terumisan
terumisan
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- terumisan
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That's a hex that isn't worth running especially since it can prevent a 3 gen strategy
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Kate and yui
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1780565#Comment_1780565
Its not the darkness..its the fact that survivors can hide under your fov, a frame drop makes them dissapear, etc..the fov is way too restrictive
I'm saying it being super dark is also a problem at least for me the other things tou listed are also a problem
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It's called party chat. Use it
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It's dark as hell on console i struggle chasing on certain maps not to mention the visual updates makes the maps even darker
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All you'd have is people picking survivors who either have better gen speed or a skill that affects chases and those survivors would be all you see going forward you'd see good loopers pick meg for example since you'd make less noise than others in a chase.
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Make it a 20m constant range around the killer instead of it being the area that you hit the survivor in. The huge problem with this perk is the speed boost alone invalidates it on top of being a hex with a cooldown.
Why do hex's have cooldowns anyway the point of a hex is that it's so strong it can't not be a hex and survivors can take it out of the game as counterplay
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Someone would find a way to abuse it since no perk is 100% fair especially when you consider bhvr is balancing it
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I do if i see 4 of one character.
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The devs have been this way for years how are people now figuring this out
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@Reaver_Raziel said:
https://forum.deadbydaylight.com/en/discussion/comment/1581085#Comment_1581085
Sure, but thats a bad way of comparing them.
Pop. In your own example It buys 11 * 20 = 220 seconds or 3min and 40 seconds. And thats at best. Where every single Pop is used. A bit of an extreme example but ok. I mean I dont remember ever using even close to that many pops but fair enough lets go with that.
DS. Someone gets unhooked, the killer decides to tunnnel. The survivor loops the killer for 20-30 seconds(gonna use 30 for my "extreme" counter example), goes down, gets picked up and DS the killer. Now the killer is stunned for 5 seconds, 1-2 of which the survivor gets off the killer and runs for the next tile. Loops for lets say another 30 seconds, uses Dead Hard and goes for a loop or 2 more, drops the pallet goes to next tile and maybe 30 seconds longer goes down. Yes this is an extreme example, but as I said killers rarely use all their pops because usually a survivor either gets found and chased or the gen gets finished. Thats 1 DS that cost that 1 killer 1-2min game time there are possibly 3 more.
Now as for counter plays, well besides Freddy just teleporting to the gen most of the time cooperating on a gen can get it done faster than the killer can get to it with pop. Thats at least my experience. And slugging is countered by Unbreakable a common combo.
Now is this to say DS is op and Pop is not. No not really. I would say pop is definitely one of the strongest killer perks if not the strongest. And I would claim the same for DS, at least at the moment. Because the example I usd required the killer to tunnel. Most games it doesn't even require tunneling it just requires the survivor with DS to go for unhooking or taking the killers attention and jumping in a locker.
I would argue for buffing the anti-tunneling aspects of the perk and nerfing the ways it can be "abused". But we'll see, what the devs do. Apparently they have already said they will try to make it less obnoxious to vs.
You forgot to mention the method of activating both perks where in order to even get value out of pop you need to get downs but with ds there is no requirement outside of getting unhooked via others or themselves
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What's the best killer perk? The best survivor perk is ds
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@MadLordJack said:
The funny thing is that the DS stun was buffed from 3 to 5 seconds because of Enduring. Then Enduring was nerfed so the interaction no longer mattered, but DS... Wasn't changed at all.
No idea why people forgot this
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1574604#Comment_1574604
The only one of those that is truly second chance is Pop, and even that is a stretch. Ruin is only active if survivors get off the generator - and the killer isn't hooking anyone if they are constantly chasing people off generators.
Pop and Surge have to be earned. You had to find, chase, down and in Pop's case, hook a survivor to get those. The real distinction here is second chance vs. free second chance.
Aside from deliverance, which second chance perks on the survivor side have the condition of the survivor needing to earn their use?
Second wind but no one uses it
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You do realize that the average survivor including me is terrible right? They go against a guy who plays the game for a living why are you surprised that he has 50 wins i would be more surprised if it were clown though
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Are you high rank for both sides or just one
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At least your having fun
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Is he that much of a chad or something?
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World peace bad
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1572657#Comment_1572657
That Everyone always says "oh the spirit made mistakes" "the spirit is bad" everyones human no spirit is gonna play perfectly every game. Everyones "forum spirit" is like a forum hanzo on overwatch where they never miss their shots.
This isn't a wrong statement either he still plays this game for a living and is at least way better than the average player
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1570401#Comment_1570401
Hit them as they save then they stop and have to start animation again. So free down. If you havent experienced that you are less experienced as killer or people save before your brain realizes, which isn't an insult btw
The unhooker goes down the hooked person starts to run away you picked up the downed person and hooked them the 1st unhooked person immediately starts unhooking you hit them bt activates they get the unhook then you slug and depending on how close the exit gates are they usually both get away and it's worse if there is a third guy because if yoy chase that guy the 1st guy picks himself up and you lose. That's how it goes for me
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Ill be real i read it till you said you camp for trades at endgame and that doesn't really work because the unhooked person starts body blocking and you lose both people
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I started off as a survivor main and probably have way more hours in survivor than killer
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1569069#Comment_1569069
Fun should always be first before balancing s game otherwise what would the point be to play a game without having fun.
Why would you come back to a game you have no fun in?
But fun is super subjective especially in this game where survivor fun and killer fun are opposites
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That looks really good you got my mouth watering
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The double standard i have more of a problem with is that people want cookie cutter looping for all killers instead of adjusting to each killers individual powers
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Gen parts
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So a person who plays nurse or spirit
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The 3 cooldowns or the shout out?
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Dragon's grip has 3 cooldowns. Shout out to space coconut
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1567143#Comment_1567143
In what aspect ? Im fairly certain she loses nothing from this..in fact she trades some info that is the only safe info to give in exchange for a new way to play tiles unless I missed something
Ehh its trading 2 things her phasing while walking and standing still to mind game to stand still to mind game he isn't really wrong
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If a survivor knew everytime she phased what mind game could the spirit possibly do since she couldn't fake it out?
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No clue its just bhvr handicapping killers like always
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@Iceman said:
https://forum.deadbydaylight.com/en/discussion/comment/1566708#Comment_1566708
I've been wanting the option to removes HUD in general. I want to play with out information given to me.
Tbh would it make much of a difference as a survivor after a couple of days i'd do it at least as a survivor
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Maybe crouch walk up to them and t-bag it works on me at least
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1566708#Comment_1566708
Yeah Idk why lullaby just sits there doing nothing but basically saying "come cleanse me!" Before first hook. It should really either be insidious till first hook or insidious in general.
It would be a way better perk if it didn't notify you just the effect went off
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Or just remove the notification and let it not show up? Survivors are not stupid they can figure it out
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Freddy
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@Opekyn said:
The underlying issue is BHVR is an amateur studio pushing a professional product; the game itself and many of the choices made are pretty reflective of the fact. In direct answer to your question - Killers get upset because the game mechanics make the role needlessly stressful, and "meta" perks (DS/DH/Adren/UB/BT) only add to the stress - rewarding poor play on the survivors' end. A real fix to the game would be to give survivors something other than just generators as an objective, but BHVR is busy doing a pretty good job so far. There are a few tweaks that might help the game in the current format.
- Decisive Strike - Have it deactivate on entering a locker (pausing the timer), and disabled when you begin repairing a gen. Additionally, there needs to be a debuff preventing DS and Unbreakable being used together.
- Dead Hard - The perk is fine, BHVR just needs more hamsters for their servers. A part of being killer is baiting out perks like DH.
- Adrenaline - The perk is just really powerful and does too many things. It gives an improved Sprint Burst (okay?), heals you a health state (alright), wakes you up against Freddy (I mean, f* that guy - right?), heals to full off hook (because of science reasons?), and ignores exhausted state (seriously?). Easy fix - have it pull 2 of those powers randomly from the pool, dependent upon game conditions.
- Unbreakable - Fine by itself, stupid with DS. Disable using the two together, make it an obsession perk, and give it a built in Flip-Flop to compensate.
- Borrowed Time - The perk is strong because it allows unhooking in the killer's face, and BHVR hasn't budgeted properly for hamsters. Frankly, I would be fine removing this from the game entirely and allowing it by default - provided activation required the rescuing survivor to be outside the terror radius when the other survivor was hooked.
If you use ds you are unable to recover which pulls people off gens which slows down the game and destroys the synergy between ds and unbreakable while also destroying standing on top a survivor to wait ds out because they can't pick themselves up
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It's situational to show mercy imo i won't camp or tunnel if i can afford to but if there are 3 gens gone and i only have 1 hook i'm going to use less fair tactics. But new survivors get a pass
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Lullaby is mainly trash because it gives a notification before you get any value out of it why change it from hooks to damage and lower the amount of tokens
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Killers obviously
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1563901#Comment_1563901
Neither of them are toxic. Thats what I wrote.
Ok let me clarify i can see why other people view ds bt and noed toxic but why do you think people consider pop toxic
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1561311#Comment_1561311
Dont worry, But you should keep in mind that this happens both ways. Using DS or BT is as toxic as using NOED or PGTW. Exactly not toxic at all.
But toxic gets thrown around as a generic word.
I can see how ds bt and noed are toxic but how is pop?
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The problem i have with gate regression is that it won't be 1:1 but some way lower number that makes it not worth it like base gen regression
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Whispers is a coin toss because it helps a lot in early or late/endgame but useless mid game
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1st one is impossible unless you buff everyone to nurse/spirit tier and even then some killers are going to be better than others
2 people will compain about being tunneled and it'll be super annoying but it would be a cool feature for kyf
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It would be worth it if it tracked the survivor and didn't stay in that single area since the survivors injured speed boost make it useless
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@Masochistic_Killer said:
I don't think survivors are OP, I think killers are weak and should be balanced around SWF, which they aren't.
Ehh if the average survivor could properly loop killers would lose a hell of a lot more often because of how the game is designed not counting nurse or spirit also most killers are weak as you said and because the devs are balancing torwards the average survivor killers end up weak at the high end and swf makes it worse. Op isn't wrong it's just that most survivors are bad












































