supersonic853
supersonic853
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- supersonic853
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@MikaelaWantsYourBoon said:
Less palets? No. This map has not good vaults. This would make map unplayable for other side, issue would stay.
I think loops needs to change on this map. Make all pallets unsafe and mind-gameable.
I mean id at least get rid of the hallway blocker pallets. Because thats just a force break in all sense of the word.
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@CashelP14 said:
I faced a bot Trapper twice on Thursday. Literally was impossible to escape. 2nd game we had a 3 man swf and nearly escaped until it turned on speed hacks and gave itself full stacks of Devour Hope (even though all totems were cleansed).
"Were winning!" *5 seconds later* *dead by mori*
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Say sike right now.
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Yeah agreed i actually formed a bit of a escape streak since all my teammates were really good. There wasn't much of a weak link which is surprising for soloq. With the side effect though now which i get facecamped or proxy camped to second state all the dang time.
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@GannTM said:
People were acting like FNAF was the chapter before it was announced that it was Pinhead.
I mean some of the hints were really fitting both ends then. (I agree people need to stop finding everything as a connection) but the 1987 tv set and the fire with something in the background.(If your deep into fnaf lore both of those are pretty important) just sayin.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2873234#Comment_2873234
Not only that but the creator is in some type of hot water right now I'm not sure for what because I haven't really looked into it but I saw someone with a YouTube video just a few minutes ago while scrolling saying that some guy Scott cawthorns controversy is preventing BHVR from associating with the brand I'm gonna go back and see if I can link the video
They don't need to go to scott anymore.
@Kurri said:
I don't think BHVR will bring FNAF to Dead by Daylight. I do not think BHVR is the type of people to extort children for money.
The main antagonist murdered 6 children and hid their bodies in robot suits. Then got impaled by the suit he hid in making him a walking corpse. But if thats what you think of child stuff.
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@Th3Nightmare said:
I have a question after the Dev update about Legion and specifically the fifth hit.
The thing that this legion with 4 survivors is possible to reach the 5 hit but it will be difficult, but the question is with 3 or 2 survivors, it is impossible to say IMPOSSIBLE, Is it an intentional mechanic only to give it that advantage with 4 survivors?
I hope that behind all this, when the PTB arrives and the real notes make all sense, because it's cool the 5 hit after a SUCCESS of hits can knock you down, but... there are some flaws, don't you think?
You mean the fact noone would mend right away in fear of giving a oneshot? Yeah i thought of that to.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2872933#Comment_2872933
Negative. Read the figures the user I replied to posted. She's faster on max distance because max blink duration is fixed. On shorter distance, she's not. That's why, for example, she has a minimum blink speed of 6 m/s. Currently, the max speed is being applied on shorter ranges.
Oh i think i see now. Thank you.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2872949#Comment_2872949
me too...having to stop other survivors from healing me was the most difficult part about it lol
Yeah id have my heal 99d and survivors are just chasing me trying to heal me or when i unhook another survivor they try to heal me first. Im just like "no touchy!" I wish it was kinda easier to convey why you don't wanna be healed.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2872875#Comment_2872875
It was not same before. If you watch video, you will understand. You are taking 10m distance without add-ons for example. Let's say travel takes 1 second. If you use add-ons, you are taking more distance but travel time is still 1 second. This was Omega-Blink Nurse. And with this add-ons that possible again.
BHVR nerfed this long time ago.
Blink will always take 1.5 seconds. Even with both range addons. This is intentional. The blink speed just looks quicker since shes traveling farther. This was a thing for years.
Blink:
- Maximum Blink range: 20 metres
- Minimum Blink range: 1.5 metres
- Maximum Blink duration: 1.5 seconds
- Minimum Blink duration: 0.25 seconds
- Fastest Blink speed: 13.33 m/s
- This is calculated based on maximum range using the maximum duration.
- Slowest Blink speed: 6 m/s
- This is calculated based on minimum range using the minimum duration.
- Maximum Blink charges: 2 Charges
- Blink Recharge time: 3 seconds per Charge
- Blink Charge time: 2 seconds
All the range addons effected was charge time on blink.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2872245#Comment_2872245
You were never able to use PGTW AND Ruin/Undying together... Being able to kick Gens while Ruin was active was only possible with old Ruin which got changed quite some time before Undying was released.
And well, apparently they might not think that DH is overperforming. But they said they are looking at it, so I expect a Nerf and the realization of Killers that Sprint Burst is the stronger and more annoying Perk.
Let alone that being used often was only ONE reason why Ruin was changed (it was not even a Nerf...). If we go for usage, we would have seen a BBQ-Nerf ages ago.
And nope, I dont think it is "nearly impossible" to win with any Killer besides Nurse/Blight. You can win against the majority of Survivor Teams with any Killer. Even the weakest ones.
But keep pretending that Killer is soooo Hard and that you need a high degree in Onlinegaming to play Killer.
I mean killer is hard by design. The devs have said this. They are 1 against 4 even with all their power. And some killers have less of that power then others. Namely the m1 killers. Onryo and Myers perks like COH and Dead hard hurt especially more. I don't know if sprint burst is more effective then dead hard vs onryo since she can teleport. And myers can sometimes hit you before you even know to start running. But i do agree on the sentiment we need to stop with the "devs are this devs are that". Just sayin killer isn't really for the faint of heart. Ive been playing killer since early 2017. I still get stressed and thats okay that's just how it is being 1 person trying to keep up with 4. I don't think they need a gaming degree. Just a lot better gameplay then the survivors they are facing as survivors have easier core mechanics. This is my opinion of course as a 50/50 player.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2871744#Comment_2871744
im praying that they dont because if something reminds me of old legion im going to go feral and not in the good way.
I mean a slight movement speed addon might not be bad for a purple. Even a 1% increase per survivor would make it 4% with all 4 hit (almost a additional 5%) and we all know how good noed is with just a 4% increase. I do agree lowering the amount for instadown is bad though.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2871411#Comment_2871411
I don't think that they'd ever do that...right?
The one that makes them broken would be pretty good with this speed boost and instantdown. All of them would be broken guaranteed if you got the instantdown. And the speed boost would make it quicker. Assuming they didn't get rid of it either. I could see duration and legion pin with this new version.
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Its 5.4 5.6 5.8 6.0
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These changes are good. Just wish we saw a COH nerf. I love your summaries though i understand if their a pain!
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@anarchy753 said:
I just want traps to have better detection of when they're in a very narrow gap, and just block that whole gap. The fact that they can be one pixel too far to the left and survivors can run straight past them, but your fat ass gets stuck in them, is just terrible design.
This is also kinda funny
https://youtu.be/bb3cQYDOH4sclassic trapper vaulting problems. Although im pretty sure theres a way to set them perfectly. I haven't played trapper in a while.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2869502#Comment_2869502
Is this heal tech basically abusing a bug? Is it an exploit?
Idk really. The heal tech has been a thing for a while. (Assuming we are talking about the same thing)
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You mean the heal tech? (I personally hate it as well)
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@Aven_Fallen said:
Yeah, Perks which affect cleansing should also affect blessing. For both sides, because I am pretty sure that Thanatophobia does not affect Blessing either.
I think this is an oversight from the Devs (same with Blessing not disabling DS). So everything which speeds up or slows down cleansing should speed up and slow down blessing as well.
I guess my only problem with this is itll make thrills buff a bit weaker. (Since its much easier for survivors to get high bless speeds with like counterforce) and considering they removed the notification. But thrills always been in a meh place so.
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This is the funniest forum post in a while. Nice out of the box idea!
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2864837#Comment_2864837
The last actual shadownerf to a killer I can think of (As in it wasn't documented anywhere and wasn't given an explanation) is Wraith's 'shadow-dance' family of addons had the locker opening speed increase removed from it
Aka probably the most unnecessary and miniscule addon nerf I've ever seen lol. "Oh wraith mains have a meme build that allows them to open lockers like instantly...lets nerf it" the only times it was maybe helpful was against flashlight saves at lockers. It was like extra fluff to the main point of the addon (breaking pallets and vaulting)
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@Bwsted said:
Did you test this? Because patch notes talk about charge time, but the issue was with the traveling speed of the blink.
The traveling speed is intentional. A blink will always take at most 1.5 seconds. With both range speeds nurse has to travel farther. So she blinks faster to stay in the 1.5 second time frame.
Blink:
- Maximum Blink range: 20 metres
- Minimum Blink range: 1.5 metres
- Maximum Blink duration: 1.5 seconds
- Minimum Blink duration: 0.25 seconds
- Fastest Blink speed: 13.33 m/s
- This is calculated based on maximum range using the maximum duration.
- Slowest Blink speed: 6 m/s
- This is calculated based on minimum range using the minimum duration.
- Maximum Blink charges: 2 Charges
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@Mr_K said:
NOED 😈
20
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2863066#Comment_2863066
The perk isn't even 6 months old. It's going to take time to find a way to balance it without making it utter garbage.
https://forum.deadbydaylight.com/en/discussion/comment/2863235#Comment_2863235
There's been tons of suggestions, but realistically every suggestion I've seen would render it so worthless it may as well be deleted.
Like I've seen suggested. It should be a better self care or we'll make it. Not both. So either in the boon effect you can heal yourself in the normal 16 seconds. But remove the ability to heal others 100% faster. Or vice versa. I am of the opinion it doesn't need both. Healing yourself in 16 seconds is giving your whole team basically medkit level healing.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2862736#Comment_2862736
Pretty sure it was about a lot of people using Hex: Ruin, so they nerfed it.
And undying. But undying was bs even if it was underused so.
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@jesterkind said:
Not much- she's generally pretty good, she just requires a little more from the player than a killer with a more direct chase power. From my perspective, the main problem right now is her TV cooldowns; they're both a little too long, and imo they're in the wrong order. Survivors turning the TV off should be the longer cooldown so they're more incentivised to do it, and so the Condemned mechanic is spread around a little more.
With that she's genuinely pretty solid. Not top tier, but that's okay.
Yeah maybe im just in the mmr of coh and deadhard 24/7. Maybe if they weren't so common she'd be really good for me. I just find it difficult to exert enough pressure. Like i try really hard to exert as much as i can but i guess im just not fast enough.
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@Pulsar said:
I think that means Steam players make up like 5% of the total playerbase.
That seems a little suspicious.
I mean the devs have said before i am pretty sure the console pool is insane. I didn't think it'd be that much though.
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@Kurri said:
Try playing Ace and you won't need Iron Will at all 🤣
Play david and think the killer has OG stridor.
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I mean if it effected pallets like i said you could put a husk at a pallet, and then phase around the loop to guarantee a hit since the husk will block the pallet when you unphase. But yeah at least that gives it some use. Countered by hold w but a lot is so.
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@ThatOneDemoPlayer said:
Sure, tho I doubt it will see much use even with the buff
I mean. Go to the middle of a pallet a survivor will try to loop. Phase around it and unphase early. The husk explodes and blocks the pallet. That survivors screwed. But spirit already has strong antiloop so maybe that's not the biggest change. Id use it though. Sounds cool in practice.
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@Ghoste said:
Most boring map in the game by far.
Idk. Rpd is pretty bad. And the game is just prethrow w for 5 minutes until all the gens are done. At least shelter woods has a chance to spawn some good loops and im a sucker for T L walls so.
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I know we didn't want another antiloop killer. But she really suffers in most cases in general. Looping she's just a m1 killer. And when you go to demanifest at a pallet to actually use her power. The invis normally runs out before she can get to the survivor. Or they just predrop the pallet and hold forward. At least wraith has catchup.
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@Phasmamain said:
Couldn’t care less. I just want new players to have a good time
Ditto. Some stuff would be nice and make sense (like obviously if they add devotion rewards id expect to get my 10 devotion rewards) but the fun of actually having friends thatd play the game (besides my usual 4 man) outweighs it a good bit.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2854904#Comment_2854904
They are bugged, the charge time is not being added. Hence we have an acknowledged bug report.
Ah i thought the blink speed time itself was what people were complaining about. "She moves to fast with blinking" but i thought a blink should always take at max 1.5 seconds. Before her recoding some blinks could take over 2 seconds. Which i don't know if that was a bug that was fixed (im assuming so). Since nurse has to travel more distance with both range addons and still stay within the 1.5 second threshold.
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Yeah i agree. I have no hearing problems but it was a fun addon with sloppy and bloodhound to have a alternative to her usual gameplay. The fact they removed it but kept mothers yeah is stupid to me.
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@zippie said:
I legitimately need help. How do you counter chain hunt?
you can’t do Gens or heal or run and you keep getting interrupted trying to solve the cube to stop it… am I suppose to just put down my controller and walk away? I can’t do anything and I can’t end it… I’ve heard that if you dodge 3 or break 3 chains or something it’s suppose to stop hunting you but it’s never worked for me.
This is the stupidest mechanic in the game
Isnt chains supposed to stop when you start to do the box? I thought this was already a thing.
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They talked about this in the last Q and A:
https://youtu.be/wIocxDbQ-9g39:09.
Tldw:if you start putting a bunch of checks where a survivor can't spawn while still keeping it random. It's more likely for you to spawn near or next to the killer. Also if you say a hex cannot be within a certain radius of a survivor when they spawn in. And everyone spawns split up or covering like half a map. You know the general area of the totems anyway by process of elimination.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2854304#Comment_2854304
But Sprint Burst is the better Perk. I guess most people simply dont want to bother with walking instead of running sometimes, but it is not hard at all to keep your Sprint Burst at 99 or be off Exhaustion when you are at a Gen. And Sprint Burst makes every area a safe area. This does not apply to DH, if you are not near a Pallet or Window when you use DH, it is useless, because the i-Frames extend the chase only by 1 second. But with Sprint Burst, you can have nothing nearby or sit on a Gen until the very last second and the Killer is basically right on top of you and you will get away.
Also, people really need to stop thinking that players fail when they use DH. When I used DH, I did not cover up any mistakes, I played greedy because the Perk allowed me to do so. If a Survivor runs an extra Loop due to DH, this is because DH allows them to do this, not because they miscalculated.
The Survivors who make mistakes are those who use DH in an open field or DH against a wall, those are not an issue, despite using DH. But the good Survivors dont make mistakes with DH, they make plays because DH enables them.
https://forum.deadbydaylight.com/en/discussion/comment/2854306#Comment_2854306
No Perk in the game requires Skill.
I mean the devs seem to agree dh has overstayed its welcome when it comes to its power. Mainly with the distance part. It allows you to greed pallets and windows and when youd actually go down extend the chase by a press of a button. I don't personally like it because as someone who loves m1 killers like sadako it sucks to have to deal with a extra healthstate/loop extender on 4 survivors some games. Also someone who plays trapper i thought they wanted to "remove perks countering powers" yet i still see people dhing over my traps reversing basically the trap on me on certain loops.
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"just get friends" me with social anxiety and friends who either quit or took a break for a little while:
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Im a little confused on what the bug is. Because looking at the wiki the maximum duration a blink can take is 1.5 seconds. So a blink will always at max take 1.5 seconds (regardless if you have to move the double range distance vs default). Just with double range she has to traverse more distance in that 1.5 seconds. Making her go quicker to stay in that threshold of time.
Blink:
- Maximum Blink range: 20 metres
- Minimum Blink range: 1.5 metres
- Maximum Blink duration: 1.5 seconds
- Minimum Blink duration: 0.25 seconds
- Fastest Blink speed: 13.33 m/s
- This is calculated based on maximum range using the maximum duration.
- Slowest Blink speed: 6 m/s
- This is calculated based on minimum range using the minimum duration.
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@hiken said:
title. a month of fixes to make to break her even more... i wont say im surprised cause i would be lying.
Im still confused on this. Is there some blink charge speed bug im missing? Because if your talking blink movement speed. Theres a set duration at max a blink can take for you to move from one spot to the other. 1.5 seconds. So if you do a full charge blink with both range addons. She will go much faster to stay in that 1.5 second max blink duration limit. Which was fixed so it actually does what its supposed to. This is opposite when she does a short range blink but the distance is so short she's ontop of you in less then 1.5 seconds anyway. So she's working as intended i thought when it comes to the movement speed.
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https://youtu.be/wIocxDbQ-9g@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2852590#Comment_2852590
"This post, and other posts like it on this threat, is the reason Dead Hard isn't going to be nerfed."
I mean, OP is alleging that the devs have already signaled that they don't like DH for distance and are looking into the perk. I don't know if that's true, but between this bit and what OP alleges, one of those two pieces of information is definitely incorrect.
19:08
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@Crowman said:
Dead Hard needs to provide some distance since just having I-Frames would do nothing. A killer swings through you, but is still on top of you. You're going down unless you are right next to a pallet.
I think it would be pretty hard to straight nerf Dead Hard, because the issue is that both dodging a swing and squeezing out a bit of extra distance provide the same value. Dead Harding a swing near nothing is just going to get you downed so dodging a swing still needs a pallet or vault like dead harding for distance does.
Meaning Dead Hard needs to be changed in a way that it gives less distance when not dodging a hit and more distance when dodging a hit.
I mean a rework i saw floating around was to have deadhard give you a speedboost like any exhaustion perk. When the killers hit phases through the invincibility frames. But that sounds difficult to code and idk how well it'd work in practice.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2852721#Comment_2852721
The way I'm seeing it described here, I'd be surprised if this wasn't something that could be overcome with the right mindset. It doesn't seem like AFK Pig which boils down completely to RNG from the very beginning of the game.
Yeah now that I've seen it and i know how charolette works it probably wouldn't be very effective. Id instantly head to opposite gate or mindgame the charollete to force her to swap back to regain collision then kick victor. It's more of a noobstomper thing. I was not aware of the 30 second rule for charolette. Afk pig just needs a rework to the addon or allow boxes to be searched from all angles.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2852713#Comment_2852713
If there is sound logic to your arguments, I am willing to change my opinion and even more so if there was data (which I think would be easy enough to gather).
I want you to understand where I'm coming from. I play both sides but tend to play survivor slightly more than killer because my friends generally want to play, otherwise I would play more killer. When I play survivor, I don't use Dead Hard because I think Sprint Burst and Overcome are superior because they give more speed burst time and you can control the direction of your speed burst, unlike Dead Hard.
When I make these counter statements to your arguments, I'm not making them to be mean or because I care about Dead Hard being nerfed. I am making them because I don't understand the logic behind these arguments. I also doubt anything I say on these forums will do anything to what the developers are planning. I doubt they even read these forums, judging by how bad the game design is right now.
-it grants a free Health State, which no other Exhaustion Perk grants
Dead Hard is different from a free health state. When you are hit and lose a health state, you get a 2 or 3 second speed boost and have maneuverability during that speed boost. When you exaggerate, the people on the other-side of the argument see this as an exaggeration and tend to ignore the argument because they feel as if you really don't have anything backing your statements since you resorted to exaggerating.
-it can be activated whenever, unlike any other Exhaustion Perk
Sort of. Lithe, Balanced Landing and Sprint Burst can also be activated by specific player input. Sprint Burst is exactly like Dead Hard in this aspect because it requires you to press a button (The shift button) just like Dead Hard (The active button). However, I don't see how this is a problem in the first place, different perks are activated differently. Just because 2 of the exhaustion perks require an activation key doesn't make them better or worse than other perks. It only makes them different.
-Dead Hard Validation straight up denies Killer Powers (confirmed to be a bug)
So this is a bug that will be hopefully be fixed at some point. I don't understand how this matters in an argument for buffing or nerfing anything.
-it probably has the lowest risk-highest reward among Exhaustion Perks
This is an opinion, there's really no way to measure this. For me, Sprint Burst and Overcome and much less risky and much higher rewards because they cannot be baited out or missed. They always work.
-renders mindgames useless, unlike any other Exhaustion Perk
I believe you are saying that if a survivor makes a mistake during a chase, they have the option to use Dead Hard. I agree. Yes a survivor would have 1 chance to correct a mistake made in a chase. It doesn't render mind-games useless, because the survivor still needs to use Dead Hard, so your mind-game draws out a Dead Hard.
If you refine this argument more to show why this means Dead Hard needs to be nerfed maybe gather data.
-using Dead Hard for distance is uncounterable
I just don't understood this argument. No exhaustion perk use for distance is able to be countered.
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Again, I'm trying to understand why Dead Hard out of the other exhaustion perks is in need of a nerf. None of the arguments I've seen against Dead Hard hold much weight as an argument.
To me personally, it seems like there are some killer-players that are bothered by Dead Hard because it is such an in-your-face perk. I think killer-players are noticing Dead Hard because it's similar to a big-flashing-sign; you "see" it because it's used in close chases. If these killer-players took a step back and analyzed it compared to other exhaustion perks, I think they would be surprised at home much more chase times are extended with the other exhaustion perks.
This is only my opinion from what I'm seeing on the forums because I'm not seeing compelling evidence or arguments that suggest otherwise.
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I presented an argument that close-proximity-camping is rewarded in game. A lot of people disagreed, so I did 40 games close-proximity-camping and presented the evidence on the boards. It feels as if this is something that people are so polarized on, that it would be worthwhile to do testing on.
Instead of the daily "Dead Hard" forum post with arguments that don't really hold any weight, why not actually do something that someone will pay attention to.
Lets also not forget dead hard turns trappers power on him. Put a beartrap on a pallet so they are forced to drop it? Nope they E through the beartrap and now trapper lost all that distance. He can run the loop again but most of the time after the survivor Es the trap they hold W so its on the survivor to make that mistake.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2852789#Comment_2852789
If they're going to switch back to Charlotte so they don't lose collision, you'd have enough time to kick Victor
Even with Ceremonial Candelabrum?
I guess its more a noobstomper strategy if you don't know the rules of a character. (Like how many people here knew charolette lost collision? I didn't)
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2852759#Comment_2852759
Survivors could still escape if someone let themselves get downed then hooked, unless they don't like taking a hit for the team in which case, everyone dies
How? Victors not gonna hit them. The twins player just has victor stand beside charolette and the survivors cant get between them both because the lerys door is to small? And they just keep cycling between them both to make sure you can't crush victor and charolette doesn't lose collision. Because the collision time resets everytime you control charolette.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2852741#Comment_2852741
https://us.v-cdn.net/6030815/uploads/4LVV0ELD7FO8/screenshot-20220316-160211.jpg
This is from the DbD Wiki. It could be wrong, I don't usually play Twins, I'm sure I've walked through Charlotte as Victor atleast once
When the streamers who popularized this played with goalie twins theyd just swap to victor everytime the survivor would get close. And just cycle back and forth.
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2852739#Comment_2852739
It’s only to block one exit gate using both Victor and Charlotte at the same choke. The other exit gate is still fair game.
Yes but they run no way out and remember me to make it so if the survivor wastes any time trying to get past them. (I think they have 27 seconds to get to the other gate and open it before the egc would kill them minusing the time from remember me and no way out). This is also played on lerys where there actually isnt enough room to get between both. (The small doorway to go out to the exit gates)
Edit:sorry didnt see your other message before i posted mine lol. You get it now though.
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@Mandy said:
I think the biggest problem with that old system was that it put new players against very experienced players which was completely unfair and pretty horrid for the new player experience.
I mean mmr still sometimes would put my like 20 hour sister against 2k hours so i don't see the difference. It still happens that sometimes when im playing with my 3 friends which we all have 4k+ hours against a killer with only 100.


