Avatar

supersonic853

supersonic853

About

Username
supersonic853
Joined
Visits
22,416
Last Active

Comments

  • @Almo said:

    This doesn't exactly address the OP, but it's on-topic, and I felt there should be a concise explanation of where we feel camping sits in the game.

    It's up to Survivors to punish camping. When I camp, if nobody comes for the rescue, I stop because I'm losing ground. But when they come running, even if they don't rush the hook and just hang around and they're not repairing while the one on the hook is dying, I'm still profiting.

    It is true that the Emblem system does not look favorably upon camping... but the best way to stop it to not to reward it.

    I know all the arguments and counter arguments about it; I've heard them over and over. :)

    One of DbD's core values is "player agency". We want players to have as much input on what happens in matches as possible. Eliminating camping as a strategy removes choice from both the Killer and the Survivors; it limits gameplay possibilities. Deciding to do gens instead of rescuing the one being camped is a moral decision: choosing the good of the many over the good of the one. Sometimes, the Survivors choose the good of the one over the good of the many; when they do, they often suffer dire consequences. But all of that arises from player choice.

    I will not say "camping is good gameplay in DbD" as many construe my comments to mean. But the possibility, the choice leading to it, and the choices it requires Survivors to make are all part of what makes the game great: player agency. Removing those choices only reduces the range of decisions to make, which isn't good in the long run.

    We have experimented extensively with anti-camping measures. In the end, the result was always that the camper just camped harder, or we had to break fundamental systems to accomodate the anti-camping measure.

    I do agree with this but can noed get a anti camp thing then? Im sure you've seen otzs camping noed bubba. Its impossible to do all the totems and punish the killer for camping and youll always lose one survivor to noed. Not losing ground really if you get a draw by the game standards by playing cheap or sometimes he got a 3k because solo que teammates would get off a gen to obviously save then see hes camping then would have to run back. Not to mention the time wasted to get to each gen. In any other case is fine though.

  • The one time i went to grab someone off a gen my character just froze there for like 10 seconds like the grab animation started. Survivor finished gen and ran away then it freed me. Id rather grabs be actually beneficial not utter broken trash both ways.

  • @Boddy604 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814982#Comment_1814982

    I'm fine with making the argument that it should regress faster. But it isn't a waste of time. I've booted gens plenty of times where it had dropped back to nothing because no one got back on it.

    Tbh I think the bigger issue is gen tapping. There should be a short window with a skill check that survivors need to get through to stop the regression. This would counter the one frame tapping mid chase that nullifies the boot.

    It takes 2 seconds to start regression base kicks dont take any progress off. It takes a survivor 1 tap to stop said regression. Your taking 2 seconds to do pretty much nothing especially when you consider 10 seconds of progress takes 40 seconds of regression.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811059#Comment_1811059

    According to Almo, they had to remove Hoarder's rarity decrease due to how it combatted against Plunder's instinct, however they are not done with the perk yet so we just need to wait and see what they do next with Hoarder

    I mean they also deemed that a 10 second victor hold on lockers would be a counter to the locker cheese but 3 of those seconds are swapping to Charlotte and its not like every map has straightshots.

  • @Mandy said:

    @supersonic853 I specifically address the comment with regards to speed bugs from the original poster.

    I was more reffering to the ending of the post where you say you dont ignore bugs but nurse has been bugged for...how long now? And its not hard to replicate most of hers the unable to blink bug happens to me at least once every midwich game.

  • @Mandy said:

    The problem with speed bugs that people keep talking about is perception - I've not yet seen evidence of a speed bug yet, despite numerous posts nobody is able to provide proof and we've tested Legion in particular and found that the speed is correct but that his FOV was bugged, which gives the perception of moving slower. I even tested myself to try to replicate the issue but have had no luck.

    So it's not about ignoring bugs but if we're unable to replicate them and we don't even have proof of said bug, then it's not the easiest thing to find out what's wrong.

    So When can i blink up to the top floor in midwhich in every area as nurse? Or the other 99 bugs she has?

  • @ILoveDemo said:

    I say this to everyone now, If you have a problem with Keys, then use Franklins. >:O

    You say that like survivors wont know once you have it to drop the key somewhere so they dont lose it then come back and get it. So counters flawed.

  • @Xayrlen said:

    Keys are fine.

    /s (fixed that for ya)

  • This should go in find players but that never gets looked at so eh. Also we need the numbers.

  • Survivor has hatch if it gets that far if they couldnt find it or it got closed it should be over mori or hook so im all for moring last survivor they had their chance and its debatable whether the hatch should exist in the first place. You lost the game so just take the L.

  • I personally just liked the idea of you have to hook every survivor once since itd kill tunnel mori for the most part. This just makes the survivor get tunneled longer in my opinion. But yeah agreed i wont fully weigh in until we see what they do with keys. If they "kill" moris but like slap on the wrist keys then yeah. Also mori basekit was already tested with ph.

  • Im just gonna use franklins hoarder when i see a key. You may escape but your losing that key.

  • @siren_sorceress said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805181#Comment_1805181

    Ya no please waste your energy complaining about ooo instead of other actual good perks, I have no issue with that lol.

    Pretty sure you could talk to any fog whisperer or any rank 1 in general and theyd tell you their opinion of OoO and no big surprise even survivor mains say its bs. (Ayrun doesnt like to use it because he finds it cheesy. Thejrm has said himself it should have been reworked long ago) im not really gonna bother on why walkhacks is dumb against a 4 man swf.

  • @siren_sorceress said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804802#Comment_1804802

    Comparing ooo to moris lmao. You dont need ooo for map awareness especially with swf. Ooo is nothing but a meme/troll perk. Clearly it's working on you.

    Ha And i thought i was joking good one.

  • @Steel_Eyed said:

    It still skips a hook state and survivor second chance perks. Just after a second hook.

    Sorry you have to play the game now.

    I mean...at least i can mori 2 ways as ph now. Lol

  • It was a joke because he was talking whataboutism for killers saying "but keys" so i said but OoO instead.

  • Still personally waiting for the OoO nerf but apparently its fine.

  • I mean i only really used mori to kill a key survivor in most cases to prevent a quick escape which this should still work for me. My only thing is i dont like how often ebonies show up more then other ultra rares. Like i have 86 ebonies 15 fragrant tuft of hairs and 12 judith tombstones on myers. Doesnt add up.

  • Oh myers i have 86 ebonies 15 fragrant tuft of hair and 5 judiths tombstone. Moris really need to appear less then addons because i personally dislike moris but get them shoved in my face by the bw. 86x7k each 602,000 bp on ebony alone on myers.

  • Okay? I mean my only real problem is now i have like 100 offerings on freddy alone i havent counted the others that are pretty much not worth it. And with ebonies being shoved in killers face twice per bloodweb my only real problem is the same as its always been. Moris need to show up less often in the bw then other ultra rares like killers addons. For example on myers i have 86 ebonies 15 fragrant tufts of hair and 5 judiths tombstones. Maybe im unlucky but thats just how i see it its nothing to do with the key comparison.

  • @GoodBoyKaru said:

    https://tse1.mm.bing.net/th?id=OGC.1d607152e893c9da99aec840c9d49ce9&pid=Api&rurl=https%3a%2f%2fmedia.giphy.com%2fmedia%2f2UvAUplPi4ESnKa3W0%2fgiphy.gif&ehk=TOwsb%2fH0MJ%2fOAFiz7AXiN140dhgOd3lOXhkWQLYzvfM%3d

    I cannot wait for shitshow these forums will become in a couple of minutes with everyone claiming survivor sided devs.

    Come, enjoy some popcorn with me

    I Mean pop before ds with the logic they presented. OoO apparently being fine. And now moris before keys. And i kinda agree if undying a ######### hex gets nerfed before ds then yeah i mean... i respect the devs but the track record is questionable. And this is from someone who already 2 hook moris with ebony so i dont depip lol and i dont wanna tunnel mori.

  • @Almo said:

    This requirement will stay. There are things we don't want, like someone going into dying state due to a Bear Trap with Honing Stone triggering stuff like Surge. The alternative to the basic attack requirement is making exceptions. For example we could say Surge works for Demo Shred, but not Trapper BT/HS. Now every time we add a new Killer, we potentially have to through and update every perk with these exceptions. It's just not a maintainable design with the vast amount of perk/addon/power combinations available.

    Since every Killer can basic attack, we can create the perk, and know exactly how it works with every Killer without having to check a ton of different interactions. If this means some perks don't work well given some Killers' powers, then that's just the way of it. Not every perk is exactly as useful on one Killer as it is on the others. Learning to choose your perks well to synergize with your chosen Killer is one of the important skills in DbD.

    I have heard it said that this answer means we're "lazy"... that we're not willing to "do things that take work". Whole programming languages and paradigms have been based around preventing the same thing in code as we're trying to prevent in design with this strategy. You don't want a ball of yarn of a design where tugging on any little thing pulls a whole ton of others.

    In a game as complex as DbD, there will necessarily be some of that. But minimizing it through smart design is still a worthwhile endeavor.

    But Honing stone triggers ones like infectious? Even locker pulls triggers that.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1799356#Comment_1799356

     "You’re devoting a perk slot to a perk most Killers will play around unless you exploit it."

    See that? You're using it as a NEGATIVE again, killers even at Rank 1 don't play around it and will tunnel you. Have you ever thought about shifting the blame to the killer who is intentionally tunneling a survivor? OR will you keep deflecting the "fault" to the survivor for playing "dirty" or "exploiting the perk?"

    Have you given a thought to "HM...maybe the killer is tunneling the survivor?"

    Ya Ever think if they do what people have suggested and made it more effective against tunnelers and not anti momentum itd be better for both sides? I mean ive had times where ive had to purposely go down or jump into a locker before ds runs out. Simply making it go down at like 2x the rate when working on a gen is a possible one i saw. Making the timer stop in chase is another because if they say keep it at 60 seconds killers would have to moonwalk for 60 seconds or longer to avoid ds. Which in that time good luck. Theres ways to balance ds into its purpose that are better than its current one. Im personally tired of hooking 2 people then being hit by the dang thing for "tunneling". They wanna abuse it they cant do gens or they risk lowering the time fairly simple.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796600#Comment_1796600

    I agree Myers is weaker than both Ghostface and Oni. BUT Myers is the only killer who can do the cool stuff he does with his add-ons. His basekit isn't as good but if you made it stronger he would be utterly broken with his add-ons.

    The addon pass sounds like a nerf though since they mentioned some of his addons are problematic (probably the tombstone because people dont like getting morid at full health.

  • I miss the honor system. Alittle backstory back in 2016 the servers were only in select areas and you couldnt connect to everyone around the world and the game was less populated so youd often face the same people over and over. And people had a blast and the overpowered stuff existed back then but people barely used them for fun and when they did it was just for fun and not to be toxic. Then when the game became very populated and the servers global then started all this hell. Gotta remember your facing other people.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796864#Comment_1796864

    because it had a long activation period that allowed for extra options however DS isn't the same as pop it's only similarity is it's activation time.

    I'm not saying that something doesn't have to be done about DS's activation however everything about how this perk interacts with the killer is fair. The only nerf i would want to see is it being deactivated if a survivor repairs a gen for a total of say 3 seconds so you can't get progress on gens while still having a safety net.

    but no i believe what has happened in this video is fair and the fault lies with the killer, in no way does it demonstrate how DS is unfair since it could have been prevented without consequence for the killer. good try trying to use faulty logic tho that ignores what we are talking about and throws reasoning out the window.

    https://youtu.be/_-5FGQlSxco

    guess Heres a better example then. If i kept her on the ground she had unbreakable and bt so shed just get up and unhook the survivor. I pick her up when she basically throws herself at me and i get dsd for it? Luckily ds was glitched at this time and only hit me with 3 seconds

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796814#Comment_1796814

    bruh it's his fault for not being careful, the perk is on a timer if you can't acknowledge that then you can't say anything.

    it is a undeniable fact that he got hit by ds for not being careful and had the time and was in the position to wait it out.

    Why was pop nerfed again?

  • @AChaoticKiller said:

    simply could have waited slightly longer, it's your own fault for not being wary of the perk. As you waited all you had to do was wait on top of her and hit her if she did indeed have unbreakable, i've been in this exact situation and the survivor did have unbreakable and i had no trouble dealing with it.

    Not saying the perk combo is healthy but if all the other survivors are disabled you can wait some so 20 seconds on top of the survivor.

    Ah yes "its your own fault for downing everyone else and hooking someone else and getting hit ds from before all that even happened which you in no way tunneled considering you hooked 2 other people and downed everyone else gg ez"

  • @TheKnowlesFam said:

    TBH every time i use DS i get tunneled HARDER. it's supposed to be anti-tunnel but almost encourages it. i've done away with it in my perk builds. the only chance is to combine with poised and hope a gen gets done while in mid tunnel from ds. its NEVER really helped with tunneling. BT has helped far more than DS. I don't care if they nerf it or get rid of it because it doesn't help as much as it promotes tunneling.

    Because lets be honest, if you get stabbed in the face for trying to put someone in time out it KINDA hurts your Ego a lil bit. But when others can grab the killers attention mid chase, that's when DS works and I can get away from them safely but it requires people actually working together and when i'm paired with 3 rando default characters... DS does NOT work as well.

    I honestly tunnel to burn ds early since getting dsd at the exit gates is dumb. I dont like tunnel to death but if i get the chance to down the same survivor and pick them up to burn it i will.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796567#Comment_1796567

    What makes you think DS is strictly anti-tunnel?

    For the record, they are invincible if you choose to tunnel. If survivors are magically disabled for doing actions, then so should killer perks. It is amazing killers think Tinkerer is fine as it is, a perk that literally PUNISHES the other side for doing the objective. No counterplay.

    Says "What makes you think ds is anti tunnel" then proceeds to say it only applies when you tunnel someone. When you know for a fact thats not the only time it applies. Nice contradiction. Only applies if tunneled hm...

    https://youtu.be/_-5FGQlSxco

    didnt tunnel purposely avoided tunneling to be fair and gets dsd.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796554#Comment_1796554

    Lets nerf Tinkerer to be disabled if the killer attempts to progress the game.

    Tinkerer isnt made as a anti tunnel perk that can hit the killer after hes hooked 2 other survivors and give complete invincibility in lockers and with unbreakable.

  • Michael would like a word with you. And ghostface.

  • @BigBrainMegMain said:

    And can you believe killers want the perk nerfed?

    @Bard Tell this poor soul how badly you want DS nerfed.

    I mean the devs confirmed their just looking into its more abusive stuff like locker ds probably and its unbreakable combo. No idea what exactly is happening to it.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792322#Comment_1792322

    If you would revert all his changes, Legion would still be a bad Killer. They were always a weak Killer, at any time. They are not super-bad IMO, but far from good.

    You simply cannot have a Power which allows to vault windows and pallets and expect that the Kit of that Killer will also be strong.

    I Mean wasnt even the first legion (the one who could moonwalk) considered "meh" i forget how it went back then.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793347#Comment_1793347

    I'm a Nurse main myself, but I'm not the only killer playing killer in my region.

    How often do you go against the same survivors? I'm in Los Angeles, so the answer is almost never.

    EVER. So yeah, 1 out of 100 Matches.

    And no, she doesn't need a nerf after they remade her addons into meme addons and gave her a cooldown bar.

    You're a fake Nurse player, you're a fake killer main. Stop disguising yourself as a "Nurse Main" to try and get her nerfed.

    Jesus Christ, they're evolving..........

    I normally disagree with you but yeah trying to argue people here who make nurse out to be the "most played with most kills" is probably not worth your time. Either they havent played the game enough or are just oblivious. I hope everyone knows how nurse is hardest to learn but amazing in the right hands honestly i find her very balanced for that reason alone. Freddy definitely isnt top of the board though in terms of power and ease. Spirit should have taken that from him im pretty sure. Especially stridor spirit.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1788081#Comment_1788081

    To be fair, they already said they are working on a hotfix. I don't think they have time to babysit.

    I don't see anything game breaking in this patch other than the new maps are killer sided deadzones. Killers should be happy here but it is like that kid that once you give them a piece of candy they keep begging for more and they eventually start crying and it ultimately turns into a tantrum.

    "Nothing gamebreaking" *as legion has no ff speed hoarder literally is a perk that does nothing,people are getting frozen in place and cant move as victor and Victor is hitting people through lockers* damn wonder what ya deem gamebreaking.

  • you-serious (1).jpg

    Thanks for my laugh for the day.

  • Afton in lore is kinda no different then freddy. Murdered children and stuffed them into suits then when their spirits returned for revenge the springlocks in the suit around him extended basically destroying his body from the inside out. Then came back as springtrap to murder even more people. Doubt itd sell better than the other dlc we have though especially stranger things.

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/1788010#Comment_1788010

    We don't insult them. We critize them. We just don't understand how is that possible to make the new perks even more bugged than in PTB and yet still release it into the live version. Like what kind of game company do this kind of thing? Like come on, if they could at least listen for the feedback for once then the DLC would be enjoyable and awesome, but nope. Money as always are more important than community.

    Hoarder needs to just say in known bugs "this perk does nothing"

  • @Gay Myers (Luzi) said:

    Please remain respectful - it doesn't help anyone if critcism becomes unconstructive. Insulting the team or anyone for that matter never will be okay. We understand your frustration and we appreciate any kind of feedback, you totally are free to feel frustrated and upset, that is your right. When conveying those emotions, remain respectful and constructive. If this continues, the thread might get locked, so please avoid it.

    When literally hoarder should pretty much say "this perk is useless even though this is live release now give us money"? I respect the team but they do deserve the criticisms obviously the insults are to far but seriously...

  • @PatBrutal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1784934#Comment_1784934

    Just to give you a heads up, this issue will be fixed in the upcoming hotfix.

    So whats the point of the ptb then if the lives even worse then the ptb might as well just give us the chapters 2 weeks earlier put it on ptb for 1 week then give us the chapter.

  • "Hey any of you 3 the nancy beside me on the gen?"

    "No why?"

    "Im out killers on me rush your gens"

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1784703#Comment_1784703

    The technique that you just used is called "whataboutism", which is an actual thing. It means that you give examples in order to minimize or completely erase the damage of something else. Because one perk combo is bad, it doesn't mean that the other isn't.

    Ruin/undying is basically free value. It can be cleansed in the first 30 secs of a match, but you did win those 30 secs didn't yoi? If they are unlucky and they cleanse ruin then they have to find another totem and cleanse it, with the hope of it being undying. Then, repeat till undying is cleansed or all totems are cleansed. One or more survivors are busy searching for totems, so that's -1/2 survivors that are doing gens. Meaning that the simple existence of this perk combination gains pressure and tons of time.

    Also im gonna say it again because its the number one rule of survivor: split up. Even if the killer has undying ruin you can just plow through it without cleansing because the killer can only be in one place at a time me and my friends literally did all the gens through ruin undying because of just splitting up and the killer couldnt apply pressure to 4 areas at once

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1784703#Comment_1784703

    The technique that you just used is called "whataboutism", which is an actual thing. It means that you give examples in order to minimize or completely erase the damage of something else. Because one perk combo is bad, it doesn't mean that the other isn't.

    Ruin/undying is basically free value. It can be cleansed in the first 30 secs of a match, but you did win those 30 secs didn't yoi? If they are unlucky and they cleanse ruin then they have to find another totem and cleanse it, with the hope of it being undying. Then, repeat till undying is cleansed or all totems are cleansed. One or more survivors are busy searching for totems, so that's -1/2 survivors that are doing gens. Meaning that the simple existence of this perk combination gains pressure and tons of time.

    Ah yes saving 30 seconds for losing 2 perks for the whole game is the best tradeoff ever. When something like corrupt saves that for 1 perk...

  • @CLAUDETTEINABUSH said:

    Ruin/undying is simy free braindead value, coming from a killer main. If you cleanse a totem as a survivor you waste 12-14 seconds (I don't remember the actual time, it's between those two). So if you cleanse every single totem you've successfully wasted 60-70 seconds doing bones. So only by cleansing you've wasted almost an entire gen just to remove 2 perks from the killer, without adding thrill of the hunt, the unhooks/heals/interactions with the killers power (curing sickness, disarming traps, destroying portals)/being chased. Other slowdowns like corrupt and sloppy,ect. All of these combined make the game last forever and gives the killer value they don't deserve at all.

    Ds unbreakable bt deadhard is silly braindead value coming from a rank 1 survivor. Dead hard is E to extend loops and ds unbreakable allows you to do gens in the killers face and if they come to chase you off just jump into a locker. Did i also mention these are actually given for free deadhard is whenever your not exhausted ds just requires being hooked and unbreakable being downed. Survivors explain when a killer ignores the meta perks like pyramid head and freddy so the perks just get free value. Undying ruin can get cleansed in the first 30 seconds of a match and theres so many ways to counter totems detective hunch and maps being two. Also even with undying ruin the killer has to apply preasure i cant just slap it on clown because hes slow survivors will just split up on gens and repair through it. Not to mention there being 4 survivors so they all 4 can just run it.

  • Thanks for the shoutout! I agree with most of those even though we all don't see eye to eye i do try to see both sides and really think these forums can be a good place! Personally i agree with most of those but i do have special people out of there i especially like!

    @TheClownIsKing tought me a few things about the "weakest killer" and personally his advice in other chats really helped me further my clown to new heights!

    @Respectfulnancymain the name doesnt lie even though we don't always see eye to eye i do like people i can have genuine conversations/debates with without it resorting farther.

    @Orion Always helpful not more to say there!

    @Fibijean can never forget the person who watched stuff so we don't have to!

    Obviously theres more to this list but im a busy person today but i do thank everyone who makes the forum a better place!

  • Anyone try it on freddy? I hear its the longest lunge ever.

  • Unpopular opinion apparently:The games easy for survivor with the red stain warning them,Loud chase music to prevent the killer from hearing, Its a 4v1 game,Balancing around survivor fun (Ph and ruin), Devs not knowing how the game works (OoO), 4 man swf. God loops and Just strong survivor loops in general (breakable walls). Second chance perks (survivors are now getting powerstruggle which allows you to drop a pallet while on the killers shoulder). And literally making killers that allow survivors ample counter play (The twins).

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1773029#Comment_1773029

    We do talk about this. There's a part of the HUD in the bottom left that tells every player in a trial the health state and name of each survivor. The killer does not even have to see a survivor to know if they are injured or hooked still. This is why players on the forums are saying the killers complaining about DS are not paying attention. Because the killer has the opportunity to know who was hooked and how long since the survivor they put into dying state has been unhooked.

    Too often players come on here to excuse bad play with game mechanics when the game mechanics are solid and are the things that keep the game interesting.

    Quick question though wasnt pop nerfed because you could chase and down another survivor and still be able to pop a gen? And the fact "60 seconds is a long time for a perk to be active". Seems kinda funny when all pop does is add like 15 seconds to one gen if it happens to be there. Not gonna say the same logic should apply to ds+ub but getting stunned for 5 seconds is a lot more impactful then adding 15 seconds to one gen. And im well aware of the ability to keep track but when im snowballing and downing multiple people at a time because they make a mistake. (This mostly happens with my oni with infectious fright because i can snowball and down multiple survivors if they happen to be in the area) to lose so much momentum to one perk combo seems alittle annoying. We all know how the old anti momentum MoM was. I hope even survivors understood it was busted.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1773021#Comment_1773021

    Nah, they dont get it. Its always the same, if one person is unhooked, only that one Survivor exists. So they tunnel and get hit by DS, just to open a Thread on the Forums afterwards.

    You act like the "survivor abusing ds" never happens. No survivor ever decides when they get unhooked instead of healing to just hop on a gen then you hook say another survivor come over to them because you see them with bbq or something and they jump into a locker to ds you or just ds you when they pick you up. I personally think the only problem with ds is when it punishes the killer for getting a lot of momentum even when they didnt tunnel. If your getting tunneled it could last forever for all i care, i got tunneled once and purposely had to go down because the ds was gonna run out if i kept running. And before you say its anti momentum so was old MoM. Also why did pop get nerfed again?

1 … 55 56 57 58 59 … 96