DO-ABLE! – Dead by Daylight!



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23 thoughts on “DO-ABLE! – Dead by Daylight!”

  1. I’ve only just started using DH but I think the games reasonable balanced I’m red rank now but still abit of a noob in terms of skill combos ect. Killers like legion ghost face/nurse are crazily over powered.. but so are survivor attributes.. it’s balanced shithousery

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  2. Dead hard is difficult to balance without making it useless. It is the best exhaustion perk by far because you can use it at any time so long as you’re injured.

    The only nerf I can think of (and it’s big) is that you can’t use it again until you are put into the dying state. So if you use it in a chase and you escape the killer, you can’t keep using it.

    Either that or make the exhaustion longer?

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  3. I feel like dead hard is a little overvalued. It's good, but it's not as universally amazing as people make it out to be. It's just the fact that there are specific killer abilities that dead hard shits on, and those situations are where it's really strong, otherwise it's not as super big of a deal. It also helps that out of exhaustion perks, there isn't too much worthy competition

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  4. That first chase with nea lasted like 70 seconds and she didnt do anything skillful at all, she just ran forward and used deadhard. Almost a full entire solo gen just by running in a straight line and pressing e. If her team was super efficient tru3 would have probably lost 3 gens for that and didnt even get a down. If he kept chasing it would have gone longer. But yeah, keep telling me how the game isn’t survivor sided

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  5. I think a fair fix to perks like deadhard would be you have to do a totem (hex or dull) to be able to use it. Then it's unlocked and works how it normally does, which would give more reason to do totems and side objectives. Could also make it to where it can't be used until after going down etc.

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  6. in my humble opinion the reach and the ability to break pallets should be swapped for each other. Nemesis can rely more on his M2's, but loses distance in early game chases when he's caught on the wrong side of a pallet and whiffs. of course keep the speed up while telegraphing the whip at tier 2 to make the whole dynamic of power scaling more "real" and it gives the survivors a chance to get away from the pallet before they can have the choice to break it.

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