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kingcarl2012

kingcarl2012

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kingcarl2012
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  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977086#Comment_1977086

    After a casual look I'll give you Sally although, after her husband died is there any mention of her taking another man, if not thats slightly presumptuous but fair.

    Listen, I'm not gonna pretend that heterosexual people are a minority, so I would appreciate it if you (and everyone else) would also not pretend that you actually think a character who was in an opposite-sex relationship (or one with no explicit relationships) might not be heterosexual. We're all adults here, presumably, so let's act like it.

    I couldnt find any reference on the main wiki page that indicates Ace or David though.

    Ace is obviously a stereotypical "ladies man" (funny how that stereotype doesn't cause this many complaints, whereas even the possibility of a stereotypical LGBT character is apparently too big a risk to even include LGBT characters, but I digress). However, I will concede that there's no explicit mention of him being with a woman. I've already quoted where David's ex is mentioned, though.

    https://forum.deadbydaylight.com/en/discussion/comment/1977090#Comment_1977090

    So you do understand why people would care about "the sexual orientation of pixels". Why were you saying you didn't?

    https://forum.deadbydaylight.com/en/discussion/comment/1977096#Comment_1977096

    No LGBT lore has been added to the game, so your argument is moot because it boils down to "it could be anything, so it will be bad". My argument is based on what the devs have written previously, which you yourself so perfectly demonstrated is quite effective at keeping the readers focused on things besides exes and loved ones.

    I will just jump straight to my end point here.

    As it stands character sexuality and gender identity is vague and not definitive, which i think is a good thing it lets anyone create their own identity for any character. I can say that Nea is trans, Dwight is gay, or Kate is a lesbian and i cant be proven wrong because it is my belief and there is no actual definitive evidence to prove that assessment wrong. We can disagree and have a discussion but in the end each person decides their interpretation of each character. This is actually a very inclusive way of doing things.

    If they now change pace (and im not saying they cant), they are going to be creating a character that some people will feel alienated from because they lose that ability to craft that character identity that they have been able to with other characters.

    Basically i would say that a policy of vague inclusivity is better than certain alienation.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977104#Comment_1977104

    Actually, I technically DID cover that.

    "Are there counter-intuitive combinations in the game? Absolutely."

    Also, I'm am currently looking at Hags Add-ons, and while there are several that remove teleportation to TRIPPED traps, they don't disable all add-on modifications. As far as I can tell from looking them over, no add-on outright cancels another out. Some major benefits can be lost, but most of the add-ons still have some kind of functionality when combined.

    I mean i guess but it'd be pretty stupid to run waterlogged shoe with dragonfly wings, i could do it but 1 add on would literally do nothing.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977081#Comment_1977081

    His ex has moved on and she doesn't want to see his face.

    From Memory 341. The fact that you completely glossed over it proves that the devs know how to keep the focus on the more important tidbits, which is what I've been saying all along.

    Ahh another presumption that doesnt necessarily mean hetero could be bi or something else

  • @StibbityStabbity said:

    The issue is that the devs seem to want to allow any possible combination of add-ons and perks. As such, they won't really make an add-on or perk that expressly excludes the use of another one. Are there counter-intuitive combinations in the game? Absolutely. However, none of them expressly forbid, prohibit, or intentionally cancel another out. It's clear the devs want any number of possible combinations. As such, they wouldn't make Iri Heads expressly ignore any other add-on. The better option would be the modify the Iri Head to come with pre-requisites to get an instant-down. Similar to Clowns Pinky Finger, which requires a direct hit and then an M1 attack. In this scenario, a pre-requisite range would need to be met, or the axe must be fully charged.

    Just throwing this out there but thats not true. Hag has specific add ons that disable her teleports that eliminate certain add on combinations as an example

  • After a casual look I'll give you Sally although, after her husband died is there any mention of her taking another man, if not thats slightly presumptuous but fair.


    I couldnt find any reference on the main wiki page that indicates Ace or David though.

  • @smartemarte said:

    seriously, what is the intention of them ? they are completely toxic and just ruin the game.

    when you wait 10+ minutes for a game and get mori'd after your first hook and there's literally nothing you can do about it if you've been downed it's a complete and utter waste of time ... if it happens to a team mate within the first 5 minutes of the game it just makes me want to alt f4 or die on first hook because it's just a waste of time,.

    there is literally no skill involved so if a killer tunnels you you're going to die.

    i'd love to know the developers thinking behind them and why they're still around when most players can't stand them (keys included)

    utterly stupid idea and which ever developer came up with it hasn't got a clue what the word "fun" means. just waited 15 minutes for this sh*t

    previous game waited 10+ minutes for a trapper than camped basement

    previous to that 10+ minutes for a hag 3 gen hex ruin ......... maybe it's time to uninstall.

    The only ways to get mori'd before your death hook as far as i know are, tombstone myers, devour hope, or rancor which requires endgame collapse. Was one of these the case?

  • @ShamelessPigMain said:

    Flashlight clicking is going to be the least of your concerns if you're an epileptic. Actually being blinded itself is much worse because the animation itself has flashing lights, while the clicking is gradual or rather small.

    Again the killer has control over what they see more than what they hear, you see a blind coming and you can look away from screen or close your eyes, cant close your ears, or take your headphones off/mute the game nearly as quickly.

  • @chadbeastofprey said:

    so you're gonna talk about flashlight clicking but you're not going to mention the lights that flicker on a bunch of maps?

    Some forms of epilepsy are more prone to sound based seizures than light based ones, and you have infinitely more control over what you see than what you hear.

  • To the people saying just play something else to OP, thats pretty ignorant, especially since the thing they are complaining about has no real bearing on the game and is usually just used as bm anyways.

    The issue at hand is the clicking not the light itself as that can just be turned away from. There is nothing that the killer can do about the clicking except dc, play with no sound, or afk until the match is over. The clicking is at its worst when pc players map it to the mouse wheel or use a macro, but even on console i can click pretty fast if i want to.

    @Ilyrana said:

    i have epilepsy and some survivors have caused me seizures before, last time they started doing this again i quit out because i didn't feel like having another seizure because of ######### feeling the need to bm.

    is it oke to quit out because of this? or what else could i do....

    To the OP feel free to correct me if ive misrepresented your position. My advice to you would be 2 things.

    First off if you see a flashlight in the pregame lobby, back out and find a new match, spam clickers will almost always bring a flashlight and not rely on finding one in a chest. Doing this should eliminate 99% of the clickers and killer generally has much shorter wait times and shouldnt punish you as much as a bunch of dc's

    Second would be if you do get a clicker whether you dc, or afk in a corner and take your headset off until the match is done you are doing nothing wrong, your health comes first. Also by doing that you are punishing them for their garbage behaviour by not giving them the attention they are asking for. The only downside being dc penalties add up so i prefer the afk in the corner method.

  • @BananaBlooD95 said:

    https://us.v-cdn.net/6030815/uploads/YWLX2PJYSFKB/clutch.png

    I haven't played for like 3months and came back for the event. I was mostly able to 4k because my skill>rank at the moment and then I come across this team.

    So many clutch perk it's not even fun. 4 DH, 3 Unbreakable, 2 DS, 1 BT. 10 out of 16 perks that save their ass even when playing badly, allow them to be cocky or take away any pressure I can make by slugging. Add the fact that is was a swf.

    I don't want 4k all games because I find it boring but damn this game was sad. I had 8 hooks total and they all left injured. I didn't find that game amusing at all

    All perks are crutch perks

  • @Dbdswitchisok said:

    if I were to say my own opinion I think they should have put the survivors under the gens so it was like the old hud but it feels newer. Honestly though if I had to rate it I would give it a 7/10

    KStill dont like score events in the top right and should be moved to above survivor portraits

  • @ASurvkillivorer said:

    Talking about the fence itself NOT the vault.

    I managed to do this to the same ash 4 times in 1 match he never learned and messaged me after calling me a hacker lol.

  • Theoretically the auto censorship is a step towards this as that would be a requirement for sony/microsoft before they would sign off on it. Then they just have to prove that they keep chat logs and hand out bans for reports.

  • @Lefrongo said:

    Yes I know there's ways to beat him but occasionally for me; it's always a loss to play against him everytime, it's only a rare occasion to actually escape from freddy. So what happened? Are we not getting any updates on freddy being nerfed? While we're at it, what about other killers? Who would be getting buffed or nerfed, like what even happened to that?

    I'm gonna laugh when all these people who are expecting a nerf are super disappointed because all they do is change his exhaustion add on

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1968864#Comment_1968864

    That's pretty dumb gameplay though. Making another survivor stop what they're doing, run acrosse the map, just so you can kobe in their face. Just so you can get an achievement?

    I used to get much more annoyed at the kobe in front of my face things. Now it's just whatever to me, but also your line of reasoning is dumb and selfish. I would suggest paying the shards to get Adam and deliverance.

    I can see your point but i have more important things to get than adam and deliverance. If its timed right (not puttimg yourself in 2nd stage) the kobe in your face still allows the person who came in to get the heal and then you can jump on a gen together to make up the time. I will also clarify i only try it while there are still 4 survivors, and the person coming just finished their gen.

  • @VikingWilson said:

    I can't be the only one having a more difficult time following scratch marks lately. It's as if they've been widened and go in every direction now without rhyme or reason. Are survivors throwing scratch marks like a pebble now?

    There's A perk for that

  • @Dragonshensi said:

    I don’t know what I’m doing wrong. I can barely move in a match before two gens are already popped. I chase someone and instantly another gen is popped. I hook someone, takes time for them to die, immediately another gen pops and another person off the hook. The minute I chase someone I know I’m going to lose the match cause the others will just gen rush. This is very disheartening for a Killer. I’m level 13 but can’t get any higher and I’m constantly getting survivors that outrank and outclass me. It got to the point where I downed the last person in the match and just dropped them by the gate. What’s the point? This game feels very unfriendly to new Killers and the learning curve is massive for Killers. Even bad survivors can still rely on their teammates to pick up their slack. Any tips or anything? Am I really going to have to spend a buttload of money on characters just to get decent perks? It’s just real depressing that I constantly hook many players, break gens and pallets, the whole nine yards and still walk away with nothing.

    Ohtofu also just put out a beginner build video and a meta build video might be worth checking out

  • @Clünge said:

    Had to cross the map to save someone from the basement on Hawkins. The survivor tried the old kobe right before I unhooked them (first phase) which forced them into the second phase.

    I shook my head right in front of them and left them on the hook

    If you force yourself into the second phase uneccessarily then you're damaging everyone's chance of survival. My consequent action is too but having my hand forced to teach a lesson is valuable

    First off you should have unhooked them, they dont learn anything by staying on hook, they learn by dying instantly on 2nd hook. You didnt include rank info so might have been a newer player

    As for why someome would do this i can come up with a couple reasons.

    1. The timer was going to go to 2nd stage anyways, they may have also just misjudged the timer and thought that incorrectly.

    2. Going for the achievement for self unhooks, and misjudged the timer. Running slippery meat is a waste of a perk slot and i dont have deliverance, so the best way to go for this is right before a rescue.

  • @Maelstrom10 said:

    Ie selfhealing speed, without a medkit, is locked at 16s?

    prevents you from healing in chase, and gains its old usage as a constant medkit.

    allows you to heal independantly of teammates if your left alone, but doesn't waste 32s or half a minute to something that can both be interuppted and leaves you doing nothing rather then helping the team.

    Old self care speeds were fine on there own just not with any additional perks (ie botany knowledge etc) in order to heal in chase. killer perks such as coul or sloppy would still effect it mind you, it just wouldn't make selfcaring a literal minute long.

    And we have healing in chase builds already, (there far more fair now mind you, because you have to devote 3-4 perks of your build to do so instead of the old 1-2) with greenmedkits, speed addons and botany/resilience/desperate measures etc. Hell people can heal in chase with inner strength if their smart enough with a quick and quiet.

    This would only buff self care to be less of a team harming perk, and although still much of the learning crutch that it used to be, a less harmful one at that.

    Healing With teammate - 2 people 16 seconds= 32 seconds used

    Healing with self-care 32 seconds seems fair and balanced to me

    No need to change it imo

  • @Zeus said:

    So xbox have 4.5.2 patch released?

    Thats what it says but i get errors and cant get into a match

  • @RedInfra said:

    Here are some Ghostie changes that I think would be nice.

    Night Shroud: Reduce cooldown from 30 seconds to 20

    If you hit a survivor while in stealth you gain half of your power meter.

    If you down a survivor that is marked instantly gain night shroud back.

    Addon changes:

    Reduce the cooldown reduction addons by 2 seconds each.

    Ghostface Caught on Tape: If you mark a survivor the meter only goes down while you are in a chase with them. Considerably decreases stalking speed while not leaning.

    Olsen's Wallet: While a survivor is marked they become exhausted. They effect goes away once the survivor is no longer marked.

    Olsen's Journal: For the first 15 second of being marked survivors are exhausted.

    Headlines Cutouts: For the first 10 seconds of being marked survivors are exhausted.

    Well since they are in the process of hetting rid of exhaustion add ons, i would say not a chance.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965035#Comment_1965035

    There is being rude and there is being racist and homophobic

    A "######### you" is not bannable.

    Racism and hateful stuff is.

    Depends on the platform thats enough to get bans on console.

  • @Venzhas said:

    Heres proof on video. Anyone ever experienced the same ?

    https://youtu.be/k5cK8_eeCpM

    I cant even read how long your ban was

  • Bloodlust, everytime i go into bloodlust bam stutter.

  • @TheButcher6641 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1962657#Comment_1962657

    I assure you I understand that perfectly. Being on a gen doesn't count as being tunnelled but my idea is also to prevent you getting hooked too quickly after being unhooked. If somebody else is downed ds deactivates. If you get on a gen ds begins to deactivate, even if somebody else has not been downed. It's not very long too, only 30/35/40 depending on the tier. Your ability to keep ds depends on the killer'd ability to down people. If they for some reason can't or don't then your ds should have already ran out anyway because you'll have been on a gen. If in the unlikely scenario that you decide not to do an objective and the killer doesn't down somebody else then yes you will get to use ds but what you've sacrificed to keep ds is great considering it can be rendered null if the killer does down somebody and you're wasting precious gen time. Other than that it only prevents tunnelling and getting back on hook too quickly. Do you agree now?

    No because if the time doesn't tick down from the unhook its even worse than what it is now. 40 seconds is still long enough that 2 people, 1 with prove thyself, can practically completely finish a gen and thats wothout adding in resiliance or tool boxes.

    The main reason they are changing it is because people are using it to work on gens, and the killer is punished for knocking down people working on gens, your ideas keep trying to preserve the core aspect that makes ds a problem to begin with.

  • @TheButcher6641 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1962550#Comment_1962550

    It's not being punished for hitting somebody on a gen, it's being punished for downing the same person off the hook. If for some reason the killer doesn't down another person and stumbles upon you on a gen you're either going to get to use ds because you've recently been hooked or you're not because you've been on a gen and ds has run out. 

    Your trying to make it so 2 people can pretty much do a whole gen before ds deactivates so yes it is punishing, IF YOU ARE ON A GEN YOU ARE NOT BEING TUNNELLED. I dont know how that concept is escaping you, you should not be able to progress objectives and keep your ds.

  • @TheButcher6641 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1962504#Comment_1962504

    I didn't give that much thought but I have a fix:

    Once unhooked, If you are the first person downed, when you are next picked up by the killer succeeding a skill check will stun the killer for 5 seconds. Protection hits do not trigger ds. Ds deactivates after 45/50/55 seconds.

    So bodyblocking doesn't work and you can't just work on a gen and abuse it forever.

    Still an issue because the coding for protection hits is super wonky. Also if you are furthering the objective you arent being tunnelled. The killer should not be punished for hitting someone on a gen, ever. End of story.

  • @TheButcher6641 said:

    My idea: Once unhooked, If you are the first person downed, when you are next picked up by the killer succeeding a skill check will stun the killer for 4/5/6 seconds.

    Current idea: After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds. Completing an action deactivates ds.

    I think that my idea counters tunnelling more effectively than the current change. If you are unhooked and immediately get on a gen, then the killer returns to the hook, follows your trail and downs you, then you are still the next person to be on the hook after just being on it. With my suggested change you will never be the next person on the hook and even if you are downed, it's not tunnelling because they chased somebody else beforehand.

    Thoughts?

    Ok so you get unhooked and follow your buddy to a gen and when the killer shows up you body block with no consequence because you cant be hooked without stunning the killer. Then the killer camps your body until you bleed out because even though they weren't trying to tunnel you, you pissed them off and forced them into a lose/lose scenario.

    In that situation you should be punished and get hooked, not get a free pass. Your suggestion is far to easy to abuse, without even going into the swf and matching cosmetics issues.

  • @TheButcher6641 said:

    I don't really like this change, in my opinion it should be: Once unhooked, If you are the first person downed, when you are next picked up by the killer succeeding a skill check will stun the killer for 4/5/6 seconds.

    Ummmmm...... how bout no.

  • @dodgeduckdipdive said:

    The problem with Freddie is similar to Doctor - they are both 'anti-fun'. Not that they are harder to play vs than other killers, but they just are annoying to play against as you cant really counter their abilities.

    Sure you can, both of them have counters.

  • @MottledElm said:

    Like, with tome 5 it was blight and Billy, etc...

    Is it going to be unknown until the new level comes out?

    I thought they said it was Oni

  • @Grimzy said:

    All they need to do is make the killer loose emblem points when camping a hook within a certain range. Simple as that.

    Obviously not since that already happens amd people still complain about it.

  • Anyone who wanta to mori are just so much better off running devour hope now.

  • @ITSMEASS said:

    Okay so, camping the hook its something that a lot of killers does and I think there's should be a change. So, if a killer stay in an area like 20-30 metters of the hook, it freezes, stopping the countdown. That would be fair because, most of this kind of plays ruin the fun of the players and for that, you will need to change some perks that stops the countdown. Camping will also make the killer lose, and I think putting that freeze thing, it will help killers get better and making more pressure on the map. Its my suggestion, if you don't like it don't need to "attack" me.

    I believe this was a thing at one point but survivors would just loop the killer close to the hook so 1 or 2 could just finish all the gens with the person on hook alive until the end.

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1958908#Comment_1958908

    That's lame reasoning for not including a dull totem counter tbh

    And the map is bugged. Why wasn't it showing me the totem right around the corner and instead only showed me the one in the middle or far quadrant of the map?

    If you look back i never said dont include it i actually said sure why not and i said it wouldnt help that much and gave those lame reasons which in context are in fact not lame but accurate.

    As for The map are you sure you just didnt come within 8 meters before rounding that corner and finding it? I tried it out and had no issues, but if its a bug you should try to recreate it and record it because i would be interested in seeing it and it should be reported on here.

  • @realflashboss said:

    Just throwing out there quite a lot of people including myself have started to boycott every Freddy game. Just giving us up to die straight away.

    Feel free to join if you think Freddy and all his games are total bull.

    And what exactly is the objective of your boycott. Are you trying to get him removed or nerfed?

    Because removed wont happen, and for a nerf you are goimg about it the wrong way by dcing.

    Edited, because fat fingers.

  • @swager21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959795#Comment_1959795

    i dont have a problem with slugging, i have a problems with 4 man slugging (where you slug all 4 survivors at once)

    noed is extremely frustrating for the other side since it practically removes 1 health state for everyone

    I completely agree with you on that opinion of slugging with one further clarification at 4 or 5 gens left i agree, however at 1 or 0 gens i have no issue with it.

    To clarify i dont typically run NOED, but i will throw it on if i think im going against a swf, because ive been burned far too many times by adrenaline squads getting a free health state. So that one is kind of a neccesary trade off.

  • There is a small bp bonus for escaping as the obsession

  • @swager21 said:

    noed makes you look like a wimp who struggles to get any sacrifices, slugging makes you look toxic. either way, both ruin your reputation

    You sir, are categorically wrong on all accounts.

    Slugging has many facets some are valid and useful some are toxic.

    NOED, in part of a larger strategy does not make you look like a wimp it can actually make you look quite clever, or it can be thrown in to secure a kill in a losing game.

    You need to take a closer look at your generalizations.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959536#Comment_1959536

    Damn right.

    Damn survivors can stop using No Mither, or Wake Up? Such a crutch. And those killers that use Monstrous Shrine- Or even worse, Cruel Limits?

    Some Crutches are more effective than others, if uou break yoir leg in the woods you can find a branch to use as a crutch, its still a crutch.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959536#Comment_1959536

    No, there are only a few crutches available for killer.

    Spirit fury enduring and NOED. That’s about it. It used to be ruin undying but that’s gone.

    NOED rewards you for losing the game. You get a pity kill on the way out, that’s it. It’s like a killer losing the game then getting a pity kill with rancor.

    Use it all you want, I don’t care, im a killer main. But don’t expect to get better anytime soon.

    I will use the perk you named as an example. Pop is a crutch because it rewards you for not applying enough pressure to slow down gens naturally.

  • @SilentPill said:

    Pop is still the best and most reliable regression you are going to get. I’d slug any time the opportunity presents itself, be it at 5 gens or at endgame.

    I would not rely on NOED for kills, it’s a crutch. Run perks that will help you win every game.

    All perks are crutches.

  • @EntitySpawn said:

    So after the undying nerf and the emblem bug games have been harder in the terms of gen speed, obviously better player are remaining in red ranks and pop really isn't that great (not gonna talk about default regression) but it seems even if I'm playing insanely well all then gens get done so I feel I'm going to have to change my play style. I normally go for 12 hooks without slugging and tunneling but due to changes this seems impossible most games so should I start slugging throughout the game or use noed? I feel noed might be more fair as if you get totems it makes the game a little longer for me anyway and if you dont I get a decent perk that might help, or do I slug for the extra pressure, which is preferred?

    Just oit of curiosity why not both.

  • @nikkim said:

    when you step in freddys pool of blood what does it do exactly?

    If your asleep see above, if your awake they do nothing.

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1958585#Comment_1958585

    Or they can fix the bugs in the game ...

    Also the rainbow map is bugged, it sounds like you didnt actually read what I said. I know because I've used rainbow maps to try and locate dull totems before and it will highlight one in the quadrant of the map next to mine and then ill walk right in front of a dull totem in the quadrant of the map I'm in and it won't be highlighted. There's a bug in the code for it and it only shows dull totems in a certain order.

    Small game should take into account the floor your on in the same way that the TR should. It's either a case of lazy programming or lazy game design, take your pick.

    A dull totem counter would take care of a lot of things. IDK how many times I've cleansed 3 or 4 totems and then died once the last gen was done and then spectated and watched the team get taken down by noed and if they knew that there were only 1-2 totems left then they'd be more likely to make the smart play which is to hunt for the hex totem knowing there's only 1-2 to find before trying to unhook anyone then noed would be a lot more balanced around solo players.

    Just because the counter is there doesnt mean people will actually look for/cleanse the totems. Thats like expecting your teammates to do gens and not unhook you in front of the killer without borrowed time.

    Small game is fine and so is the terror radius neither is supposed to give you exact information.

    As for the rainbow map it wouldnt show you the aura of a totem right in front of you because you only see auras if your view of the object is obstructed, this is how all aura reading perks and items function, its not a bug.

  • @hinoutoumei said:

    i don't have the ooption to play this game 24 hours a day, 7 days a week just to find some silly glyph to complete 1 challenge

    this is f'n ridiculous. i play this game max 2 hours per day..THAT'S IT. No more, no less. I can't be wasting my time tring to compelte the same f'n challenge over and over and over and over and over until randomly i stumble itno a stupid glyph.

    This is not fun and it's ruining the game.

    It literally took me 3 matches just use billy and chainsaw sprint from loop to loop to building to loop, once you've checked all the loops and buildings check the deadzones its easy.

  • @Sadsnacks said:

    The problem is that it punishes solo survivors who cant communicate to their team how many totems have been cleansed so in solo its a pure crapshoot knowing if you got them all unless you do them all yourself and then you have one person running around the map looking for dull totems in the off chance the killer has perk while their teammates drop like flies and barely get any gens done.

    Swf groups dont struggle with noed, in most instances its a huge mistake to bring it against swf groups because the hex totem literally gets cleansed within 2 minutes of it activating, which is why i dont bother to bring it. Yet somehow when i play survivor it gets the best of my team and i have to sacrifice one or more teammates during egc because god only knows where the hex totem is. This is because i play mostly solo survivor.

    People would probably stop complaining about it under two conditions:

    They add a dull totem counter in the HUD so everyone knows how many are left

    And they fix the bugs in small game. On maps with more than one level and also in buildings with more than one level small game will give you a notification that theres a totem somewhere in front of you BUT with no regard to which floor. So on maps like the game or lerys or any with two story buildings you can end up wasting so much extra time looking for dull totems because it might be ticked away somewhere on the samenfloor as you or on a different floor! Like ######### fix this broken perk! I know because im usually the solo survivor who ACTUALLY brought small game to hunt fir dull totems and try to cleanse them all myself and its usually a massive waste of time

    On second thought make that 3 conditions, because i forgot that rainbow maps ARE ALSO BUGGED! They only show dull totems to you in a certain order and if youre too far away from the totem the rainbow maps code is telling it is the next dull totem to reveal it wont show you the one thats closer to you and also wont show you the one its programmed to which wastes the charges on it AND wastes your time! Fun!

    Couple things here I'll start with this post and move backwards.

    First off dull totem counter, sure why not wont really do anything anyways.

    Small game isnt bugged thats the way its supposed to work tells you the totem is front of you, not an issue.

    Rainbow maps only show things you have walked close enough to, they arent programmed to show you every totem in a random order.

    @DownUnder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948267#Comment_1948267

    Atleast someone tries to understand my problem with Noed, thank you.

    I think a complete, more exciting rework would be the best idea, it's just lame at this state.

    Other ideas : Lit ONE hex totem up from the very start OR just give a notification for survivors that Noed is in play when they go near a dull totem, just like the current Undying does. This would encourage survivors to do side objective.

    This idea doesnt really work, unless when i hit/hook someone i get notified that they are running adrenaline/hope so i know to tunnel them out before endgame.

    @DownUnder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1949534#Comment_1949534

    How is doing your MAIN objective first is a poor gameplay? And what do you mean by lazy? I do every totem I find in soloq and still can't prevent that pesky perk.

    Ok this is gonna sound radical but heres a way to incentivise doing totems that lots of people wiill disagree with, first we increase gen time by 100% so 160 seconds per gen, then for each totem that gets cleansed gen times are reduced by 20 seconds,so cleanse 4 totems gen times are back to normal cleanse all 5 get time reduced to 60 seconds. This does 2 things incentivises totems and fixes the issue of rough early games for low mobility killers, hows that sound.

  • @FearlessHunter said:

    Honestly I say just get rid of the speed boost. There's no reason why 115ms killers need an extra 4% speed boost (and let's not forget that bloodlust is a thing as well)

    Ok so then what about the speed boosts survivors can get from hope and adrenaline. Those are countered by the speed boost from NOED

  • @MrBuffalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956785#Comment_1956785

    I mean yeah sure...But thats not what the issue is. The issue is people are still leaving the game early and ######### over everyone. So again the penalty doesnt help.

    Ok then so you would advocate for more penalties. Like addimg a dc penalty for killing yourself on hook, which again has the problem of not being able to determine if it was intentional or not. Also for afk people automatically removing them from the match and forcing a dc penalty after a certain amount of time.

  • @MrBuffalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956696#Comment_1956696

    I mean is there a difference? The kill will still get screwed over in points and pips

    Yeah but you might still get a partial gen done for the survivors, and the killer at least gets their stack of bbq.

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