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tt_ivi_99

tt_ivi_99

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tt_ivi_99
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  • I like the idea of recover from "Broken". I think It would be really cool if It worked for things like Blindness and Mangled giving them a 60s recovery, that way you could counter perks like Third Seal or Sloppy.

    Recovery while running was nerfed for a reason, I dont want to deal with an Infinite + Sprint Burst again.

  • You should say which platform you're playing.

  • That's why you have Flip Flop or Boil Over.

  • Killer gets boring once you get to see the same survivor build in every match.

    Survivor is just boring in general.

  • I have been playing without problems.

  • Spirit with Dried Cherry Blossom and Wakizashi Saya, there's no escape from that #########.

  • If you use the Iredescent Pin you'll see it's based on distance, not Tr. There are also add-ons that increase the radius.

  • You play purple ranks, there are no tryhards there, that's why you dont have a problem with MoM. That doesnt mean the perk is balanced, would you say 5 blink Nurse is balanced if you'd only see potatoes using her? No, right? This is the same. MoM has no counter play and is getting balanced (not nerfed) because of It.

    You say camping and tunneling are out of control, you want to know why? Most people camp when there's no other choice, they camp at the end-game to secure a kill, that's because the game doesnt provide killers enough time to accomplish their objective before survivors accomplish their objective, even devs have recognized this problem. Same goes for tunneling, when people dont care about healing and just rush gens like there's no tomorrow you'll see that the only viable way to get kills is by tunneling, simple as that. You want these problems gone? Then pray for killer buffs.

    You say survivors are leaving because they're getting nerfed? It's come to a point in which survivors are moaning and crying because they have been taken away the control they had over killers. Broken bs like old exhaustion recovery while running, old DS, MoM (soon), pallet vacuum and many other have been nerfed so that the game can be more balanced, most of the survivors that are leaving the game for that reason is because they wont be able to bully the killer anymore.

    You say the player base has dropped, and it's because survivors are leaving? Do you have proof of that? Double pallets are back, Thanatophobia got nerfed, sounds are still broken, fast vaults are still broken, things like infinites are still a thing, Legion got nerfed, Pig got nerfed for no reason as well, MoM is basically DS 2.0 rn, ######### like Insta-heals are still a thing, genrush hasnt been adressed yet, we are going to see the first gameplay of Freddy's rework this month after waiting almost a year for it, etc, etc. And you say the ones that are leaving are survivors? Dont make me laugh.

  • Ever heard of red light? That's what i use to check if the killer sees me.

  • First of all:

    "My grandmother can blow out her hip vaulting a picket fence and still be faster than Legion"

    Dude, you have to put that in your grave.

    Second:

    There's always going to be hate, no matter what you do. I just laugh at them when they start with the ######### excuses.

  • It is true that playing solo survivor can be a really bad experience some times.

    Imo things like Aura reading and information are great ideas to close the gap but you have to understand that solo survivors will never be at the same lvl as SWF teams.

  • @Boss

    It was just a bad joke.

    You know, because you said you explained that to him 5 min ago and he still didnt get It... It's the same with me and that woman...

  • You agreed with this:

    CYMERA_20190517_112707.jpg


  • The scariest thing is the possibility of getting a No Mither teammate. That ######### doesnt let me sleep at night...

  • 1: It is true, he had a built in M&A and they took It away. They also nerfed his Killer Instinct because It doesnt workt based on his TR, It now works on distance so perks like Distressing or even the Iredescent Pin are worthless if you want to use them as a tracking tool.

    2: His current FF speed is laughable, if you happen to find someone medium - far away distance with Killer Instinct and that person starts running you'll never catch them. Completely unnecessary nerf considering he cant down anyone with his power.

    3: I dont really have a problem with this but I do think it wasnt necesary because as I said, his power is not lethal anymore.

    4: The removal of the Legion being able to down people with his power was necessary and Im honestly really happy with It.

    5: I think this was made so that Legion cant just hard counter things like flashlight/pallet saves thanks to his Killer Instinct. I never had a problem with It tbh.

    6: Devs gave him back his collision once you get stunned so I think this is a needed change, otherwise it would be too powerful.

    7: You are completely right, he gets too much punishment if he tries to go after different people. I think that buffing his ms to what It used to be should be enough give him a good reason to go after multiple people.

    Welcome to the forums :)

  • @Boss said:

    I wrote a comment explaining it to you like 5 minutes ago.

    @Boss

    LMAO! Are you my biotechnology teacher?

  • #########?

    Devs said It's getting new numbers because of the change to Enduring...

  • @WolfPad06 said:

    I don't side with any one role in this game, since I enjoy both.

    But I will say that the difference in "killer mains" and "survivor mains" complaint threads is hilarious.

    Killer mains: *This perk is a problem because a, b and c. We could rework it by doing 1, 2 and 3 because the counterplay would be x, y and z. What do you guys think?"

    Survivor mains: *I have a slight chance of not being able to get free escapes, 6 second chances and less than 3 minutes to tbag the killer at the gate, REEEEEEEEEEE"

    MoM had no downsides for a powerful effect, had to be adjusted. Just like DS had no downsides for a ridiculously powerful effect, almost everyone agreed it took the devs way too long to address DS.

    MoM STILL lets you tank 1 extra hit, you just gotta work a little harder for it than before. What's the big deal about it?

    @WolfPad06

    I've seen survivor mains that actually understand the problems of the game and agree that A LOT of things should be changed.

    That being said, It is true that some survivor mains are too blind to see those problems, but they're as blind as those killers that complain about 360s or looping.

    In my eyes there's not many people in these forums that actually understand the game enough to give good feedback.

    Edit:

    @pootis_Bear

    What about the buff attack on Enduring? Sorry, Im gonna stop right here...

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/480222#Comment_480222

    MoM can be activated 4 times?

    okay. you've just proven to me that you're not worth my time. you better go and read on wiki or something. i won't argue with you anymore cuz there's no point of arguing with people that don't have any knowledge in the game.

    @Heroiq

    4 survivors = 4 possible MoM without counter.

    Did I really have to explain that to you?

    Im pretty sure I have more knowledge of the game than you think.

  • @Heroiq

    What is It to read? You say MoM can only be a activated once, which is false, It can be activated 4 times.

    You also say Enduring affects everything, but I dont see Enduring giving me a free down, I still have to chase people if they pallet stun me or make a survivor drop off my shoulders.

    Not to mention that you have to earn Spirit Fury as well, unlike MoM, which btw Spirit Fury needs Enduring to get a viable effect, unlike MoM.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/479927#Comment_479927

    every killer can easily force the pallet drop by trying to do some mindgames in order to close the distance a bit between him and the survivor so the pallet will 100% stun him.

    not to mention that this combo is heavily used by billy mains. not an m1 killer.

    also MoM activates only once per game. while spirit fury & enduring will be active the whole game. not to mention that enduring will reduce the stun time for everything. not just the pallet stun. while MoM will only give you the extra hit. with that aura downside

    @Heroiq

    Hey, if you get mind-gamed by a killer that manages to close distance between you and him, that's your fault.

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/479916#Comment_479916

    @tt_ivi_99 For the record, I've used it for a total of five games since I got it.

    "Counterplay" "Earned" A lot of words with no meaning. There's no still counterplay. It's simply not a threat anymore. But I see there's no sense in deliberating with you.

    @Visionmaker

    Words with no meaning? Are you seriously that blind? Maybe you've gotten used to having everything done for you as survivor and that's why you think these changes are not needed?

    You can now just drop the survivor and hit the guy trying to bodyblock or just ignore him, that's a counter.

    Having to do something in order to activate the perk, which in this case is taking a hit for your teammate is the way you earn the perk.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/479860#Comment_479860

    @tt_ivi_99 based on your logic. everyone who's running enduring and spirit fury sucks at chases and need these perks to end the chase.

    @Heroiq

    Are you just gonna ignore the fact that Enduring + Spirit Fury is a combo? You need 2 perk slots, unlike MoM.

    Now, Enduring + Spirit Fury can be countered by any survivor using any build, just throw the pallet down earlier, simple as that.

    In conclusion, you cant compare MoM, which is a single perk without any counter if you are playing a M1 killer, with Enduring + Sirit Fury, which is a combo of 2 perks that can be countered by any survivor at any time.

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/479872#Comment_479872

    @tt_ivi_99 Oh fan-freaking-tastic. A balanced MoM player will spend nearly a full minute, two perk slots, a medkit with addons to have a bullshit BT effect for one hit. On top of flagging down the killer each time he downs someone and running around to hide and heal. Wonderful. MoM = self-inflicted Ruin.

    Ridiculous. Clearly you have a warped sense of balance and "earning". MoM will be as much of a handicap as No Mither and as worthless as Saboteur.

    @Visionmaker

    Hey, If you dont like the changes then dont run the perk. It now has counterplay and It has to be earned.

    Deal with it and get good or dont use it.

  • @PuppetLivesMatter said:

    https://forum.deadbydaylight.com/en/discussion/comment/479860#Comment_479860

    Looks like those that suck catching survivors want the perk nerf instead using their M2. The same ones who cried for 2 years here and in Reddit about DS lol

    @PuppetLivesMatter

    "Looks like those that suck catching survivors want the perk nerf instead using their M2"

    First of all, M2 attacks dont counter the perk, only chainsaws counter the perk.

    Second, how is It that the guy who downed you is the one that needs improving and the one using such powerful advantage like a second chance is the skilled player?

  • @prayer_survivor said:

    "... You take a hit now so that when you take a hit and you go down you wont go down.." No, you need to take 3 hits. As I said before you'll see more Monstrous shrine than MoM.

    @prayer_survivor

    Hey, if you're bad at looping and need second chances that's fine, but now you'll need to earn those second chances.

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/479842#Comment_479842

    @tt_ivi_99 Investment? You mean trading three hits for free to potentially endure one hit? You know what investment means right?

    "The act of committing money or capital to an endeavor with the expectation of obtaining an additional income or profit" - https://www.investopedia.com/university/beginner/beginner1.asp

    And again, where is this earning aspect you are referring to? Because I fail to see how letting the killer win is indicative of any skill, intelligence, or effort.

    @Visionmaker

    Maybe if you'd use Bottany Knowledge and a medkit you'd see that taking 3 hits it's just about 18 seconds of healing, if you are good at looping you can keep the killer running for a lot more time.

    The earning aspect is that you'll be able to do things like take 1 hit, unhook a person, take another hit and not go down, so that way you have old BT and we all know how broken BT used to be. + The killer doesnt win until 3 or more survivors are dead so you are not letting the killer win.

    As someone who has reached red ranks as survivor without using the perk, I dont see a problem with the changes. People need extra chances to win? Fine, earn them.

  • Looks like those who run the perk are the ones that suck at chases because they need second chances...

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/479799#Comment_479799

    You simply must not use it. Plenty of regular survivor players can corroborate that the Protection event is restrictive and bugged.

    I always have it equipped and was not properly rewarded stacks just last night.

    @Visionmaker

    It's called investment, anyone with a little knowledge of how the world works understands that. You lose some to gain much more when you need to. You take a hit now so that when you take a hit and you go down you wont go down.

    @prayer_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/479794#Comment_479794

    "...Now it actually requires you to do something to activate it...."

    And exactly what required you NOED to activate it?

    @prayer_survivor

    You want to talk about NOED? Ok, let's talk about NOED.

    What does DS do? It punishes killers for playing efficiently, aka tunneling.

    NOED does the exact same, It punishes survivors for playing efficiently, aka genrushing and not giving a ######### about totems.

  • Mettle of Man should've never been a thing in the first place.

    That being said, you now have to work to gain such powerful advantage over your opponent, I dont see anything wrong with that, all games have powerful things that you have to earn.

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/479766#Comment_479766

    @tt_ivi_99

    Do you even play survivor? It's literally a 50-50 to get WGLF stacks for taking a hit while the killer is carrying a survivor. Even less when intercepting a killer swing on an injured survivor because it's so bugged right now. It's been bugged since they changed Protection rules. You have to be literally up the ally survivor's butthole to get a stack.

    And you're telling me that pointlessly giving three free hits to the killer is earning something?

    @Visionmaker

    I am playing survivor right now:

    CYMERA_20190516_195937.jpg

    Never had a single problem with WGLF stacks.

  • Funny how some people used to say ######### like:

    "Oh adapt to the window bug, adapt to pallet vacuum, adapt to genrush"

    And that same people are now crying because they actually have to earn their perk now... Who is adapting now?

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/479756#Comment_479756

    Because it revolves around a bugged mechanic that only SWF players can reasonably take advantage of.

    Protection hits just tells solo survivors to give three free hits to the killer which may not even count. Imagine if BBQC was reworked to only give stacks for survivors escaping your grasp. It's a seriously braindead direction.

    @Visionmaker

    So you are telling me that if you just take a hit when the killer is carring a survivor, that hit wont count as "protection"? You think that's a bugged mechanic? BS.

  • LMAO!

    You only see survivor nerfs because the game is survivor sided and it's getting balanced.

  • @Sluzzy said:

    Making another survivor perk totally garbage.

    @Sluzzy

    Why? Because now you actually have to earn It?

  • You lack the "killer main btw".

  • I had this game against a poor Myers. The game was over in less than 5 min... I felt bad because he did have everyone hurt but people wouldnt care and they'd just do gens instead, I did the same and I felt bad tbh...

  • The changes are great, the perk is still powerful, but now there's counter and the survivors actually have to earn the use of such powerful perk.

    Pretty good job so far!! 😃

  • @Spectro said:

    Nah they pretty much removed the use for solo survivors and made it a very useful perk for SWF groups.

    @Spectro

    Maybe equip Empathy?

  • @Blueberry said:

    @tt_ivi_99 I added a few more perk changes at the bottom if you'd like to look

    I think Brutal Strenght should make the gen regress 50% faster or something like that. Your idea is basically Overcharge.

  • Not to mention that if you find someone with Killer Instinct and that person starts running, you'll never catch them... His FF ms is awful.

  • Freddy.

  • The flashlight only works if you click the button and have enough batery.

    In response to your second question, Hag and Spirit cant be blinded when they're breaking a pallet, Billy can look down when charging his chainsaw and he'll avoid the blind too. The time It takes to blind a killer depends on the type of flashlight you use and it's add-ons. Lightborn and Stridor hard counter flashlights as well.

  • @UncannyLuck said:

    https://forum.deadbydaylight.com/en/discussion/comment/478361#Comment_478361

    I'm not even saying it should come with a risk there - just that the perk described would always be run by every killer because you're effectively saying "start the trial with 6 generators to do." And that's boring because that means you only have 3 perks to do other interesting things with since you always have to run that perk unless you feel like gimping yourself that match.

    @UncannyLuck

    Maybe if the game wasnt so broken in terms of balance people wouldnt pick that perk...

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/478353#Comment_478353

    "- Thanatophobia: Bigger numbers."

    I was about to add this as well. Will update the post.

    "- Shadowborn: Once a survivor has been standing still for 3 seconds his aura will be shown to the killer until the survivor moves. It doesnt work with actions, it's just like the AFK alert (RIP Claudette)"

    I actually love this idea. 3 seconds sounds like a decent time as well.

    "- Bloodwarden: Being able to be activated more than once would make the perk broken because of the EGC. Instead, make It so that if you hook someone when all the gens are powered, the perk will block the doors the second they get opened. This way survivors will always find at least 1 door blocked and they have to open them soon and work against the EGC timer to save their hooked teammate."

    I was a little concerned with my idea since the EGC release as well. My idea made more sense beforehand. I like your idea, however I still think it might be too weak and I don't think people would really use it.

    @Blueberry

    My idea of Bloodwarden would counter survivors 99% doors to avoid EGC because if they did 99% the doors and open them after they've unhooked their teammate then Bloodwarden would ######### them up. I think It would be a pretty strong perk that way.

  • @UncannyLuck said:

    Ruin isn't that good and it's considered to be a 'must run' perk and you've designed something that is strictly superior to Ruin in every situation, barring playing against survivors who cannot do skill checks for the life of them.

    Even if they do cleanse all 5 totems then you've effectively made them take enough time to do an extra generator anyway (70 seconds to cleanse 5 totems assuming they aren't interrupted at all since cleanse progress doesn't stay vs 80 seconds to do a generator). It's not a risk in the slightest because you always benefit.

    Also since we're talking about perks, what would you do with Dying Light? I was thinking it'd be usable if it applied its debuff if the obsession was hooked / in the dying state, but didn't if they were dead.

    @UncannyLuck

    Why does It have to come with a risk tho? I mean... Does Balance Landing come with a risk? Does DS come with a risk? Does Adrenaline come with a risk?

  • I would add:

    - Thanatophobia: Bigger numbers.

    - Shadowborn: Once a survivor has been standing still for 3 seconds his aura will be shown to the killer until the survivor moves. It doesnt work with actions, it's just like the AFK alert (RIP Claudette)

    - Bloodwarden: Being able to be activated more than once would make the perk broken because of the EGC. Instead, make It so that if you hook someone when all the gens are powered, the perk will block the doors the second they get opened. This way survivors will always find at least 1 door blocked and they have to open them soon and work against the EGC timer to save their hooked teammate.

    Everything else is great!!!

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