Comments
-
This is pure blindsiding. It's undeniable the perk is mostly used to allow oneself to reach a loop, whether that is a pallet or a window. What you outlined are rare, annoying occurrences that don't happen as often. A one second endurance status on top of the dash forward animation (which I assume is going to be the perk's…
-
I play both sides equally. I'm not denying facecamping, hitting hooked survivors and slugging someone to death aren't toxic, but their existence shouldn't solely be reason to deny this suggestion I don't believe teabagging and flashlight clicking are minor issues. They can seriously ruin someone's experience if done…
-
It's not about changing the outcome of the game, that's not the issue here. The issue is how these features are toxic in nature. They bring no value to the game, in the sense that they don't help survivors loop the killer longer or repair generators faster. There's nothing about them that makes you go "okay yeah, they're…
-
That's easier said than done. People react differently when confronting the same situation, so you shouldn't expect everyone to not take offense when somebody acts toxic towards them.
-
5 seconds is just a number, it's meant to explain how the system could work. I'd be fine with a 3-second cooldown, but probably no lower than that. Maybe make it work with rarities, so a yellow flashlight has a 5-second cooldown, but the purple one only has 3 seconds. Just throwing ideas back and forth. Yeah, I don't think…
-
Care to elaborate how they're fine? How are they useful to gameplay? What value do they bring to the game other than toxicity?
-
In all honesty, I only play survivor when I'm playing with a friend or more. It's just boring for me after like 2 or 3 games of solo queueing.
-
You're entitled to your own opinion, but instead of just stating it, give us a suggestion on how we can potentially fix the issues that were brought up in this thread and that I personally believe that would be fixed by this killer perk.
-
Bumping this.
-
Because they are ridiculously overpowered, how is that hard to understand? The biggest issue, in my opinion, is that they can't/couldn't get countered, as opposed to killer perks which you may find pretty buffed. Here are a few examples: Hex: Ruin: You can counter this perk by cleansing a determined totem. BBQ: You can…
-
You didn't get it. The way this map is so survivor-based is one of the countless problems that this game has which made me leave in the first place. It's pretty much impossible to counter any good survivor here because: 1) Mindgaming (with the red stain especially) is nearly impossible because the killer is pretty much…
-
I'm bumping this thread. I have recently returned to Dead By Daylight because I really like the game but I'm honestly thinking about leaving again after playing on this map as a killer. It's so unbalanced and it's sad that they haven't fixed it since I first made this thread.
-
I agree with all of those but Borrowed Time. It really is essential to counter tunneling. As for the others, I absolutely agree.
-
Probably, but it's not really doable. Don't forget that there are 4 survivors and only 1 killer. Imagine 4 survivors adding 4 of these offerings. They'd likely break the game. UNLESS these survivor offerings wouldn't stack. But still, there 4v1 still plays out a huge factor here.
-
The point is to reduce gen rushing though so adding a 8th generator would be going against the actual purpose of this perk. We'd not fix anything, but simply add more fuel to the fire. I'm okay with the killer not getting any skill check fail notifications or even not know what the "fake generator" actually is so the game…
-
Just like every killer runs Ruin? We wouldn't be talking about perks like this if survivors didn't gen rush the ######### out of killers. It'd be a slap in their face for trying to play low, and on the other side give killers a second chance because why can survivors have so many second chances but killers can not, right? You…
-
No. Make it so DS only activates for 60 seconds if the killer is within your terror radius instead of the way it is right now which remains active for 60 seconds no matter where the killer is. THAT is anti-tunneling. If the killer's not within your terror radius, there's barely any chance that he can tunnel you.
-
Bump. This is very needed.
-
Just no. The hatch shouldn't even exist. It's just a stupid way of giving survivors more and more chances of escaping as if the current ones aren't already enough.
-
Devs: Suggestion to make killers more balanced? Denied. Next.
-
Right. If you decide to decrease the killers' hitboxes, you should fix survivors' too, when they are bodyblocking killers in order to save their mates. Make them nearly like Freddy when survivors are not in the dream world. If you fix killers bodyblocking survivors, you gotta fix survivors bodyblocking killers too. It's…
-
This. ^ I can almost guarantee you that you wouldn't make a similar thread if you were rank 1.
-
Because it's bugged. It's supposed to work normally after the upcoming patch though, as I've heard.
-
Any perk that stuns the killer is absurd. Basically the killer is at the hands of survivors and they can stun him anytime they want (with the restrictions the perk brings along). It's simply toxic and doesn't have any proactive counterplay, before and after.
-
All you need is a Claudette P3 who's also a wannabe ochido running after the killer like a chicken while holding a purple flashlight, waiting for her mate to get downed so she can flashlight save her. Just imagine them being like "DUUUUUUUUD THIS KILLER'S A BABY" and suddenly "OOOOH HIS RED STAIN DISAPPEARED HAHAHA HE HAS…
-
Survivor: Mettle of Man, Decisive Strike, Head On, Adrenaline Killer: NOED
-
In my opinion, all toxic survivor and killer perks need to be removed. You can't vouch for a clean and friendly community and at the same time successively keep adding toxic perks. That's just hypocritical. Not adding anything is a lot better than adding things that will not only break the balance of the game but ruin it…
-
It does and it needs to be nerfed if not completely removed, in my opinion. But if perks like MoM or DS are going to remain in the game the way they are right now, then NOED should stay too.
-
That's a good question and I will admit I didn't think about this when making this thread but my suggestion is as follows: Tier 1 - all survivors receive a notification when the fake generator is 50% repaired (also indicating what generator it is). Tier 2 - all survivors receive a notification when the fake generator is…
-
That's a good question and I will admit that I didn't think about this when making this thread but basically I suggest the following: Tier 1 - survivors receive a notification when the fake generator is 50% repaired. Tier 2 - survivors receive a notification when the fake generator is 75% repaired. Tier 3 - survivors…
-
It's not unnecessary. I'd rather lose points than GIVE them points for overusing the ######### out of a crutch perk. You don't need to be overly good to defeat killers at chases. Just use dead hard, adrenaline, mettle of man and decisive-strike and have like a full team with similar perks and you'll see the struggle it is when…
-
This perk is even worse than DS because DS still had a counterplay and this perk doesn't and it severely punishes killers for doing their job. I can't stand this perk and it's super annoying so I simply DC everytime I chase a survivor, hit him and find out he has MoM. I honestly can't stand survivors who are pure trash but…
-
I still don't find that nerfing enough. There are still way too many loops. This map is still ridiculously unbalanced when compared to other actually balanced maps.
-
Excellent and fair idea.
-
Remove the perk entirely. This perk is no different than the old oversaturated and overly used Decisive Strike, practically speaking. I'd say it's even worse because it has no counterplay as already mentioned, as opposed to DS where you could at least try to dribble the survivor on his way to the hook. It's another second…