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galanonim25

galanonim25

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galanonim25
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  • @Senaxu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422631#Comment_3422631

    But that's exactly the point of an anti tunnel perk. You only have this perk with you to protect yourself against to get tunnelled out, the perk is completely useless without being tunnelled. It should at least be able to fulfill this satisfactorily against any killer.

    https://forums.bhvr.com/dead-by-daylight/discussion/374983/decisive-strike-buff-idea

    I really think this is a tremendously good idea as it's no worse for killers who are weaker in the chase than before and killers who have good chase power take away that advantage.

    But I think that it is unfortunately very difficult for these developers to introduce a new status effect. There are topics that are less complex and have caused difficulties.

    Among other things, I think that killers should be rewarded more if they decide against tunneling, e.g. after hanging a fresh survivor with a small additional regress buff for the next Gen regression action. Unfortunately, tunneling is still the best strategy for most people to win the game and unfortunately also the basis for the highest killer streaks.

    Yes, unfortunately, new mechanics can most likely cause some bugs but perhaps they will be able to implement something new in the future. However that reward system for unique hooks would be amazing, but personally, I would also add punishment for tunneling. Debuff and Buff for survivors depending on killer action would reward more healthy gameplay and I would be eager to see that.

  • @Boons123 said:

    Applied to which stun?

    Everything needs ptb tests but to see the effect lets just start from current 3s.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/374983/decisive-strike-buff-idea

    I like the core idea, I just wanted to ask, why use a different status effect? DS could just drain the power of the affected killer (if it's drainable, that is). So Nurse, Blight, Spirit would have to wait for their power to come back. No need for an extra status effect.

    It would be a personal reason that I would love a new kind of mechanics or status effects in dbd that would give a little bit of freshness. Implementing a new mechanic to the old perk would be also a nice way to rework it to current standards. Also, new status effect that wouldn't be necessarily strong but at least annoying in some kind way would open a path for new perks.

    My personal favorite perks are power struggle, fill flop, deception, pebble, head-on, and blood rush so I would love to see something unique to dbd for example as a new mechanic. I believe it would be also a great way to make the game more fun.

  • @Gandor said:

    I think adding 3s (so effectively 2s because of animation) sprint burst into DS would solve the issue of perk being meaningless for speedy killers (nurse/blight/spirit) and minor inconvenience most of the time for all the other killers.

    Nobody ever respects DS these days, because why would anyone do that (even if you chased someone for almost a full minute and he jumped to locker in front of u)? Also adding sprint instead of reverting stun to 5s would prevent headon combo and all the other things killers complained about with this perk (weaponizing argument) and possibly allow killer to swap target instead of waiting.

    Do you think additional movement speed after ds would hurt most weaker killers instead of those most mobile like Blight or Nurse?

  • My previous posts about dbd chapter concepts disappeared so I have to say I'm pretty unhappy with this change. Especially that there is no creation subforum anymore.

  • I agree it doesn't work. After her fatigue, she is still immune to head-on.

  • @EQWashu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971713#Comment_2971713

    If you need to edit your post, it's ok! We'll approve it as soon as we're able. Plus, you're almost to the 100 post threshold (after hitting that, you won't have to worry about the Spam Filter again).

    Oh good to know, thank you very much!

  • I guess I will keep using the comment section instead of editing now.

  • @EQWashu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971650#Comment_2971650

    Yes, when a user's post count is under a certain number, edits will go to the Spam Filter. So once an account has reached a certain amount of posts (roughly 100) and we see a post you've made in the Spam Filter, we manually verify it when reviewing the post, so posts/edits no longer head to the Spam Filter.

    Im very sorry for what I'm about to say but the post disappear again. I just wanted to edit to decrease the certain numbers and the error appeared saying that i do not possess right to edit. First time I'm seeing stuff like this. I also have multiple drafts from last month may it be reason that this bugs my current posts?

  • @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971642#Comment_2971642

    Do you know if this goes away for users with more posts or visits? Because when I first joined I couldn't edit things right after posting them, but now I can.

    I dont know if it does wor that way but I remember that at the beginning when I edited my post it awaited the approval in similar way.


  • @bm33 said:

    If you make edits shortly after you post it will need to be approved by mod. It's part of the forums spam filter.

    @EQWashu said:

    Hey galanonim25!

    Apologies for the delay, your post has been cleared. And yes, as bm33 said, its a part of the Forum Spam filter to prevent any edit shenanigans.

    Thank you for your answers. I haven't edited it immediately I just posted it, but I have history of editing mistakes on my concepts so I may overused it last time.

  • Hmm ok then, I don't know why it awaits approval on the concepts section.

  • I also had to edit Horrid wilting because as usual, I forgot to mention a pretty important thing. Horrid wilting won't work when you put the same survivor in a dying state, this perk has to only work when 2 times previously you injured a survivor with your basic attack without him going down. So not mentioning the fact that survivors cant be put in a dying state pretty much makes this perk overpowered as hell.

  • About Dense Macabre: To make it much less effective against face campers, this perk will have a requirement that 3 different survivors need to be hooked at least once in order for this to activate.

  • So still it does work that way. I doubt it works as intended since it's a too mediocre perk and this not being patched for about 8 months is not particularly nice. Hopefully, devs will finally change that after your post.

  • @Kalus said:

    Tbh I thought this would be Powerwolf collab idea but still cool

    Had to name this chapter Sacrament of sin because it is accurate to killer lore and sounds pretty cool not gonna lie. My initial name for this chapter was however salvation of souls.

  • To Moderator who reading this: I'm sorry for the wrong category, I usually post it on the right one.

  • I wanted to make an ice killer concept but I found yours before making it. I seemed I have thought of very similar killer power ideas. I'm glad that I found this, I almost became copy cat accidentally xd

  • @TheMadCat said:

    It counters Windows of Opportunity, so I guess it counters Visionnary. I think it makes you unable to see the Boon totems in place.

    @Crowman said:

    Blindness prevents you from seeing any aura that isn't related to a killer power.

    @Sonzaishinai said:

    Any aura that isn't white gets countered by blindness

    @Volfawott said:

    Blindness stops you from seeing any aura that is not killer power related for example the Jigsaw boxes

    Thank you all.

  • Also, I forgot to mention that it's not my art, but it's a google image graphic. I'm sorry for that.

  • Just wanted to mention: that I'm thinking of increasing Quick thinking movement speed to 20% since this perk seems rather weak.

  • @Faulds said:

    I think camaraderie/ kinship could be reworked like deliverance: unhook safely a survivor, and then you get 30 seconds on your first hook timer. What do you think? At least it could be usable in solo q then.

    I would be fine with that rework. I mentioned in this post before that in this way it could be easier for survivors to counter a facecamper if they didn't have to be near the hooked survivor.

  • @Smuk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721421#Comment_2721421

    Yes. Sorry for my bean size brain.

    Please explain me the difference between adding or pausing for 10 seconds

    You are truly testing my patience mate. I already told you there is no difference between it when we are talking about the time we have gained in the process, but still this is a different effect. Here's a comparison: u have to go to a certain destination. You can either run there on your own legs or take a kick scooter. Both methods will move at a similar speed but let's say it will be exactly the same. You can go to your destination in 10 minutes by running there, or you can take a kick scooter and also you will end up at this destination in 10 minutes. In the end, it's the same time but a different travel method. In the case of my perk you will also end up with the same time but via a different method, added time instead of pausing. So I say it once again there is no difference in the end if we are talking about time, you will end up with the same amount of spared time but via different methods. The thing that would be more important is the requirement that would trigger this effect.

  • @Smuk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715071#Comment_2715071

    Haha, not you. It is referencing to your quotation of the OP.

    since he does not believe that pausing for 10 seconds is not equal to adding 10 seconds to the timer

    I explained myself multiple times, yet u still fail at the understanding. Instead of acting thoughtlessly think for a second. I showed it that pausing for 10 seconds and adding 10 seconds is equal however it's not the same effect. As well as those perks have different requirements. I'm genuinely impressed how so many people end with the wrong conclusion, it's like are trying your best to shame the originator of the idea instead of trying to initiate a discussion with him. It seems the second thing is much harder to execute than I thought.

  • Another thing: The trap hold time when reduced ( 7 and 6 seconds ) is also cut in half when your teammate helps your break free. So it would take 3.5 seconds and 3 seconds. If the Drowner doesn't have a terror radius, then his traps won't be activated.

  • I want to mention something but I don't want to make the moderator check my post after editing again so I will just type this here. ( Also I would like to edit some grammar mistakes but I will just hope that it won't pain you too much ).


    You cant attack during Curse of the Eldritch. And you don't vault the windows and pallets, you just pass through them. The survivor who will vault the soaked pallet will block it after his vault, so you won't be blocking windows as the killer. The same goes with pallets. The soaked pallet will be destroyed after survivor vaults. This ability has 30 seconds cooldown. Windows and pallets that were soaked from this ability come back to normal after 30 seconds. I thinking about giving in 4 seconds of fatigue but I'm staying with 3 since you cant damage survivors. The fact that the killer cant be blinded during that power is possible overkill but I added it for the reason that the water reflects light. So I won't defend it from removing suggestions. A similar thing is with screaming after vaulting the soaked windows and pallets as well as screaming after disappearing the ghost generator. Screams are an accentuation of the fear of survivors.

  • I created some ideas but if I had to pick one then I would choose this:

    Oil extraction:

    After repairing full one generator this perk activates. Enter a Locker while empty-handed and press the Ability button to craft a bottle of oil. The bottle of oil can be dropped ( like flashbang ), it is always dropped behind the survivor and when dropped leaves a puddle of oil. The bottle of oil cant be dropped during the chase. This puddle gives everybody that comes to contact with it a hindered status effect ( that gives -10% movements speed ) for 6 seconds. The puddle lasts for 10/15/20 seconds and disappears when the killer steps on it. ( In the case where survivor would run flashbang with this perk and both are activated it would be a problem, so I'm thinking that the perk most to the left should be activated first ). Note: the puddle of oil would be big enough to cover an entrance to a door but it shouldn't cover for example a corridor from wall to wall, it should give the killer ability to avoid it in many cases. Edit: ( Bottle of oil cant be dropped during chase because I think it would be too easy for the survivor to slow the killer, and thus this perk could be easily abused. So I was thinking that the survivors should plan ahead use of this item. I'm thinking about increasing puddle time to 25 seconds but the reason why I'm not sure of this decision is the idea that it would last too long).

  • yea, in my opinion, it would be much better. Sometimes you can have a good game and quickly kill the survivors and you won't get an achievement because of that.

  • @Onyx_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619725#Comment_2619725

    Exactly like that, yeah. Necro's face is on one side, Thorn's face is the other. Performing an attack makes both of them swing their weapon. You can essentially moonwalk lunge at someone in a chase, hit body blockers before they even block you etc. But, whichever soul is in control of the body, only their weapon applies the additional effect of the power in use. So if Necro is in control and Dead Behind The Eyes is active, hitting someone with Thorn's weapon wouldn't trigger the effect.

    Also, when using the Secondary Ability to shift perspectives, there would be an audio cue within 32m of the killer and the killer players camera would do an instant 180 flip.

    This killer could counter 360 spins with his mechanic :D

  • Two perspectives got me interesting, so I have to ask how exactly would it look? When you would attack would you perform a hit at the same time behind you?

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618112#Comment_2618112

    During the week end, the vast majority of trials are a camp fest. Killers don't play, they just camp without moving unless someone tries to unhook.

    I know they can't play properly as they would loose.

    Well everything is broken in this game. BHVR succeeded to fail in pretty much everything concerning the designs.

    • bad loop designs
    • too many pallets
    • too many jungle gyms
    • OP jungle gyms RNG spawns
    • killer camp = rewarding
    • killer doesn't camp = loose
    • hold W meta too strong
    • many maps too big
    • gens too fast
    • map control is impossible
    • hit'n run pressure impossible

    Well the only good thing about the game is the art design, that's all, everything else is below average. They have gather all the mistakes you can make about designing a game. They have done even more mistakes than TRS did with Evolve.

    The one thing I would for sure not change is generator repair speed. It's not an interesting thing to do, and you can lose your gen progress in many cases because of certain perks. If you feel like gens are being done too fast, then maybe you should recommend another main object for survivors besides gens.

  • I love to play against tricksters, but the thing that irritates me is camping with an almost ready showstopper.

  • I can see Primal Feast being a meta perk. Deep wound status effect could stop near survivors from healing and waste the time they sacrificed or their teammates sacrificed to heal them. Also, it would be more surprising than starstruck at first.

  • Rare Addon for Hillbilly:

    Hardened Sawchain:

    Solidly made tip of the chainsaw

    When you hit a generator with a chainsaw you damage it just like you would kick it.

  • Shapeshifting is really cool concept but what bothers me is the fact that many people play as a team in this game, and they would counter that killer by giving each other information. So he would only work against solo queue players.

  • @QTASTIC said:

    https://forum.deadbydaylight.com/en/discussion/comment/2610270#Comment_2610270

    link me up baby xD. I'll search and see what I can find about them and i'll definetely try and cover them asap if I miss any just post me a link or just type what the titles of them are.

    @galanonim25 said:

    Hello guys, I wanted to share with you yet another few perk ideas that I created. Feel free to share your opinions about it.

    Before perks just a short introduction for a survivor wielding those perks. HE would be an Auto mechanic who worked many years in the toxic big industry that had exhausted him both mentally and physically. He quit his job and wanted to change his living environment but our dear entity decided to make use of him before he made any more choices.

    Oil extraction:

    After repairing full one generator this perk activates. Enter a Locker while empty-handed and press the Ability button to craft a bottle of oil. The bottle of oil can be dropped ( like flashbang ), it is always dropped behind the survivor and when dropped leaves a puddle of oil. The bottle of oil cant be dropped during the chase. This puddle gives everybody that comes to contact with it a hindered status effect ( that gives -10% movements speed ) for 6 seconds. The puddle lasts for 10/15/20 seconds and disappears when the killer steps on it. ( In the case where survivor would run flashbang with this perk and both are activated it would be a problem, so I'm thinking that the perk most to the left should be activated first ). Note: the puddle of oil would be big enough to cover an entrance to a door but it shouldn't cover for example a corridor from wall to wall, it should give the killer ability to avoid it in many cases.

    Experienced Mechanic:

    Each time you hit a great skill check during generator repair you gain 1 token up to a maximum of 9 tokens. 

    When you accumulate 3 tokens you gain the ability to reduce the noise of opening the gates by 50/75%/100%

    When you accumulate 6 totems the killer won't see the lights of the gates when he is further than 24 meters.

    When you accumulate 9 tokens the killer won't see the lights of the gates when he is further than 16 meters.

    Bearing the Unbearable:

    Once per trial you are able to negate, Blindness, Haemorrhage, and the Mangle status effect, after negating at least one of those negative effects this perk activates. Once the perk is active you are immune to Blindness, Haemorrhage, and the Mangle status effect for 70/80/90 seconds. 

    I love to hear your thoughts and after your recent stream I used your lessons to create something that would be close to implementing to the game, I hope I did a better job this time.

  • About Bearing the Unbearable, I think that I should increase the timer of being immune to 120 seconds like I initially wanted.

  • @QTASTIC said:

    https://forum.deadbydaylight.com/en/discussion/comment/2610270#Comment_2610270

    link me up baby xD. I'll search and see what I can find about them and i'll definetely try and cover them asap if I miss any just post me a link or just type what the titles of them are.

    @galanonim25 said:

    I posted the same idea on Reddit 2 hours ago, but after posting that there I found out that did have their own forum so I decided that I will post it also here in the faint hope that the devs will consider making something similar in the future.

    I'd love to see a Native American killer in dbd so I'd like present my vision of him to you. ( Unfortunately, it's mostly text because I'm not an artist but google images will help a little bit in his description).

    So for the first: His appearance, weapon, and ability, and name.

    His name is Eagle Eye however in the list of the killers he will be presented as warrior or brave since braves were the names of native American warriors.

    His appearance I imagine would look something like this:

    https://us.v-cdn.net/6030815/uploads/WBBJHSXXZWUU/image.png

    but the eagle would be sitting on his shoulder

    His weapon will be the iconic tomahawk:

    https://us.v-cdn.net/6030815/uploads/39KR4O4G4DWP/image.png

    He would have two abilities.

    First, it would be his Eagle, that can be ordered to guard certain areas. If any survivor will start to cleanse the totem, open the box or repair a generator in that area the eagle would notify the killer about it and attack the survivor. The attack wouldn't damage him but it would stick to the survivor for ten seconds, blocking his ability to cleanse the totems, search the boxes and repair the generators.

    His second ability would be placing special totems with special hexes. Totems as you could imagine would look like a native American totem. Each time the killer would hook a survivor he would get 1 stackable totem, that could be placed anywhere in the ground. The totem would increase the killer movement speed, vaulting speed as well as the speed of destroying the pallets, doors and kicking the generators. These totems can be cleared by survivors at normal speed, however, after clearing this special totem survivors would get a marked status effect. During that time survivor who cleansed the special totems will lose the ability to clear outher special totems for one minute. Also after clearing the special totem his aura will be revealed for the killer for 5 seconds.

    Perks:

    Revenge is a vulture:

    If a survivor will pallet stun you, the Revenge is a vulture activate. During Revenge is a vulture effect survivor cant drop pallet for 30/35/40 seconds.

    A relic from the past: (the second name I consider is "a bless from our ancestors")

    Each successful hit to a survivor generates one token of a relic from the past. If 3 tokens are generated, each hit will apply Broken Status Effect for 60/65/70 seconds. Every miss drops tokens to zero.

    Territorial Protection:

    After kicking a generator Survivors Auras are revealed to you for

    4 seconds when they are within a range of 18/20/22 meters of the kicked generator. (It's clearly weaker than bbq and chili so I'm thinking about adding short time duration additional movement speed).

    Lore:

    I will try to make it short to not bore you after that long post:

    Brave Eagle eye was the son of a chef, noble warrior, and great hunter. He deeply valued his traditions and respected nature's creation since his childhood. He was a sharp child with great perception. As a kid, he saved a small eagle that has fallen from the nest. He quickly befriended this animal and made him his hunting partner. One time when he left for his daily hunt he noticed the smoke coming from his home village. When returned he saw his people slaughtered by the American military. Without hesitation, he charged at them but his eagerness was quickly repressed when the bullet penetrated his heart while the other struck down his eagle. Angry at his weakness, at his dying breath, he accursed his village destroyers. When the genocide came to an end, he woke up with his eagle on his chest. Both of them held the previous wounds but didn't feel any pain. At that moment's Eagle eye knew that the great spirit gave him a chance for revenge and at night he begin to track his prey.

    So that's it guys, I hope you liked it. Also, I hope that maybe I left some seed of inspiration for both you guys and the devs. Entity Bless you all.

    https://forum.deadbydaylight.com/en/discussion/281826/perks-ideas#latest

    About survivor perks: After thinking it through I think that One with the nature cooldown is waaay too big and I would decrease it to 60 s, and I don't think that Momentary Relief cooldown is necessary. Anyway, i will be waiting to listen to your thoughts on stream :)

  • Thank you for the answers, gonna report it then.

  • @QTASTIC said:

    a little after an hour in my live stream I talk about this particular line of perks if your interested stop by ill go over it all again around an hour 20 for you if your interested and i apologize for Smitchell8's behavior towards everyone keep it up!

    I can gladly stop by. I posted previously 2 posts about perks ( one that included the killer concept ). So if you are interested I will be eager to hear your opinion about them.

  • @[Deleted User] said:

    Fun ideas but i think hypothermia lasts too long and shivering cold doesn't really need the terror radius increase

    A little terror radius increase wouldn't hurt, would it? Perks tend to get better the higher their tier is, and I couldn't increase the perk effect so that was my only idea.

  • @foxsansbox said:

    I choose you, abominable snow man!

    Yeti, go!

    But in all seriousness, it could be cool if it was Krampus or something.

    Personally, I would like some kind of Mountain Climber that died during his expedition. For sure you could make some story around it.

  • @FFirebrandd said:

    To be honest, I think I could eventually get used to the ADS nerf. It feels kinda garbage to play, but with practice I think I could play around it.

    What is way worse for me is the Terror Radius nerf. As a no mobility, ranged but hard capped, 4.4 Killer, the biggest most consistent counter to Deathslinger was Survivors who were outside your range and knew where you were. They made it infinitely easier for Survivors to be that counter. It takes so long to get caught up to Survivors. Prior to the nerf you didn't have to do it all that often because there was only 6m difference between your TR and Range and Deathslinger's TR starting quiet means you'll probably be able to walk with them in your TR for at least a second before they realize. You also could run M&A to make his TR smaller than his range so their first warning might be them getting shot.

    A human can get used to many things, but for me there is no point in trying to aim in the swamp when u have another killer that can give u more freedom. I was also so focused on that aim I forget about his terror radius nerf... sigh it only makes his situation worse.

  • @Zozzy said:

    No point bringing this up. Survivors hate him and would rather they deleted the character. The devs nerfed him on request by the survivors and will never change it back because cosmetic sales.

    Do survs hate him that much? I never had problem with ds as a character and I'm a guy who mostly play as survivor. He felt like the most balanced killer to me that's why I decided to buy him some time ago. There are more irritating killer mechanics as I mentioned earlier.

  • @lauraa said:

    Hes not terrible but I dont want to play him ever again

    I'd rather play legion

    Well, you can still manage somehow but u can manage somehow with every other killer. Legion,DS and trickster were my trio of killer but I guess its gonna be duo now.

  • @SonicOffline said:

    https://forum.deadbydaylight.com/en/discussion/comment/2589521#Comment_2589521

    What are the other irritable and questionable mechanics?

    Glad you asked. Oni can miss multiple his mace attack and still can land other and wont be punished because of it. Wraith has better ms uncloaked and also after uncloaking. Ghost face can expose you while u look at him or reveal him, Pyramid head can prepare range attack and immediately cancel it to attack you, and the fact that u can easily get corrupted by plague. Those things irritate more than ds quick scope but I wouldn't change any of it with the exception of ghost face ( either u have ridiculously stretched resolution or u got exposed in unexplained ways ).

  • @jesterkind said:

    I won't argue against Slinger feeling worse now, because he definitely does, but he definitely should not feel like an FPS to play. That's part of the problem that prompted the change- if he plays like a shooter, survivors don't have anything they can do about it beyond hoping that he misses.

    He should probably bring up his gun slightly faster, but he definitely shouldn't be able to quickscope or hip-fire.

    As I described aiming feels completely terrible right now and I would rather have those quick scopes than limited freedom. There are also other irritable and questionable mechanics and even if deathslinger one could sometimes be abused, he doesn't have a strong kit that would make it for this nerf.

  • @Dino7281 said:

    Deathslinger doesn't really suck as a killer, he is still better than some weaker killers like Clown, Legion, Myers, Freddie etc., but he sucks to play as, even Freddie is more fun to play now and that used to be most boring killer to me.

    Because of longer ADS, I get same feeling as Huntress with Wind-up time addons. Problem is that unlike Huntress, Deathslinger has several limitations. He gets more punished for single miss, he can't down over pallet / far window, he has limited range, he has super tiny hitbox that is easy to dodge, his ADS sensitivity + FOV just sucks, so he can't even flick and he also has longer time to down on avarage than Trickster / Huntress.

    ADS sensitivity + FOV were always bad, but noone did it, because of quick-scope, so it wasn't an issue before.

    Deathslinger was played by FPS players a lot, because they could use skills they already had, but that's not a thing anymore after quick-scope nerf.

    Because of longer ADS he can't just shoot survivors looking behind them, even potato can react to 400 ms + 200 +/- ms travel time, so he needs to zone way more than before, which feels terrible, because of his ADS sensitivity + FOV and it's just boring af.

    Just play Trickster / Huntress, let's see if they will release statistic for how much is that killer played, that will be fun...

    I have over 200 hours just on Deathslinger, but it took me 5 games to start playing Trickster instead. It's just no from me.

    I played as a trickster already, but it even tho I have other killers and the that I mostly play survivors it pains me that nerf. But even tho he could abuse quick scopes I never had a problem as a surv before since in many cases u still were able to dodge his chain. But as you said he has various limitations and now he has another one so I'm also curious how popular he will be now. I feel like I'm holded by something now and I believe many ppl feel the same way.

  • @SonicOffline said:

    Just aim earlier.

    Aiming before taking aim? That's not how guns work mate. I believe you have no other options now but it's ridiculous after the nerf.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582627#Comment_2582627

    then its a current bug. It was 100% possible before the patch cuz I did it very often successfully.

    Shall I report it on the forum?

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