avilmask
avilmask
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@Animator said:
https://forum.deadbydaylight.com/en/discussion/comment/1024565#Comment_1024565
It doesn't matter what you use to kill. You just need to kill and no matter how.
Technically it also means you can bleed them out, I guess.
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Pig is one of my favorites and I should admit that she's mostly performs good. Her low profile helps with mind games and small hitbox with looping. I've just stopped using her ambush because I don't play against people that don't simply leave when I start crouching anymore, and ambush is actually worst when you use it to "ambush". All I do is make a "vibe check", crouching for a moment to see if surv gonna leave the loop immediately, maybe use it once to verify that surv does indeed just leave.
Beartraps are bae, though it really bums me when survivor removes it first try.
And MOST of her add-ons do very little or hurt her. Since I've maxed her, I can't be bothered with getting add-ons for her. Most useful add-ons modify her ambush, but since how little opportunities I get to use it they also don't attract me as much as before. She has none of actually helpful add-ons.
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I actually used insidious on spirit a lot. It's a funny quirk to her power.
I don't know, what clicks in people brains, but sometimes they do think that spirit have left if they don't hear the heartbeat, even if they still see the husk.
Phasing standing still also pushes people that also just stand to do something (since you can hear it without heartbeat and know that she's phasing). people waiting at pallets or people standing at 2nd floor looking at you as ex. You have a choice to use silent phasing while TR is still there or make fake noises when TR is lost.
Also insidious lingers, you don't gain TR all at once, so you kinda can pounce at people unexpected (since insidious does work WHILE you're phasing), because most people relax if they don't hear TR right after phasing stops.
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@[Deleted User] said:
More accurately, it's moving trash survivors up where they shouldn't belong.
Remember that Ruin wasn't nerfed because killers were being boosted -- it was nerfed because bad survivors couldn't hit great skill checks.
It's not just that. They also couldn't find a work around. Don't want to know, how to find totems, don't want to know, how to gen tap. Survivors shell not be arsed about inconveniences.
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@Shirtless_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/1022879#Comment_1022879
What is with this dismissive attitude you feel the need to carry? I said they weren't good on either side, I didn't need an example of something they've yet to fix for a killer. It's one sided to view this as something positive like the comment I was referring toward. The severity of the bug and how easy of a possible fix determines when a bug is looked into and resolved. The developers aren't withholding fixes to benefit survivors. Reworking many structures for Nurse blinks could be more complicated and time consuming than you think.
Wraith not uncloaking when stunned/burned isn't map related btw. But it's just one killer, right? Only one out of 18, unlike survivors. That's why he's STILL not fixed, I guess.
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@Kenidur said:
https://forum.deadbydaylight.com/en/discussion/122718/looks-like-killer-is-still-op-after-ruin-nerf
Considering you open with an insult, something tells me they didn't DC because you downed them in 20 seconds, the probably DC"d because they recognized your playstyle, or outfit and knew you to be a pathetic killer. Like it or not, the whole mentality that some killers have of "play as you want" shows you only care about your own enjoyment and not weather or not all are enjoying the game. This is a horror/thriller game where as the survivor, you are expecting the killer to kill, sure. But actions like camping, killing, slugging just aren't thrilling and/or fun.
Additionally, the constant insults in your post are a sure fire way to make the dev's just not care about what you have to say. If you want to be taken seriously with the right people, dont open by being a jerk about it.
Can't argue with insult opener, but considering enjoyment... With killer quests like "have 4 survivors in the basement at the same time while at EGC" people should realize that there is nothing that can be considered "pathetic playstyle". This phrase alone shows, how entitled you should be. Especially with current killer que problem. People with position like yours don't help this situation. Because somebody have to wait 10-15 minutes for a match and it turns into a pumpkin at the first minute because some special snowflake doesn't like when killer (has to) play rough.
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@Hex_ToasterBath said:
We need to start playing the survivors at their own game, complaining until we get what we want. We need to stop being the silent majority and be the loud majority. We need to spam the devs, the forums, and the YouTube page and since it works for the survivors, they might listen.
Forum was spammed with threads that nurse basekit change was stupid and nothing happened. Gen speed complains was around for FOREVER. So meh.
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Alright, now I understand, why I wasn't hit by DS a couple of times. A fun addition to instant flashlights.
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And with new tome coming out that has overwhelming amount of survivor only challenges compared to killers not gonna improve the situation.
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I'm one of those, who came from a streamer. So that type of marketing works, I guess.
He played killer, and had a challenge to get to rank 5 as a killer in two weeks never touching spirit or nurse for 500$ bounty. He was new to the game and basically succumbed to his own salt. But I got hooked. Survivor side never appealed to me because horrors where you can't fight back don't scare me, but killer gameplay was pretty cool. Only like half a year later I started leveling up my survivors.
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First thing I've noticed is auto-aim become a bit too forceful. Basically can't lunge for distance at turns, auto-aim locks me into a wall. Or was it what @Purple_Orc said? maybe my camera was just off target? Though I'm on PC.
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Oooh, so that's why I had flash light gamers in half of my games last night. I thought that flashlights are kinda too fast, but I didn't think too much into it, but somebody trying to blind me for almost whole game in every second game got pretty annoying pretty quick.
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3 seconds channel would be nice for a start.
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If I'm sent to the bad map I feel like I should get one of them out of the game quickly.
If I see somebody attempting to reach the hook, I'll wait for him and try to force a trade. If I'm in a bad chase and hear an unhook, I'll go back. If unhooked person is close to me I'll attack him first. If unhooker runs to a strong loop, I'll switch to unhooked person. Jumping into the locker = grab. If nobody is nearby and I have no info, where to go (too many gens / too far to patrol), I'll pick a person with DS up. If I get DSed, person without DS is now my priority target (I'm not gonna chase them if I get an easier target, but switch instantly if I catch them in a bad spot).
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@ZoneDymo said:
go in with the purpose of merely killing 1 or 2 survivors, reduces your goals, reduces your stress.
Wouldn't this require tunneling? Because if you don't do very well, it's not easy to pick targets without focusing on them. In "normal" match if you get 1k, it's basically means you're 2-3 hooks away from 3-4k.
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@BigTimeGamer said:
reminder this is still a thing and really needs to be addressed as to whether it’s intentional or not
People crouching under a hooked person in front of the killer just by accident. Alright then.
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With a challenge I would leave. But I'll try to help with protection hits or something, so I probably gonna stay near exit in case I needed. NOED can be cleansed while I wait, just standing around might create some distraction for the killer while someone else is cleansing/unhooking. Without a challenge I would definitely go and try to save the guy. Playing survivor is boring enough already.
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> deactivation when somebody else got hooked
I had a case of 4 people being slugged and all of them running DS. Don't know, what they thought about, but waiting out DS on all 4 survivors was a weird decision. Might as well let them all bleed out. I don't know why people think that it's fine to unhook people at killers face and have a sure knowledge that you're safe after that. But that's not a big deal actually, and it's completely livable, that's a second thing what's important.
> DS deactivates after getting healed and doing objectives
If survivor is such a potato he gets downed within DS active time with two health states, it's a fair second hook, or he uses DS offensively. Seriously. Instadawns? Why the hell did you heal against an insta downer then if you run DS? Completely ignoring presence of the killer while doing an objective is the same. DS does it's thing.
> lower stun when grabbed (from the locker)
I would say it should be removed. Being grabbed always was an ultimate punishment for being oblivious to your surroundings. Now it feels like the only way to grab somebody from anything is when survivor is baiting you to be DSed. You think a killer gonna stab you instead of grabbing from a gen? Just jump into a locker that was conveniently placed right next to it. To get a middle ground I think killer should drop survivors on the ground after a grab instead of placing them on a shoulder.
In conclusion to all I wrote, my opinion that while DS is a needed perk, it's current state promotes stupidity among survivors, and not being smart. Locker jumping literally screams "I rely on the perk to be saved". There is literally none, zero ways to use this perk "smart". Only arguably decent and fair use I could agree with is getting a hit to save the guy that unhooked you. Every single other way to "make perk work" is stupid behavior except when DS is in place.
P. S.: I see, why it's current state can be thought out as "acceptable" from Devs point of you, because what's more important is "fun", and most "fun" you can get from playing survivor is when you goof around. This perk allows you to take it easy and not be punished for that. But every time when survivor is allowed to take it easy it's twice as hard on the killer.
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Wraith has very strong add-ons. He's unbalanced. Perkless he's as soft as a baby, but with add-ons on he's actually a brutal murder. He needs a re-balance, make his base stronger and tone down his add-ons.
Pig has a strong base actually. But for her to shine you should be an amazing M1 chaser. She's a run and gun kind of character that focuses on seizing the momentum. IMO, best build for her is something that you could call a "battle pig" (focus on finding people, eating through pallets and quick hits). First chase is very important for her, that's where game starts to pick up. Her add-ons are trash, practically all of them (yeah, her best add-ons are brown with one yellow).
Can't tell much about trapper, he requires a lot of map knowledge, and hope that survivors not gonna act unpredictable.
Hag is kinda strong... But only because on average survivors suck at cooperation and rarely know, what to do against the Hag because she's a pretty rare killer to face. Only thing I would change about her is how she chooses where to teleport. She shouldn't be able to teleport to traps she doesn't see (i.e. she should teleport only to traps she sees in her FOV) to prevent the endless stream of derpy teleports when you're facing actually acknowledged survivors.
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Many said that Ruin change was needed, but came at worst time. We don't need buffs to other perks right off the bat, we could start with *at least* removal of all known god windows on certain maps. Problem with lullaby not that it's weak, problem with lullaby that it's a, hehe, "late game hex totem", because LATE GAME TOTEMS DON'T WORK. Rethinking hexes, making huge maps smaller, removing obviously problematic layouts, and now you can change ruin all you like. But hey, at least now devs will be able to evaluate, how actually bad gen speed problem is, right? Except there ware problems and without that, but NONE was addressed.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/991483#Comment_991483
Yeah that's what people can't grasp. It's all fine and dandy when you play as Spirit because you feel powerful. Playing against her is the opposite of that, it feels like you're waiting for the killer to mess up because that's the only chance you have.
>it feels like you're waiting for the killer to mess up because that's the only chance you have
Holy hell, it feels just like playing a lot of the killers against strong survivors! You just wait for them to mess up or eat all the pallets on the map. I guess, that's what is so appealing about Spirit, she reverses that feeling of control.
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When played survivor, I liked games with ruin more. Because when we had no ruin in the game, it rarely ended "fairly", it's always one side completely murders another. Ruin felt like that one side objective the game was missing, felt like a real obstacle worth pursuing and not just bonus BP.
As a killer I'm that 80% guy, because I like that perk as a survivor, sue me. It gave me an option to be goofy as a killer and I never been upset by hex getting ruined early (well, except first 15 seconds case) because for me ruin was a perk that makes survivors sidetrack and expose themselves, and getting punished if they're too stubborn to get off the gen (or maybe they're just THAT good). Survs got rewarded for leaving their main objective, how could I complain?
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I wish Hag could teleport only to traps she is facing to have at least some kind of counter play to triggering all traps at the same time that acknowledged survivors tend to do in order to destroy her. Otherwise, she's my favorite killer alongside with the Pig.
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@Mew said:
been playing rank 1 without ruin for forever, wanna know the outcome?
still 4k, its rlly not that hard
Hey, fellow red rank killer, I consistently get 4k without ruin with the same killer all the time too!
Sometimes I think, why are there other killers.
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@thesuicidefox said:
Kindred is the best. You get info on other survivors when you need it most, with no range limits. You also get info on the killer.
https://forum.deadbydaylight.com/en/discussion/comment/984175#Comment_984175
It's also good for SWF since it's like OOO in that you can call out what the killer is doing after they hook.
"He is going to shack"
"He is patrolling the hook"
"Trapper put a trap near the hook"
"Hag put a trap near the hook"
"Billy if facecamping/BM'ing the hook, rush gens" (this has actually happened a few times now)
And it let's you coordinate better as a team since you can call out who should go save and whatnot (or they can see if you are the one hooked).
Negated by comms. Guy hooked can do that for you instead of perk slot.
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Empathy is to see if somebody is getting chased. I like kindred, it's a very good perk for a solo. In a team you don't need aura perks, unless it's ooo.
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@Eye66 said:
That's the problem with the attitude of a lot of the big streamers, Scott junds entire perspective on balance is "well *I* can do great all the time and if YOU can't you're just bad"
He can't do it all the time, I saw him missing a great just a minute ago :p
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@[Deleted User] said:
or you could look at the bright side when ruin get nerfed the gen speed in the stats will be more clear and if it is that bad we might get a second objective and if you do get a second objective ruin SHOULD be nerfed like it or not and about doctor well he just got his rework so they will still look at him and do some tweaks like they did to spirit on release
There's still another 20% of games without a ruin, so there is data on gen times already. How it's a reason to invovle there rest of the people? You mean, they're testing, will people actually be frustreted enough with gen times to do something about it?
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@JayDoesGames said:
Yeah, they forget survivor perks have been nerfed hard, some to the point of being useless. They need to suck it up and learn how to keep pressure on survivors and not rely on a perk to do their work for them
Wow, how silly your post looks now right after previous one.
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Only hex except ruin that could be considered as "not for memes" is NOED, because it DOESN'T EXIST until the end of game (and may not exist after that if all totems are cleansed). Every single other hex totem has a problem that "it does nothing at a start and then it gets cleansed". Now Ruin gonna join that line exactly because "in the start it's not so useful". Come on, it was discussed a million times. It means they never read totem suggestions or make it knowingly, and I'm not sure what's worse.
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@shadowman0105 said:
.....they do know they can loop Myers for practically five minutes right
Especially on meatplant with highest amount of safe pallets in the game. But it would require for them to have awareness of their surroundings, since it's scratched mirror.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/947677#Comment_947677
1) I deliberately put it as "has been hooked twice" to make it so a player with DS won't lose their chance to use it either because the Killer camped them some amount or because nother Survivors simply didn't bother to rescue that Survivor in time to not reach 2nd stage on a single hook.
2) My idea would apply to all the Killer Bloodpoint offerings (except Hollow Shell, Survivor Pudding, and Bloody Party Streamers). The Uncommon ones would let you kill one Survivor, and the Rare ones would let you kill all Survivors. I only used Tenager as an example.
Right, let's balance offerings around perks, and as a consequence offering might be denied an use of it. Slippery slope that BHVR gets dangerously close to recently with concept of new perks.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/947095#Comment_947095
Examples:
Devout Tanager Wreath
Uncommon Offering
-Grants 75 % bonus Bloodpoints in the Brutality Category.
-Grants the ability to kill one Survivor who has been hooked by your hand twice during the next trial.
Ardent Tanager Wreath
Rare Offering
-Grants 100 % bonus Bloodpoints in the Brutality Category.
-Grants the ability to kill all Survivors who has been hooked by your hand twice during the next trial.
Change "has been hooked twice" to "is/are on their final hook" and we're fine. Also why Tenager and not Shrike? Sacrifice category would make more sense.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/946416#Comment_946416
Honestly, not really. Most swf groups arent the tryharding hell, they are just people chating about life. The real reason why swf is strong is because you dont have Claudette Self Caring on the corner, a random dcing or some idiot that do things.
There was a good post about that. The fact that most swfs get 50% kill rate by just vibing, playing silly and otherwise socializing with each other, is insulting, because for that 50% kill rate against a group, that doesn't even take the game seriously, killers have to sweat their butts off.
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@iamscumqueen101 said:
https://forum.deadbydaylight.com/en/discussion/comment/947603#Comment_947603
I'm not playing for 'recognition' so don't make assumptions, I would actually prefer it if I didn't get messages period you know LIKE EVERY OTHER GAME WITH NORMAL PEOPLE if you send hate mail because I beat you in a video game you need help.
There's only so much hate people can take, I camp because of this and now I actually have fun and aren't getting hate for no reason. If I'm gonna get hate for playing optimally and fairly then I'm just gonna switch my play to that of a face camper and that is what I have done. No need to try shame me good for you that you can handle random hate all the time and not resort to camping to have a relaxing enjoyable game, maybe you are a stronger person than me good for you now but yourself some celebratory cake.
¯\_(ツ)_/¯ My message wasn't that you should be nice even when people being rude to you. If anything, I tried to tell that you shouldn't let peoples words ruin your "vibe", and don't do what you don't want to do. Only thing I would adice is you need to avoid being an extra dick to people when you feel bad.
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@iamscumqueen101 said:
https://forum.deadbydaylight.com/en/discussion/comment/947569#Comment_947569
We must be playing different games because 90% of my matches I get hurtful messages to the point where I don't see the point in playing nice anymore when all I get is disgusting harassment win or lose
Oh, now that's some psychology here. I always feel bad for people that get hurt when they try to be nice and feel that they will never be nice again. It shows that people actually seek recognition, not just feel good when they do nice things. Why're you trying to be nice if you don't enjoy it for itself, only because people expect you to? If it's "feedback" you should at least expect that not gonna get it "every time". Well, that's all questions that you have to ask to yourself.
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In one of the matches I had a 3 gen with gens close enough so I could hear them all from one place. But what do you think? I couldn't hear them unless I looked directly at them. When I noticed that I've figured, how some of survivors managed to get behind me without me hearing them: I just couldn't, game literally doesn't have a sound of some objects when they're on the side or behind you. I wonder if those survivors thought, what an idiot I am for not noticing.
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It's all situational. If you FEEL like you can afford being merciful - go for it, otherwise it's always advised to be brutal to survivors until you take dominating control over the game. If you don't want to give freebies - survivors should take it as grunted. Result of the trial will show if it was worth it or not.
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Here's an argument: if one survivor leaves, it's a bad game for everyone, but everyone also have to keep going, because the trial doesn't end instantly. When killer leaves, it's a bad game for everyone, but everyone just start searching for another.
Anyway, one person shouldn't be treated harsher compared to another just because they play a different role. That's some weird discrimination.
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Boop the snoot, also party harts!
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Well, to mess with survivor perception on top of base spirits ability, I like to play her with both distressing and insidious. The kick is insidious starts working while you're phasing, so it throws off peoples sense of range, or often makes them think that spirit've left (since sometimes you still can see her husk with no TR). Or as ex. when survivor is on a high ground, you fake spirit noises (with no TR) to make them think that you're going around to force them jump down right to you.
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@Nfinite said:
https://forum.deadbydaylight.com/en/discussion/comment/942523#Comment_942523
1.) The unsafe unhooker should be the one punished. As killer, you should punish them by going after them, not the one who was unhooked.
2.) The reduced timeframe makes it less of an issue. Stop tunneling and you won’t have to worry at all about whether or not DS is still active.
3.) Because healing can go REALLY fast. Just because the survivor got unhooked and healed, doesn’t mean you aren’t on your way back to tunnel them.
https://forum.deadbydaylight.com/en/discussion/comment/942541#Comment_942541
4.) Dicks are going to be dicks either way. If you’d rather wait 4 minutes and get no sacrifice points to avoid a DS stun, I guess that’s your perogative.
That's where you display that you're a solo player:
- You don't punish PLAYERS as a killer, you punish a team of survivors. In your opinion a killer should take revenge for you and be nice to you because that's not your personal fault. And of course, as a fair survivor, you not gonna sandbag a killer, 100% knowing that killer can't hook you right away. Even more if unhooker had a BT and you can take TWO hits knowing that killer can't hook you right away, and you have all time in the world to wait for somebody to recover you.
- preventing people from doing gens and cleansing totems is tunneling, yeah?
- oh, well since it's that easy to down a survivor when they're fully healed it requires a protection from tunneling, maybe DS shouldn't count when killer is in 64m radius (chasing can be avoided by moonwalking, TR can be hidden, and 32m is pretty small)?
You know only half of the game if you play only solo, and even less if you don't play a killer.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/942566#Comment_942566
A survivor a while ago dc'd when the match started (i had to kill 4 survivors while playing trapper) and i got the challenge
Killing - yeah, killing in the basement - nope.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/115138/dcs-should-count-towards-the-challenges
Uhh it does? I had to kill 4 survivors and someone dc'd and it counts.
Maybe it is bugged
Survivor DCd oh the hook, those ones count, all other don't.
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@beatddb said:
https://forum.deadbydaylight.com/en/discussion/comment/942546#Comment_942546
I doubt most people that do this care about the penalty, it's only one minute for the first and five for the second.
I've finished both 4th tome basement challenges without DC, one on second try, another on first, both ended with 4k in the basement. It "coincidentally" was during DC penalties. So I guess people do care.
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@Tr0g said:
I never understood the point of the yellow mori. You get more points by hooking the last survivor lol..
Deny a DS save. And it's a cool finisher, why not?
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Or just return tuned up DC penalties :| They suck when they're accidental, but numbers can be tweaked.
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In addition to the suggestion about infinite active time when survivor is slagged: 2 survivors are slugged after a hook, another 2 sacrificed soon after. Enjoy waiting for death timer because killer doesn't want to be DSed by anybody. Dick answer to a dick change.
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Yeah, another suggestion to empower the perk by adding penalty to slugging, and nothing about punishing the abuse of this perk. I guess, OP plays only solo, so he doesn't know, how this perk can be abused.
- first of, why killer supposed to be punished for unsafe unhook? How about "DS actives only at safe unhooks"?
- why survivors should keep their ability to make unsafe actions since they're protected by DS (baiting a grab by locker, vault, working on something, making themselves trapped). Grab supposed to be an ultimate penalty for being careless, but not when you have DS active.
- why healed person still considered to be tunelled?
I would be able to dig your suggestions if you had a resolution for those questions here.
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Classic, this place is known exactly for that. It's considered to be a second basement, but with "old" stairs that don't let you through, and there's no other way around it. Funny that it's still that way though it was reported a countless times. Easier to force people to report offenders, right?