azame
azame
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@ThirdSealOPplzNerf said:
https://forum.deadbydaylight.com/en/discussion/194591/what-are-other-nerfs-survivors-need
You're joking Right? Nothing bad will happen to survivors lol.
Not really I'm half joking but still scared. Gonna be another patch 2.0 nerf after nerf.
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@MusicNerd_TC said:
After that, keys, blood amber add-on, OoO, and dead hard.
I agree with all of these except dead hard. I dont know how to nerf that and also it's still just an exhaustion perk sprint burst is better.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1644926#Comment_1644926
Look - you're always the first to defend DS, and you, as someone who relies on it so hard, I get why, but you let it cloud your logical thinking.
Nobody is saying delete it (and if they are, they are nonsensical). DS DOES have a place. It's just broken and overpowered in it's current iteration. Especially when you look at the reason why PGTW was nerfed, when DS has the same issue the devs say PGTW had (except for the fact that it's FAR stronger).
DS has zero conditions. It's a free escape. Name one killer perk as strong as DS that has no conditions. Not even NOED is without conditions - it's a hex perk, therefore totems need to exist for it to work. It has a condition.
If it's REALLY meant to be an anti tunnel perk (which devs have stated on different occasions), ANYTHING you do to progress the game forward should deactivate it, and if you are REALLY being tunneled (which is impossible if you are doing a gen/destroying a totem/were fully healed/healed someone else), the timer should freeze.
DS has a condition be hooked. People apparently forget that old DS had no condition. Also if the perk was really was anti tunnel like the devs have stated where are the deactivation conditions? The devs have lied, actions speak louder than words, when it comes to DS everyone is quick to believe them.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1644582#Comment_1644582
It is incorrect though that tokens could already be acquired this way. It has only been safe unhooks and protection hits for a long while now.
And being able to quickly heal slugged teammates is a buff. This could be great paired with BK
Do I need to provide a video? I've been achieving tokens through flashlight saves and pallet saves for years. Bug or not it works. How about healing a teammate through a state gives stacks even if they are 99.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1646477#Comment_1646477
The flashlight and pallet save tokens had been removed and this is bringing them back and most saves from slugging are not at 99.
They are still here.
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@Blueberry said:
"WGLF buff isnt even a buff."
-Now gives increased healing speed on downed survivors
That is quite literally the definition of a buff. So yes, it is a buff. Arguing that it's minor to where it doesn't matter doesn't make any sense at all when we don't even know what the numbers are.
"WGLF buff has me worried it will be too minor" would be a much more accurate title to your post.
Lastly, arguing that people are always at 99 when slugged to where the extra healing won't matter is just completely untrue. I heal slugged survivors that are no where even close to 99 all the time.
If you'd want a different buff then sure, make a post offering that, but to act like the perk got nothing is nonsense.
Read the post again I acknowledged that as buff I did say that the flashlight token is not read my post again.
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@Stains said:
https://forum.deadbydaylight.com/en/discussion/194389/wglf-buff-isnt-even-a-buff
Calm down man it was just a twiter post, as far as we know it could be anything that gives us tokens. Dbds twitter guy is probably stupid or doesn't even play the game to know that wglf already gives tokens on flashlight and pallet saves, so yea wait for the ptb then we will see what the new ways of getting tokes are
I am calm just worried for the future. I might move on from this video game.
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I hope you can rest well knowing people care for you Dan.
You will be missed.
Sorry @GoodBoyKaru ik you need it the most.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1646004#Comment_1646004
Fair nerfs dont count. You can look at original nurse or prayer beads spirit, they needed to be changed.
Breakable walls are more of a hindrance to killers, they're basically just pre thrown pallets.
The skill check and multiple people nerf was so minor that it did nothing.
Vaults got buffed with server changes here recently, mom got buffed.
Fair nerfs do count it's still a nerf. It's still making something weaker.
Breakable walls on badham are pre thrown pallets that close off good loops. They arent even a hindrance maybe on dead dog but that was an experiment map.
Skill check nerf was still a nerf. Doesnt matter how you slice or dice.
Vaults were never buffed they were fixed. A fix isnt a buff. MoM was never buffed protection hits were. These are no meaningful buffs as you can still get hit through vaults I have a bunch of clips and MoM is still a ######### to activate.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1646028#Comment_1646028
Well thank you. In my opinion the fast vault changes were justified too, but we can agree to disagree.
I have mixed feeling about the addon changes too. On one hand it´s only fair, given as Killer you lose your addons too.
On the other hand as a Survivor generally speaking less BP are earned, so idk.
If killers kept add ons they would have infinite iridescent head. Also high bp gains more than make up for it and less cluttered blood webs. It was a terrible change.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1645994#Comment_1645994
I don't want to start another super long discussion about slinger but I just need to ask since I'm curious.
"Yeah he has a high skill cap but that doesnt excuse his unfair nature." Are you referring to his zoning with this or his power overall ?
I'm just wondering since a lot of really good chase killers like nurse, spirit, huntress when mastered can't be really countered effectively. Once you're in their reach you will get hit and you depend on killer to mess up. If you consider DS unfair that he can instashoot you over open tiles up close then all other killers who can easily beat these tiles are unfair as well.
I'm referring to his insta shoot and zoning it isnt designed well. The devs are amatuers.
A good nurse still has a telegraph and can be beat. Fingerguns did it to ayrun who 8sent a bad nurse. Even a good huntress can he outplayed on jungle gym tiles. ######### spirit.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1646004#Comment_1646004
Nice list you got there. All of these were reasonable and neccessary as without those DBD was the most unbalanced game I ever came across. I disagree with certain wordings as they seem a little bit loaded.
Are you upset about these or would you argue the heavy nerfing of Survivors wasn´t justified? Genuinely curious.
Only ones I'm kinda bummed about is add ons on escape fast vault requirements and great skill check nerf other than that they are fair. My issue is all the damn new killers mains acting like BVHR treats survivors as kings. These buffalo we are getting are the first real ones in years.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1645996#Comment_1645996
No you either keep running cuz he is slower then you now around the wall and can’t hit you or you drop the pallet and even if he shoots you he has to let you go cuz he can’t hit you. But yes let’s compare an exploiting killer going against someone who has never played survivor in their life before then to two players of equal skill level able to counter each other. Ps if you payed attention I never got bodied I just didn’t want to play but wasn’t taking a dc penalty and giving them the satisfaction. Is that your go to everytime? Cuz I can point out how you made a bunch of posts crying about deathslinger that all said the same thing and your excuse for making another one was cuz nobody agreed with you 😂 But yeah my post about how people think exploits are cool but tier 1 perks isn’t is the same thing totally 🙄
Didnt think I'd actually have to converse with a guy who for the record admits he never plays survivor but then has the audacity to tell me how survive. They contradict themselves buddy.
Also us vs a crossrare isnt an exploit the devs would have banned zubat if it was. Another thing is I'm pulling your leg im not serious about you getting bodied. Guess we need /s.
I made like 2-3 slinger posts. They had valid points anyways you have to guess no matter what hes doing but then again you dont play survivor so prefacing it as a killer doesnt help your argument.
One last time I was messing with you.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1645939#Comment_1645939
Killers get meta shifting nerfs, survivors get minor tweaks that do nothing.
Tool boxes vs ruin, killers lost. Instaheals vs billy/nurse/spirit, killers lost.
Map changes were negligible.
I'm going to name a few nerfs that all started from 2.0. Tell me before the buffs currently what were the last survivor buffs?
Vacuum pallet removal (fair but still a nerf)
Window fast vault adjustment
BNP nerf (fair but still a nerf)
Insta heal nerf (fair but still a nerf)
Healing speed nerf
Shortening of most of the filler pallets
Decreasing minimum pallet spawn from 8 to 6
Multiple survivors on a gen speed decrease
Great skill check nerf
Map nerfs
Exhaustion nerf
Balanced landing nerf
MoM nerf (fair but still a nerf)
Losing add ons on escape
Toolboxes killed
Breakable walls on maps (closes good loops and good killers dont break them)
I'm going to leave it at there. There are way more but these are just a few.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1645903#Comment_1645903
Why would he? THEY👏ARE👏IN👏A👏DEAD👏ZONE👏 Like how hard is this to comprehend? Tell me if it was say a legion for example what would the survivor do to stop from being hit there in a spot with no pallets or windows and the killer is less then 20m away from them?
Dude same thing when looping he just has to press m2 and you dodge. Now you take a less optimal looping path and get hit. Wait arent you the same guy who got bodied by a huntress?
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1645925#Comment_1645925
Ah I misworded that, I am fine with his zoning, it creates many 50/50 situations which is needed for a strong chase power. That's not objectively broken however as 50/50s are part of the game naturally in mindgames etc. As I said zoning =/= lose lose.
What I do want is people actually learning how to be efficient against him and understanding his limitations. You can avoid most lose lose situations and force 50/50s. Not everyone will like that but it's better than having the misconception that he is constantly lose lose similar to pyramid.
Objectively yes, changing him to have less chase and buffing him elsewhere is better, however, he is super fun to play, feels very rewarding and has a high skill ceiling. Plus changing him would ruin the killer for the people who have learned him down to the bone, learning every hole in shack, etc. Plus, he is barely played. It's putting effort into something that is going to happen every game.
You shouldn't always look at things objectively, because if we did, other killers would require a rework when it's really not necessary.
Yes zoning does not equal lose lose however it is not a 50/50 it's more like a 75/25. If you dodge you lose distance and he catches sup and if you run he shoots you. Saying it like that you are technically losing either way. Its objectively unfair.
I dont care if hes super fun to play as like the devs you are forgetting about the survivor side. Is that good that hes unfun as hell to play against? I can say the same thing when they removed vacuum pallets. "Its not fair becuase I learned how to loop extremely good and take advantage of the vacuum."
It's not very rewarding to guess correctly and maybe extend your chase by 5 seconds against a slinger. Yeah he has a high skill cap but that doesnt excuse his unfair nature. You wre proving my point as a slinger main your opinion is skewed. Hes barely played? I see a good amount of slingers that's a region thing.
I do look at things objectively and objectively slinger has a terribly designed power.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1645791#Comment_1645791
I'm fine with letting dbd thrive, but its thriving right now, yet the nerf train just keeps on coming. You need both sides to have a game, and survivor queues are already terrible.
Dude 2 killer nerds is not the end of the world. I could almost swear people forget about the 1-2 year straight survivor nerfs.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1645908#Comment_1645908
Yea, you cant predict some shots, that's why you need to zone. Ive never said you can never zone and I'm completely fine with his zoning.
I must've missed you're point.
Plus (unrelated, but I hate seeing people say this) most people have skewed views because they DON'T play the killer. It's why the phrase "a good deathslinger wont miss" is still around, anybody who has played him knows that you will miss eventually due to inconsistent survivor pathing.
You mean you miss once in a while and need to zone. That's fair but a good slinger hardly misses. (That's the correct wording). That's good you arent fine with his free zoning and also even if they add a delay he can still zone because of his instashoot no matter the situation his psychological effect rivals DS.
Also I said you have a skewed view because you main him and dont want a change. That's reasonable as a lot of people dislike change. However slinger needs some type of nerf and a compensation buff.
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@Leachy_Jr said:
You cant change his zoning and ADS time for a few reasons:
- He'll literally become a worse huntress
- He'll become clown tier if not handled properly
- He'll be super unfun to play
- You NEED to zone against good players, good players can predict most shots and it's impossible to hit a zig zaging survivor.
Just keep slinger as is unless you want to destroy him "just because he's frustrating", and disappoint all the people who main him.
EDIT: I usually never say this but this is coming from a genuine slinger main who literally only plays him. Changing slinger is a bad idea.
You are prefacing it as a slinger main. You can not predict most shots. The only shots you are predicting are choke points (before running through a pallet dodge) any slinger can catch on to that. You have a skewed view because you main the killer.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1645842#Comment_1645842
I mean yeah makes sense in a dead zone??? That’s literally every killer in that scenario. If they were at a loop putting stuff between him like walls and a pallet would counter his power as it has no way to kill a survivor over them.
The deadzone isnt the point. He didnt even have to shoot. Stop trying to justify this mindless tactic.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1645393#Comment_1645393
Oh, believe me, I rank the solo q experience up with the tactical 4 man. It really is the worst. I went back to killer this week because the solo q was just that bad. Needed a break from the headache of bad teams.
https://forum.deadbydaylight.com/en/discussion/comment/1645678#Comment_1645678
Killers lose rank by face camping, don't stretch that issue, there. Unless there's a legitimate reason to be nearby, like another survivor leading chase, or hiding next to the hook, or something similar. Survivor just has to pound out a gen or two, get a safe unhook, few heals, two or three good chases, and they'll rank to purple, at least.
Yeah solo queue is bad I'm plsying way more killer than survivor.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1645587#Comment_1645587
I stopped playing solo that's why. I think thats where a lot of survivor frustration comes from. You just gotta accept though that solo is pretty much dead and that the game needs to be balanced for SWF. Only hope is MMR, good solo players do exist its just that with so many new players and more importantly the current rank reset system you get all the potatoes forming solo queue. All the genuine good survivors with thousands of hours only play swf now. Maybe if MMR actually works the good players will be put together again like the old days.
Billy is weird. He disappeared for me months before the nerf. Late 2018/early 2019 I used to do rank 1 survivor a lot and there was loads, late last year/early this year though he disappeared and that was before the nerfs were ever announced. I'll just put it down to more options. A lot of people were sleeping on spirit back when billy was popular then she got known as the "high tier killer thats easier to play than Nurse" and took Billy's spot. Then you throw in Oni, Freddy etc
Just died on first hook from a camping slinger I ran the entire game. Dont complain about swf as long as the devs wont make an actual ranking system.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1645407#Comment_1645407
No, I totally understand why. It is just the way the game is played now.
I mean sooner or later survivors were probably going to figure out pounding gennys was the best counter to almost every killer tactic anyway.
Yeah that's why there needs to be a start game mechanic to give killers more time to get kills.
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@Kumnut768 said:
im confused on what this thread is trying to say
Edited it.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1645453#Comment_1645453
I have an answer, the reason it wasn't answered is because that wasn't the point of the post.
Tunneling should be fixed at base, hardly anyone would disagree with that.
The reason it wasn't answered is because as I said earlier, you're argument was in favor of the perk because it was anti-momentum, not anti-tunnel. So you referencing back to the perk being needed because of tunneling is a strawman argument.
We're talking about making the perk BETTER for stopping tunneling.
You keep acting like you need the perk because of tunneling, while openly admitting you want it not for tunneling simultaneously, and then asking why the anti-tunnel perk is behind a paywall... the perk being behind a paywall has absolutely nothing to do with wanting to change how the perk functions.
If you want to argue DS should be moved out of a paid DLC fine, but that has nothing to do with our conversation about DS's balance.
I edited the post it should make more sense now.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1645426#Comment_1645426
"I like its anti momentum because it justified needing to:
Pay for a perk to prevent being deleted in 2 minutes ."
Anti-momentum and being too strong is justified to you because it's a paid DLC...you're serious?
A perk being with a paid DLC should never be a justification for a power level, that wouldn't make any sense at all.
People want it to only be anti-tunnel and even better at anti-tunnel than it is now (such as timer pausing in chase among others). No survivors should be upset over a change that makes them get tunneled even less...
The only people that can be upset with this change are people that abused the perk for more than it was intended.
Once again why do I have to pay for a perk to stop a killer from doing something for free. You never commented on that. Why do I have to pay to be protected from tunneling? Gonna leave it at that because you have no answer. This DS change is going to be the start to a bunch of survivor nerfs. Back to back to back Im guessing.
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@OllieHellhunter said:
in relation to 'The only reason nobody got mad at this perk for being anti tunnel was that it had an anti momentum benefit. Mind you this is a paid perk so not only if you want to jot he deleted you have to pay for it.' 1:Why exactly would someone be mad at a perk for having anti tunnel benefits, and if they were mad about that why would anti momentum benefits cancel those out? 2:it's already been in the shrine 11 times and likely will be again so you don't have to pay for it, and likewise it is not needed to survive or have fun is you later say 'You shouldn't need a paid perk to have fun in this video game'.
'How about make changes to tunneling and not neuter a good perk' what changes do you suggest they make to tunneling? also if they removed the anti tunnel aspect from DS there would be more reason to 'neuter' it.
Someone would be mad because it's a paid doc! Having the anti momentum benefits makes the perk better and worth being paid for. It's been in the shrine 11 times but guess what. What if in working or in school or just not playing the game. I've only seen DS in the shrine once playing.
I've missed all those other ones. It's not needed all the time but the majority if the killer finds out you dont have it they will tunnel. You can keep trying to defend this way of playing or defend the fact they are gonna kill this perk, then kill more survivor tools. It is gonna be patch 2.0 all over again.
Getting tunneled out is not fun that's why you need it to have fun. No let's just disable the perk for a couple of days. I want to see hke that turns out.
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@Kebek said:
What's exactly wrong with making DS only anti-tunnel perk insted of anti-momentum ? It means it will get buffed to prevent tunneling more and nerfed in ways that allow it progress the match free of danger from killers hooking you. I can't see why would such changes make the perk suddently bad.
Also why should tunneling be punishable ? Playing efficiently to kill off someone asap is nothing that would warrant punishing. Toxic tunneling/camping is something no perk or baseline game change will ever stop. If killer wants to grief you by killing only you fast while throwing the game, nothing can really stop him.
I play survivor almost never using DS and I don't have even half as much problems with tunneling killers as people who run DS every game. Times I get tunneled really fast are mainly those where I played badly and was easy to catch, that's my fault, not killers for capitalizing on me playing bad.
There us no build variety when all the builds I run have t ok have DS because killer csnt resist tunneling. So let's jsut remove DS and bt for a week and see hoe matches go. Ik there are some respectable killers but alot of them are just...tunnelers at heart.
That efficient killing method not only removes a player before they can play the game but it isnt very fun to verse. The other side is humans not an ai so they have to be considered it's kinda crazy right?
Once again that's nice kebek but it happens just because it doesnt happen to you it happens.
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@Deadeye said:
btw nice bait title
Not bait it does needs changes to the entire perk.
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@Blueberry said:
You're talking about how we need the perk because of tunneling while simultaneously talking about liking the perk because of its anti-momentum form and not its anti-tunneling function. That's contradictory. People have also been mad about DS for years, even after each of its "reworks" that still left it in a busted state.
You're admitting that you and others only like the perk because it can be abused as anti-momentum.
While not your intention clearly, you basically affirmed why there's an issue with the perk and why people are justified in their complaints about it.
I like its anti momentum because it justified needing to:
Pay for a perk to prevent being deleted in 2 minutes .
Also I do like its anti tunneling but having to pay for that is ludicrous especially when killer dont have to pay to delete you faster than you can earn bp. I also wouldn't call it abuse because the same devs who claim tis anti tunnel said its smart to be used outside of it but idk these guys are liars and contradict themselves so much. Only when it validates DS being anti tunnel is everyone quick to believe them correct? Problem leaving dbd anyways survivors will killed in the next couple of months to come.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1645344#Comment_1645344
Yeah, now he's just another killer you can bully with OoO, Ormond and click your flashlight at him like in that video you posted.
Also funny was how you misplayed and got out of position, but now with new PH you would have still been able to make the vault in that clip now while he was stuck in the transition period.
Must be nice knowing that the developers will hold your hand every step of the way.
I never bullied that guy that's the thing. I didnt choose the map, never brought an offering, none of my friends did it was random. I dont know why you feel the need to bring up flashlights when currently the item is pretty ok in terms of strength its garbage compares to years ago, and also I do run OoO is there a problem?
I purposely ran towards him to showcase that dumb no cooldown insta swing. I got out of that position because the gates were open.
That insta swing forces lose lose situations it is far from fair.
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@Clevite said:
Tunneling sucks, but with current no heal gen rush meta, sometimes it is a necessary evil.
I know with our Swf, if you try to hook each of us once. We will be popping the last gen when you maybe got your third hook.
So as much as I hate it, I understand it.
Plus to OP, if you ran him for 4 gens, is he supposed to just give up on you now? He already committed the whole match to you. Might as well finish the job.
Blame the devs for killing healing and the items. Anti heal meta is the fault of the devs and the survivors getting more wise and running iron will.
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@Rivyn said:
@PigMainClaudette If you can get it, sure, I don't see why not. But if the savior just runs to a strong position, leaving their unhooked companion in a bad one, it's not a hard decision. It's not the killers responsibility to forgive bad team mates.
I'm not excusing hard core tunneling, but half these tunnel threads are usually the fault of bad team mates, not just the killer alone.
Good to know thank you rivyn because solo queue teammates are absolutely the worse. I'll make sure I play more swf than ever and get this....split pressure gens to always win!
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1645308#Comment_1645308
They are only 99 when you let them lie down that long. There are several situations where you can make use of a faster slug healing, like on double downs, then they are mostly just 50% up, you can loop around a pallet with a downed survivor and after dropping it have at least 2 seconds of healing, which can be enough now depending on the buff. Simply just wait for the numbers
The latter is common but having a slug be downed for a while is more common. Especially when you can be across the map working on a gen. It gives them time to recover.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1623953#Comment_1623953
Did you finish that video to corroborate this? I still feel the opposite and I'd like to know if I am actually incorrect.
Give me later today I'll have it out by then
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@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/1645312#Comment_1645312
The fact that it will now include flashlight saves and pallet saves is LOWKEYYYY a nerf LMFAO
This perk was already annoying as hell as it is with how it unfortuately inadvertently encourages farming (I don't WANT to get unhooked as soon as the killer turns around just because you have I'm Gonna Farm Forever and you want a hook save+protection hit, Jake), now we're gonna have bots wasting pallets in an almost-guaranteed-to-fail attempt to save you from the killer's grasp.
I'm mostly jk but... like kinda not LOL
It already did. Do I have to record me getting a save to showcase this?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1644597#Comment_1644597
Currently they give Tokens, but apparently (this was written on the Forums, so take it with a graint of salt), this was not intended and was patched out at some point. I would be really disappointed if they only add Flashlight- and Pallet-Saves for Tokens, since they would only turn a Bug into a Feature at this point and BBQ would still be laughable easy to get stacks, while you would either still need to rush for Unhooks or take dumb protection Hits for WGLF-Stacks.
(like, how often does a Flashlight- or Pallet-Save occur? Almost never)
This bug has been in the GB game since I first started. That's why I ran wglf so much back in the day. Flashlight and pallet saves were easier and I got bp. How about healing survivors health states awards stacks. Hoe about dying survivors just to fit the buff.
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@Slashstreetboy said:
Well it´s yet another tool to help combat slugging now and giving a BP bonus on top of that. I`ll start running it and see how it turns out.
If the numbers are decent but not OP I´m grateful they made the perk useful now.
It's not combatting slugging. Most slugs are 99.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1645288#Comment_1645288
It's pointless, how many times do you heal a survivor from 0-100?
This isn't the (laughable) buff it needs.
Exactly they are always 99. The buff just seems not much thought of and just something thrown in to get people to not complain.
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@OllieHellhunter said:
So changing a perk from solely BP gains to BP gains and increase healing of downed survivors isnt a buff? Sure its not the greatest thing but it is by definition a buff.
Talking about the token "change" it definitely got a buff. Although that buff if not done correctly will just be outdone by other perks.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/1644582#Comment_1644582
That's odd how is this considered a "buff" you literally have been able to get tokens from flashlight saves from since I can remember
My point exactly. That's why I'm mad. You have always been able to get tokens from saves.
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@MusicNerd_TC said:
@azame Why did you vote "revert back to old DS" LOL! I'm pretty sure the oldest version of DS didn't even have the wiggling requirement for non obsessions, it was just easy get out of jail free cards for everyone, still wiggle DS was bullshit as well.
It was a joke I'm not serious. That version was down right broken.
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@NepalibyDaylight said:
It's not a buff at all. The problem with the perk wasn't even tokens. It was the fact that it literally does nothing for anyone else. If it had a boost to something that helps the team, it would be at least justifiable. Without that it is just a selfish bp perk and usually that is how the people that run it treat it.
Tokens are the problem getting them is way too hard.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1644569#Comment_1644569
No one knows yet, same with the new way to acquire tokens for it.
They said on their twitter flashlight and pallet saves.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1643615#Comment_1643615
Azame, I like you but the "IT ISN'T ANTI TUNNEL" isn't exactly right. It is 100% meant for anti-tunnel, and don't bring up that peanits post, people here have evidence of developers like mclean saying it is meant for anti-tunnel. Even if it was anti-momentum, how is that fair, because perks that stop a killers momentum, just for simply existing with barely any input from the other side shouldn't exist, just like the hell that was old DS and MoM. If it wasn't anti-tunnel, it wouldn't activate if you were unhooked recently.
Actions speak louder than words my friend. They say its anti tunnel despite the fact it has a skill check, can be used outside of tunneling, has zero deactivation condition, and has a timer. Also the devs have lied so I mean I dont expect or believe alot of what they say.
I can understand that. Free anti momentum does seem bad like old MoM that as straight unfair. I dont really have any justification for that. If the name had a start game block like corrupt base kit i think it would be better. The problem with this is gens can go fast that's why this part is hated.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1642926#Comment_1642926
lul as if ds is an anti tunneling perk, you like to spread that story when in the game, you can get hit by ds without tunneling at all. so stop to accuse killers for the usage of that perk, it is busted af.
Ik you can get hit without tunneling it isnt solely anti tunnel.
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@Maxwell said:
Hit validation is off at the moment, so your dealing with killers with high ping, unless this is from the hit validation test.
Ik hit validation is off. BzvHR apparently thinks 150 ping is good. 3 of these clips are from today.
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1643784#Comment_1643784
So define where a "smartly" use of his power is going to be? In an open field where the survivor can see the tracks and has 3 secs to doge it? At a loop where the survivor can completely see PH, essentially the same as being in the open in regards to reaction time.
So.. how should a PH player use their power that would placate you?
Let me guess, by missing every shot so you'll feel good about yourself.
The time you see the trail it's going to go off. The range does not give you time to dodge if it's under you.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1643677#Comment_1643677
If survivors are getting nerfed consistently and they are still the power role. That tells me they need MORE nerfs.
They are the power role in an optimal swf. That's it not even average swfs are gonna beat good killers only when they are messing up.
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1643087#Comment_1643087
and after that? Freddy? then?
it's just a cycle of "nerf this killer" with survivors
Freddy is fine except they need to tweak snares and the dream mechanic.