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immortalls96

immortalls96

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immortalls96
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  • Yeah these changes seem to be aimed at killing what little of the killer meta is left while indirectly buffing survivor items..gotta say it makes this a lot harder to take seriously..pwyf at 1 percent a stack ? That's not even a bad joke..its quite frankly mind blowing

  • @[Deleted User] said:

    Clown for sure. Remove the grunt on vaults so I can actually mindgame them. Starling Feather and Cork Bottle Stopper baseline. Maybe even Flask Of Bleach baseline.

    Hmm..Interesting

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185589#Comment_1185589

    I'm not attempting to make her better or worse. I'm suggesting that her power requires more skill to use around map tiles, so that she's not as boring to play as. In other words, she'd be as powerful, but more difficult and fun to play as. Granted, if you disagree on my premise then that means you already have fun playing her, so making her more difficult might make her less fun for you, but you did ask to hear people's personal views and opinions.

    I've yet to see tiles provide any less defense than needed..as long as you avoid windows shes quite limited in where she can fire

  • @Lexilogo said:

    Clown and LF are the ones in most need of a buff but I think practically speaking Trapper could, relatively easily, be given a lot more potential than he has now for redrank play especially without too much work on BHVR's part.

    Like many Trapper mains have been saying for ages, buffing his base Beartrap carrying capacity to 2 would go a long way for freeing up his addon choices and improving his overall state. As would changing Beartrap spawns so they aren't so scattered, making self-escape times from Beartraps a fixed value instead of RNG, and perhaps giving him new addons to make him more unpredictable- I've always wanted a Rare/Very Rare that allows him to walk through his own traps without triggering them.

    Characters like Clown, Legion, LF, and Plague need serious rethinks, but a character like Trapper could perform very well with some relatively minor changes.

    Hmm..I do agree trapper would be the easiest killer to fix..I just want to reload traps at lockers

  • @Accullla said:

    Unless you're facing a full team of survivors with 2,000+ hours every killer is quite lethal if you play well. I'll base my suggestion on the fun factor - I'd like to see an overhaul of the plague's power. Aside from the fact that you're literally puking on survivors, I find her gameplay loop very dull and I usually find myself bored out of my mind when I play her. A lower arc of her projectiles could make her power require a bit more skill and make it a bit less mindless to use.

    You would only succeed in making her worse..and I also strongly disagree on your premise..but that's not the point..I see what your saying but..I dunno

  • Doc is now a lot better than before , plus hes in the archives on top of being a point generating beast , so add all that in and you got yourself an influx of docs

  • @Desh said:

    A lot of people saying pig but I've seen plenty of people play her at high ranks. It's Legion or Clown I want to see up there. Legion is what I consider to be a boring killer and Clown just has nothing going for him.

    Legion makes sense..he has potential

  • @KurtKobainFreak01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185473#Comment_1185473

    If you're playing as Bubba on a map that isn't coldwind then you're pretty much a killer without a power. And for clown you need perfect aiming. They're in a tight situation at the moment.

    Yeah

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185473#Comment_1185473

    If you could rework Leatherface, what would the reworked version look like?

    Ahh yes..I designed one once ..so essentially every hook would have a chilli cauldron underneath them..every time leather hooks someone or the longer they are hooked the cauldrons fill up, upon filling leather can get a ladel full of the chilli and consume it, giving him a "rage" state, where hes like a juggernaut, resists stuns, revs faster and moves faster , albeit temporarily..something like that

  • @SnakeSound222 said:

    Demogorgon. It’s strong, but not strong enough to compete against red ranked Survivors.

    Precisely

  • @KurtKobainFreak01 said:

    I would say clown and Bubba but there's not really anything to do about them. For bubba pretty much the only thing they could add for him is extended chainsaw or decreased revving time. For clown they can only pretty much increase the range or expand the area of the toxins. Clown and leatherface are probably the killers they regret making the most.

    Lol yeah I could see that..bubba needs a full rework..clown..hard to say

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185260#Comment_1185260

    Killers also... have a ... WAAAYY bigger... BP... Gain.

    So by that logic at best it evens out

  • Common sense..it is more fair..and before you say something about survivors having more items etc etc, One survivor maxed is all you need..compare that to all the killers and then..you see overall killers have a WAAAAYY bigger bp investment required to keep multiple killers with addons, plus killers sans addons lose most of their potential, meanwhile I only bring items for challanges as they can be farmed in game for free, arnt even necessary, and are reusable even if the addons arnt..

  • @KingFrost said:

    Pig. I enjoy playing her, and she has a natural built-in mechanic for slowdown (when it works...)

    Fair enough ^^

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184840#Comment_1184840

    Okay? You never really made it clear what that boost would entail, I just thought that you'd be giving them tweaks like your demogorgon example. Pig has a good base ability that is already interactive, giving her more base traps and making rule set no.2 are just small tweaks that would make her much better. In comparison, Clown and Leatherface both need serious changes imo, they're both just worse versions of other killers.

    Yes I agree..pig I dunno what the perfect change would be but those are good suggestions

  • @indieeden7 said:

    Pig, some of the other weaker killers aren't really that interactive to play as or against.

    Hence why I asked whom youd like to have boosted^^

  • Itd be too annoying to make but a fun idea non the less

  • Each killer should chase and play differently..it adds much more spice to the game..its way more entertaining to face a doc than a bubba

  • @hex_genrush said:

    Look at nurse.

    a warping killer that virtually ignores all of the survivors defense. She has high chase potential like deathslinger and has map pressure unlike deathslinger. I’m surprised more people are not complaining about nurse

    Because nurse isnt very great anymore and is a chore to play

  • Doesnt matter either way to me..however a key will garuntee at least a green mori from me..after that the more items the stronger the stuff I use

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184444#Comment_1184444

    "Big" weaknesses that can be compensated for by perks.

    And I know killers want to win, I play them too.

    Using perks to fix issues is a bad philosophy..I was half joking before but seriously..old nurse minus addons was the best killer by design ever made..hard to master but rewarding

  • Not if his ads will remain slower than a strafing survivor , and not if his ability just remains constant free gen time tbh..too many steps

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184258#Comment_1184258

    Dude what are you talking about? This is not about "seconds" this is about tiny splitseconds. Do you actually know what quickscoping is? There is no reaction time. Let me guess, you play on console, are you?

    That is false..you can see him both aim and the shot has a little delay..your window is short but reacting to his shot is still not difficult

  • @PigMainClaudette said:

    I think he's fine.

    Fantastic in a chase, slightly lacking outside.

    We need more killers who's strengths are big, but so are their weaknesses to compensate.

    Luckily he has big weaknesses but little strengths so he will be accepted by survivors just fine..the killer is a person who wants to win too

  • Hes one of the few killers with a constant presence..and I've always loved his unique and complex design

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1182713#Comment_1182713

    I saw some console people on here complaining that it was too fast... i guess because they are survivors that bhvr bowed to them and obeyed.

    Probably..now he really is just extra step huntress

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1182310#Comment_1182310

    They made it even worse? I haven't played him for a while

    Yes they did

  • Mm...wglf usually doesnt require near theceffort bbq does..plus all survivors benefitting with no limits..? Seems a tad too much


    Mind breaker while cool will likely never be as the devs would likely not like it


    Technician will make gens even faster when used so I'm not a fan of the idea there either


    Distortion would just plain be broken

  • Yeah they nerfed his afs sense for some reason in a hot fix..still havent explained why

  • @SoulSever said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181801#Comment_1181801

    The Nurse still has most of the potential from before, with 3 differences.

    The first: downing a survivor now has a speed limiter due to the blink cooldown which really just feels like handcuffs holding you back, which is what people dislike, It turns Nurse into a cooldown simulator and is just forced.

    The second is that due to the cooldown, Nurse is overly punishing, any mistake that you do will allow survivors to just run a straight line and force 2-3 blink cycles, the time you take to down them just builds up over time resulting in you losing very precious time. There is no killer as punishing as Nurse, compare Spirit for example, Spirit moves at Mach II during the phasewalk but even if they miss the swing they are just reverted back to base speed while awaiting the cooldown, meanwhile Nurse gets stunned and forced to wait a cooldown while moving slower than survivors. Also, Dead Hard causes the Nurse to suffer what feels like the biggest falloff of any killer I have played, think to how Object affected Ghostface and Wraith prior to undetectable.

    The third ties in with the first and second, which is LOS, when you lose LOS and miss your blink my a few metres, you of course are forced to enter fatigue, this can be remedied with better prediction by learning how the survivor plays and blinking to the certain safe spots, but this becomes especially a problem with indoor maps. In indoor maps you almost never have LOS on a survivor, the prediction and blink spots become almost useless because since you almost never see a survivor, you have nothing to make a prediction upon, and since indoor maps are a random mess you cannot ever be certain that your blink will not be blocked by some random junk in the middle of the corridor. The result is that you are forced to hit a completely blind blink, or repeatedly enter fatigue and wait the cooldown until you do, and the combination of the two makes so that even if you guess their general area correctly but are not quite on them, you will not gain any distance as they will turn a corner and by the time the cooldown is over they could have turned 8 more, and you are back where you started.

    Most of these issues are not even about the Nurse's raw power, theoretically Nurse is still the best killer in the game, it is about how fun Nurse is to play, if that were addressed Nurse players would be much happier.

    Now, just a question about your earlier post about the Nurse being able to catch up to survivors after the on-hit speed burst in a single blink cycle: Did you take into account the blink charge time and the time it takes for the blink to travel? I am questioning this because from personal experience it takes 2-3 blink cycles to catch up to them, they can usually run just outside your lunge range and force another cycle or two depending on how far away they were initially. (To clarify: 1-2 blinks to get into blink range, the remaining are the ones that can give you the hit).

    Edit: Fixed a mistake in which I replaced the word 'time' with 'distance'

    Well..that was well put together..I appreciate a little assistance..hard to compress a bunch of experiences into a post but..you did it

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181795#Comment_1181795

    @Peanits I know you're usually very active on these forums. Can you or another dev quickly give some stats to the kill rate and/or pick rate of the nurse currently on pc?

    And yeah, the nurse players I see agree she's a shell of her former self too. Difference is they still 4k with ease most of the time, and when they don't it's because the map was awful, gens flew by at the start of the game, and they made mistakes ruining their snowball potential.

    Forgive me if I have sincere doubts

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181742#Comment_1181742

    Again, because a lot of people jumped to her after her rework who couldn't play her. This then dropped the kill rate overall, which the stays showed. Then people who can't play her or are just trying out all killers in general still try her out. This also drops the kill rate.

    Correct me if I'm wrong but the last official stats we had were about a month after her rework. We've had no more since then. So we don't know her official current rework stats, only those from just after her rework. Your experience doesn't equate mine, and so we have differing opinions on her strength, because we see different nurse players.

    Also I'd like to again quote you on "I want a discussion with people aren't here to parrot that she's she still top tier". Your opinion is that she isn't top tier, correct? Therefore, you don't want to hear the opposite opinion, and so you don't actually want a discussion of her strength and the issues, you want your own thoughts parroted back at you.

    I dont want parroting I want results and I promise you this..her kill rate is the lowest still and play rate is still low as well I'd wager..is bet very little has changed..your right about one thing..we see different nurse players..difference is the ones I watch are ones that helf prominence before and all say the same thing..shes a shell of her former self

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181703#Comment_1181703

    Oh honestly don't get me wrong, there are issues with her, from dedicated server interactions to bugged lunges to dead zones to just not being able to blink. But that's my honest opinion from gameplay, other peoples gameplay, and the official statistics of the game. That's my opinion that the nurse is still top tier, and that people who say otherwise are wrong. Hence why I come to discussions like these, to try and convince people to my opinion, to have mine changed, or to have my views challenged. That's the point of a discussion.

    You're just outright refusing to listen to other sides of the argument, instead using snide remarks and saying that my opinion is that of the "sheep" when I've researched into the topic myself through official sources and anecdotes, and formed an opinion from there. If you disagree, fine, but can you give us a reason and some proof? That'd be amazing.

    And for your other points in the comment above:

    -Her play rate dropped because omegablink/3 blink nurses jumped ship to spirit and freddy.

    -The ranks are spaghetti, you're right. I wouldn't want to be green rank playing a difficult killer vs 4 red ranks.

    -MMR allows people to have individual ranks for individual killers. Nurse play rate may, in fact, increase, when people play against those of similar skill, not those of similar skill to their huntress or spirit.

    If all the omega blink abusers are why her play rate is down then why foes her kill rate stay bottom then?

  • @GoodBoyKaru said:

    My guy clearly you really AREN'T interested in a discussion. We're trying here and you've offered nothing. I've offered official stats, links to guides, the sources for these, and even a scenario in which to put this into practice. You've offered... Nothing? Except snide comments and insults.

    If you're not looking for a discussion, don't open one.

    I'm looking for discussion from people who arnt here to parrot the "nurse is still top tier" nonsense and get real about her issues

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181673#Comment_1181673

    Because all the old arguments are still valid against yours. Even with Numbers, stats, and experiences from multiple players, you haven't offered ANYTHING to this discussion aside from refuting everything we say with no counter evidence such as numbers, states, and experience aside from the fact that a small community complains about nurse. And again, I'm not saying that community is wrong in their complaints, there are some valid complaints towards the nurse that needs to be addressed. And no, it doesn't. It takes 3 FULL Seconds to charge your first blink, and another 2 full seconds for your secondary blink. Now based on the ground being covered in that short time, is a lot faster overall than the average 115% killer walking that distance.

    If you don't want to indulge in this, then spread some hard factual information on why you think she needs a rework and not based on your opinion.

    Alright..I'll leave you with this..first evidence..nurses playdate dropped over 75 percent, her kill rate is the lowest in dbd as well, peanits claims it's getting better but nurse is still rare and she still loses almost every time she appears, I see it in streams day after day...and the ranks are still spaghetti and she still loses this much? Lol mmr will make sure she vanishes for good

  • I doubt it as it would throw off your muscle memory

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181588#Comment_1181588

    You're grasping at straws now and still refuse to adhere to someone else's counter argument, even when Doddle28 provided you examples AND sources. Yes, any killer that gets a change, you're going to have a group of people saying they want the old nurse back. Hell when Freddy got his rework, people complained and wanted the old Freddy back, even though the new one is objectively stronger than any other Killer in this game at the current moment (including Nurse in my opinion but that's based on Freddy can shutdown chases and maintain map pressure at the same time where as Nurse can only shutdown chases).

    Now let's talk about guessing and predictions as a Nurse. Yes, any good and knowledgeable Survivor going against a Nurse knows that the best way to counter a nurse is to juke and run around obstacles, feigning their direction. You make the wrong choice, the chase continues because you wrongly guessed where they were running. So what? Spirit has go through the same thing when she Phases. And honestly for Nurse who can blink THROUGH OBSTACLES, that's a fair trade off. That requires you as a Nurse to get better and out-smart the survivors.

    Now I'm not going to lie, idk what CD means in terms of Nurse. However going off context clues, the fatigue of a blink is manageable even under the worst circumstances if you use it right. Covering a distance of 20/32m in the span of 2 seconds is a hell of deal and worth the fatigue because it's similar if not more so on par with a regular killer walking the map. You lose the same amount of time if not less. Also, what slow down perks are being targeted? Because I'm just full of hot air apparently so I don't know.

    Lastly (until you make another snide comment instead of just having a genuine discussion): I'm not saying Nurse doesn't need some fixes. Yes there are some slight issues but it's nothing game break and it's nothing that makes her as worthless as say Clown or Bubba. She's still a viable killer that just had a steep learning curve no different than Huntress, Oni, Spirit, etc. people need to learn how to adapt because as of right now, I just got 5 games in a row with a 4k as a Rank 1 on PC. No bots as you claim. And I'm a "Seasoned" player who is completely new to Nurse. If I'm able to do it, anybody can.

    I just believe your lying because you literally copy and paste any old argument with 0 evidence to support otherwise..and all the other guy did was recite stats on her blinks that everyone knows..but numbers arnt everything , because there are way too many variables that throw the argument to the way side..also it takes nurse more than 2 seconds to charge a blink much less get there so your already spreading misinformation once again..I think nothing good will come from indulging this anymore

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181607#Comment_1181607

    Okay so.

    LOS breakers mean that the survivors make less distance as they're not running in a straight line. Therefore you need to use less time charging up a blink to make it to them, and so you get back in the chase faster. My information is not reliant on the nurse having no cooldown, I specified that her cooldown was 6 seconds, and her fatigue after double blinking into a lunge was 3, so she could immidiately one blink again. To make up the 20m of distance. And down the survivor.

    She also has mobility in her blink. Yeah, it's hardly amazing mobility, but it's mobility none the less. My scenario doesn't rely on "the perfect setup", it required what a lot of people do against her now. Run in a straight line. You make up the distance and they go down. Even if they don't, as I said they make less distance, meaning you need to use less of your time charging up, meaning you down them faster.

    Slowdown perks being targeted? Cool, that's what slugging is for and that's not what this discussion is about. You should know this, you made it!

    Her results are sub-par? I'm pretty sure I remember the devs saying that her killrate when she was first changed was awful, yeah, and then it started climbing as people got used to it, and those who wanted to try out her rework stopped playing her to go back to whatever killer they were playing before. I definitely remember Peanits saying something about this before.

    Anyway, you told me to prove she was still top tier. There are your numbers to prove it.

    Why play her? Excellent question, and I ain't your man to ask because I don't. I physically can't because I get such a massive headache trying to. That's just a physical limitation I have, which means I can never play her properly. No blink nurse though, that's where I shine!

    Also, my guy, English probably isn't your first language but please, paragraphs, I beg of you. Sequence your writing, make it easier to read and understand. And the elipses, the "...", no need to spam them as often as you do. It makes your writing look disjointed and unorganised, and less people are likely to discuss things with you.

    Your explanation doesnt prove in the slightest of her viability..it just recites her stats..if we went by stats then many killers would look better than they are..but I see you have little more to add than not pick at my typing so I'll seek convorsation elsewhere

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181560#Comment_1181560

    Here goes.

    The nurse can blink up to 32 meters in any one direction before suffering a cooldown of 6 seconds. The 32m are split into two; 20m and 12m. While blinking the nurse moves at 13.3m/s, or 333% speed. This allows her to travel distance faster than any killer in the game. The 6 second cooldown is not affected by her fatigue. This means that blinking twice, then lunging, grants a total fatigue of 3 seconds (2 seconds base, +0.5 for every chain blink, +0.5 for an attack during the chain blink window). Therefore, she can immidiately perform another 20m blink again as soon as her cooldown in finished.

    A survivor moves at 4m/s, or 100% speed. If they are hit, they recieve a 50% boost, taking them up to 6m/s for 2 seconds. Therefore once hit survivors move 12m in 2 seconds, and slow down to move another 4 in another second, allowing them to traverse a grand total of 16m. Survivors will then move another 4m in the next second, taking them up to 20m away from the nurse provided she remains stationary. How long is the maximum range of a blink? Oh look, 20m. A good nurse (not me, I'm really bad at her) will be able to blink those 20m in that second and get another down, or wait 3 seconds for her second blink to come back, making the survivor (look at that) 32m away from her. How far does she travel with 2 blinks? Bingo! It's 32m!

    And that's with them running in a completely straight line while the nurse remains stationary.

    Objectively, if you can play her, the nurse is still the best killer in the game, regardless of her cooldown being there or not. In practice, she may not be the best, but she is still very strong. Except her add-ons. Change the add-ons again.

    Sources for my information:

    Ardetha's DBD Nurse Guide (found on Youtube)

    Movement speed page of the DBD wiki ( https://deadbydaylight.gamepedia.com/Movement_Speeds )

    Sally Smithson's page of the DBD wiki ( https://deadbydaylight.gamepedia.com/Sally_Smithson )

    If I quoted any information incorrectly, feel free to correcet me.

    But you failed to factor in wins up time which is free distance , los breakers which require a guess and a wrong prediction or a bugged blink gives massive distance to survivor..your into is reliant on nurse having no cd but that's the point..the cd is free gen time, and this cd is every time she moves around the map too so start adding up the free time she gives and it adds up very very fast..your scenario relies on the perfect setup for nurse which never happens..ever..on paper she should be strong but anyone that mained her knows her on paper description is misleading..doesnt matter how powerful the ability is if it takes way too long to imminent it in a game where time is against you..plus slowdown perks are being targeted by the devs so games will only feel faster and faster as a result..nurse gets mediocre results for a high skill floor..so why play her over better, more fun killers? There is no reason to..that's why she is so rare and loses far more than she wins now

  • @Marcus said:

    People aren't complaining that Nurse is too strong anymore, so devs goal was accomplished.

    You should be happy if they will at least fix some of her bugs at this point.

    I personally am tired of getting scraps..so I'd rather keep reminding them people actually want to play her

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181562#Comment_1181562

    Ah yes, have someone disagree with you and you immediately shut them down and tell them they are "talking nonsense".

    You've stated nothing factual of WHY she needs to be fixed. Most of the community enjoys where she's at minus the few individuals. Is she bugged? To a degree yes and everyone can agree on that that. But too the point she needs a rework? Nah.

    Never said a rework..just a removal of a bad change..and I'd like to meet anyone who really plays nurse who enjoys her..survivor opinion is irrelevant as it doesnt effect them any but most people I've ever asked say it was a bad change, including actual nurse players and not the omega blink kind .and so I know for a fact your talking hot air now..because I've seen plenty of posts begging for that aweful cooldown to be taken back and no posts talking about how great her change was..good day

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181556#Comment_1181556

    I have no idea what you're not talking. Only bots I've ever seen was on the PS4. I've played PC and logged over a thousand hours and have not met a bot once during my time playing. Even good players struggle against her, you just have to play her right.

    Lol right, no I think your just talking nonsense tbh

  • @BattleCast said:

    Nurse is still easily top tier. If you want a powerful ability that has potential to end chases in 20 seconds then you should be punished heavily for using it incorrectly. Plus other Killers are in a much more dire state than Nurse. Just look at Clown, like am I supposed to laugh or be scared of him I simply don't know.

    Prove nurse is top tier because she isnt..that's the sheep response..

  • @Desh said:

    Nurse is honestly not in a bad spot. I just picked her up to expand my killer playlist and she's a beast. I'm Rank 1 and by the 2nd match, I had my adept achievement fulfilled. Only "lost" 2 matches and that still ended with me getting a 2k.

    Granted, I think it's because she's so rare to see that people don't know how to properly counter her.

    Red ranks is filled with bots rn..good players make her not exist..shes a time waster

  • @inferjus said:

    Nurse's cd on her power is needed because experienced players can abuse this easily. If you struggle to hit survivors after blinking you need to train more.

    It was never needed that's just the answer of people who never played her

  • Just throw pallets early..try not to let the gas hit you

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181010#Comment_1181010

    If you don't know the good spots that hide the traps entirely, then you don't play trapper enough. Dark traps are borderline invisible. You can set them almost in the open and still get people to walk into them. How would they know to look for a something that is say 80% black on a background that is 90% black? You would have to be a psychic to find it, or running a specific perk that is useless in almost all other scenarios.

    Stock traps have counterplay in that they are useless without being placed into grass or into broken terrain. Dark traps are removed from these limitations.

    It's called crouching and checking for them..I know how trapper works..thank you and I bid you good day

  • @Rivyn said:

    At the very least, Hex totems should give the Oblivious status effect while cleaning, as well as double the timer requires to break.

    Hmm, an idea I guess

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180998#Comment_1180998

    Dark traps have almost no counterplay. Trapping all 3 entrances to the basement has 0 counterplay. Smart players know locations to set traps that hide even stock traps entirely, offering 0 counterplay. Alot of these locations have been patched out, but many still remain.

    You just walk into the trap, that is competly invisible, and hope the RNG gods let you escape before you get put into the basement and camped to death.

    Talk about a never happens scenario..and dark traps have the same counterplay as any other trap..its just harder to see..you are confused on what counter play is...

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180937#Comment_1180937

    You can win the entire game as a killer off a single down, or two downs, playing scummy enough. Basement trapper would like to have a word with you.

    Basement trapper wint be running hexes so thats..irrelevant..also once again it only works if you let it

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