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supman22

supman22

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supman22
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  • @Rexis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113382#Comment_1113382

    YET, an Ultimate tier 3 myres can take them all down with all their godly addons, a huntress with amazing hitboxes and dedicated servers

    Killer game is so easy dude, there is not a single loop that cannot be mind gamed, not even the infinite windows

    4v1 Yupe cause we are playing counter strike and we can hit the killer back, what a comment what a gamer

    For Myers to get T3 you basically have to feed him just get out of line of sight if you don't have 4 gens done by the time he hits T3 you or your allies fed him and mirror Myers if you can do literally any loop and just pay attention you'll be fine. Huntress iri heads should be only 1 hatchet that's true. Clown has such a slow down when throwing bottles you have to let him get right on your ass for him to get the insta down. Legion add-on just pay attention once again. Freddy needs a rework true but. Insta heal bottled time key with blood Amber and beads toolbox's with rag and socket are all super strong as well I'm not defending or opposing I'm saying you have to look at both sides

  • @thesuicidefox said:

    I would rather it just does something else entirely.

    I mean what would you rather it do cause deep wounds might as well play legion at least you'd know where everyone was with him

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/132573/easy-fix-to-iri-heads

    Where is the high risk if they just run straight up to you and hit you within 1m distance?

    You'd have to be a potato to let a huntess that close to you with a hatchet and no pallet or window around and you can still Dodge at that close of a range

  • @ASurvkillivorer said:

    Make Iri Head have Huntress move at 115% but removes instadown.

    Plus I don't think it would ruin iri head because you can still run faster reload

  • @ASurvkillivorer said:

    Make Iri Head have Huntress move at 115% but removes instadown.

    Nah I think just having the one insta down hatchet is enough if you miss you either m1 them down or reload I've run iri head with infantry belt and had a match last quite literally 1 minute and 30 seconds the one hatchet makes it a high risk high reward play

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116728#Comment_1116728

    Yeah, but what's the consequence if they fail if it's a disarm? Trapper's traps are already random enough with trying to take one off.

    You get stuck in the trap if you watch their animations they use they're hands to set it off

  • @PigMainClaudette said:

    Better one would simply be, or from my perspective, would be to just have all of his bear traps activated at the start of the game.

    This gives him the early map pressure that he lacks in most games, and can even provide information if/when survivors deactivate them. Now would probably be the best time to do it too now that Sabotage now no longer affects the bear traps.

    While that would be a nice buff I still think that a couple of hardish skill checks would make it better or just one skill check kinda like overcharge that way you can't just go up to any trap and be like ooh disarm now it's useless unless you go and rearm it which wastes a ton of time

  • I main wraith but I don't see to many I respect oni's I think they are solid players usually

  • As someone who plays both killer and survivor pretty equally I think noed is in a good place right now you can say "it takes no skill!" And it's op but really the only people it's op towards or swf or super altruistic players if you see someone get hit with noed then leave immediately and if you're the one that got hit then just eat the lick just because you died doesn't mean you lost and you shouldn't get upset about it because noed had no factor in the game until the Egc and it took up a perk slot for the killer that they could have used the whole game.

  • @Waffleyumboy said:

    Too many people are calling for DS to deactivate when another survivor is hooked. This would enable tunneling and make the perk useless.

    Survivor gets unhooked, killer downs them, killer downs unhooker, unhooker gets hooked, unhooked gets hooked aka tunneled.

    I think a better way of doing it would be if you are downed before anyone else is downed and hooked then you still have ds but if someone is down and hooked and then you get downed and hooked you lose ds because that means you weren't tunneled as someone else was chased downed and hooked which would take at minimum 15 seconds and if you haven't gotten away on that amount of time it's your own fault

  • @DWolfAlpha said:

    So a ton of killer players either stopped playing or switched to survivor after the ruin rework. The matchmaking system expands out the longer someone is waiting for a match. Once the uproar calms down, matchmaking should go back to the normal "within 6 ranks" it's supposed to be.

    Thanks, for letting me know I just found it frustrating getting such high ranks whom have been playing for a while and are on their A game.