terumisan
terumisan
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- terumisan
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Comments
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I don't want to get hit with 2 ds it makes a safe move even safer
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Lol you don't really need perks to be a good survivor much less items
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Not really since you wouldn't be able to protect 2 totems at the same time
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/651322#Comment_651322
Okay fair enough, give us a wide open field then with no corn and no sight blockers because it would require more skill form survivors to avoid a killer in a straight line.
So pallet town also known as blood lodge
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I'd argue rotton fields first since you have near 0 visibility
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Did I miss a patch? when did rbt get affected in terror radius
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@DoomOrb said:
https://forum.deadbydaylight.com/en/discussion/comment/643373#Comment_643373
Yes, but that's just with a perk. Remember, I'm looking at the naked Leatherface. No add ons and no perks.
I'd argue naked clown is worse than naked leatherface because at least with leatherface if you catch someone in an open area you have a better chance at instaDowning them
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You forgot the super loop at coal tower
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I'd say the farm maps need the badham treatment first especially rotting fields since it's so bad
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I like clown but he's weak I also like huntress and trapper
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Whispers ruin pop and monitor is the build I use
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1. King ramsay
2.courage map the farm
3 hex man in gauze- after a hook this song starts playing blocking all sounds including terror radius and gets progressively louder with more hooks
4 the fog rolls into nowhere and takes the farm and the inhabitants in it
5 it's unlikely since the show is off the air
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not really in your original comment you shifted the blame on killers while not equally reprimanding survivors also suvivors inherently dc more because there are more survivors than killers
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/648108#Comment_648108
While that is true, the amount of killers who DC on Haddonfield is far more frequent. I get why, don't get me wrong, but it's like the pot calling the kettle black.
Yea but double standards and hypocrisy is common survivors will dc because of certain killers, being found first, certain add-ons ext
Killers generally dc because certain maps, ruin being going within 30 seconds or gens being done too fast
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@The_Second_Coming said:
I think when killers stop DCing on certain maps, they can complain about survivors DCing with a Mori.
I mean survivors dc when it's the game or lery's
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/646887#Comment_646887
First of all.
Any one instance of something from the Killer needs to be 4 times stronger than the Survivor equivalent, since the Survivors can have 4 of whatever it is.
So an instant down isn't supposed to be the strength of an instant heal, but rather a team of 4 survivors all running instant heals.
Second of all.
A in the case of Killer powers, having an instant down generally comes at the cost of being balanced around that fact in that their power won't have things that Killers without instant downs will have.
For example Billy has an instant down sure, but he also has a long charge time, gets stunned easily and can't turn while using it. Meanwhile Spirit has a short charge time, is invisible for the duration, has no stun and has full control over her own movement. Yes I know the comparison isn't perfect but the idea is that the instant down alone is not enough to make a Killer Power good simply because a good Power needs to do a lot of things all at once. Just look at Bubba, he has an instant down but is #########.
However, Survivors are not dependent on their items. Thus a Survivor team with no items can go head to head with the Killer and be evenly matched. In theory Instant heals would be balanced out by the Killers UR addons, and while sometimes it is, far too often it isn't. And the only addon builds I can think of that can go against a full team of instant heals (which is what SHOULD be equivalent to the Killers best addons) would be Gen Grabber Spirit and Omega Blink Nurse, both of which are considered OP.
And finally.
Other than the Chainsaw Killers, NOED and specific addons. The instant down effects ARE closer in equivalence to a heal over time. This is because most example are tied to a timer.
Myers is 60 seconds
Ghostface is 45 seconds
MYC and HG are 60
Iron maiden is 15
Not sure how long the clowns pink addon is but it's on a timer too
NOED and Devour Hope are tied to totems which can be removed in advance
Rancor comes with an explicit drawback and only works on a specific survivor.
So that leaves chainsaws which I went over and iridescent hatchets which a lot of people rightly want nerfed
Clowns lasts as long as the duration of your bottle so ether vol 15% exposed lasts longer than base
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Why? just look around you'll usually see them unless it's the game or lery's it's also good for the jumpscare factor
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She's pretty weak not to mention her slower break speed she's taller so you can't do certain mind games and if someone could verify she might have a shorter swing but I'm not too sure
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More Insta heals? Why it seems more counter productive
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/645575#Comment_645575
Well then pick up the 2nd one, not the first, it ain't rocket science kid
If you read the quote that you took I put hooked the second one
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/645571#Comment_645571
What do you want them to do? SLUG them?
I think not. Just go find someone else and DON'T I repeat DON'T TUNNEL.
You could slug someone then chase and down a second person hook them find the first person pick them up and still get hit with ds
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/645454#Comment_645454
I know, no offense to the guy because he seemed like he worked hard for this to become a thing but I could barely understand what he was saying. Not his fault of course, it's the accent, just most of the time I couldn't understand what he was saying but I did hear him say Borrowed Time and I was like "Wait, isn't this technically just the opposite of Borrowed Time?"
https://forum.deadbydaylight.com/en/discussion/comment/645492#Comment_645492
DS is so strong that you can get farmed by a random, get downed immediately and then left on the ground to rot. What an OP crutch perk.
Btw, nerf Left Behind.
Ds is so strong that a majority of red rank players use it. It also doesn't help that people jump in lockers so it either forces you to eat ds or leave them to potentially find someone else and now that inner strength exists you have to choose between eating a ds which won't help if they are good at looping or a free heal
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/645448#Comment_645448
I think it’s a great healthy perk for both survivors and killers. Pretty much encourages no tunnelling. But what they said on the stream about pairing it with BT didn’t make sense. Killer is going to potentially have trouble finding who was rescued anyway.
The sad part is people will still run ds. Bright side is they can nerf it into the ground since borrowed still exists
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@Warlock_2020 said:
Great perk idea. I do think it becomes a broken perk if com ined with OC and HL. That would be too powerful and too easy for the killer. I do think Ruin should work with it.
1. Ruin directly affects the gens. Therefore they are affected by the additional penalties if it is still active.
2. HL affects the survivors, not the gen. The gen impact is due to the survivors messing up because of HL.
3. Overcharge requires direct interaction with the killer and then the survivor.
You mean pop instead of oc
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@Peanits said:
It does work vertically, yes.
Does it work with pop or overcharge though?
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/644976#Comment_644976
14 seconds though? I mean, I don’t really see it that making much of a difference, but then again I don’t play SWF. Never in a million years would I take this perk as a solo player.
Neither would I as a solo but I've camped endgame hooks and swf usually are super altruistic so they'll just sit there trying to bait me while the timer is extended
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/644923#Comment_644923
That’s what I figured. No way can it keep re-activating. It seems pretty useless though.
It's a swf endgame perk
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Is Eustace the killer? Don't forget his mallet
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Ds needs to honestly be changed so it can't work in lockers it's still strong af and lasts way too long if your good at chases
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Rule #100 survivors should not use pallets especially one's you can't mindgame
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Ormond is awful for trapper I can barely see traps
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What about endgame and you have no hook kills I camp then tbh
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Dc and then their friends dc
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So what happens when you get that immersed survivor and even then mori's aren't really common
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Why not infectious fright instead of fire up since you can easily snowball
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/623614#Comment_623614
That's more of a map problem because BL in Haddonfield makes certain houses infinites. Fix Haddonfield and you fix BL on Haddonfield.
It's still a problem nonetheless but would you really want to deal with that?
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/623581#Comment_623581
I rather take 2 exhaustion perks within a chase than to deal with 3 health states in my opinion
So you'd honestly want to be on haddonfield with bl and a team of Insta exhaustion
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So double dead hard/balanced landing inf/double sprint burst are you sure you thought this through
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The skin looks awful just let it go
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Undetectable exists on tier 1 Myers just in case everyone forgot dunno about oblivious tho
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A totem counter is fine for small game and even then your likely to run past a lit totem or dull
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Spirit is better since it's harder to mindgame her because she barely gives information. Even Insta saw Billy can get looped even though it's more difficult compared to his other add-ons