slim0b
slim0b
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The problem with legion is that he has 0 Lethality.
Trapper & Hag have lethal traps, Hag having mobility come along with it.
Huntress, Deathslinger, Pyramidhead all have lethal ranged attacks.
Freddy, Demogorgon, Nurse, Spirit, Doctor and Clown have the chase shutting. But honestly clown just feels like a 10x worse doctor.
Leatherface, Billy, and ghostface(also has stealth) have the insta-downs.
pig(also has chase shutting), and wraith have the ability to catch survivors off guard.
Legion is injure, then hope the survivor can't loop or read your mindgames.
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"Toxicity" in League of Legends can actually ruin your game. Teammates can repeatedly let themselves be killed by the enemy, thus boosting the enemy team and pushing them ahead of your team. Teammates can also become upset and sit AFK in the spawn platform or disconnect.
Isn't that just killing yourself on hook? Or just AFKing? or Just DCing?
Teammates can also shoot you throughout the game (without getting kicked) and also kill you throughout the game (without getting kicked)
False, I play cs:go and you get kicked for dealing too much damage to teammates.
The real reason it's different from other games is just because it's more stressful, 1v4, and 4 people can just bully you and you alone with random tbagging and clickly clacking. I'm not saying it's utterly unbalanced, I'm saying it's just a very unfun experience compared to toxic teammates in r6s or csgo.
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@oh_0k said:
They should basically add a thing that Identity v has
https://us.v-cdn.net/6030815/uploads/R6T3RGGESYCW/5c058fd55203c03202dfc23b983fe67b-screen.jpg
How this works is you open a little menu that allows you to choose some messages that you can select and other survivors can see the messages you selected
Was just about to mention that.
Quick-Chat messages. It's simply and easy to implement.
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Yup, I played against survivors with all 100- ping and my hatchet hitbox was surprisingly small I actually had to make some effort to be exact. It's just latency mate cause killer powers are server-sided.
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Recently a new game of The Last of Us 2 was released, and it was generally well received.
this is where i click back
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I saw the old legion and I don't understand why people are bringing him up in this thread?
This thread is not meant to bring any of the infinite moonwalking bullcrap back.
It's only the basic attacks on his feral frenzy, to make it synergize with perks that could make him more aggressive and make the game last longer.
I do NOT want old legion back, he was super annoying to go against. I just want new legion to not be terrible against 3-4 survivors who can loop, because at the end of the day he's an M1 killer, he needs something to account for it.
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For the addons, bring a bag addon (extra traps), and another addon of your choice.
For the build, given what you have.
NOED, save the best for the last, sloppy butcher, 4th is up to you. Maybe agitation for the basement?
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@CrusaderNella said:
What if if a survivor leaves a exit gate switch unfinished, it automatically starts regressing BUT the light indicators serve as Checkpoints, So if they do the gate till lets say 69%, it would stop regressing at 50.
Or if they leave the gate at 99% (Rip Blood Warden), then the switch would regress but stop at 75%.
What would you think of this idea?
Yup it sounds great, the whole 99ing gate thing just destroys the point of EGC, and hence also destroys blood warden. I'm still not sure why it wasn't removed when even fog whisperers have suggested the same idea you had.
But I guess their fog whisperers are marketting tools rather than a platform for us to reach out to them.
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@PayneKiller said:
Hey, I want to know about why devs are made these changes to the most of the killer perks. Why badly nerfed perk such as Remember me require you to hit the obsession only with basic attack and for now you can gain only 16 extra seconds, so what's the point of that? Or another poor perk - Surge, it has a cooldown, works only with basic attack and only regress 8% of the gen. Another example - Dark Devotion, used to be my favourite perk on legion before the basic attack nerf, now its just horrible on them. Now it's gonna happen with the knock out, and it gonna be just pointless to slug as oni or as billy. Are they too strong to be like this?
lmao they have a kink for making unexplained changes that make 0 sense, which as @Claudette_Baguette mentioned further proves they have no understanding of their game. It's already been rumored that the veteran devs disagreed with the billy changes but the new devs have the higher priority.
Like the new lightborn,
it reveals the blinder's aura for 6 seconds, but why would you need to see someones aura if they're right in front of you trying to blind you? And you're getting blinded when picking someone up and at a pallet so what's the point?
Surge is the only perk that has 5 requirements, find me a survivor perk that has that. And oh, after you complete the 5 requirements your reward is 8% gen regression.
1- Upon downing a surivvor
2- With a basic attack
3- Gens within 32m
4- That are not previously damaged/surged
5- When not in surge's cooldown.
get 8% regression and damaged. INSANE
Meanwhile pop : hook survivor, damage gen. 25%
TL;DR: The new devs are fucking everything up while we stand there and watch our game sink to shlt.
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From a killer main, it doesn't.
Picking yourself up isn't as bad to a killer than unhooking yourself.
When you unhook yourself, the killer loses all the pressure he had on the hook from you, and it's often much faster to kill an unhooker than it is to kill a pick up-er.
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I mean anyone sensible can agree what the guy did was shltty.
He probably had a rough day is all i can tell you.
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especially when considering other useless killer perks.
You see this is the problem with most people's POV, they look at the half empty part.
Why not try and look at the perks in a solid spot? And then compare the worse perks to them.
Anyone can agree by a mile that pop outclasses surge on any killer, and just cause it works with this one killer in this one playstyle doesn't make it in a good spot.
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@Steel_Eyed said:
Agreed it could use a buff. One I mulled on was have it apply 24% regression, applied proportioned by the number of affected generators.
One Gen? 24%.
Two gens. 12% each
Three gens. 8% and so on.
For the one gen part is a bit of a low-effort pop.
But I think most players would be fine with the idea if one gen gets 15-18%. Same idea for 2-3 gens.
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lmao it's gonna stay how it is even with how the devs operate because IT HAS NO COMPETITION.
Unless competition comes out for this game, it would actually push the devs into fixing bugs and making more sensible balance changes. For now they can do whatever they please
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@Zamblot said:
What an awful idea, this game is only fun for survivor if you are playing with friends. Imagine how long the queue times would be for survivor groups if 95% of killers couldn't go against them. Terrible idea
They could always pick to go against them. If they find 4-man bully flashlight squads a "challenge", and BHVR could implement a BP multiplier for going against SWF.
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Oni:
Never use your power
Bring a small map offering, The game or preferrably hawkins.
Build : Distressing, Sloppy Butcher, Caularophobia, Thanatophobia
Addons: Renjiro's Bloody glove, any blood orb increase addon (Splintered Hull)
Basically this is the godlike anti-heal + built-in tracking oni. You'll love it.
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lmao you're 4 months late on the whiners who spammed nerf requests on the feedback sub-forum upon his rework.
He's in a solid spot with an already top of the notch skill ceiling in the red ranks.
Rest assured gamer he'll remain unharmed <3
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1468445#Comment_1468445
So only because a perk is trash for you, they should automatically buff it?
For example: Inner strenght is a bad perk for me, so it needs a buff cause it doesn't fit my playstyle? NO, it doesn't cause it fits other players playstyle and is really good for them, adapt or dont use it.
"Then you go on and say the perk is bad after you just stated there's good perks in the new releases......"
Do you have reading comprehension? Do you know the difference between "soul guard is good" and "there are good perks"? Learn how 2 read.
I SAID there's a lot of good perks out there, but you just dont want to adapt your playstyle so it works as they're intended. Nemesis a good perk, but it doesn't work on some killers, does that mean nemesis is bad?
Dead man switch is a good perk on high moblity killers...
There's a lot of good perks, adapt your playstyle
It isn't my "playstyle" judging them, the killer community as a whole finds these perks garbage and simple waste 2 perk slots when slightly effective.
It's just that you stated "But you just refuse to try them" threw me off after explaining every single perk's weaknesses in detail.
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@Khakuate said:
There are really good perks out there, you just refuse to try them.
I think @Todgeweiht got this pretty clear
Did you even read the post? I just explained my experience with them, how else would anyone judge them to be awful?
@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1466875#Comment_1466875
Soul guard is pretty bs stop, even more on solo q.
If the killer has a hex obviously you're team mate will cleanse it, so basically they remove you 1 perk. AND if the killer has devour hope/ruin/noed/lullaby wouldn't you cleanse it? and cleansing devour hope is a must if ya'll dont want to be dead in less than 5 minutes.
So yeah, it is a PRETTY conditional perk
Then you go on and say the perk is bad after you just stated there's good perks in the new releases......
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Builds:
1- Hex: Ruin, Surveillence, Infectious Fright/Nurse's calling, M&A (tracker)
2- I'm all ears, save the best for the last, BBQ, Pop (Agressive but versatile, takes a bit of skill and generally knowing when to pressure and when to give up a chase)
Tips & Tricks
1- NEVER use your ranged attack out of the open given how easy it is to dodge in the open. Use it when a survivor is forced to go into a pallet, window, and make sure they commit to it
2- You can bait survivors into not dropping pallets/vault by shoving your sword into the ground, if they do vault/drop then just ranged attack, if they don't then just cancel and attack.
The secret is knowing if they commit or not, that's why the no.1 counter to this killer is juking.
3- Avoid using your cages of atonement unless you have another person on hook, you know where ahooked survivor is but knowing where a cage is, it's just an educated guess at most. Knowledge of the injured = pressure
That's pretty much it. Remember it comes with experience so don't be discourages if you lose a few matches here and there, use them to make you a better killer, good luck!
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@caryingwolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1467138#Comment_1467138
I wish they would put it in.
You are the most level headed peraon I have found on the forums I hace seen quite a bit of your replys and I agree with like all of them
awww <3
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@Eynox said:
I do fine with most killers, average 3-4 deaths per game. With legion I just don't enjoy the gameplay. I have tried it many different times with different builds, every game ends the same.
- Using my ability IS the fun part of the build, I do like the pursuit of chasing a survivor however, there's only one way out of the ability, a small penalty and then you need to slowly chase your survivor down at an excruciating movement speed. It feels like a walking chase and you very slowly catch them, very VERY slowly. In a perfect chase scenario it can take 20-60 seconds to catch someone after your Ability ends, and that's IF you do catch them, assuming they aren't looping you because then just forget it might as well forfeit 2+ gens.
I don't know I feel like I'm doing something wrong but even mechanically and game play wise, even the games I do win, it doesn't feel rewarding. The sluggish chase after you have no ability or any other benefits just... hurts.
Feels like I'm a Huntress chasing somehow down without hatchets, or imagine chasing someone as the Plague but you can only melee. It just feels... dull to say the least.
I think even if they changed the legion in a way even without significantly buffing her but just the playstyle to not feel like 20% of the game is fun and the other 80% is you chasing survivors without any threat I'd enjoy playing this killer a lot. Right now that 80% just makes me wanna DC and play any other killer.
Are there any intentions of changing legion or making it more playable in the future?
This are just my thoughts, which circles around to the first question, maybe I'm just playing her all wrong? How do you actually down someone with Legion? Since you can't use your power to do it.
There's a reason you always find him at the bottom of every killer tier list. He has the wounding capability, but once it comes to lethality he's a very basic m1 killer with 0 additions.
You won't apply pressure if you're not getting downs, especially considering nobody bothers healing against a legion.
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@caryingwolf said:
That's a great idea and What about at the start of every rank reset they. Can do that they can have like 10 placement matches that go off of your skill in the 10 games that you have played then from there you can rank up or down
That sounds wonderful! It's like CS:GO's ranking in a way, 10 matches and based off performance in them you are put in a skill category.
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Also forgot to mention, addons should have multipliers for both sides. I trust the devs know which addons help greatly over others rather than do the multipliers with rarity.
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Discordance by a mile.
Whispers only/mostly helps in the very early game. Once you start getting into the kills and hooking, hooked survivors appears on your whispers, and even with experience it remains very difficult to triangulate a survivors location with it when you have another one hooked toggling it.
Discordance works throughout the entire game, it makes a noise notification, and it makes you find MULTIPLE survivors, so more injuring potential.
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Lobby times for SWF will increase. As far as I'm concerned nothing else will change.
Should we really care about the feelings of SWF players in a game that's purposely designed to minimize communication across the survivors?
I don't. And I'd like to see this implemented.
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@KRG said:
https://forum.deadbydaylight.com/en/discussion/comment/1462604#Comment_1462604
You do realise that killers are different with different abilities and survivors are just skins?
About the items you can always change your build if you want to use franklins for example.
You guys need to stop with this whining thing im getting sick of it honestly.
You're missing the point.
I wanna have the option to switch to an actual viable killer if i suddenly see 4 people with toolboxes in my lobby, rather than just trying out one for fun.
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@ Antares2332 said:
I like it better the way it is now, because you can control when the ability is activated. You just have to hook someone at the right time and open the doors yourself.
That's the laziest excuse i've seen from a survivor main to prevent a buff to this god awful perk.
You have SIGNIFICANTLY more control if you can choose when to hook.
Rather than go open the exit gates, risk losing your prey and 3 survivors escaping, and obviously waste time going back and forth.
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@Respectfulnancymain said:
Yep removing infinites, adding egc, adding bloodlust, nerfing pallet spawns, removing vaccume pallets, nerfing toolboxes snd flashlights, and making maps smaller is the "bare minimum" /s
Stop being ungrateful. The devs are clearly trying to balance the game for both sides
^^^^^^^
Coming from a rank 1 killer main anyone who upvoted this thread is delusional and entitled.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/1465344#Comment_1465344
Indeed, I love the concept of surge: not disgustingly broken like pop, but pretty neat. The cool down though is overkill, considering all the other conditions.
lmao you have 0 experience with either perks.
Pop isn't "Disgustingly broken" it rewards you for performing a basic objective as killer.
Surge's cooldown was never a problem it's only a mere 40s, the problem is the basic attack condition/distance from gens.
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@MeetTheLegend1 said:
https://forum.deadbydaylight.com/en/discussion/173533/why-is-gen-rushing-still-possible
I don't think you understand the idea of gen rushing. Gen rushing isn't about doing gens and completing then quickly because you couldn't apply pressure. Gen rushing is doing gens without doing any other objective. Like unhooking, healing, or totems (although totems can be ignored if there's no reason to do them). People can bring the best tool boxes and prove thyself with other perks that help to boost gen speed. However, just going gens the entire game without doing anything else if the occasion arises, that's gen rushing
This pretty much explains it to newcomers.
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@Todgeweiht said:
I think that people are refusing to use many of the new perks because they are not that game changing, but they are good regardless, they just require you to mix your playstyle
Demo perks:
- Surge is far from bad, but it has a cooldown on top of too many conditions. From my experience, in some scenarios it can come even more clutch than pop.
- Mindbreaker is bad, agreed.
- Cruel limits is bad on everyone except bubba (on some cases). Agreed.
Oni perks
- Zanshin tactics should be a free perk. It's not bad but not what you would be running in red ranks.
- Blood echo is underrated, the only thing that stops it from becoming meta its the cooldown, pair it with sloppy butcher and survivor can say bye to their exhaustion perks
- Nemesis is pretty good, agreed.
Deathslinger perks:
- Gearhead is kinda underrated, sure, it got nerfed and it relies on RNG, but it can give you some really nice info.
- Dead man's switch is also pretty underrated. I have been running it on my Oni and sometimes Demo. 30-45 seconds of survivors doing nothing can be really good. It needs to be paired with nemesis or furtive chase to be used at its full potential tho.
- Retribution is the worst hex? When third seal exists? Definitely not. In one shot killers it can be deadly if it activates at the right moment.
Pyramid Head perks:
- Forced penance is only really good on legion, but pretty underwhelming on the rest of killers. It could be fun for basement builds tho.
- Trail of torment is actually pretty decent from my experience with it. Especially good on Billy and Oni.
- Deathbound is GODLY. It's like the holy son of nurses calling and infectious. It has become an staple perk on many of my killers.
DMS It needs to be paired with nemesis or furtive chase
And I just stated blocking gens is overrated, they don't regress and it really protects the gen from being kicked.
Regardless if a perk needs to be paired to work in it's full effect it simply isn't meta
Hex Retribution In one shot killers it can be deadly if it activates at the right moment.
Yeah, If. It's a hex totem and it's cleansing is totally random, you can be in a chase, you can be hooking someone (and it'll just act as a one time bbq & chilli)Once it's cleansed you only have 3 perks for the rest of the game.
Like thrill of the hunt, this shouldn't even be a hex perk. There's no reason to run it for "info" over BBQ or Thrilling or Discordance etc...
Blood Echo pair it with sloppy butcher
Same as first point
Deathbound is GODLY. It's like the holy son of nurses calling and infectious. It has become an staple perk on many of my killers.
Only activates when 32m away from killer. So it only works on extreme high mobility killers (They're gonna be pretty far, if you can't get there quickly you're gonna lose them in basic stealth)
Works after the healing has been completed (You're gonna start chasing a healthy survivor over an injured you can get from Nurse's)
I'd take infectious or Nurse's over it in a million years
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@Ghoste said:
It seems like for every decent perk we get, another 10 trash perks get released. :(
This ^
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@Ihatelife said:
They don't want to do a meta perks for the dlc characters. It's because it would seem like the game would be pay2win.
Anyway still the base kit perks for both sides like small game, this is not happening, monstrious shrine etc could be a meta in future though.
DS is meta
BBQ is meta
PGTW is meta
Corrupt is meta
discordance is meta
thrilling is meta
It's actually a bit sad how lots of killer meta perks are paid. The only meta that comes free/teachable is Nurse's Calling, NOED, and maybe sloppy?
Point is, it doesn't really matter.
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@Pryzm said:
https://forum.deadbydaylight.com/en/discussion/comment/1460763#Comment_1460763
Not really. I run mostly M1 killers like Trapper. I spread the damage and pressure the gens. I pick an area of the map and that is my zone. I get 8+ hooks in every match. They knock out the first few gens pretty quick, but then it slows down. Keeping them off the gens, picking my spots to chase, not going into dead zones with no gens during a chase, etc. Camping and tunneling are for weak-minded players. They fear losing, they fear growing and learning tactics. It's fine, if that is how you want to play, so be it, but don't cry about gens popping too fast because of it. The literal counter to camping and tunneling that is always recommended by killers on this forum is to "do the gens and leave." Seriously.....
Gen rush is a joke. Are coordinated teams insanely fast and make you have to make very few mistakes, yup! That is what separates the good killers/survivors from the mediocre. I consider myself to be mediocre. When I get owned in a match, I don't blame the game, I know I made lots of mistakes.
Obviously if you play the match with the sole target to 3 gen, you're bound to win.
Just like if you tunnel someone early out of the match, you're bound to win.
Gen-rushing also makes you bound to win.
None of this shlt should be in the game in the first place
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lmao seeing like 8 people here defend gen rushing or pretend it's not a thing just amazes me. "not enough pressure" is a lazy excuse but anyways argueing here will only get you more frustrated
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1460996#Comment_1460996
My point is, if you play well you should be rewarded for it. And holding m1 and hiding in a bush the entire game shouldn't be given a free win in 260 seconds as shown in the video.Survivors PLAYED well if they were able to repair all gens, you didn't pressure them, they can easily do their gens, what else do you expect?
Btw, why do killers get rewarded for tunneling? that's the equivalent to gen rush.
So you defend gen rushing then wonder why tunneling is rewarded because its as bad as gen rushing...
You smell like b8
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1460976#Comment_1460976
Exactly, dont get me wrong.
But a killer getting gen rushed isn't his fault? IT is.
Yes, if he camps and doesn't spread the pressure obviously IT IS his fault.
But again there's many times where you're applying the pressure needed but it simply isn't enough to scare red rank survivors away.
This thread isn't focused on "Haha you gen rush you're awful player!!!", its the fact that doing gens is the sole objective in the game, and it only takes 80 seconds each.
And if you're a good killer against a good looper he can eat up 70 seconds from you injuring him and getting a down. And this exactly is what encourages tunneling, I'd rather for the guy that just got unhookerd and get a 20 second down at max, than waste my time giving someone a speed boost, chasing him, then downing him and oh he's in first hook state (minimal pressure)
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1460946#Comment_1460946
https://www.youtube.com/watch?v=nhSpR4tHzq4
Here's another one btw, no addon nurse, only BBQ.
"Watch how helpless this survivors are :("
BTW best KILLER? Lmao, he's probably one of the biggest cry baby which blames the game for his own mistakes.
- Why did he do that swing at the start of the match?
- Great build Insidious and that trash hex perk on huntress, LMAO.
- People were using cards, so that basically was a meme match, imagine thinking a meme match is a example of why gen speed are bad, lmao.
- Missing every hatchet.
- He wasn't able to use his power for 15 seconds because of the cards, but yeah let's take this vid as a example of why gen speed are bad.
- Chased that adam for too long instead of focusing on the other side of the map
this was before nurse's "Addon pass". And regardless these survivors were playing awfu, the fact that the nurse got a free hit without even blinking proves it.
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1460920#Comment_1460920
Heres a real vid of possibly the best killer on DBD. Watch how helpless he becomes... Your telling me this isn't a problem?
This is what we needed to see.
@Khakuate said:
"Fake"
I think @Yamaoka can confirm they're real.
There's one of them was a clip but yet that was a 4k 5 gen.
And back to my discussion, a killer doing a 4k in less than 2 minute is survivor's mistake, but a survivor team getting all 5 gen done in less than 3 minute is a game design problem? 😂, btw take a chill pill dude, you're really salty lmao
Yes, these 4k slug wins happen when all the survivors are packed together, a survivor's mistake since anyone in the red ranks wouldn't touch a gen if he sees 2 people on it (unless there's prove thyself)
If someone brings a shroud of binding or you luckily spawn together you can just, you know, split up? And then he won't get the 4k win?
My point is, if you play well you should be rewarded for it. And holding m1 and hiding in a bush the entire game shouldn't be given a free win in 260 seconds as shown in the video.
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@andyollolloll said:
Perks and SWF
short and sweet
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1460860#Comment_1460860
Your list had neither corrupt intervention nor PGTW
Yes, cause they were mentioned right above it........
The only effective Anti Gen-Rushing perks we have as of now with no retarded requirements are Pop Goes the weasel and Corrupt Intervention, Corrupt intervention is simple to understand, less gens early game = get a hook with 1 or no gens completed.
Pop, You're rewarded for hooking a person a 25% slowdown to ONE gen. It's actually great since 25% is 20 seconds which is a lot, it's to one gen only, sure. But the more hooks the more you get it. Simple and straight to the point.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1460838#Comment_1460838
This begs the question: Why is the killer expected to work for their perks, but survivor are not? Decisive Strike (the skillcheck is laughable easy if your framerate exceeds 30), Borrowed Time, Unbreakable all work automatically. Basically for survivor the strongest perks require the least effort and input from the player.
It strays from the topic but honestly I couldn't agree more, well said.
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@Peanits said:
I feel like you've turned a blind eye to the plethora of perks that slowdown generators either directly, or by forcing the survivors to do other actions other than generators slower.
Corrupt Intervention, Dying Light, Huntress Lullaby, Ruin, PGTW, Surge, and Thanataphobia all directly slow down generators or regress them.
Then you've got perks like Discordance and Surveillance which help you keep track of the generators so you know where to go to keep the survivors off of them.
And finally, you've got perks like Sloppy Butcher, which makes other actions (in this case, healing) take longer. Times spent doing other things is time spent not doing a generator.
This doesn't even go into lesser used or more niche perks which could give you some extra regression/info/slowdown.
I know you wrote off perks like Ruin and Thrilling Tremors because they don't work automatically, but that's because getting them off the generators is your job. You, as the killer, need to get them off them so they can take effect. In Thrilling Tremors' case, that info helps you figure out where people are so you can go chase them off. Thanataphobia as well stacks with other slowdown effects and can was a lot of time (a heal becomes ~24 seconds when combined with Sloppy Butcher, double that for Self Care).
Perks aren't the only way to slow things down. They can help you, but they're not meant to stop all progress for you. The best way to slow things down always has been to play smart and keep people off of generators.
Every direction gen slowdown is mentioned in the spoiler.
And I'm sorry but Huntress Lullaby isn't even one considering it relies on the survivor's skill and has absolutely nothing to do with you. If you're in the red ranks this only works with doctor.
As for the gen tracking perks, I understand how useful they are since they guide your map pressure, but if you're in a chase while these info perks keep popping on and off you're losing lots of hook pressure by abandoning at and moving over to the gen. And again, most of the time that gen will be complete by the time you reach there
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@EmpireWinner said:
https://forum.deadbydaylight.com/en/discussion/comment/1460782#Comment_1460782
Whine? For a killer doing their job? That's how you should play the game, screw playing fair.
Yeah it's all starting to make sense now. Even space coconut (no.1 hag main) said tunnel if you please if you know it'll win you the game. You're right pal
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1460748#Comment_1460748
The only problem with this is that generatorrushing takes no skill whatsoever from the survivor. A chimpanzee could do it as effectively as humans.
^
@EmpireWinner said:
Gen rushing means the survivors are playing the game and doing the objective, start doing yours.
If my objective is to kill all 4 survivors I'll do it the easy way and tunnel 1 person out of the game, but then you'll just whine wouldn't you?
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@Aztreonam78 said:
Answering the title, Survivors must be able to do gens very quickly in order to counter Killers following such tactics like hard camping and hard tunneling.
Ahh, the classic "CAMPING AND TUNNELING, REEEEEEEEEEE".
Just admit to it, you can still easily get gen-rushed if you spread the damage. Numerous videos of streamers getting 2 hooks on 4 survivors have only lead them to their demise. 1 kill and "Brutal Killer" in the match lobby.
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It's a number that's used for matchmaking


