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dangerousoutlite

dangerousoutlite

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dangerousoutlite
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  • @danielmaster87 said:

    I hear a lot that, "NOED users have no skill", which is exaggerated and wrong. Then I hear, "What, do you need an insurance perk?" and that statement better defines how strong NOED is. But why is it so "overpowered" when compared to other killer perks, and I should add, survivor perks? Being a hex totem, NOED is naturally a throw away perk of survivors decide to cleanse totem, and with this gen speed I'm sure they'll have more than enough time to do that AND finish all the gens in 6 minutes. Devour Hope, another Hex, allows you to 1-shot as well and even Mori people, so why is it not considered "overpowered"? Rancor gives you Exposed and Mori as well, even if it's only one survivor. Survivors have Dead Hard, which is an insurance perk, though you'll scarcely hear it be called that. It even gives you invincible frames. Adrenaline to me is overpowered, because it's like two perks in one: It gives you a sprint burst, heals you a full health state even from the dying state and while on hook, and is activated merely by completing the gens. NOED is like the counter-Adrenaline since it gives you speed and Exposed. If you ask me, NOED is simply leveling the playing field.

    With those examples in mind, that brings me to my real question: Why do survivors get to use overpowered perks without any flak, but when a killer does the same, it's a crime?

    They'res nothing wrong with noed. Infact! The noed totem if not cleared will spawn near a exit gate so they'res a 100% chance spawn of a totem spawn at a gate if you clear the two it's a variable on where it would be located

  • @WhTe_Tygre_DBD said:

    Buff legion please and buff him so he's enjoyable and not gonna be stuck in the dark forever and isn't going to keep getting nerfed, WHAT ARE THE DEV'S DOING, they are ruining the game

    True, they need to! The legion was weak when he came out and they nerfed him! They just need to fix his gameplay not make him terrible!

  • @supersonic853 said:

    And people say ruin is a problem when most people can hit right through it kinda funny.

    Dude just scout gens every now and then and break them throw over charge in there and you gravy

  • @Lanterns said:

    I play both sides on and off but with generators popping so fast I rarely enjoyed a Killer session. After coming back and investing in Ruin it feels like I'm on even ground with Survivors.

    Already scored big last night and I don't see it ever coming off my slots. Imma bout to dunk on these Survivors and get some payback for all those ######### matches in the past. Holy #########, I've been enlightened.

    Do you always run ruin or do you sometimes go back and try to play without? If you're new to the game, definitely get this perk.

    Run it with haunted and thrill and they're done maybe put on surveillance or discordance to keep them off the gens for good

  • @BeanieBoyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/925766#Comment_925766

    Yeah, this never made any logical sense to me at all. Because it only resulted in yet another Legion nerf that was unwarranted.

    But I guess the devs wish they'd never developed and released Legion thinking about it. Shame, such wasted potential.

    Tbh I don't know why everyone hated legion so much he isnt that bad a little unbalanced tho

  • @Pulsar said:

    BT isn't overpowered per se, just overtuned and power crept.

    DS is just flat-out annoying, the ONLY change it needs is to be removed when you hook another Survivor.

    @Pulsar said:

    BT isn't overpowered per se, just overtuned and power crept.

    DS is just flat-out annoying, the ONLY change it needs is to be removed when you hook another Survivor.

    The old ds was the best they should change it back

  • @Laddy said:

    I am a long-time DBD player and I decided to make this thread because it's something I feel pretty strongly about. I believe there is an error in the general attitude of the DBD community. Keep in mind, I am a roughly 50/50 Killer/Survivor player. I love the mechanics and dynamics of both sides.

    Almost every time I play as Killer, in the after-game chat I get somebody who whines about my "camping". Something I don't consider "camping", but rather "patrolling my hook". Most of you Survivor-mains by now are probably thinking "then you shouldn't camp noob", but I feel like there are a few key points that players are not considering:

    1. Patrolling a hook is a right as Killer. The Survivor on the hook has been discovered, chased, downed, and hooked. Hook rescues are awarded high bloodpoints because it is considered a HIGH RISK ACTIVITY. You are not ENTITLED to a hook rescue. A hook rescue is a challenge that is rewarded.
    2. It is the responsibility of Survivors to adapt their gameplay and cooperation in order to overcome the Killer. If Survivors are playing against a camping Killer, it is the Survivors' responsibility to either exploit the weaknesses of guarding a hook or suffer the consequences. It is not my fault that you have been downed/hooked because you repeatedly and PREDICTABLY choose to attempt a hook rescue.
    3. How a player chooses to navigate his/her character within the bounds of the game and without exploiting bugs is the choice of the player. EVEN if a killer chooses to facecamp, that is the choice the Killer is making in how to conduct his playstyle. It is up to the Survivors to exploit the weakness of this playstyle by completing objectives while the killer is guarding his hook, or suffer the consequences of not adapting.
    4. People feel hook patrolling reduces their level of "fun", but this is short-sighted and immature. Fun is had by using your brain, adapting to and overcoming challenges. I'm sorry you don't get to raise your rank, but maybe that means you're not as good of a Survivor as you thought you were. A good survivor adapts and overcomes.
    5. The devs have stated that hook patrolling is intended. It is an intended mechanic of the game. Survivors hang on hooks for a long period of time because it creates a cat-and-mouse dynamic: the Killer must prevent the hooked survivor from escaping, and the Survivors must weigh the risk-reward of attempting a hook rescue.

    I very firmly believe that anyone who reinforces the sentiment of "killers who camp are bad at the game and make it less fun" is completely missing the point of the game.

    EDIT to re-word for easier reading and some typos

    So I kinda agree on a few things first of all yes survivors should be smart and know what they're facing but as a killer main camping is really stupid when I see someone getting camped my three teammates gen-rush and get out and your left with a single kill. Now, it's not bad to check up on the surviver every now and then but sitting there waiting for him/her to die isnt smart at all even when im the camped person I simply tell them to get gens done and GTFO he gets his de pit they get theyre iri badges in everything besides the benevolent badge WHICH can still get you a 2pit if the rest are red

  • @Spooky13 said:

    Iridescent Heads by themselves aren't a problem. They get really bad when they get mixed with Infantry Belt and Leather Loop. If you are riding on one hatchet constantly and manage to kill all four survivors, I say you've earned it.

    I agree, I've used this exact build

    Infantry + iri and it's definitely over powered but idt they should get rid of iri head all together or even nurf it at that matter but the build itself Is something that needs improvement perhaps if you put on iri you can add any +hatchet add-ons