Comments
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I agree. If you have pressure on a hook or 1-2 gens the survivors won't in most cases ignore a 2nd stage hooked survivor. They will get off their gen and come to valiantly save them. Also, If you leave survivors down, instead of hooked, there is 1 less person on a gen. Additionally, there is much better ways to reduce gen…
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I think you should pick a killer that forces survivors out of pallets and vaults. For example: Hag traps can prevent pallets, trapper traps can be effective, but you need to be able to effectively bait survivors to a specific vault. Huntress hatches are also effective because it takes longer to vault than throw a hatchet…
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Exactly. The game is supposed to be about looping not killers getting free downs. If you have a problem with pallets just play nurse and teleport past them. It is also not a hold W simulator because the survivors are slower than the killer anyway, so if they try and run they just get hit.
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You can't exactly have killers lunging half of loops to hit survivors. The regular lunge range is fine for the most part.
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I got into dbd since Malevolence. Idk when that "movement" was.
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All I see are blights and nurses. And I have 40 hours on survivor and I have played with 1 pig.
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Pig would only be worth nerfing if more than like 1 in 60 killers used him. I hardly ever play pig or see pig killers, so a nerf would be kind of useless.
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I agree, but chase mechanics are just more difficult because you have to be unpredictable and not waste time doing useless loops. It just makes survivors think a little more about looping and engaging in chase.
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Literally no survivor is competent enough to do this, and there will be guaranteed at least one person on a gen across the map. Also not everyone selects dead hard.
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Flashlight blinds require a flashlight, which needs to be selected in pre-game or found in a chest. No other perks I am aware of are based on items. It is all things that you can do somewhat easily, and don't require the potential sacrifice of an item to activate.
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I could be because that it is a really hard perk to time, and takes effort to make work. Some more casual players probably don't want to grind practicing the timing over and over again until they get it right.
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Thats interesting. You would think that they all would remove blood or they all wouldn't.
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The whole point of the removing scratch marks is to make it harder for the killer to see it is fake. The perk would be useless when injured if you just left a blood trail. The description does need to be updated, though.
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He is right. When you are playing a hold W killer it is not as fun to play against and your just running around not actually looping.
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I think Hex: no one escapes death is a really good killer perk. I have a hard time facing killers that have it.
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I have noticed all of this. His guards can be easily outrun and need a buff for the next update, and it is easy to see his power charging.
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It depends if you are playing for bloodpoint grinds or just for a casual fun time. If i am grinding i want easy killers for max BP, but for fun a blight or nurse is great to play
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Nurses, blights, and spirits are literally all i get in regular matches. Its crazy
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exactly. His knights are pretty useless too. They can't break pallets for some reason and they are slow and easy to outrun.
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The knight is definately not the strongest killers. He is easy to learn but you have to really know what you are doing to play him well and consistently win matches. I think the guards are mainly built for camping, and its not really fun to run or play against.
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I agree i can carry people really far before they wiggle off. Boil over is a really good way to counter it, but nobody runs it, so its kinda innefective.
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I agree that coulrophobia and lullaby are different. We are comparing them because they have the same main concept of being a perk that affects the difficulty of skill checks.
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That's kind of what I was implying with the trigger thing, but I couldn't think of a good scenario that would fit it. Being only active while someone is hooked is a good idea. I do think that if it was changed to a perk it would still keep the tokens and just decrease the skill check alert while someone is hooked.
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Yeah, the perk should lift its hex status, it would make it a more useful perk, but it couldn't be consistently applying the buff, it would need a trigger of some sort. I can understand why it's a totem though, you need to have a trigger of some sort to have it be a perk, and making it a hex would be much easier. It does…
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Thats why even as a huntress main i hardly ever use huntress lullaby. It needs a buff BADLY.
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Thats why the system would be ineffective and make ppl mad, but its still fun to think about
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i get pissed off by these guys. DBD should definately add it 😀!
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To stop gen progression just depends on how much patrolling you do and how much time you spend chasing. Try to get downs and hooks, but also drop any excessively long chases to kick and patrol gens.
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I use Iron Maiden and No Way Out. They are really good.
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I think Iron Maiden and Darkness Revealed would be great. Combined with an end-game perk and another one of your choice, you should have a pretty good build. I typically use bitter murmur but it doesn't matter too much. Also a leather loop or throwing speed add-ons are really useful. I
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Bro I get these guys all the time! Like your mindset :)