When is ds finally getting a nerf ? Apart all the bait threads, this is something serious right now.

@Peanits @Almo ? If you ever played as hag you'll notice how the perk is not just an anti tunnel perk, but a massive time waster that allows survivors to always play super aggresive, jump in a locker, bodyblock hits even injured just to waste time, and completely go out of the purpose of the perk. Get multiple downs and out of nowhere and don't risk anything because they have unbreakable, or get grabbed and tak because maybe they have borrowed. There are so many situations where you can't snowball anymore just because of decisive strike, so my question is if you're looking into changing it or not, and if not why not

Comments

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574401#Comment_1574401

    Setting back the enemy objective gives you a second chance, what is your argument here?

    yea but for them to work killers have to work for it

    with Pop and Surge you have to either down someone or hook them.

    with ruin it can be taken out in sec making it useless.

    @Waffleyumboy said:

    The only thing serious about the DS "issue" is how killers need to seriously adapt.

    with DS survivors don't have to work for it

    just get down and hooked and for 60 sec do whatever they want with out worry.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574604#Comment_1574604

    The only one of those that is truly second chance is Pop, and even that is a stretch. Ruin is only active if survivors get off the generator - and the killer isn't hooking anyone if they are constantly chasing people off generators.

    Pop and Surge have to be earned. You had to find, chase, down and in Pop's case, hook a survivor to get those. The real distinction here is second chance vs. free second chance.

    Aside from deliverance, which second chance perks on the survivor side are have the condition of the survivor needing to earn their use?

    Perks don't always need to be earned, their sole purpose is to help you. What's more, a perk having to be "earned" doesn't exclude it from its inherent classification as a second chance perk. Can you tell me what's inherently wrong with perks that don't need to be "earned" like Agitation, Botany Knowledge, or Deja Vu? Or does this only apply to second chance perks? If so, please elaborate.

    Edit: Grammar :P

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574609#Comment_1574609

    Perks don't always need to be earned, they're sole purpose is to help you. What's more, a perk having to be "earned" doesn't exclude it from its inherent classification as a second chance perk. Can you tell me what's inherently wrong with perks that don't need to be "earned" like Agitation, Botany Knowledge, or Deja Vu? Or does this only apply to second chance perks? If so, please elaborate.

    Perks don't need to be earned - but something that gives you such a strong line of defense/second chance should be earned.

    DS is a perk that can hault the momentum of a game in some cases, against some teams, on some maps. And nothing was done to earn that power.

    Killers have to earn pretty much everything that can hinder the survivors objective.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574318#Comment_1574318

    Survivors can repair gens in a total of 80*5= 400 seconds, so 6 minutes and 40 seconds. But good survivors unless corrupted intervention (which is avoidable, just hide unless it's hag or trapper or doctor) will repair 3 gens in 80 seconds, always, so the 3 gens strat is a must always. If every time you have to find or reach someone, first hit, second hit, hook, 4 full minutes for each survivor is a lot.

    New survivor: The Nurse.

    I don't think you took into account distance between gens, Killer chasing survivors, perks, hooks, slugs etc.

    If three gens pop before first hit, you are doing something wrong.

  • I play killer and survivor about 80/20. When I play killer, I start to think that maybe DS should be nerfed or even reworked. Then when I play survivor, I get stuck with camping/tunnelling ghostfaces and quicky remember why that won't ever happen.

    We just can't have nice things because the bad apples will ruin it for everyone. At the moment, I'd rather have to work around how it is than everyone else have to put up with those experiences.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574625#Comment_1574625

    Perks don't need to be earned - but something that gives you such a strong line of defense/second chance should be earned.

    DS is a perk that can hault the momentum of a game in some cases, against some teams, on some maps. And nothing was done to earn that power.

    Killers have to earn pretty much everything that can hinder the survivors objective.

    DS is "earned" by the killer being desperate enough to pick you up within 60 seconds of you being unhooked. The killer deserves to lose momentum if they decided to go back to the recently unhooked survivor instead of properly distributing pressure. "Earn" is a very subjective word.

  • DS is fine.

    If you don't tunnel you will most likely not get ds'd anyways and if you down everyone so quickly that you end up getting 59 second ds'd then you will most likely 4k anyways based on the pace of downs.

    It's only overly strong during endgame but that doesn't justify a change to the perk in my book.

    Also keep in mind it's still an one-time use perk with a skillcheck. Everyone messes up a skillcheck once in a while so even if you legitimately get tunneled off the hook chances are you mess up that skillcheck and wasted a perk slot making Decisive risky to a small extent.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574629#Comment_1574629

    DS is "earned" by the killer being desperate enough to pick you up within 60 seconds of you being unhooked. The killer deserves to lose momentum if they decided to go back to the recently unhooked survivor instead of properly distributing pressure. "Earn" is a very subjective word.

    Earned - it doesn't mean what you think it means. Consult your nearest dictionary and get back to me, bud.

  • @GoodBoyKaru said:

    There are four survivors in each match. It wouldn't kill you to chase another.

    Survivors have unbreakable? Cool, make them waste it.

    Survivors jump in a locker? Waste their DS then keep tunneling or wait it out.

    It's really not that hard, chief. The only time it's an issue is endgame.

    And while you do that 2 gens or more are popping lol.

    The only nerf DS need is being disabled if other survivor is hooked, if I hook a survivor and I spot and catch you again in less than 60 seconds since your last hook I'm being punished for playing good, I'm not tunneling and the perk lost the purpose of being an anti tunneling perk.

  • @Leonardo1ita said:

    @Peanits @Almo ? If you ever played as hag you'll notice how the perk is not just an anti tunnel perk, but a massive time waster that allows survivors to always play super aggresive, jump in a locker, bodyblock hits even injured just to waste time, and completely go out of the purpose of the perk. Get multiple downs and out of nowhere and don't risk anything because they have unbreakable, or get grabbed and tak because maybe they have borrowed. There are so many situations where you can't snowball anymore just because of decisive strike, so my question is if you're looking into changing it or not, and if not why not

    People need to stop going after DS. There are many other issues on both sides which are far more important for changes. You say that survivors can play agressively if they have ds but if they are playing agressively they aren't on gens, so it's actually helping you. It's not that hard to either eat a ds which is less than a 5 second stun or just avoid picking people up within 1 minute of them being unhooked. If your downing survivors fast enough that you've downed everyone else and have been ds'd, then clearly you are in an incredibly strong position already and it's not gonna make much of a difference to your overall outcome of the game.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574360#Comment_1574360

    I'm blaming ds not because I need to tunnel people but because of how it works right now which is old ds but for 60 seconds after you a survivor gets unhooked. Then that Survivor behaves like a super hero, heals, and forces you to grab him while he's unhooking another person, because you must end chases that fast if you want to have a chance, or otherwise hit, then rescue injured, and then he uses unbreakable with maybe even soul guard. The rescued Survivor goes across the map healing and you're there wasting a huge amount of time.

    If survivors start acting cocky when they have ds then its actually HELPING you because they aren't on gens. Isn't that what u want? You can always just eat the ds or leave them on the ground if your that paranoid about it. Plus if you run into someone who was recently unhooked after you hooked someon else, just don't go for them. Simple as that. Try downing the other two survivors or applying gen pressure or using ur killer's power.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574331#Comment_1574331

    Surge is not viable at all.

    Pop and ruin are not second chance perks, because you can't stop Survivors from pushing gens while you are chasing another Survivor, you can't split in two killers.

    Ds Unbreakable Dead hard , with the exception of borrowed time I'd say, are all second chance perks, because they allow you to recover from a situation where you played bad and deserved to be punished. (Jumping in a locker because you're invincible for 60 seconds, getting downed, failing a mindgame at a loop)

    Surge is viable if you use it on the right killer with the right build.

    You say that it gives them a second change for playing bad but you've also played bad for tunneling that survivor or going for them, especially if you know they were recently unhooked.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574651#Comment_1574651

    Earned - it doesn't mean what you think it means. Consult your nearest dictionary and get back to me, bud.

    Earned - obtained in return for labor or services

    Here's the dictionary ^

    Looks like "equipped the perk and hit the skill check at the proper time" isn't specifically excluded in it. Judging by how confident you were, it seems like you were unaware of this. Seems like common sense to me :/

  • @IamFran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574292#Comment_1574292

    And while you do that 2 gens or more are popping lol.

    The only nerf DS need is being disabled if other survivor is hooked, if I hook a survivor and I spot and catch you again in less than 60 seconds since your last hook I'm being punished for playing good, I'm not tunneling and the perk lost the purpose of being an anti tunneling perk.

    The deva have never officially said the only purpose of DS is anti-tunnel and have actually confirmed the opposite.

  • If your nerfing DS, get rid of Moris

  • @Kellie said:

    If your nerfing DS, get rid of Moris

    moris and keys both are broken, ds too.

  • @PlagueVomit101 said:

    Survivors get one DS and then that’s it. Killers have incredibly strong perks as well. Either take the DS or slug them and move on.

    btw this comment is the example of why this community is immensly biased and doesn't understand what is good for the game. because everyone just looks at their side ad doesn't look at the big picture. doesn't face good survivors and doesn't understand why certain perks are mathematically too strong against the other side, always.

  • @xenofon13 said:

    DS rework desperate mode.

    "Nerf DS, i can't tunnel properly"!!!

    Well no it shouldn't work for 60 seconds no matter what I belive it should have an activation period where unless the killer starts a chase with you it shouldn't activate the activation period could be for like 30 seconds if the killer does start a chase it last for 60 seconds

  • Plz dont nerf DS i swich from killer to survivor in the last week and i pass from rank 20 to rank 3 with DS, UB, DH and kindred i need to make the killer life miserable a bit more before they nerf it. Because i love being invisible for a minute after each hook i can do whatever i want without getting punish and from the dev point of view that fair

  • @Maperson said:

    Honestly they can just disable it when you are doing objectives, you are not being tunneled, if killer is tunneling then it can last 5 minutes, it wouldn't hurt anyone

    EXACTLY

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574276#Comment_1574276

    No you're missing the point, the point is that the perk derails completely the purpose of being an anti-tunneling perk allowing survivors to go for super aggressive plays in front of the killer or hiding in a locker

    Except the community says its anti tunnel not the devs.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574282#Comment_1574282

    Except the community says its anti tunnel not the devs.

    tunneling means you chase the person straight off the hook, directly with no other action in between, maybe 2 times in a row after the second hook just because that guy is on deathhook.

    That's why ds exists, to completely prevent matches where literally I see nobody with ds and I just know I can deathhook super easily one person hook cornered in an angle of the map and get them out of the game really fast.

    Doesn't matter what the community says, if the devs say one thing is supposed to work in another way, it is that way.

  • They should just change it that if survivor performs action which progresses their game, such as repairing generator, unhooks the perk de-activates. I would still keep the action that you can enter lockers and heal without-de activating. If you can repair damn generators you obviously aren't being tunneled, just carried with 60 second immunity. They can buff the timer then to 2 minutes all i care but you shouldn't be able to use DS as an offensive perk when you can run next to the killer repairing generator practically in his face.

  • 🙃Why...So...Serious?🤪

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579598#Comment_1579598

    tunneling means you chase the person straight off the hook, directly with no other action in between, maybe 2 times in a row after the second hook just because that guy is on deathhook.

    That's why ds exists, to completely prevent matches where literally I see nobody with ds and I just know I can deathhook super easily one person hook cornered in an angle of the map and get them out of the game really fast.

    Doesn't matter what the community says, if the devs say one thing is supposed to work in another way, it is that way.

    I know what tunneling is and the devs said DS wasn't anti tunnel. It was created to be a second chance perk. But you seem to complain about it's current form so maybe let's go back to it where you didnt need to be hooked.

    Sure they designed it in an anti tunnel way it still isnt an anti tunnel perks the devs never said it was, it is a community given name so the argument that it is "anti tunnel" fails. It was designed this way because the devs didnt want survivors to have a free second chance to avoid hooks in general.

  • @Leonardo1ita said:

    @Peanits @Almo ? If you ever played as hag you'll notice how the perk is not just an anti tunnel perk, but a massive time waster that allows survivors to always play super aggresive, jump in a locker, bodyblock hits even injured just to waste time, and completely go out of the purpose of the perk. Get multiple downs and out of nowhere and don't risk anything because they have unbreakable, or get grabbed and tak because maybe they have borrowed. There are so many situations where you can't snowball anymore just because of decisive strike, so my question is if you're looking into changing it or not, and if not why not

    "The purpose of the perk". And what is the purpose of the perk according to you? I'm just going to put on my mind reader hat and say "it's an anti tunnel perk". Guess what? You are wrong. That is an assumption made by the community. BVHR have never said it is only intended to be used for countering tunneling. Survivors can play the game however they want to just like killers. You don't get to tell survivors not to "play super aggressive, jump in lockers, bodyblock hits even injured just to waste time, etc".

  • @Callmehandsome said:

    They should just change it that if survivor performs action which progresses their game, such as repairing generator, unhooks the perk de-activates. I would still keep the action that you can enter lockers and heal without-de activating. If you can repair damn generators you obviously aren't being tunneled, just carried with 60 second immunity.

    exactly that's what I'm suggesting. if you heal, repair, cleanse, screw around for more than 20 seconds without being 32 meters within the killer you're not getting tunneled, that's impossible

  • @Leonardo1ita said:

    @Peanits @Almo ? If you ever played as hag you'll notice how the perk is not just an anti tunnel perk, but a massive time waster that allows survivors to always play super aggresive, jump in a locker, bodyblock hits even injured just to waste time, and completely go out of the purpose of the perk. Get multiple downs and out of nowhere and don't risk anything because they have unbreakable, or get grabbed and tak because maybe they have borrowed. There are so many situations where you can't snowball anymore just because of decisive strike, so my question is if you're looking into changing it or not, and if not why not

    Lets do like that

    Ds is not an anti tunnel perk

    Is an perk that will nto let you be hooked twice in less than 1 minute

    as you killer dont like gen rushing we dont like being killed in 2 minutes

  • @Xyvielia said:

    🙃Why...So...Serious?🤪

    well why so serious when you get facecamped because of no reason then?

    what does this even mean? This game is considered a competitive game, 2 sides against each other, and the most effective way to win is staying serious I'd bet, and there are a lot of people who seem to play seriously, because when you play your matches are determined by a rank or the future MMR, so if not staying serious means I have to literally play not caring about winning, or escaping, or not doing any objective, I won't do that, because this is not what this game is for. Competitive doesn't necessarily mean pro league level of play super good discord communication btw.

  • @Callmehandsome said:

    They should just change it that if survivor performs action which progresses their game, such as repairing generator, unhooks the perk de-activates. I would still keep the action that you can enter lockers and heal without-de activating. If you can repair damn generators you obviously aren't being tunneled, just carried with 60 second immunity.

    Part of the issue with DS IS ITS LOCKER "TECH" ABUSE!

    There is no counter play to a survivor jumping into a locker with DS and until that is removed DS will be an issue.

    If the killer opens the locker they get DSed and the survivor gets away.

    If the killer leaves the locker and the survivor gets away.

    If the DS locker interaction was changed to the DS not going off but the survivor falls out of the locker into the dying state with DS still having its remaining duration going then that would fix the issue by letting the killer slug the locker-ed survivor and it will still let DS have its full min of up time.

  • Let's say what needs to be said

    DS with Randoms - fine and does the job

    DS with SWF/Incredibly competant Randoms - INCREDIBLY unfun to go against and needs addressing.

    The latter because they strategically dive bomb the killer and use DS as an offensive tool - which is NOT its purpose.

  • Btw just to add to my point (on the new Scott video)

    image.png


  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579627#Comment_1579627

    I know what tunneling is and the devs said DS wasn't anti tunnel. It was created to be a second chance perk. But you seem to complain about it's current form so maybe let's go back to it where you didnt need to be hooked.

    Sure they designed it in an anti tunnel way it still isnt an anti tunnel perks the devs never said it was, it is a community given name so the argument that it is "anti tunnel" fails. It was designed this way because the devs didnt want survivors to have a free second chance to avoid hooks in general.

    yes, it was created as a second chance perk, 100% ( very unhealthy for the game, 100%). The devs decided to rework it, because second chance perks can be overpowered, and this was the case, so it is no longer a second chance, but a completely new perk now supposed to be an anti tunneling perk as McLean said. You didn't watch the devs livestreams, that's why you don't know when and who said it

  • Easiest solution would be perk categories, and only allow someone to use a limited amount from certain ones. Like, you can't run Unbreakable and DS together.


    The main issue is, imho, that the game is at a point where it'd need a complete mechanics overhaul to balance and fix things, but all those noisy elitist brats will throw a tantrum and harass the devs even worse should that happen.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579639#Comment_1579639

    Part of the issue with DS IS ITS LOCKER "TECH" ABUSE!

    There is no counter play to a survivor jumping into a locker with DS and until that is removed DS will be an issue.

    If the killer opens the locker they get DSed and the survivor gets away.

    If the killer leaves the locker and the survivor gets away.

    If the DS locker interaction was changed to the DS not going off but the survivor falls out of the locker into the dying state with DS still having its remaining duration going then that would fix the issue by letting the killer slug the locker-ed survivor and it will still let DS have its full min of up time.

    Edit: I changed idea. Btw yeah if someone jumps in a locker the perk deactivates, 100%, but if the killer is tunneling the perk can last forever for me, don't care

  • DS isn't an issue. As killer you have to play around the assumption that they have it and it's near useless just how survivors play against BBQ, discordance, noed, etc.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/186208/when-is-ds-finally-getting-a-nerf-apart-all-the-bait-threads-this-is-something-serious-right-now

    "The purpose of the perk". And what is the purpose of the perk according to you? I'm just going to put on my mind reader hat and say "it's an anti tunnel perk". Guess what? You are wrong. That is an assumption made by the community. BVHR have never said it is only intended to be used for countering tunneling. Survivors can play the game however they want to just like killers. You don't get to tell survivors not to "play super aggressive, jump in lockers, bodyblock hits even injured just to waste time, etc".

    no, you are wrong, McLean said it was supposed to be an anti tunneling perk, and that stands. Even if the devs said " oh the perk is not an anti tunneling perk just another second chance " wouldn't mean its fairness at its current state, an opinion against TONS AND TONS of games where ds completely breaks everything and survivors just go ds into borrowed into ds into unbreakable into multiple combinations you can do with just 1 perk, it's literally absurd.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579651#Comment_1579651

    yes, it was created as a second chance perk, 100% ( very unhealthy for the game, 100%). The devs decided to rework it, because second chance perks can be overpowered, and this was the case, so it is no longer a second chance, but a completely new perk now supposed to be an anti tunneling perk as McLean said. You didn't watch the devs livestreams, that's why you don't know when and who said it

    McLean may have said it but it was never stated to be anti tunnel by other devs si who is right why disregard other devs who said it not to be anti tunnel.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579644#Comment_1579644

    well why so serious when you get facecamped because of no reason then?

    what does this even mean? This game is considered a competitive game, 2 sides against each other, and the most effective way to win is staying serious I'd bet, and there are a lot of people who seem to play seriously, because when you play your matches are determined by a rank or the future MMR, so if not staying serious means I have to literally play not caring about winning, or escaping, or not doing any objective, I won't do that, because this is not what this game is for. Competitive doesn't necessarily mean pro league level of play super good discord communication btw.

    Fair enough...

    I was jus quoting The Joker😏

    You left the window wide open in the title of your post so I went with it 🤷🏼‍♀️

  • @PlagueVomit101 said:

    Survivors get one DS and then that’s it. Killers have incredibly strong perks as well. Either take the DS or slug them and move on.

    All it takes is to look at Tru’s, Otz and Umbras games when they go against the good survivors teams to realize its mechanically impossible for them to win these games as killer.


    Perhaps it’s reasonable to say not all games are like this. But it’s not reasonable to argue that it’s not broken.


    DS and Unbreakable allow these teams to be mechanically impossible to win against.

  • @VESSEL said:

    Let's say what needs to be said

    DS with Randoms - fine and does the job

    DS with SWF/Incredibly competant Randoms - INCREDIBLY unfun to go against and needs addressing.

    The latter because they strategically dive bomb the killer and use DS as an offensive tool - which is NOT its purpose.

    @VESSEL said:

    Btw just to add to my point (on the new Scott video)

    https://us.v-cdn.net/6030815/uploads/FOZLQ4VTGX22/image.png

    yeah those situations where a 50/55 second later everyone is healthy because maybe you went to protect some gens and left a chase and you get the chance to get a free grab / fast down and you get ds'ed out of nowhere are super frustrating. maybe 30 seconds of ds remain, and he jumps in a locker near a place where he knows you're wasting time far away from the gens that are getting pushed, that's super frustrating.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574604#Comment_1574604

    The only one of those that is truly second chance is Pop, and even that is a stretch. Ruin is only active if survivors get off the generator - and the killer isn't hooking anyone if they are constantly chasing people off generators.

    Pop and Surge have to be earned. You had to find, chase, down and in Pop's case, hook a survivor to get those. The real distinction here is second chance vs. free second chance.

    Aside from deliverance, which second chance perks on the survivor side have the condition of the survivor needing to earn their use?

    Second wind but no one uses it

    118473810_970462256807017_7457495690549670289_o.jpg


  • @MeltingPenguins said:

    Easiest solution would be perk categories, and only allow someone to use a limited amount from certain ones. Like, you can't run Unbreakable and DS together.

    The main issue is, imho, that the game is at a point where it'd need a complete mechanics overhaul to balance and fix things, but all those noisy elitist brats will throw a tantrum and harass the devs even worse should that happen.

    usually games like that where you are forced to have a set build decided by the devs ( like overwatch) just become hated by the community.

    Obviously would work 100% as a solution, but would make the game very boring to have "1 perk slot for a second chance 1 altruistic perk 1 end game perk and 1 objective perk" Disagree.

  • @TheVVitch said:

    DS isn't an issue. As killer you have to play around the assumption that they have it and it's near useless just how survivors play against BBQ, discordance, noed, etc.

    discordance is counterable, and even confirms how doing gens separately is better

    BBQ is counterable in many ways ( lockers, hide behind the gen, discordance, accept that it's not that strong and you can still hide in those 40 meters, stay 40 meters near the hook, etc)

    noed forces you to respect a perk the killer might even not have, so I'd say it needs a complete rework for how it works and absurd condition of wasting ages to find all 5 totems while you need to repair 5 gens, 1 person is always getting chased, rescue hooked/slugged survivors, and several people can die during the match. Too much time waste for maybe nothing.

  • Decisive Strike should be disabled for every survivor except the Obsession once the exits are powered.

    (Since the Obsession is the only player who can use Decisive Strike, this would stop changing who the Obsession is, requiring other perks like For the People, Furtive Chase, or Nemesis to change the Obsession and allow multiple Decisive Strikes during Endgame)

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579696#Comment_1579696

    McLean may have said it but it was never stated to be anti tunnel by other devs si who is right why disregard other devs who said it not to be anti tunnel.

    who, where and when?

  • Decisive Strike was never meant to be strictly an anti-tunnel perk. The dev you tagged even responded to a thread confirming this.

    You think it's only anti tunnel because that's what these forums have led you to believe.

  • @absolutelynotokay said:

    https://forum.deadbydaylight.com/en/discussion/186208/when-is-ds-finally-getting-a-nerf-apart-all-the-bait-threads-this-is-something-serious-right-now

    DS Doesn’t need a nerf 😂 killers are insanely OP. Unless your some kind of super organized swf hit squad you don’t escape that often.

    1 killers are not OP, at all, wow I haven't heard this in a long time, literally.

    2 super organized swf squads win because of bad and big maps, and because of medkits that make you lose literally all the pressure you have and even make you have a portable borrowed time always when you need it, so you can literally rush the basement with borrowed time and then use the Styptic Agent to be invincible for 8 seconds. That's nuts

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579708#Comment_1579708

    discordance is counterable, and even confirms how doing gens separately is better

    BBQ is counterable in many ways ( lockers, hide behind the gen, discordance, accept that it's not that strong and you can still hide in those 40 meters, stay 40 meters near the hook, etc)

    noed forces you to respect a perk the killer might even not have, so I'd say it needs a complete rework for how it works and absurd condition of wasting ages to find all 5 totems while you need to repair 5 gens, 1 person is always getting chased, rescue hooked/slugged survivors, and several people can die during the match. Too much time waste for maybe nothing.

    No One Escapes Death should last for a certain duration and depend on the number of remaining totems; the more totems standing, the longer it lasts. That way, it's not an all-or-nothing punishment for cleansing 4 totems instead of all 5.

  • @Xyvielia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579679#Comment_1579679

    Fair enough...

    I was jus quoting The Joker😏

    You left the window wide open in the title of your post so I went with it 🤷🏼‍♀️

    Oh ok XD

    Edit: I never watched The Joker, sorry

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