XayahXRakanFTW
XayahXRakanFTW
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@White_Owl said:
I just played a few matches on that map and I didn't find a single pallet or window that wasn't super safe, and the new breakable wall are just terrible (never been a fan of them)... A pity, it was one of my favourite maps because of how balanced it felt.
I will try a few more matches to see if I've just been unlucky, but till now I'm not pleased with the gameplay change (the aesthetic is awsome btw).
No it's just you
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@TheClownIsKing said:
Support only please.
There’s already enough Negative Nancy posts elsewhere, so take it there instead if you don’t like something about this patch.
I personally love EVERYTHING that came in this update. If you love it too, say so. If you love just specific things, tell us about them.
Same here people can have their opinions but screaming at the devs because they implemented a few changes the UI (which were needed for the sake of QoL) is just ridiculous.
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You guys probably don't get a lot of good feedback so.. I really love this new HUD it's a lot better compared to the old UI where all the information just gets crammed into the bottom corner and it looked really messy for both sides thanks so much.
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@TWiXT said:
I disagree, as Franklin's Demise has strategic value to it in multiple ways. Survivors tend to value the items they bring in more than any they can collect from a chest in the trial/match (more on the chests later), be it a simple medkit or an ultra rare key/map, FD dropping it creates urgency to retrieve it, and that's something the killer can rely on. This was made all the more urgent with the addition of the 90 second timer before the item gets destroyed for good, and some killers can perfectly take advantage of this such as Hag, Trapper, and Pyramid Head, who can trap the fallen item(s) and force the survivors to give away their position when they try to retrieve it. In PH's case this is particularly cruel since he can cover the item with one of his trails of torment, giving survivors the sadistic choice of either retrieving it and getting tormented or letting it disappear, essentially though all 3 of these killers not only knock the item out of the survivors hands, they take them hostage.
Currently the most broken item in the game is Keys, which have the potential to reward one or more survivors with a 5k BP escape no matter how poorly they played. Being that the only ways of preventing this escape are:
- knocking the survivor to the ground so they can't use the key,
- knocking the key out of their hand with Franklin's Demise,
- or shocking them with doc to prevent interactions with the hatch...
The easiest and most universal choice to all killers should be obvious. Killers who bring in this perk against survivor teams with items do so because survivors who bring in items often have a build and a plan to go with them. It's unfair to believe that a killer who uses FD isn't good at the game, without also criticizing the survivors in the same ilk for feeling they can't win a match without bringing in said items in the first place. Playing around flashlights can be tricky enough as it is, but how exactly does a killer play around 6 second healing time medkit builds, Brand new part, or a map that shows the hatches location? I've already mentioned the only methods for beating a key, and surmised that FD is the easiest and most universal way, but while the killers have other perks like Overwhelming Presence, Coulrophobia and Lightborn to deal with the other items, those all rely on the conditions of either the Terror Radius's size, or the survivor using the item against them in their presence. They do nothing unless those conditions are met, and survivors can very easily play around all of the anti-item perks, including FD.
What are the weaknesses to FD you ask? Simple:
- You can always replace a lost item by collecting another from a chest at any time during a match
- Jump in a locker before the killer can hit you.
- Dropping your item.
The first is a no-brainer. Unlike killers, survivors don't actually have to rely on the bloodweb at all to gain items. They can pickup items dropped by teammates, or they can search chests for new ones. While the Chest searching option is more random than the bloodweb, It's recently become a lot less so with the buffs to perks like Plunderers Instinct, Ace in the Hole, and even the newly added Appraisal, which increase the odds of getting really good items. So if the killer destroys your item with FD, you have a plethora of tools at your disposal to counter this and possibly gain something better than what you had/brought in.
The second is a simple method that forces the killer to grab you instead of making you drop your item with a hardy slap, but this is conditional. If you aren't on death hook, and are 1 hit away from being downed, still have your item, and in a chase... by all means, hop in the nearest locker to keep your item. Otherwise it's basically a surrender to the killer, and unless you brought in a white ward, it won't allow you to keep your item anyway.
The third weakness is so laughably over powered against FD, I'm still shocked it hasn't caught on. If you're confused, don't worry...You read it correctly: Dropping your item. If you do this, then the item will not get devoured by FD, and you can pick it back up at any time to use when you need it. This weakness to FD renders it as a COMPLETLY WASTED perk slot for the killer. Sure, with FD's tertiary effect, the killer can see the items aura, and possibly take advantage of it if they are Hag, Trapper, or PH, but otherwise it's completely safe from FD's Destructive Secondary effect. Some examples of how to use this:
You bring in a key, but get it knocked out of your hand with FD/or see another survivor drop their item after getting struck? Well then... stash it somewhere you trust to leave it, and return to get it when the hatch spawns.
See the killer hit one of your buddies, and their flashlight hits the floor? Drop your own item, pick their flashlight up and drop it again where they left it.
Killer swiftly approaching your gen? drop your item at the gen before getting chased, and return for it if they chase someone else, or after your chase ends and you either juked them successfully, or get unhooked.
So OP... Knowing this, where does that leave your Opinion regarding Franklin's Demise?
Do you Still believe that it needs to be "Nerfed" by adding a cooldown?
I'd really like to know, Because from where I'm standing, it's a simple strategic perk that provides a decent counter to most items that survivors feel they need in order to achieve a win, but it's far from being worthy of your or anyone's complaints. Honestly, the counter play to FD is so ridiculously in the survivors favor... I cringe whenever I see posts like this. The only thing Idiotic about FD is how easily it's rendered a wasted slot.
Counterpoints to those weaknesses you mention
- It's always going to be a brown med kit/toolbox with little charges to make a difference.
- Jump in a locker so the killer can grab when I jump back out I won't lose the item but I'm not giving the killer hook states no thanks.
- Like I said been there done that didn't work not doing it again
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I'm gagging by the amount of salt and toxicity from all these killer mains it really shows how much balance is valued in this game.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1896996#Comment_1896996
I feel like I'm being trolled right now.
Are you being serious?
I think you are the one doing the trolling maybe you should go someplace else.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1896976#Comment_1896976
This is also a guy who is saying overwhelming presence is a counter to items. I bet he thinks coulrophobia is a counter to healing too.
Hi I see you overwhelming presence is a BETTER counter compared to franklins because it applies to all items including med kits which prevents fast heals from med kit add ons make it make sense.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1896965#Comment_1896965
I still don't see the issue?
You're complaining the killer is screwing around and wasting time fiddling with you and another guys items while the rest your team is pumping out gens?
This sounds like an ideal situation I'd hope for as survivor.
Except that never happens because items eventually disappear after being on the ground for too long and how would this work if you are playing solo randos are too dumb to cooperate and finish objectives make it make sense.
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@Blueberry said:
If a killer's running Franklins he's wasting a perk slot. I'm fine with that any day on survivor. The item doesn't matter much. I don't see the issue.
There is very much a problem when two survivors bring items and both of them get hit and drop their items close together which almost makes it impossible to get your items back thank you very much...
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@EvanSnowWolf said:
Franklin's Demise is literally the only perk in the game that is a counter to items.
Deal with it.
You forgot overwhelming presence and that's a counter to items.
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@SnakeSound222 said:
Drop your item right before you get hit. Easy counter.
Also it’s just an item. Not a big deal unless you brought your last event item, but that’s on you as you knew the risks.
Been there done that didn't work not doing it again.
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@[Deleted User] said:
you don't need items to win, so it's not a big deal. franklin's demise is pretty much useless because unless there is a key and the hatch is available it's not going to change the outcome of the match
That's like saying killers don't need moris to win when they are killers survivors make the best with what they have which are items btw crazy right?
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/221777/franklins-demise
It's a situational at best and useless at worst perk. Slapping a cooldown on it would make it even worse. Yeah probably does suck to drop your cool stuff but you know you can always just go back and pick it, insane outplay i know
It's really funny how you say go back when I DO wait for the right moment for the killer to stop camping my item and go back to get it just to get hit a SECOND TIME.
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@Huge_Bush said:
Killers hate it when survivors bring in keys to end a game prematurely.
Killers hate it when survivors bring in multiple tool boxes with brand new parts to end the game within 4 minutes.
Killers hate getting blinded every time they pick someone up or after getting pallet stunned.
Franklin's does have a cool down.
You can place your item in a corner so you don't lose it.
Items are not needed to finish a match.
You can run Plunderers to replenish your items, I run it every match and have 70 red maps, 60 red keys and a million of the other junk.
Sorry I'm not seeing a cooldown.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1852687#Comment_1852687
How is the huntress, a killer with a constant humming, that has a longer range than the heartbeat and can't be turned off with insidious. Better at camping than Bubba?!
I think you need to calm down and reread what I wrote cause I know I didn't say she was better at FACECAMPING matter of fact I didn't even say she was better at camping.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1852536#Comment_1852536
Because no one would play her?
Honestly, huntress is one of the worst killers to camp. There are far better alternatives.
That's your opinion I just happen to have way more games with camping or tunneling huntress' (when they do play huntress...) and every single one of them abuse the irid + infantry add on build.
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I just had a game where huntress runs irid + infantry belt, stared at me while I was on the hook and the other survivors tried to get me down which I'm not surprise. If only they finally got rid of irid head chances of encountering a camping/tunneling huntress would tumble.
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Had this problem just now on tome 3.
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@Luciferr_2nd said:
Fellow Survivors,
I understand this game can be frustrating especially with some big issues.
But please stop suiciding on hook or disconnecting when it is NOT NECESSARY
Like dam i just had two matches in a row where a survivor instantly killed themselves on hook, usually i dont think much of it because its something like a spirit with stridor, or a iri head you know? But as far as i was aware, nothing bad was going on. No toxic builds or op killers or anything, just strange.
I know alot of you probably dont do this, im just saying my last two matches were pain.
No :)
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1840467#Comment_1840467
It is not even grindy you just have to play the game
The manner of how you gain progress is irrelevant to whether or not it is grindy. The time you have to spend to finish the battlepass is absurd and not something you can do casually.
it is not mandatory to complete the rift or every single rift or even buy tiers in the rift
"The developers don't literally force you to grind or steal your money" is not an excuse.
you can just simply ignore it
The developers don't want players to ignore it though. They post about it on Twitter. The in-game news pops up when a new battlepass releases. After every game you play the "progress circle" opens on the right of the screen. If you want to get the stuff from the free battlepass track you are forced to open the battlepass and look at what you could have if you had spent money. It's designed to get as many people as possible to spend money on it.
Yes you can ignore it but the developers are doing everything they can do to ensure that you don't do that.
and you don't have to waste any money to get rewards
Unless you want items that may never, ever come back again ever. If you want one item / set from the battlepass you still have to buy the entire thing for that one item you want.
Example: "Dreaded Husks" on Hag. Head piece that clearly belongs to the green "Chemosynthesis" set (green glowy veins; there is a set in the store with red glowy veins if you don't know what I am talking about). Only problem: The body and weapon were in one battlepass, the head piece in another.
The body and weapon look awful without the correct head piece. The head piece looks awful without the body and weapon. If you got the weapon and body from one battlepass and all you want is the matching head piece so you can actually use them without being arrested by the fashion police you need to grind up the second battlepass, and buy it.
besides dead by daylight is going to be releasing the outfits from the rift to the in-game store now
It was never confirmed that all of the items would come to the store.
"If you missed some rewards in The Rift, most of them will eventually be available in our in-game store after a minimum period of 6 months.", Source: https://deadbydaylight.com/en/archives , from the FAQ under "What happens when The Rift closes?", emphasis mine.
"Most of them" != all of them
There may very well be items that never return. Even if they return, who knows when that will be. The minimum is 6 months but it could be multiple years even and that statement would still be correct.
so you really aren't missing out on much.
The entire system is set up in such a way that players fear they are missing out, which makes them spend money. It may not matter to everyone but it matters to some people for sure. And those players are being preyed upon with the predatory battlepass system. Options to make it less awful have been suggested even before the first battlepass release but were ignored by the developers (example: making it not expire so everyone can do it at their own pace).
Good lord are you this upset by what I posted you couldn't have just summarized what you were thinking not like you could formulate a proper argument since your entire post speaks invalidity just for existing.
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@Mr_105 said:
I completed 1/2 the challenges in the rift, but only got to tier 32. If we just double 28 cus of the 4 lvls for completing the rift we get to 60, which still wont complete the rift and will be -200 auric cells. There is a lot of value in the battle pass, but that is only if you are able to grind about 250 hours ish. It is kind of insane how bad this progression is for players and the devs are just ending up losing potential profits through making the pass less appealing by making it feel unobtainable.
People buy things based on perceived value of an item and in perspective to the total value of the item. So when you buy a bundle for 10$, and then you do not get the entire bundle you just lost part of that $10 value. If players don't see that special something they want, and they for sure will not recoup their battle pass they'll more than likely avoid the rift. Especially when you consider the reward track is so heavily weighted on the end of the pass which becomes harder as you get the easy levels out of the way with the challenges.
I'd imagine less than around 5% of the monthly players who complete the challenge tiers even buy the premium pass just because the rewards are too unobtainable. My assumption isn't just 1/20. It's 1/20 of the most active fans of the game which is probably another pretty low percentage.
It feels like BVHR would want players to buy the pass and hopefully spend the recoup currency on skins over the 3 months, then buy back in next season. Even if players only had to complete the challenge pass to fully complete the reward track BVHR only stands to make money on the one time buyers and them just only buying the pass after that.
I do see the value of rewarding the most diehard fans who can manage to make it to the end of the pass. If it takes 250 hrs over 90 days, then the average hours per day every day is 2.777 repeating of course. That is 1/8th of a day, 1/5.76th of your waking hours give or take, and 1/2.88 of your free time if you have a job or go to school not counting travel time. Pretty steep for an every day requirement, and it only ends up hurting the company by making the product less obtainable.
It is not even grindy you just have to play the game it is not mandatory to complete the rift or every single rift or even buy tiers in the rift you can just simply ignore it and you don't have to waste any money to get rewards besides dead by daylight is going to be releasing the outfits from the rift to the in-game store now so you really aren't missing out on much.
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@Negi said:
https://forum.deadbydaylight.com/en/discussion/comment/1840400#Comment_1840400
Not sure if serious.
Well then go on about your day boo thank you.
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@kcwolf1975 said:
https://forum.deadbydaylight.com/en/discussion/comment/1838485#Comment_1838485
I don't think anyone is saying it is hard, it is just a LOT of hours you need to play. I can always finish all of the challenges but still only be around tier 60 to 65. Without any challenges those last tiers take forever.
Literally just play the game you can spend a few minutes out of your schedule to play it's not that hard...
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@rglarson13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1838342#Comment_1838342
Not everybody has other people paying their bills and a completely wide-open calendar. Some of us have full-time jobs, families, friends, pets, hobbies other than DBD, etc.
I don't mind things that take effort. I like a challenge. I mind things that demand to be treated like a full-time job.
I'm sorry but this annoys me the most just because you have a full-time job doesn't mean others do as well. Some of us (including me) are really not in the position to be working atm or cannot find a job(s) that are hiring so I have a lot of time on my hands. I understand it sucks for those that don't really have the time to be playing and have families to take care of as do we all but it irritates me when "9 to 5 workers" start complaining about how they don't have enough time to play for rift rewards and then go onto the forums to ask the devs to fix it and make it less "grindy" when you NEED to fix your time management.
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Thank so much :)
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I swear this thread is so disgusting you "people" have already been told that this has been addressed to the team and still want to make threads dedicated to bashing the devs for shits and giggles. Let's use our heads together since you had enough of a brain to make such stupid posts "Why don't you have an answer to your question?" How about some of the community managers/mods have not been informed by the devs therefore don't have A ######### ANSWER.
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@Hex_Stalk said:
When I have to do a challenge that involves healing other survivors.
A: I get tunneled and can't do anything aside from running and looping the killer.
B: My team is decent with a bad killer, and doesn't get injured at all.
When I have a challenge involving stunning the killer.
A: The killer completely ignores me.
B: The killer avoids pallets like they are the plague.
Basically if i have a challenge to do, I get put in a situation that makes doing said challenge completely impossible.
I've even noticed this when i don't have challenges.
A: I want to actually try and have a nice match, say hello to the best killer/ survivors I've ever faced. Leading to a match that would make using sand paper instead of toilet paper look like a pleasant experience.
B: I've stopped giving a damn so now I do barely anything, say hello to the worst killer/ survivors in existance. Leading to the most boring match you could ever have
There is no in between with this game.
Simple answers: killers playing sweaty are the reason why these challenges are so damn impossible and attempting to do challenges puts you in a mindset where you are so focused on getting one challenge that if something were to go wrong your mind just goes into a panic (which rarely ever happens)
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@GoshJosh said:
Survivors: stop running urban evasion and hiding in corners
Killers: stop camping and tunneling.
If it weren't for the terrible queue times, I'd have crossplay 100% turned off as survivor. I can't count how many urban evading survivors hiding in corners I've seen in just this morning's matches. Then a 95% heal and doesn't commit with the killer coming back. You are killing us more than the killers!
If that's your problem take self care/med-kit or how about being useful and repair gens. Stop shifting the blame on others not hard you can do it!
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@JHondo said:
Someone needs to teach you how to run with BT or how to make safe unhooks cause this is ridiculous.
How about you take bt and we can just sit our asses doing gens while you sit on forums crying like a manchild stay mad hun <3 <3
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@CantDeadHarder said:
Firstly, sorry for the bad quality, i was like a 1 wifi bar playing on geforce now lol
https://us.v-cdn.net/6030815/uploads/FHD89XLNTUC5/screenshot-2819-29-li.jpg
https://us.v-cdn.net/6030815/uploads/GS2OH70GDVAO/screenshot-2820-29-li.jpg
So to give a quick run down, the red rank wanted to talk sht after escaping, a sore winner as i like to call them. I'm not even a killer main, i mostly play survivor but i wanted to learn killer so i tried spirit.
so i get 2 kills not bad but this Karen called me a proxxy camper and told me how she wanted to pull her cord, too bad i didn't make her pull her life support 🥰.
First of all when endgame arrives, anything goes, and that is coming from a survivor main, the dirty tactics come out for the desperate fight to win the trial. Secondly, if the hooked person is in between 2 exit gates, dont automatically assume the killer is being a punk and face camping if they are in the vicinity, like they're obviously trying to prevent the opening of the gates, idiot.
Recently as survivor too i've seen people behave like complete a-holes and teabag for no reason. This red rank right here fell for so many fake phases, and never looked behind her in chase, she got out because of luck.
if you behave like this in any game, you ARE a disgusting person. people who talk down to other people and try to make them feel bad for being inexperienced, give me the feeling that they probably tell people to kill themselves.
It's not that hard to just play the game say gg and move on 🙄
Don't sweat it I'm a survivor main but I just want to say some red rank survivors will just stay in their world of delusion acting like DBD some sort of tournament when it's really a case of if you survive or not just as killers only have to kill as many survivors not get a 4k every match. I can be ruthless on post game chat (sometimes in game) when I get tunneled/camped on hook I'll admit but in the end it's just best not to dwell on a match that's just a game and nothing more.
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@GraveHunter said:
Well, they can't make everybody happy...
Imagine behaviour making people happy just being honest...
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@Theetis said:
Because what the perk does, you can do just as easily with different, less situational perks, or just by getting healed by someone else, and all that usually in a shorter time period than Second Wind requires.
Sir just do a gen/cleanse a totem and wait for second wind to heal you it's only going to make you waste time if you waste time
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my fav straight couple I ship: Kate X David
my fav gay couple I ship: David X Ace
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@Orionbash said:
Uhhh...people are weird. I'd just ignore that and move on. :\
lmao I typically ignore them too but during the heat of the moment natural instincts just come and it's only natural that you defend yourself when someone comes for you.
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@Dead_by_Gadfly said:
Out of curiosity, what was your build?
I just ignore stupid peoole but I hear you, they can be frustrating
I had self care, lithe, mettle of man, and second wind I took mettle of man because of a protection hit challenge I didn't like the idea of me taking hits for other survivors if I don't benefit from it so I took that and second wind was an last minute choice I was going to take spine chill so I could at least help myself with action speed but I picked what I thought was necessary the killer was myers so I didn't get much use from those perks anyway.
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@XRuecian said:
I don't think suffering from the broken status effect is what is wrong with no mither. There are plenty of killers who can kill you in one hit, which means that no mither is amazing against them. Besides, a lot of high rank survivors never heal anyways, whether broken or not, because once your skill level is high enough- the time it takes to heal isn't worth it, you could have done half a gen instead and rely on second chance perks to keep you going, which is more likely to result in a win than healing would.
I have been beaten by people running no mither before, as long as you are good enough, the perk actually gives huge benefits. The killer doesn't have the option to slug you, which sometimes he NEEDs to slug to have a chance to build momentum he has lost, and second, you get a low tier Iron Will perk as well, not to mention they can't follow your blood. It makes you very hard to track, and if you are experienced enough, you can go the entire game easily without ever being found.
I already said this once and this is the last time I'll say it I made this idea because this perk cancels out other perks that allow you to heal and you don't see a lot of survivors taking no mither because they prefer not to have a big target over them telling the killer "Kill me first!" it should not matter if you are good or bad it has been said before that players should not be punished for taking certain perks or preferring a certain playstyle and I don't see how it should be a requirement that people have to bring a clutch playstyle just so they can for once play the game.
If you don't think the broken status is not the problem that's fine and I don't play to win I hold no ill will if you do though but not everybody plays to make big plays I only wrote this to provide some inspo to the devs for new perks or perk reworks that's it.
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@Demogordon_Ramsay said:
Oh jeez, another “please make the obvious challenge Perk not a challenge Perk” thread.
No Mither could use some grunt reduction buffs and a few QoL tweaks to make it feel better to equip. That’s it. The Perk was specifically made to make the game harder. It shouldn’t be reworked into a “viable” one because it’s intended to be the exact opposite of viable.
If you think Survivor is too easy, equip No Mither. Otherwise, don’t. It’s that simple.
Oh jeez another bigoted biased troll killer main...
you say that no mither provides a challenge for survivors who like a challenge well GUESS WHAT not a lot of survivors take no mither because they don't want to go down in one hit and tunneled because they are an easy target most just want to play the game and enjoy themselves so no the majority don't want to take it for that reason and I said that they should rework no mither because people don't like to play David to get his teachable and it cancels out perks which takes away people's freedom for playing a certain playstyle they want.
If you think coming in here and calling me a pansy cause I don't like a "challenge" is going to prove your point then you are on the wrong thread/forum for this serious people only no trolls.
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@XRuecian said:
A better idea would be to start the match healthy, but once you get injured you cannot heal it, ever. And all of the benefits of no mither will activate for the rest of the game. This would basically leave it as mostly the same as it is now, without you having to be injured from the very beginning.
The biggest problem with No Mither is not that it is not useful. It actually is like two perks in one, which is why you have to stay injured. The problem is that killers KNOW you have no mither from the very beginning, therefore any killer with two brain cells will never allow you to put it to use. Imagine if Unbreakable put an icon next to your name to let the killer know you had it. He would simply never let you use it.
By allowing No Mither users to start at full health, the killer would no longer be able to instantly know you have it until it actually activates.
Also, i have never tested it, but I assume No Mither also makes it where you do not leave blood orbs for Oni, since you do not bleed?
But that IS what no mither does there's no point being healthy if you are just gonna be broken for the rest of the game. My idea centers around the fact that players should not be discouraged to take self healing perks like self care and second wind and no mither should act like a trade perk just like Zarina's perk "We The People" where you can insta heal other survivors from dying to injured or injured to healthy but you have to be punished for it.
Your idea is basically you get hit once then you go from healthy to broken the rest of the match you also need to remember that you have an icon displayed that tells everyone including the killer that you are broken so the killer WILL eventually know that you have no mither however unbreakable doesn't leave any indicators that you have the perk making the killer think that you don't have it and force themselves to play a guessing game and since unbreakable does that why can't no mither do that but grant you some bonuses that can help you while you have to suffer a debilitating status effect and it's not like you will be able to use the perk all the time every match since you can only use it once and most killers just straight up hook you before they go for other survivors.
and FYI no mither does not prevent you from dropping blood orbs trust me and don't try it out.
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I'm just gonna say it loud and clear without hesitation the character's ethnicity should not define what type of clothes they wear on the daily everyone including these characters can wear what they want to wear just cause Feng is chinese should mean she should wear nothing but clothes from asian culture.
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@Reborn2020 said:
No mither doesnt need buffs its good as is.
Are you just saying that cause you are a killer main and you prefer to down survivors in one hit cause you are too lazy to work for kills? be honest please don't troll here.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/138445/no-mither-rework-idea
I would just say change the broken status to mean others can't heal you, but you can still heal yourself.
I'll be honest but I'm not really fond of that idea it would ruin the whole purpose considering that the first thing that comes up to most survivor's mind is to heal which can be held back with mangled perks/add-ons and such
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im sorry but can we talk about the prayer beads bracelet with the monitor and abuse lmao

