Comments
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Windows, windows, windows. Huz can eat pallets for lunch, literally. Even when he vaults a window however that gives you a little distance. The point is to outlast his overclock before dropping the pallet.
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Locker blinds were fixed because they basically gave you walmart lightborn while locker grabbing; you can't be blinded until the animation finishes. The issue with flashbangs is theres no "start" to the blind required, it instantly blinds the moment it goes off, which is timed after the grab completes.
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I tend to have a pretty high chance to find it, but either I'm lucky or nutty with recognizing patterns in RNG (People hate me in Secret Lab because I always manage to guess the layout just from 2 rooms). That said, its still possible for me to be very wrong, in which case I usually have no idea.
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In my opinion it'd be better for a hex totem to appear dull until a survivor has been cursed by it. For example, if Dwight has touched a gen, which revealed Ruin to him, and Meg has not, Dwight would see the corresponding totem lit while Meg does not. This would make Totems have more longevity, as hunting them would be…
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Bad luck. While a degree of your MMR is per killer, most of it is still a "baseline" MMR. It's also possible you're cycling. Winning a lot on Sadako, raising your base MMR, then swapping to Oni and losing a lot, lowering it again before swapping to Sadako.
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The issue with the "tunnelling is seen so often" thing is that the killer is pressured to remove someone from the game ASAP. With 4 survivors, thats 1 on hook, 1 going for save, 1 in chase and 1 on gens in the best case scenario (unless survivors ######### up massively somewhere). In most cases, it's closer to 3 on gens, 1…
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I want to note sometimes the killer cannot pick the survivor up because no hooks are nearby, and/or the survivor has a wiggle build
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I usually only BM as a survivor as bait to keep the killer on me if either they look like they're getting sick of chasing me and I want them to keep wasting time on me, or if a nearby objective is almost done and it's critical I keep them occupied for at least a few more seconds.
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Trapper does very well when he's paired with other killers, as he's no longer playing a lose lose game of "If I trap, gens fly. If I don't trap, I have no power"
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What annoys me here is how people like you arent realizing they're all buffs for meme perks you've probably seen once in your life, save for flashbang and blast mine.
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Nintendo would have to say so.
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It's something along these lines The Unknown's power comes from it's lack of definition; thus why it kills those who attempt to define it. A survivor staring down the Unknown defines it, understands it, and ultimately weakens it.
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A single run shouldn't be able to. Two separate chainsaw runs still can though
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I dont like playing ghostface unless its the Disturbed Ward map. Then I love sniping stalks
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The reason I suggest those is because I have no problems with skull merchant in a direct chase, it's when she plops down her entire collection of drones in a 3 gen and just patrols that and never leaves it. You just cannot play the game, at all. They won't chase, they'll boot you off gens at every opportunity. The most…
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I think it's a balance issue. Whenever I play against her, I try, I really do. But it feels like trying to counter her (disabling drones, for instance) always end up in you getting hit. With her stealth and speed, and how she can just saturate an area with drones, see when one's disabled, whack you for even daring and…
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Honestly, I'm calling this a big fat nerf UNLESS they also updated the AI. The AI's a ######### joke and was only useful in pincer attacks because the survivor couldn't just run back into the guard without taking a hit. The fact they lose hunt three times faster if I'm nearby is stupid unless the AI is capable of actually…
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Me who has gone through ~25 bloodwebs without seeing a single anniversary item/offering:
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With deathslinger. Just well timed backpedalling and shooting through the window.
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Possibly the most L take I think I've ever seen in DBD's history.
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I just shot. By the time I reloaded they were already at the exit
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I cant in good faith agree with this since I managed to down someone twice earlier at a killer shack with the pallet dropped
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The fact you only got half the perks right makes me unsure whether or not you even play enough to have an opinion on this matter.
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Because anyone who'd bother doing that has calm spirit equipped
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Thus why it needed a cheat. I remember it was primarily used to make spectators crash
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isnt there that method where you rapidly swap cosmetics and it causes others to crash?
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The wiki uses stats and logic datamined from the game itself, so I used those mainly. Distance made is simple. meters per second times the length of the frenzy Catching up to a survivor is the same, just subtracting the distance a survivor would make Lunging is killer speed * 1.5 and goes for 0.6 seconds normally. For a…
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This is just deadset bad lick. When the bloodweb generates a spot, first it picks a rarity, then it picks an item from that rarity; its why things like bloody party streamers are so rare, because they compete with every other green item (and theres a lot of them!) Here, it just simply never chose a wire spool; whenever it…
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Unhooking someone is considered a conspicuous action, which clears you of endurance and unhook status effects. Their point is that if the killer comes straight after you you can take them on a longer run, buying time for your team. If they're not after you though you obviously dont need the protection, and why would you be…
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I will admit, deadhard being once per hook state lost was a bit much, but Dead Hard for Distance was absolutely ######### broken, and even considering otherwise is grounds for being sent to a mental hospital.
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it is a one time use perk and something about that being hard countered just because you were on hook at the time doesn’t seem right to me. The problem is it has the same issue as DS and Lucky Break did; that extra healthstate off hook can easily let you skip out the gate and the killer can't do ######### about it. I'm all…
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The actual answer is warm. Thats about as far as it goes; it's capable of burning offerings, sure, but it's described as "being unable to burn survivors" and only being warm to them. In technicality, the Entity is an "it" but is referred to as a she since in french (aka the language of the devs who made DbD) theres not…
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Exactly. I'm probably the sole person who gets excited when I run up against a skillcheck doctor. And I'm not half bad.
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downloading update now, but Deadline is going to be my favorite perk. I don't even care that it's technically a debuff, I just like having some variety to my skillchecks.
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Because only 1 gen will be benefitting from quick gambit when the original could benefit multiple people. The issue before is that you had to chese the killer near the gen, meaning if they heard repairs, odds are they'd go kick them off instead. Also, you are relying on your teammate to be close to that specific generator…
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This starts showing up from the third event onwards. I'm not sure if theres a different effect once it's maxed out.
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Open to thoughts on it.
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This. It's extremely hard to execute deliberately by either side (I still consider it black magic) and requires you to try vault back, them to have enduring, and them identifying and reacting fast enough to catch you out. It's a good thing to note that pallet/save (they're the same just with different means of activating…
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yeah, it's wake up
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Needs a bigger range imo.
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Duration based, just like Lethal. Wraith wouldnt get extra time because their cloak is on demand, not timed )except for the Ghost addon iirc). Not sure how Dull Merchant works
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FOV teching is the sole reason I back up when the survivor tries to spin to make sure I dont whiff or get autoaimed.
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This is potentially the worst example you could have used for your argument; its a double edged sword. Sure, cant be just trapped up now, but also cant be bodyblocked without 2 survivors now.
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This. Cleansing it only temporarily removes it and does not remove it from play. Once it's activation conditions are met again, it ignites a new totem. Two can play at the whole relighting totem thing now.
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We dont need childs play 1 (default appearance anyway) And screw the attempted reboot.
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Killer stuff, such as wall hugging with blight and wesker, and sinning 360 with oni, require skill, timing, and in Oni's case accuracy. Wesker and Blight require knowledge on collision, how sliding works, and even then is not always successful. Oni's flick is pretty damn hard to do, and harder to land. Meanwhile…
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I'd say it is, but it can't really be punished. 2 Survivors at 4 gens have no chance of doing them, so the only right play is to hide and wait for the other survivor to die, which then causes a deadlock. (especially if they're good and the killer can't find either of them). The previous iteration of the hatch (where it…
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Because it's not the point of AFC. The point is to give the camped survivor a second chance if the killer refuses to allow a save. It's to punish the killer for camping, not to let the survivors have extra time. The survivors will still have to go check. The only info other survivors will need is info on if they are…
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Calm Spirit user here, you will become exposed, but you would not scream and reveal yourself.
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OP is right imo. They do need to not be god looperse, but they do need to be a bit better in other areas as well.