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fUNERALfLOWER

fUNERALfLOWER

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fUNERALfLOWER
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  • @BioX said:

    just dont use add ons, ez pz

    Friendo, it's a space where a better Add-On could be found. Sometimes the blood web throws that stuff in and i hafta scarf it down. It's annoying, so I'd rather get use out of it instead of a waste of space.

  • @Pepsidot said:

    Sometimes I'll run Appraisal + Plunderers + Ace in the hole, meaning I'm not able to run meta perks such as DS, BT, Unbreakable.

    Once keys are nerfed, I think this combo of perks will be fine. To make use of them we have to waste A LOT of time running around opening chests and rummaging through them.

    I just don't see the point in further nerfing a niche perk that isn't even meta.

    Hmm, point taken. That makes sense... it's not just keys though. I just figure that an extra item is powerful enough in itself, but I can definitely see how that sticks.

    Trying to hoist all perks towards one goal can bite someone in the *ss for sure, so that does seem like a good case in point.

  • @TragicSolitude said:

    Even with Plunderer's Instinct, I often get a lot of crappy items.

    What I'd like to see is, with both Plunderer's and Appraisal equipped, the survivor can see the aura of any open chest they haven't rummaged through if they still have tokens left. Sucks to have Appraisal and I can't find the last chest to rummage through just because it's open.

    As killer, I'm cool with survivors running a synergistic chest-looting build. That's two or three perk slots dedicated to wasting time rummaging in chests. That's perk slots they're not using for way more annoying perks. And they're guaranteed to be spending lots of time looking for and looting chests, time during which they're not repairing gens.

    Some items need fixing, but the chest looting is fine. If they're running those three perks they're practically (if not totally) meme-ing.

    Ooh, that's actually kinda cool... being able to see un-rummaged chests... that almost seems like it should be a part of the build anyways...

  • @Nosferatu3145 said:

    Hell no

    That was a bit abrupt... lmao. do you get stunned often or something? Not me being rude I'm just kinda taken aback but the ferocity, lol.

  • @BioX said:

    I would think that is way too impactful for a perk that already has the potential to be extremely impactful to begin with.

    Also running a survivors/killers perks on said survivor/killer is just silly and boring but that might just be me.

    It's boring? Granted, i understand your opinion about impact... but using survivor/killer perks on the intended character makes them "them". i think its way more fun to use the perks given to the character to find their niche, and then add a fourth perk that compliments them. no way is it "boring", its more boring seeing people run 4 metas or 4 perks that play off too much on "one" thing (gen slow down, item finding, etc etc).

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644009#Comment_1644009

    What do you mean here we go? Should we just pretend that DS isn't a problem or what?

    Comparing pop to decisive makes no sense. Pop has up to 12 uses, ds has 1 really good use that can be used in 60 seconds. I think the fact that people still whine about this is ridiculous. I personally had no qualms with pop before it was buffed, and this nerf is definitely not gonna stop me from using it when it seems appropriate. same with ds's nerf. Its balancing the game.

  • Was there a reason for starting this boring conversation?

    "They play differenly weeeh" who cares. A fair few I guess.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1275780#Comment_1275780

    Quick and Quiet never reduced locker or window actions, it reduced the sound only. The only real strength was that there was no cooldown on it, meaning you could effectively fast vault everything untill the killer got in a 8-ish meter region of you. Nowadays there is a 100% sound reduction no matter how far the killer is(which is stronger than the old one in close combat), but you can only use it every 20 seconds(which forces people to slow down a little bit if Q&Q isnt up).

    I meant to say sound, not the action speed XD and yes it's 100% but with a cooldown. Initially it was at all times 90% and it wasn't an 8 meter range it was so close the killer had to almost be in Prove Thyself range (roughly 4 meters). It's far more balanced compared to then.

  • @DetailedDetriment said:

    This is true, but survivors can also bring key add-ons, OoO, Spine Chill, Premonition, and many other things to combat Monitor.

    True, but its still a matter of balance. It's like how when Quick & Quiet was too powerful at tier III when it reduced vault/locker fast vaults by 90%. Too small a radius and too much of an advantage. This proposed reduction takes into consideration all those perks, but it ultimately is a question of what is truly healthy to the game.

    @th3 said:

    What rank are you?

    And to answer this... weird question... I'm rank 3 to 1 as Survivor typically and rank 10 - 5 killer.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/95351/freddy-is-so-boring-to-play-against

    It’s also unimaginative.

    It makes sense that players make the connection with his add ons that synergise with slow down related perks. But in my opinion those add ons should free up perk slots for other strategies.

    That said I do also have to agree with @Tucking_Friggered

    I agree with that sentiment. I personally like using his 3 unique perks with his fourth usually being whatevs. His slowdowns and incentives for survivors to wake up usually provide adequate slowdowns without relying on something like ruin or thanatophobia

  • @Cymer said:

    I totally agree, that the new perks are exciting, that was never the point of my discussion.

    Maybe I should clarify myself better.

    With so many cool Perks are 4 Perk slot still enough?

    Would it be better to merge some of the perks or increase the perk slots?

    Having more than 4 would be overpowered. Many options and combinations are the fun of it, but having a limit as such is perfectly feasible. You don't need to combine a bunch of crutch/metas together to have a good build. Just have fun and do whatevs. I don't even think it's fun to run a bunch of character specific perks on another, so being presented with change in the form of a diff character is perfectly fine in my book.

  • @immortalls96 said:

    I do agree that whether it's a good killer or not..so far he looks rsther..simple compared to any of the other killers

    His show counterpart was hardly impressive in design, I don't see a diff in the two.

  • It's in the entity's realm, meaning it probably doesn't have the same effect on that plane of existence as the real world.

    The doctors electric shock has no effect on electrical devices, so it's safe to say that whatever the worlds rules on electrical implements are, it likely doesn't follow ours to a T

  • As in a mechanic change can be done for sure, but a total nerf straight into the earth's core is not the way to go. "Moonwalking" as it stands has no real counter, I wasn't implying one exists at the moment my friend.

  • There is plenty that can be done to counter Moonwalking if some thought is put into it. If the DEVs can come up with a solution that makes a difference I'm all for it, but totally neutering the Killer's arsenal is not the way to go.