and games were chill. Although without IG, you were really screwed, so it was a polarizing meta.

  • @survivormain1105 said:

    https://forum.deadbydaylight.com/en/discussion/comment/999123#Comment_999123

    So wait, 2and chance for survivors = horrible and should go. But isn't noed a 2nd chance perk for the killer???

    Yes it is and i dont like the comeback factor of it. And that you have to equip a perk for it, i just like the idea of this phase "No One Escapes Death". You powered up the gates, the killer is mad you're winning, now its time to gtfo, cause Death will follow. Thats the only time you have to respect and evade the killer. It feels scary.

    But i dont want to put a perk slot into it, expecting to lose and make a comeback. Like... EGC is cool, but i wouldn't use a perk to get EGC. Now that EGC is basekit, its cool. But if it was a perk you had to equip, it would be a crutch perk, because you "bet on losing".

  • Apart from unnatural killers, who would creep me out, the Doctor. He stitched his eyes open and his mouth to a permanent smile. I could talk to the other killers, they're probably cool once you know them. But that stitched face coupled with beeing an evil, mad scientist doing human experiments... Yeah, i'll pass on that guy

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/999864#Comment_999864

    Basically when you moonwalk just crouch under the window. It can really confuse some good survivors because they never saw you come back and thought you kept going around. Because who in the right mind expects that level of mindgames?

    Not sure if its possible for Pig without losing her TR before the tricks over tho.

    That sounds so ridiculous it could actually work as surprise. Im definetely thinking about shack here. But i think that tile is so played out, they will notice when anything doesnt go as usual. Like running window side to pallet and moonwalk crouching back to get him at the door. Probably a potatoe only tactic :D

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/999849#Comment_999849

    I need to test it, but a friend told me and I tried it about GF mindgaming past windows because he can crouch under them. I was planning to test it with Pig as well.

    I love Pig because what makes her strong is the fact she does a little too much. Problem is she tends to be weaker for people who can't recognize when and where to use each tactic. So many options so little time.

    Crouching under windows... havent heard that before. Maybe good on T/L walls.

    Exactly, i think its because her abilities are used in unconventional ways. You sneak around, but then uncrouch instead of ambushing as an opener. Instead you ambush during loops. It doesnt make much sense at first, so most players not reading forums wont know about it.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/999749#Comment_999749

    These are the two I would suggest to you then. They also both happened to be licensed which means overall you can spend Iridescent shards on unlicensed characters.

    Myers has addons that make it so he can be a different killer every game. Some even change how he functions. His addons create a interesting transformative playstyle while some change him completely others just change parts of him. He's incredibly strong if your good at mindgame and know when and where to slug. He's a simple killer to play and I would rate him near the middle upper tier based on my personal experience with him.

    He has Save the Best for Last, Play with your Food, and Dying Light. His perks are pretty good with PWYF being between bad and broken depending on your skill. It's generally bad honestly, but has seen a rise in popularity among Leatherface users and even more on other killers since Cursed Legacy releasing Oni's Nemesis.

    Pig is a style of killer who is a jack of all trades master of none. She's my main so I could go into massive details, but effectively shes only as good as you are. She can teach time management extremely well since you need to learn to down people incredibly fast. This means she has a tremendous potential overall, but requires understanding of RBT %, Loops, Mindgames, versatile builds. She has a really transformative playstyle and you can change up how you play quite often in the match. She has a few addons that can help with this, but the majority of them are bad. I would also rate her middle upper tier. She's pretty good so I would personally say above Myers, if you know how to play her.

    Her perks are Surveillance, Hangman's Trick, and Make Your Choice. Hangman's trick is a useless perk, but I'm waiting for all the Sabotage Challenges *fingers crossed*. Make Your Choice is incredibly powerful for Hag, but has potential on a lot of M1 killers for added pressure and more on fast traveling Killers like Nurse or Spirit. Surveillance is pretty good at giving information late game, but with new ruin might be borderline busted.

    https://forum.deadbydaylight.com/en/discussion/comment/999746#Comment_999746

    Saw your message and was amused you think of Pig like I do.

    Oink minds think alike :p for real, its cool to have that many options. Do i go slow, but sneaky. Or efficient but loud. Can i ambush this loop? Is the survivor good enough to leave the loop? Are there more tiles closeby or can i fake ambush and uncrouch to hit them. Party hat now or later? Having that many options is cool, she feels nonlinear.

  • Sprinto Bursto. After the BL nerf, i equipped it again after over a year. And its still as strong as i remembered. Holy...

  • 1.0.4 was the most fun for me. A lot of infinites have been cut and survivors started slowly touching pallets and other windows, and not just infinites 24/7. There were no rules, no metas, no tierlists. Billy could flick, bump into space, he was so bugy overall. It was great. My most fond memory was around that time, when you could bumb onto the harvester infinite to fly off and land on top of it to dunk the survivor with a revving chainsaw. It was hilariously fun and stupid.

  • Piggy is great. She can do a bit of everything and she's enjoyable to play as since you dont get genrushed with her party hats. One of the main frustration points at higher ranks. Good QoL killer

  • Not the best, but among the best. I would rate her the most difficult to achieve toptier status. But i find her better against good survivors than Billy. Having consistent short chases is more beneficial than shorter travel times between hooks, against good teams. Huntress is made to down good survivors, while Billy is perfect for snowballing potatoes.

  • I would make NOED basekit, even though i hate the perk version. Its atmospheric and oneshot phases are the most fun and thrilling times in the game. I only dislike the surprise factor, not knowing wether he has noed or not until someone gets downed. As basekit, everyone knows not to mess with the killer in endgame.

    DS though, i would bury it and not look back. Second chance perks are the bane of balance in dbd. Delete them all imo

  • @gantes said:

    Hag DOES NOT CARE ABOUT BIG MAPS

    How are you guys playing her seriously? Are you just wandering around the map playing like a normal M1 killer?

    She excels more on small/indoor maps, where you cant run to deadzones. One of her counterplays is patiently ticking away the last generators while running to deadzones. If hag commits the last gen pops, if she doesnt the gens will slowly get done while you get a lot of chances for plays. But if survivors play it right and watch your trapsettings while you're returning to your territory, they can play around those. Lets not pretend Hag is flawless. She has specific counterplays that survivors must know. Thats why shes toptier and very strong. But when survivors know what to do, its an attrition war on big maps if the genrush fails. On small/indoor maps they lack the option to run to deadzones. Big difference imo.

  • It may be necessary before looking at genrush. A perk that decides so much about a game isnt healthy, just meta. I'm glad we're returning to earned map pressure instead of equipping it.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/998803#Comment_998803

    If you're getting looped as Hag you're already playing her wrong.

    You're only mentioning what survivors can do to her, not what she can do to survivors. I already faced plenty of 4-man teams with 2+ flashlights. The only times when I lost were when I misplayed. I still stomped most of those games.

    Normally you dont get looped as hag. But 2 flashlights following you around force you to. You place a trap and wander off. Puff, gone. You chase the survivor who cleanses your traps and place traps midchase to stop the loop and force him away while building up map pressure by trapping loops. Normal hag stuff, but when a second flashlight follows you and cleanses those traps too, you're screwed. If you trap midchase, you give plenty of time to run away while achieving nothing since the traps gets cleansed afterwards.

    Doesnt happen often to play against those teams, you can dodge them as well. But its a ... humbling experience regarding hags power level.

  • @gantes said:

    People saying "she gets destroyed by flashlights" clearly show they have little to no experience actually playing the killer.

    I main her. She's lowkey busted. The only times I lose on Hag are either sometimes to extremely coordinated teams (and even they struggle) or when I mess up royally. I still put her below Nurse and Spirit due to the fact that both can get downs faster on average when the player is half competent, but Hag snowballs harder than any other killer in the game.

    And to people saying "you have to be very smart with your traps vs good survivors", well, no #########, you have to play well to beat good players. You still beat them the majority of the times if you play well though. And half the skill cap in this killer is placing smart traps.

    And no, she doesn't care about big maps either. Hag plays half map anyways. She's probably the killer who cares the least about the map she's in.

    You can still counter her with 2 flashlights on coms. One loops her and runs away when she traps it. The second flashlight can clean up the traps afterwards, forcing her to a 110% killer. 2 are doing gens and 2 are following her to cleanse traps and loop her. Find Hag early, trigger her traps aggressively and she becomes one of the weakest killers.

    She may be the best killer to 4k against randoms, but against prepared swf teams, she gets countered. Like Billy, but more extreme.

  • Flickbilly, now that Oni reminded how fun that was

  • Instead of selfcaring in the corner while something important needs to be done, they will urban evade to find totems and stay in lockers, while something important needs to be done.

    Some havent optimised their priorities, they would just be doing more useless stuff instead. Like waiting for hatch or doing dull totems. Bet they're not gonna unhook you if they didnt have selfcare

  • @Miss_Britannia said:

    It’s amazing that wanting the same chance to get what others have is seen as demanding yet the people who complained in the first place aren’t. Hmmmm.

    You get your lost cosmetics back. What's even your problem?

  • @Miss_Britannia said:

    https://forum.deadbydaylight.com/en/discussion/comment/894505#Comment_894505

    Gold Feng ins just a recolour right? So why can’t I have the event skins since they too are also recolours?

    If you cant read. You'll get back what you lost.

    If you lied and what cosmetics you didnt earn. How about Noooooo

  • Waiting 20s before a hit? Thats, coincidentally, the same time as waiting after a M1 = 75m including bloodlust. Which means free escape out of the gates.

    We're talking offtopic anyways, lategame BT is a change a lot of players want to see, but its probably not gonna happen anyways. DS in lockers should be deactivated, thats the main point about the perk that misses the mark.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/890523#Comment_890523

    @Weederick if you can’t counter it then why is it that many survivors who have just been unhooked get slugged and their DS runs out?

    They can jump in a locker but the killer can just wait, because the entity will kill them anyway. There is your “bone”.

    There are counters to DS the thing is as I said before people just want a perk to work in their favor. How nice would it be it I didn’t have to cleanse totems to prevent no ed or not have to wonder whether a Hillbilly has Spirit Fury... in EGC.

    Borrowed Time

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/890445#Comment_890445

    @Weederick

    And on the flip side being slugged and tunneled are also unfun for survivors but they adapt either way.

    Thats why you have Decisive Strike, Borrowed Time and Unbreakable to counter that for the whole game. But when the gates are open, it isn't about tunneling/slugging anymore, its straight up immunity to escape. You cant counter it, thats why endgame DS/BT should be looked at.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/890137#Comment_890137

    @Sairek

    Except for that sometimes gates spawn too far from the hook. Giving you no opportunity to use DS as all.. and that’s perfectly fine. Kudos to a killer who knows how to counter it. You, however, are basically putting EVERY possible outcome into this one instance. Which doesn’t happen every time because it gets countered.

    You can also get downed so many meters away from the gate and be slugged...same difference. I’ve actually seen killers pick a survivor while in dying state right as they were about to leave, should they be mad that they can’t use it just because they brought the perk? No. But you also shouldn’t be mad when you didn’t properly counter it by hooking someone away from the gates. When you can clearly see where the gates are.

    You cant hook someone that far away, that he cant get away from a M1-killer. When you get hit by a normal M1, you can run 75m including bloodlust before you can hit them again. That is across the whole map.

    If killers get a hook lategame, they deserve a bone imho. Deactive DS/BT when the gens are powered, so you get more players playing killer at rank 1. Its one of those things that are highly unfun as killer.

  • DS should deactivate when you jump in lockers

  • Oni without flick would be pretty boring and weak. He can lunge 1-2m with the flick, that should be fixed on console. Otherwise he's only a limited billy

  • @DevourOfSalt said:

    https://forum.deadbydaylight.com/en/discussion/comment/886929#Comment_886929

    Your lucky lol, iv had few games on it now and its horrible map to play as killer, nearly impossible to find people and when you do, if they manage to get to middle temple area of map lol, just walk away the moment they drop into that grass it like they rang wraith bell n disappeared 😂

    https://forum.deadbydaylight.com/en/discussion/comment/886933#Comment_886933

    Yeh i didn't want say it was survivor side or you know the horde would come rushing into this post crying lol.

    But yh so far 100% survivor side dont even need pallet when u can just run into the darkness n disappear like the wind

    You can hide everywhere and it has the best jungle gyms in the game. The pallets are all safe and ofc, it is super big. Fire the map designer already

  • Yep, played it 4 times already and its one of the most survivorsided maps. Matt walker pls

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