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dspaceman20

dspaceman20

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dspaceman20
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  • On behalf on all survivors i have to say im sorry that happened to you and your friend.

  • @MusicNerd_TC said:

    It isn't breaking rules I'm pretty sure. It's annoying but not bannable.

    Are you sure it seems like gameplay abuse? If not his seems like a pretty big oversight by the devs.

  • @MusicNerd_TC said:

    Inner strength gives me very quick pocket healing without wasting much time. Diversion is a lot of fun and works a lot. We're gonna live forever for bloodpoints. Lithe for good distance.

    I like your build its very interesting

  • If im being honest i think we as a community have a tendency to promote being toxic. Certain youtubers also promote being toxic rather it be an purpose or not. This is both killer and survivor.

  • @JasmineDragon said:

    every killer has counterplay. Just practice and open your mind to the counters, its easier than you think, the game does lean surv side to compensate for how one bad surv dicking around would ######### a perfectly balanced system

    Thanks so much most of the killers i had a lot of problems with

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444271#Comment_1444271

    Nah the changes usually involve that once your DS actives after unhooking for 60s if you during that time do some interaction like unhooks/gen repair it'll get disabled. If you get hooked again the timer starts again and same conditions apply.

    Basically, if you use DS just to escape from the killer and not force objectives then you aren't affected by the change.

    As a survivor main im all for the change to make it far for everyone both killer and survivor. Also do you think this would work with perks that stack well with it?

  • @Dehitay said:

    I'd like an option where you could toss stuff into the campfire in exchange for new stuff but it would cost more in old items than what you get in new items to discourage abuse. Let's say for every 3 things you sacrifice of one rarity, you get a random item of the same rarity. Or if you sacrifice 5 things of the same rarity, you get a random thing of one higher rarity. Also, some specific combinations leading to specific results would be awesome. Let's say if you sacrifice one of each type of green single category bloodpoint offering then you get a bloody party streamer in return. Or if you sacrifice one of each type of yellow single category bloodpoint offering, then you get a cake or pudding in return. If you sacrifice 3 of the exact same thing and there's an equivalent thing of a higher rarity, then you get that instance of a higher rarity (ex: 3 yellow flashlights for a purple flashlight). There's a number of things you could do with a system like this and I get the feeling a lot of the playerbase would appreciate such a system.

    That system would actually be really good. To craft things would use use bloodpoints in order to craft the item?

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444119#Comment_1444119

    What about the changes that suggest to make DS disable itself if you preform for example unhooking or working on a gen ? I think those are pretty reasonable.

    With that once you go on the gen is it permanently deactivated for the remainder of the game?

  • Ok so after looking at this post i created it seems that the problem with these perks have to do with stacking them with others that make it near impossible. Other than that they are annoying but fine to deal with. Did i miss anything?

  • @Throwaway123 said:

    They need to exist because tunneling is the best strategy and will be used by most killers without them. However, they need to be balanced in a way that shows that the interactions with each other are taken into account and they need to be reasonable in their applications.

    For example, DS as a concept is fine for anti-tunneling. On its own the only big issues it has are locker not canceling it. Now when you combine it with Unbreakable then things get much more abusable. Now on top of being able to run to a locker, they can sit on a gen right next to you with no fear. If Killer grabs then it's a DS hit, if killer slugs then DS protects then until unbreakable can proc. It's a guaranteed extra health state no matter what.

    BT is largely fine, except when combined with DS. Survivor gets unhooked, has BT, killer is coming, runs face first into Killer and body blocks for savior. Even being put onto the ground here is a good play because the savior is now safe and as described above, DS/Unbreakable combo means they'll be fine as well.

    Adrenaline is fine, no problems with it imo. It's a single use perk reward for clearing 5 gens, it has to be earned. At most the only thing that would be fair for toning it down is removing the speed boost if you're already exhausted, but I think that's unnecessary.

    Second chance perks are fine on their own, but when stacked together they become way stronger than they're intended to be.

    I agree with you completely it there was a good way to stop tunnling then these perks would not be too big of a problem. Its not fair how the survivor is killed because the killer wants to be a jerk to people.

  • @[Deleted User] said:

    They are utter bullshit to be frank. A killer already has no time to waste on trying to down a single survivor and 2nd chance perks add salt to the wound.

    DS just flat out be removed, BT needs to be 5 - 10 seconds max and Unbreakable should increase crawl speed and improve the rate another player picks them up.

    People complain about Mori but never once thinks of the fact that the killer STILL has to hook you first which means hitting you at least twice before you heal up. Getting good as a Survivor vs a Killer, means the Killer is rarely going to touch you in the first place as the current game mechanics have weighed it heavily dependent on a survivor screwing up to get hit, or the Killer performing some god like play to catch them out.

    I get how annoying DS and Unbreakable is but the idea of a second chance perk isn't necessarily bad is it? Case in point borrowed time. When someone uses it they are mostly to counter camping and tunneling killer right? At that point the second chance is needed for the survivor because the survivor off the hook can be really powerless against a killer like that. In my opinion its used to counter an unfair and unfun play style

  • Oh right sorry. I ask because i have had old friends on xbox who could do that to people who also play dbd and wanted to see if i knew who was it.

  • Just out of curiosity what were their username? Sorry that happened to you

  • @ABannedCat said:

    I cant believe no one has mentioned shirtless David yet. You all have no taste.

    I know i love david he is so hot to me

  • I feel this is partly because of toxic dbd youtuber's like ochido who play Claudette.

  • I understand DS but can someone explain how BT a meta perk? In my eyes its a counter to an otherwise pathetic unskillful play style that rewards the killer for not doing anything. (P.s im a survivor main and have a lot off respect for good fare killer's)

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/1305696#Comment_1305696

    Peanits confirmed that when the gen is blocked by the entity the gen is not regressing 🥰

    That answers my question. Thank you

  • @Ihatelife said:

    Imagine the situation: you have 80% gen done ,the killer hooked the survivor, you are not gonna finish the gen because he is next you and he has a pop. You use the perk and in this scenerio the killer must wait 30 seconds and patrol that gen to pop it and waste a lot of time while other survivors can do a different gen in the meantime.

    But what if the killer has Hex: Ruin and you block the gen, Would it still regress? and if it does that is a really big counter to Repressed Alliances.

    All in all this perk seems very situational

  • I had the same exact combination a few minutes ago

  • @Rullisi said:

    Latency can never be 100% fixed. Hitboxes in dbd are actually completely correct and fine.

    If thats the case is there anything that could be done to make it better?

  • @Ihatelife said:

    It's only useful for SWF sadly

    Really could you explain how please (just curious)

  • Thank you to those who are helping me with this. before I was thinking of doing Spine chill, Quick and quiet, Lithe, and Iron will but I don't know how good it is. I also want to use Calm Spirit since This build could be countered by doctor.

    What are your opinion on this?

  • To be honest I'm pretty indifferent to the changes as although I am a red rank I am extremely terrible when it comes to looping and using infinites. I prefer a more stealthy play style to prevent from getting into chases. But if people found it necessary to balance the game then I'm fine with it.

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