doggomanno
doggomanno
About
- Username
- doggomanno
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Comments
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The reason it's called small pp build is because it isn't ever used defensively. It never is used to punish the killer for slugging or tunneling, but rather used to say " I have 60 seconds on this generator where if you slug me I get right back up and keep working or you grab me and get stunned and looped more"
There's no counterplay to it and that's the issue
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/212899/not-a-big-fan-of-the-mori-nerf
No, this is a great solution. Mori's being useless means they are balanced like all of the other offerings now.
The point is that this nerf makes moris more detrimental than good now. The issue with moris and keys are that they end the game prematurely. Now, moris don't have that issue which is fine, but it's not gonna stop someone from camping and tunneling until second phase. I'm fine with them being useless but they shouldn't be useless. This honestly should be base kit, and make moris different and change the playstyle slightly.
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@Raccoon said:
*passes out cheese wedges*
I will take one while I watch everyone fall for the bait lmao
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I usually don't tunnel or camp. If you teabag me though, I'm face camping you. Will I lose because of it? Yes. Do I care? No. But normally, I try not to tunnel or camp because it ruins the fun for the survivors. Part of the game is fun, and ruining the game is not fun at all.
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I really hope that we see the reworked maps and try this experiment again once a lot of rng and map rng gets reworked.
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I feel like perks aren't the same as bloodlust. I would be interested if they made it so that you couldnt run some perks together so that you can't have invincibility half the time but apart from that it seems a lil unnecessary. ######### OoO tho. OoO shouldn't exist
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Personally I think ds was made to stop tunneling but has become a bigger issue. It's no longer used to prevent urself from being tunneled, but used to make riskier plays with no consequences. I think by making it de activate once you're healed to full or are working on a generator for 5 seconds. I've had so many times when I instadown a healthy survivor and they ds me. Even when it feels like I haven't seen them in 2 minutes. The games flow doesn't accommodate for a 60 second window of invincibility where being picked up or grabbed has no consequences. Maybe to help balance it, the timer goes down to 45 seconds but during chase and if the killer can see you and is 12 meters away from chase range, then it stops as well. This helps prevent shadow tunneling where they stay far enough back to not activate a chase but close enough to keep an eye on you. Im just spitballing and if you have a good idea let me know, because this perk needs a rework. Badly.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1749115#Comment_1749115
2 simplest killers in the game: trapper and wraith
both are still played
simple killer does not mean stale gameplay for their mains.
I do like this, trapper is very easy to grasp but some insane plays are also viable
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@Thatgurl_again said:
https://forum.deadbydaylight.com/en/discussion/comment/1748565#Comment_1748565
If ds deactivates when they touch a gen....i think you can assume the rest. People who abuse ds want use out of it
Then how would this be an issue? If they don't do gens, the game is slowed and makes it more difficult on the survivors while also giving them the option to either save the ds or to do a gen.
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@Thatgurl_again said:
https://forum.deadbydaylight.com/en/discussion/comment/1747087#Comment_1747087
Nobody would do gens. And solo Q is bad as it is
Why wouldn't anyone do gens? It incentives the anti tunneling mechanic while balancing it so that if they start doing objectives they are now vulnerable instead of invincible basically
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@Predated said:
DS is a delicate topic but I think I found a solution to the problem.
Activates after being unhooked, get a 60 second cooldown. If the survivor gets picked up within 60 seconds, the killer gets stunned for 5 seconds. If the survivor is not picked up by the end of the 60 seconds, it wil recieve 1 health state. Both actions turn the survivor into the obsession and deactivates the perk for the remainder of the match.
There are ups and downs to it, but I think this is overall more balanced. For survivors it's obvious: They get a free heal in addition to the practically freed grasp and it has guaranteed use. But what does it mean for the killer?
It means that the survivor can only use DS after their first hook. Which means that killers only have a maximum of 4 uncertain moments instead of the current 11 possible moments. It massively decreases the chance of having any active DS during the EGC, it is 100% predictable, it allows you to play around DS in ways that dont require you to feel a bit like an ass and it doesnt even change the killers who do camp the body to down you once you get healed, because they would have done that anyway.
I know this will get moved to feedback but I would like to see if this concept has any merit.
I do think this isn't the best solution tbh. I think making ds deactivate once they touch a generator or during endgame collapse and keep it as it is. This would help make it much more reasonable.
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@Kincccx said:
https://forum.deadbydaylight.com/en/discussion/comment/1737095#Comment_1737095
If it stop activating at end game the complaining killers would just camp and tunnel the person off hook
That's why there's perks like BT and why you can bodyblock, and if neither are good enough for you, make it so that after getting off a hook during endgame, you get a sprint burst effect but causes exhaustion
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@quoclong said:
There is NO PROBLEM of survivors holding game hostage. In fact it is the opposite. Too many try hard killers will leave a guy on the ground to get the 4k. To the point that he will bleed out from being first downed and then dying just so that the killer can waste time finding last survivor and get the useless 4k (because we all know killers LOSE if they 3k and 1 escape for god knows what reason).
This is probably the dumbest thing on here, if the killer watches the survivor bleed out then yes, they are holding the game hostage but slugging a survivor to go kill the other survivor is not holding the game hostage
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1736235#Comment_1736235
I regularly get hit by DS when I've hooked 1 or 2 survivors since that survivor was last hooked. It's not an anti tunnel perk. Its an anti momentum perk. It punishes killers for playing too well.
It should just not tick down if active and being chased but deactivate if healed or gens are touched.
I agree with this, having a healthy survivor go into a locker and stun you is such bs, and have it deactivate during the endgame as well. I've had times where I down 2 survivors at the end gate and both ds me and get away and it's such bs.
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@AskingForHelp said:
https://forum.deadbydaylight.com/en/discussion/comment/1719628#Comment_1719628
You guys are funny 😂 I’ve been playing this game awhile now. There are some things about each killer that you can do nothing about. The main point is I think killers can patrol gens way too quickly. That’s got nothing to do with how to play against him it’s the simple fact that the maps aren’t designed well enough or big enough to provide survivability. I see too many dead zones where you can’t defend yourself, too many gens squeezed together, Bad baaaad bad pallet placements. A pallet should do it’s job and cut off a killer. It should never be placed between debris or a wall that the killer can walk around faster than you can drop the pallet, that’s dumb. It’s consistent I see each game people go down too quickly. I play killer, I find it’s rather easy not only to find survivors but to down them as well. There’s only so much beyond perks that you can use to counter killers. More often than not 3-4K a game easily for me. It’s not difficult. Survivors need a buff imo 👌🏼
Umm? This doesn't make sense tbh. This issue is extremely fixable. Do the generators further away from each other so that they can't patrol them as easily. That, and saying that thr killer is op and survivors need a buff is bs. The amount of times where I've been body blocked from hooking a survivor, where I have had 2 down before the exit gate is open and they both use decisive on me is annoying, honestly this game is very balanced as it is.