Corns_Flake
Corns_Flake
About
- Username
- Corns_Flake
- Joined
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Comments
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@JHondo She's such a breath of fresh air to play, if can just predict where the survivors are going to be I don't have to bother watching them chain loops, hold W or pre throw every pallet. Rotton fields, dwelling, purgation & sanctum are probably her only bad maps. Why bother chasing when I can just out think the survivors lol.
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I honestly don't think any hex perks are worth running. In my opinion they're the worst type of perks dbd has to offer, often boasting incredibly strong effects for the tradeoff of being destructible. This caveat is my main gripe with hexes as whether or not hexes are effective relies heavily on rng. Instead of making good meaningful perks that reward killers for playing well like pop, bbq, dark devotion, agitation, infectious, stbfl and nurse's calling, the devs seem to have slumped into this pattern of making killer perks with OP or annoying effects requiring little input, then slapping a hex on to compensate, or just straight up awful perks like hoarder lol.
I believe the best perks in the game require the killer or survivor to fill a criteria before offering rewards which can be used to further interact with the other team such as flashbang, head on, inner strength, autodidact, Any Means, diversion, blast mine, smash hit & the above killer perks. Do X to receive Y essentially. Now of course the reward has to be decent and the criteria can't be stupid hard or easy (gearhead/dead man's switch), but the bottom line is you're in control when you use these perks.
More often than not hexes seem to get turned off before the game even starts since most hex placements are awful, this is ignoring the fact they have set spawns and there are perks/items that tell the survivors directly where they are.
I really don't think haunted should be run without a hex that will incentivise survs to cleanse totems, since if they don't see an immediate effect or undying why would they want to? I don't like survs being able to control the effectiveness of my perks by holding m1 for 14 seconds at the right or wrong time. If I wanted to only use 3 perks I'd run corrupt, that at least always guarantees value.
HG & retribution are the only good hexes that actually capitalize on poor totem placement but I still won't run them. I like consistency and results related to my input, not the match being determined if my hexes got cleansed at the wrong time.
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Hag can :) But I agree they should re design haddonfield
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Probably a tie between tombstone piece and scalped topknot
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For some reason the devs don't want to give him trapper sack as basekit because according to mclean "that gets people's foot in the door, then they'll start asking for other addons to be made base kit." It really perplexes me because basekit trapper is terrible but despite how this one change would make him so much better they're terrified of having to do work to get killers into a less addon reliant state.
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The lack of a new mandatory objective for survivors to complete to escape, ensuring their gameplay became linear and stagnant
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@BioX You think BVHR cares? They're a company. And much like many other brands they will do and say anything to acquire more money because cash is king. Doesn't matter what the individual artist did or the views he holds, he created a very successful franchise and I'm sure BHVR would love a slice. Much like how trickster was half assed to rope in Kpop fans.
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Very curious indeed
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@Itslat3ncy said:
Borrowed wouldn't be a perk then. The whole point is for the unhooker to take an extra hit. Whether to prevent tunneling or to protect the unhooker. Getting rid of collision gets rid of the point of borrowed
They'd still have the endurance effect, they just don't have collision while it's active
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@Jasix because I thought the joke of someone exclaiming TUN3LL3r is comical, in character of some survivors and would make the post more entertaining to read
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@Jasix I don't avoid tunneling because I care what survivors think, I avoid tunneling because I don't want to proc 2 anti-tunneling perks and shoot myself in the foot.
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Agreed, terrible map
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@Shirtless_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/2406348#Comment_2406348
Then you're gaining pressure regardless, as someone would have to come to get them if you're not picking up.
I see this as a nonissue. It's normally better to get DS out of the game early; if it's later in the game, any pressure is good.
And what of perks like wglf, unbreakable and soulguard if I had a hex up? I'd lose the interaction either way. Getting a down isn't nearly as impactful or certain as a hook. I don't believe I should have to eat a DS unless I'm legitimately tunneling. By eating that DS I lose pressure a slug and a hooked survivor. I just think I should be able to punish a risky play without having to tunnel.
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@Itslat3ncy said:
Borrowed wouldn't be a perk then. The whole point is for the unhooker to take an extra hit. Whether to prevent tunneling or to protect the unhooker. Getting rid of collision gets rid of the point of borrowed
You'd still have endurance and be able to tank a hit, I'm not proposing BT endurance be removed but perhaps I wasn't clear enough. I just think you shouldn't be able to force the killer to tunnel via body blocking with bt
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@Shirtless_Myers said:
Borrowed Time is fine as it is. If the survivor is willing to body block with the endurance, all you'd need to do is wait out twelve seconds. It's not hard to play around unless they're already at a gate, but you've lost at that point regardless.
I mean as outlined in the post I wait the 12 seconds, assuming they didn't start running to a resource once they realise I'm counting down and then I'm forced to slug if I don't want to gamble a DS. I don't you should be able to force killers to tunnel the unhooked survivor.
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Which killer is i- *eardrum shattering screech* Ah nemesis.