Avatar

dspaceman20

dspaceman20

About

Username
dspaceman20
Joined
Visits
0
Last Active
—

Comments

  • @Caleegi said:

    Isn't this already a thing you just do kill your friends and have another person be a killer / survivor? why is this needed? it would be far better to actually have the game fixed.

    No you misunderstand. I want a place where people make nay changes to perks or killers to experiment to make things balanced. Like modifying a perk or a killer's movement speed or change totem spawns.

  • @EvilJoshy said:

    I can't make a decision. I believe the perk is damn near useless in it's current state. However I remember the hell it was to put up with it when Ash released. I don't want a repeat of that.

    I would say switch to 3 safe unhooks instead of protection hits.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884748#Comment_1884748

    More if all of them where running DS, each of them could use it. But they couldn't use it with unbreakable, or soulguard, or Deliveriance, and things similar to it. Like exhaustion works with Sprint Burst, Dead Hard, and so on. But only once per match instead of every 40/50/60 seconds. So that each survivor per team gets one second chance.

    I Think this could work but deliverance? Is deliverance and DS really overpowered? Plus i wouldn't consider Deliverance a second chance perk since its dependent on getting a safe unhook first.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884717#Comment_1884717

    Yes, which is why I think one second chance per survivor is perfect for that. It allows for a survivor to get away even if thier teammates are not they best or they are having a rough time. But it dosen't allow for multiple free escapes, broken combos and SWF abuse (as much).

    Ok I think I can accept what your suggesting.

    So if something like this was implemented how would it work? 1 person can only use DS out of 4 and the other survivors (if they have it) have to play with only 3 perks? Dose this only work with DS and Unbreakable or with other second chance perks?

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884704#Comment_1884704

    But I do want to shift some of that balance over to the killer. I want them to be strong and have to make teams work, and for it to be less stressful. I don't want them to be unstoppable murder machines...but I would like them to be closer to that and not feel like they can be bullied. And I feel like one second chance perk per survivor is still plenty of power, without allowing ridiculous builds like DS+Unbreakable+Soulguard+Exhuastion.

    I can agree with what you want, and I would like for there to be more of an emphasis on team.

    Ideally 4 survivor should equal 1 killer. But you can't always rely on your teammates right? And so for the cases in which you can't really on teammates shouldn't there be some things to help yourself? This is a genuine question.

  • Pig had a 28 meter terror radius?

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884685#Comment_1884685

    Getting hit, to a point yes. Getting someone up seems like its taking pressure away from the killer, even if your not on a gen because of it. And the problem I feel with your question is that it makes it seems like the killer should just not get pressure from someone unhooking near them at all. I may be misreading that. Like, are you wanting the killer to play in a certain way?

    No definitely not, I don't want killers to play a certain way, killers should play the way they want. I'm sorry if it comes off as this.

    But ultimately what im concerned with is balancing. I know how overpowered survivors and their perks are but I don't want to shift the balance of power completely to the other side.

    Again sorry if I come off as being entitled. This is not my intention

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884552#Comment_1884552

    The counter is actually work as a team. If the killer slugs, someone else gets that person up. If they are tunneling, take a hit for the teammate getting tunneled. Its the power of survivors is being a TEAM. Perks that allow them to solo deal with a killer are over powered.

    This is a genuine question.

    But isn't doing that still giving pressure to the killer, and adding on to thier snowball effect?

  • @Monarch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1882828#Comment_1882828

    I think second chance perks are the noed of survivors but 1000x worse.

    They basically imply just liek noed you worked really hard to get me but now I'm going to spit in your face and delete all your progress.

    Imagine 16 noeds one that aplies early game one that aplies after 2 gens after 3 gens and after the 5th gen on all 4 survivors.

    They're unhealthy for the game like hostage doctor yet actually nearly guarantee 2-3 escapes when played optimally, the killer either stares into a corner of the map or face camps.

    There's a second chance perk for when you get hooked, slugged, "tunneled", literally just chased when the last gens completed, stand infront of the killer doing a gen, afk for 60 seconds after an unhook, ect.

    basically all these scenarios are punishable by multiple meta perks.

    noed isn't even meta.

    These perks are game breaking.

    In regards to an anti camp tunnel or slug measure:

    Why is slugging punished? It's a strategic choice a killer makes that they've wasted time to invest in you can't allow people to just click a button and win dbd, not even a joke it removes any and all pressure in any slugging situation.

    Tunneling/Facecamping is throwing the game, I'd say just if the killer camps a survivor they gain emblem points 60 seconds of proximity = automatic iridescent evader and lightbringer to a lesser degree. If not facecamping then in all fairness evader will already be high bc you get the BT hit and gtfo; you have the ENTIRE MAPS SUPPLIES it basically just comes down to not being stupid and running the killer for enough time you have every pallet in the world, maybe if you have been chased for more than 4 minutes you get automatic iri unbroken (after 2 start gaining unbroken points). this would reward people who are actually capable of running the killer for long

    Camping has many types so let's go over them

    facecamping: It's the exact same thing as tunneling in my opinion just on the hook and is always used with tunneling, i Have never seen nor myself facecamped without tunneling but i have tunneled without facecamping.

    proxy camping: I think this comes down to general strategy, giving the killer an easy patrol with a 3 gen is the same as an easy patrol with a hook. You have the tools to leave and force him to leave. Survivors don't understand that THEY control the match's pace and where the killer goes either force him to facecamp or force him to leave.

    soft camping/ patrolling: This imo is different to proxy camping this is when I go out of my way to check the hook (not directly on my path). Thsi is the most deadly form of camping cuz you can still spread pressure that being said, if you get chased a teammate with bond could see that and then go for the save. This is mostly used just as a way to bait out overly altruistic actions. Don't save if you don't have the tools and dedication to do so you can get his attention and then it will be like he never was ever patrolling.

    I can agree these perks are gamebreaking, but you have to understand why theses perks were made in the first place. Sure slugging and tunneling are strategies but strategies that have no counter is overpowered. These perks were made to counter these strategies to give both side a fair chance if the killer decides to use these strategies. The devs have overdid it with the counters to the strategies. But ultimately this is why I say that second chance perks can make the game fair.

    To your point about camping, I think the real strategy thats the best is proxy camping. And I find perks like borrowed time a counter to those strategy.

  • @dezzmont said:

    https://forum.deadbydaylight.com/en/discussion/comment/1882828#Comment_1882828

    "Wouldn't there need to be a compromise...?"

    No. No there ######### wouldn't.

    When something on one side is blatantly not behaving correctly, you shouldn't demand an unneeded concession to be willing to give up that thing that isn't working correctly. This is blatant Whataboutism that mysteriously doesn't happen when its something relevant to a over-preforming killer tool: No survivor main was offering up DS-Unbreakable in exchange for undying-ruin, but for SOME REASON when people point out that DS-Unbreakable has a similar unhealthy effect on the game where it screws one side over without any real interaction, survivors start demanding concessions.

    No. You do not NEED something that deals with slugs AND tunneling. Know why?

    Because those are the two main strategies killers have to win. Its just good play. By asking for some way for the killer both choosing to eliminate you and choosing to NOT eliminate you to not incapacitate you, your asking for invulnerability.

    Killers in DBD win matches by one of two ways: A quick elimination, or by pressuring multiple survivors. Being able to freely slug is a vital tool for the second. If two survivors string together a chase on a killer one after another, the survivors don't get to complain the killer isn't dropping a chase to hook, because the killer can only win via snowball in most matches. You aren't complaining about something unfair, your complaining about the killer making choices on time management, one of the most basic elements of the game it takes to win, and its super gross.

    If you don't want to get slugged, and don't want to get picked up after being hooked, you want to be invulnerable after being hooked no matter what you do, which is obviously stupid, and its why basically everyone who plays DBD, survivor or killer, wants DS-Unbreakable gone: Its way too good because its 1 minute of effective invulerability that lets you do dumb stuff like a gen or totem right in front of a killer's face with the killer having no real counterplay to it: they either have to puppy guard you for a full minute or let you get up and do the objective anyway scot free.

    From a killer side, its just not fun for survivors to just blatantly play this way, because it clearly isn't how the game is meant to work, the killer is meant to be able to protect objectives and these two defensive perks combine into a dumb offensive one. But its also lame from a survivor perspective because if your not running these two perks your at a MASSIVE disadvantage and it crowds out more interesting and diverse builds to have 75% of your perk slots pre-decided.

    And it isn't even 'destroy these two perks.' Its simply that these perks INTERACT unhealthily. DS on its own is fine and not very good. Unbreakable on its own is fine and not very good. But together they are the most toxic S+++ god tier perks in the game. So some method of making them not work together is critical.

    For example, the commonly suggested DS sidegrade that makes it BETTER at anti-tunnel but removes all of its offensive power: It lasts 30 seconds, does not tick down if your in a chase or on the ground, instantly goes away if you start to do a gen, self care, do a totem, unhook someone, go in a locker, or heal someone else. Boom, now you literally CAN'T be tunneled with this perk ever, the killer can't even slug you and wait a minute to get rid of it anymore! But you also can't advance the game ever, so you can't sit down and do a totem in the killer's face confident unbreakable, because by definition if you do that your not being tunneled as the killer is just protecting their objective now, and the killer now knows they can pick you up 100% safely.

    Boom. Better in every way you allegedly care about. Worse in every way the killers care about. Everyone, in theory, wins here right? Unless you really just want to be able to use DS-Unbreakable to do a gen and don't reaaalllly care about being tunneled.

    I agree that killers have strategies such as slugging and tunneling to help them win and stop survivors but like all strategies they have and should have counters, a strategy that has no counterplay is overpowered no matter how you slice it. Have you even stopped to consider why DS and Unbreakable were made in the first place? Its was made to counter strategies such as this. Its why people dread playing in matched were there is no obsession because the killer has nothing to stop them from deploying this overpowered strategy. Yes killerd win by snowballing but there has to be a viable way to stop or slowdown that snowball otherwise there would be no way to win. I disagree with making to two perks unable to be played with each. It needlessly destroy its synergy and limits options for the survivor. And I can fully agree how overpowered DS and Unbreakable it is. There are better steps that can be made to nerf its synergy to still be viable while not overpowered. I'm all for it.

    And whats wrong with asking for compromises? Killers ask for compromise all the time. When pop was nerfed people wanted the compromise of DS being nerfed too. Which would have been fair.

  • Maybe it should be that you change health states after the timer and not be fully healed.

    If you are put into the dying state while the timer is active you change health state and you become injured. The timer is paused or deactivated when your picked up by the killer.

  • @Ivaldi said:

    So as you requested this is a critique meaning i'm solely pointing out the errors I found throughout the match. Now this doesn't necessarily mean you played bad, but it's to give you a guide on what can be improved on.

    Starting with the perks - You're wasting three slots on information perks; try and stick to just one. For solo play, Bond or Kindred would be best. Dead Hard is always a good choice, While Wake Up! does help you open an exit gate faster(15%) it only saves you 3 seconds in the long run. I would look and see if you can change it up a bit. A good rule of thumb I usually use is 1 Info/1 Second Chance/1 Team Perk/1 Looping Perk (Dead Hard/Iron Will/Kindred/Botany or Prove Thyself?)

    0:00 to 0:52 - Wasting too much time to get the first gen started; especially on a map like Ormond where you can usually spot 2-3 immediately after spawning in. Yes corrupt intervention was in play, but you should immediately be running to the middle or opposite side of the map.

    0:53 - Leave the generator and start working on another one (Main building gen would have been my pick). Having 3 players on a single gen while fast is insufficient and makes it easier on the killer since you aren't pressuring multiple gens at once.

    1:38 - No killer terror radius, survivors still hooked so you're wasting time hiding behind the rock.

    1:43 - Running into the L/T walls just to leave when you can see there's no gen in there. Should have at least checked for a totem.

    1:49 - You look at the gen and choose to ignore it, fully knowing both of your teammates are going for the save.

    2:00 - You run into main building, 360 by the gen and again choose to ignore it (now 4 people arent doing the objective)

    2:07 - You can see your teammate going for the unhook finally (they were trying to pull the killer away) and you still choose to run in for the save

    2:59 - Good job not instinctively dropping the pallet there.

    3:07 - You had a good defensive loop there with walls to block her line of sight, you should have kept running her there but instead run out into the open to give her a free hit.

    3:33 - Not to sure what happens here; not seeing a skill check show up but it looks like you panicked and tried to move mid heal. Next time hide to the right (behind the luggage and heal) She cant hit you there and you'll be able to watch her come down the lane.

    3:37 - You see both of your teammates on a gen, you should have gone to them for a heal instead of wasting your medkit.(maybe)

    4:02 - After being healed you ignored the totem you saw when self healing earlier at 3:53

    4:03 - Killer had surveillance to see that you touched the generator.

    4:44 - Rule of 3 again, I would have left to go work on another gen or started to get into position to go for the unhook.

    6:22 - Good instinct trying to take some pressure off of your teammate to get them out of the dead zone

    6:35 - You cut this corner way too wide; try and stay tight against the wall.

    6:44 - You can hear her going for hatchets after you dropped the pallet, this was your moment to move away from the loop and make some distance.

    9:15 - You get greedy and take an unnecessary hit, causing you to risk almost dying.

    9:31 - Now because you're injured you cant go in to help your teammates, you get scared at 9:36 open the door and camp inside the exit gate. This does nothing as you can easily be forced out and now you're not in a position to help your team while the other member is looping the killer.

    Ok then thanks for the tips. What I learned is to

    1. Work on gens in 2s rather than 3s to better pressure the map

    2. Don't panic and use line of sight blockers more.

    3. Use bond more in order to heal and don't be quick to use my medkit.

    4. Keep running the same loop.

    5. Don't forget to cleanse totems( I honestly didn't see the totem you were mentioning)

    Thank you.

  • @Mozzie said:

    Had to inspect the page to find the video link, I would first suggest editing your post and providing a link to the video.😀 As mentioned, the embed video function doesn't work.

    I think you did really well. You focused on gens and when you hit max score event tried to peel the killer. Thats the right thing to do. You DH'ed for distance which is smart. You got very lucky with running to pallets on those two loops though. An experienced huntress would have thrown hatchets at that point as it would have been free hits. I assume you are playing solo, correct?

    Probably the most important thing I can suggest is to leave gens that already have 2+ people working on them. Especially if you know the killer isn't running ruin. The worst possible scenario for a killer is to have 4 survivors each working separate gens. As someone who has thousands of hours on killer I can tell you I would much rather prefer having several survivors on a single gen than having them broken up for many reasons. For one, as killer you have to end chases very quickly in order to slow down the game when you don't know where all the survivors are. If I'm playing Huntress like in this example and I see the survivors are all bunched up on a single gen I now have many more opportunities to direct the game. I can choose multiple targets and injure multiple people very easily. Virtually every killer's playstyle is improved when survivors are in one area vs several. The huntress you went against seemed inexperienced.

    Perk considerations: If you decide to try and solo gens more and you are playing solo queue I would recommend replacing bond with something more beneficial like Kindred. The new Kindred is amazing and you'll no longer need to guess where the killer is going to or who is going for hook. If you are running solo I also wouldn't suggest wake up. Wake up did help you in this scenario but I imagine in solo play there are much better options. You seem like someone who doesn't like to play much meta much so things like Plunderers, adrenaline, live forever etc.

    If you want to really practice your ability with winning chases I would suggest Object of obsession and/or fixated.

    Thank you for the tip. I will take your advice and move to a different gen if 2 others are on it.

    I'm sorta liking the perks I put on now and I was thinking of putting object but I'm not confident enough to do so.

  • @snax9111 said:

    hi my bro, video is not working for me, nothing happens when i click

    I think I fixed it.

  • @snax9111 said:

    hi my bro, video is not working for me, nothing happens when i click

    Yeah I don't know whats happening. It worked the last time I did it.

  • I think k i have a better change for Babysitter

    Babysitter

    While you have a reputation for being self-centred, you risk it all to help those in need.

    When you take a protection hit for a survivor they leave no scratch marks or blood trail for 10 seconds

    Your aura is shown to the killer for 5/4/3 seconds.

  • Sometimes I do. I purposely let myself give them kills. It feels nice.

  • I don't think this is the best road to go down. The problem with DS is its timer or to be specific its activation. A simple fix is to shorten the timer or deactivate when another survivor is hooked. The synergies problem is with DS not with both.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1882828#Comment_1882828

    Honestly I would say they are not fair at all personally. But I find once per match per survivor at least somewhat acceptable.

    Would you say the same thing about killer second chance perks as well?

  • I have a few questions and concerns.

    If this were to happen wouldn't there need to be a compromise with the killers to minimize the amount of tunneling, slugging and camping they do? I mean thats the reason why Survivors take second chance perks right, as a way to handle these strategies better?

    Also I have to ask, when is a second chance perk justified, and when is it ok to use a second chance perk? When is it that using them makes the game fair?

  • I think so. It would make playing against him more interested.

  • @Erasox said:

    They can't fix that. The real problem is the dedicated server for this game. DBD was never programmed for dedicated server. In my last game I get flashlighted even after moving and looked down..but the game said no.. because the surv had a very high ping.

    So the best solution would be to fix or get a better server right? Wouldn't that help with bad hits?

  • I think I like it.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1881694#Comment_1881694

    If a combination gives an unfair advantage removing this advantage makes it fair.

    And DS in combo with Unbreakable is one of the most abused combo in the game. That the devs say different makes it seem very much as if they don't really play outside of custom matches.

    https://forum.deadbydaylight.com/en/discussion/comment/1881702#Comment_1881702

    I didn't add a deactivation condition to account for scenarios in which someone might touch a gen to stop it from regressing or similar.

    The unhooking is tricky though:

    1. If a killer was camping, they deserve the DS
    2. If the DS user however was sneaking after the killer that's a different thing.

    but still, putting restrictions on perk combos is a necessity given the amount of perks now in the game.

    But there are other ways to nerf DS without destroying the synergy. I don't think that its right to make it so that DS can't be paired with unbreakable. Imagine if undying was nerfed so that it works will all hex perks except ruin. Your suggestions would be a case of overnerfing the perk rather than just making slight changes to still make the perk combo strong while not abusable and overpowered.

  • I don't think it's best to put restrictions on perks to prevent it from pairing with other perks. It just destroys good perk combination and ultimately limits options which doesn't seem fair.

  • Well I know that on console before people would DC on their 3drd hook in order to keep their items and leave the match which would count as a escape instead of death. They would do it by testing there NAT type as the death hook animation happened. I have done it before. I don't know if it costs killers the kill or something.

  • Are you on console or PC? I think i might know why.

  • Is there really a new chapter coming so soon?

  • @AChaoticKiller said:

    not that good 4-8 pallets is nothing, if they removed or limited the cooldown enough which is what they should do the perk would be decent.

    Like making it so it is activation period IS it's cooldown would make this perk usable as the problem with it is it simply isn't active and doesn't get activated long/often enough for it to be good.

    @gendoss said:

    I think the problem with your idea is that when the hex gets cleansed those 4 pallets will be usable again, so they're really just more delayed than disabled

    I think you guys are right. Let me make a change.

  • @gendoss said:

    Sorry man this is still gonna be moved to feedback lol

    But then it won't be seen. But in your opinion how is the change?

  • @TheClownIsKing said:

    The thing I hate most is how insanely easy it is for experienced survivors to dodge Victors pounce. Being crushed over and over again from a single miss is the most frustrating and demoralising thing I’ve experienced in this game to date.

    Really? whenever I play against the twins victor seems to get really annoying hits in. Also it seems dependent on victor missing in order to get away. And when he miss he too far away to be able to crush him.

  • I have interesting ways to nerf meta perks.

    DS- make it so that the timer is 30 seconds and pause when in a chase. Deactivate when another survivor is hooked and when you stun the person you leave no scratch marks or blood trail to make it a true anti tunnel perk.

    Unbreakable- is fine but if they were to nerf it make it so that the recovery speed is gone after Unbreakable is used.

    Dead Hard- put it on a token system. Make it 3 tokens and after all tokens is used you permanently suffer from the exhaustion status.

  • @StibbityStabbity said:

    I literally just had a match where a Claud sat next to me while I was on hook, and refused to pull me off whenever the Killer looked in our direction from half way across the map.

    I died, she meandered and got the gate open after someone else 99ed it. She then stood there and teabagged for the entire EGC.

    Clauds deserve everything they get.

    Thats terrible that happened to you but not every claudette is like that. I was a claudette main at first but I never was toxic to the killer and them and it terrible to think this way.

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1878941#Comment_1878941

    As I know, the only thing that makes HEALTHY Survivors bleed is Freddy's "Z" block. In all other cases Hemorrhage disappears after healing is done. It is true even for Pig's add-ons making trapped Survivors bleed. Its effect is gone after heal.

    It also has way too good of a synergy with nurse calling as it creates a lose lose situation. Either heal or don't heal your aura will still be shown. It also hard counters iron will since aura reading trumps noises.

  • The aura reading is too much. Its a free wall hack that will literally destroy any chance for the survivor to mind game.

    Also your counters aren't too good as well as you can still suffer from hemorrhages even when not injured. (I have seen and experienced this) solo survivor is a terrible because it requires someone to be killed or leave the trial in order for thr effect to take place. Which most of the time you won't get uses out of.

  • I feel like DBD is a fun and good game (if balanced and well)

    If I'm being honest the way I would describe DBD is that it has potential. It has the potential to be so much more then it already is. I feel they do more and better to change things to make it fun.

    The problem is that they are either too slow or don't want to change (both are bad).

  • I say to fix generator Speeds is to either give survivors a secondary nessacary object or make Corrupt intervention base for all killers.

  • @BabyCameron10 said:

    I think we are a getting a Matilda Chapter

    The survivor would be Ms.honey

  • Can someone explain what was legion like in the past and what made them need changing? Also whats wrong with him now that make him bad.

  • @Onyx_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877132#Comment_1877132

    30 seconds is not enough time to say "I didn't tunnel them". And merely pausing it in chase is not enough either. Nothing is stopping a killer from hooking the rescuer, moonwalking you and downing you at the end of it's expiration. It would literally be the issue old Legion had all over again.

    I disagree. I find it hard to believe that it doesn't take at least 30 seconds to chase another survivor, down them, and carry them to hooks. In the impossible case of this does occurring just let it deactivate when another survivor is hooked. That will solve the generator problem, no other changes nessacary.

  • @Onyx_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877079#Comment_1877079

    As it is, they can repair a gen in your face and jump in a locker to force the use. Meaning that's a potential 7+ seconds (not to mention the time they have on it while you're playing the loop game with them and the DS invincible survivor too) a teammate has pressure free on that particular gen that you physically cannot defend due to them abusing the current state of it's gameplay. That's why it should have the changes I suggested.

    This problem you mentioned shows that the only change you need to DS is the timer. I can almost assure you that if the timer was 30 seconds by the time the killer chase, down and hook another survivor the timer is up. It doesn't need any other thing like deactivating when in a locker.

  • I said this once and I will say it again

    The only changes DS needs is to shorten the timer and pause the timer when being chased.

    After stunning the killer you should leave no scratch marks or blood trail ( to make it a true anti tunnel perk)

    The main problem with DS is the time. Literally everything's will be fixed if the timer is shorter.

  • @Onyx_Blue said:

    Look, something should be done about DS, but your complaints are self-inflicted in this example. You're playing Clown and moaning about DS, he's probably the only killer that can slow their escape after the stun - just gas them before pick-up.

    But honestly:

    - The DS skill-check should be disabled whilst inside a locker for longer than 2 seconds. Reactivates after exiting.

    - The timer should accelerate when performing interactions such as healing others, repairing, opening, seaching, cleansing.

    - The timer should decelerate whilst in a chase.

    If the devs do these changes @MandyTalk then DS would be in the perfect state.

    I don't understand this gripe with DS in a locker. If your tunneling the person and they go into a locker and they DS you, you still technically tunneled the person meaning the stun was justified. Its not different then downing the person and picking them up after they got off the hook.

  • @Mr_K said:

    Don't forget No Mither. Its combo with OoO is quite deadly.

    Deadly for me or the killer?

  • What about her addons? What do you do if she has very strong addons to lesson the counters you mentioned?

  • The simplest change would be to put it on a token system. 3 tokens and thats it.

    A system like this rewards true skill as it has the survivors thinking should I waste this or save it for another time.

  • @Gay_Police_Dept said:

    Myers with noed? that deserves a few tbags at the exit gate :)

    No I don't like teabagging

  • @Steel_Eyed said:

    Theres a button in the Leave a Comment box, in the bottom left, that looks like |<>| that lets you upload the link to a Youtube video. That’s the big trick.

    Thanks both of you.

  • @Clevite said:

    C'mon dude. Tbags and flashlight clicks are your concerns.

    Don't take the bait, play your game and widdle their friends out. You will eventually get them.

    And sometimes you lose. Deal with it and move on.

    Is this the snowflake generation, or what?

    Wait can we talk about this?

    The snowflake generation? I don't understand this nonsense of "oh this generation is just a bunch of snowflakes and sensitive and ect". There were snowflakes throughout history. Back then people would write letters to tv producers explaining there dislike of an episode because they didn't like what they saw. People would get angry and complain about video games and different music "corrupting their youth". People would also get triggered for not wearing the right clothes and showing skin.

    People have always been "snowflakes" and sensitive about things since almost the dawn of human history. So to claim that this is the snowflakes generation is wrong.

    (This is my rant for the day)

  • @Mr_K said:

    Put it up on Youtube then you can paste the link to it here.

    It probably would need to go into another category than General Discussions.

    Ok then, is it really that easy to put videos on YouTube?

1 … 65 66 67 68 69 … 80