give killer second chance perk

would it be balanced?

Tagged: Trusted

Comments

  • Isn't that NOED? :D

    It seems to make people SUPER cranky though...

  • They got plenty of instadowns, which is kinda the equivalent for killers.

  • Give killers a perk with a 40 second cool down.

    Juggernaught

    Once every 40 seconds press E to lunge forward. During this lunge the killer is immune to all stuns and breaks through pallets but can't turn

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028086#Comment_2028086

    No, because that takes their powers. That's not equivalent. Also most have a downside.

    Second chances on the survivor side don't have a "downside" except that they may not be as good as other second chances.

    Some survivors perks leave you in the broken status effect or some others can be used only once, they have their "downsides" too. Some killer instadowns have "downsides" and some others aren't even a perk, they have it in their base kit.

  • Technically we have many already.

    Bloodwarden, No Way Out (new Trickster Perk), Remember Me - All perks that help keep survivors stuck in the trail once gens have been finished.

    NOED, Rancor - Gives killer the ability to instant down when all gens are finished.

    Fire Up and Coup De Grace - Give killer boosted strength for survivors completing gens.

    Hex: Undying - Saves a hex totem from being cleansed once

    The main problem with Killer 2nd chance perks is that making a build that works when gens are finished is just not a good strategy compared to building a build that helps you win chases, slowdown generators, or gives you information on where survivors are.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028086#Comment_2028086

    No, because that takes their powers. That's not equivalent. Also most have a downside.

    Second chances on the survivor side don't have a "downside" except that they may not be as good as other second chances.

    Have to disagree.

    DS: You can miss it.

    UB: Only used once.

    Deliverance: You’re broken for an amount of time thus being an easy target for the Killer.


    Lets not pretend all Survivor “second chance” perks are always viable.

  • @Crowman said:

    Technically we have many already.

    Bloodwarden, No Way Out (new Trickster Perk), Remember Me - All perks that help keep survivors stuck in the trail once gens have been finished.

    NOED, Rancor - Gives killer the ability to instant down when all gens are finished.

    Fire Up and Coup De Grace - Give killer boosted strength for survivors completing gens.

    Hex: Undying - Saves a hex totem from being cleansed once

    The main problem with Killer 2nd chance perks is that making a build that works when gens are finished is just not a good strategy compared to building a build that helps you win chases, slowdown generators, or gives you information on where survivors are.

    I was about to comment these perks so thanks for that.

  • @Unicorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028091#Comment_2028091

    Have to disagree.

    DS: You can miss it.

    UB: Only used once.

    Deliverance: You’re broken for an amount of time thus being an easy target for the Killer.

    Lets not pretend all Survivor “second chance” perks are always viable.

    Deliverance require you to have a safe unhooked and not be on your second hook yourself.

  • @Crowman said:

    Technically we have many already.

    Bloodwarden, No Way Out (new Trickster Perk), Remember Me - All perks that help keep survivors stuck in the trail once gens have been finished.

    NOED, Rancor - Gives killer the ability to instant down when all gens are finished.

    Fire Up and Coup De Grace - Give killer boosted strength for survivors completing gens.

    Hex: Undying - Saves a hex totem from being cleansed once

    The main problem with Killer 2nd chance perks is that making a build that works when gens are finished is just not a good strategy compared to building a build that helps you win chases, slowdown generators, or gives you information on where survivors are.

    Don't forget Spirit Fury, especially when coupled with Enduring 😁

  • A second chance perk for a killer would be being able to damage a repaired gen or something.

    I always thought to myself why the killer didn't simply smack a repaired gen to keep the survivors from leaving. I'm like what a moron.

  • Camping tunneling and Slugging ... all require no perk slots, and have no downside.

  • @tippy2k2 said:

    Isn't that NOED? :D

    It seems to make people SUPER cranky though...

    Only survivors are allowed second chances. If a killer has one it's a crutch, overpowered, problematic and annoying apparently.

  • As others have said instadown perks more or less fit this bill. Make your choice sort of fills it by allowing you to apply pressure at the hook without being there, Dragons Grip counters stealth jukes while breaking a generator, Iron Maiden does the same. Noed has counterplay but a good killer applying pressure properly won't give you time to cleanse all totems, especially not solo. You just don't see these perks very often because there are objectively better perks and they're more situational.

    That new Trickster perk with the exit gate fits the bill pretty perfectly considering it punishes the survivors for doing their objective like a lot of survivor perks.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028103#Comment_2028103

    They have a power, which requires you to mess up to playing instadown (bubba can be juked, ghost face looked at, Micheal just don't let him stalk you by LOS blockers) the perks that allow for insta downs ( devour- it's a hex, make your choice- they have to be 32 feet away for it to work which is more than enough time to run, noed is a hex so totems, I can't think of anything else so please tell me if I missed something).

    All these have counters, that don't rely on you giving up pressure. Please tell me how Ds doesn't rely on you to slug (remove pressure form the hook) and UB doesn't stop you from slugging forcing you to hook in disadvantageous positions.

    Soul guard doesn't have a down side, plus it gives resilience for a bit.

    Tell me how DH has a downside (no, it's cooldown isn't what I would class as a downside,most perks that have a cooldown do a lot DH isn't an exception). Deliverance I agree, and that's balanced.

    But killer has noed, for second chance perks that's not a lot in comparison. And it can be countered rather easily .

    So maybe get the killer some more. Maybe one like- once every 80s if they miss a swing it hits anyway.

    Or how about. Once a game, you can kill a survivor who's at least on second hook phase. Only one. And they have to get them downed .

    You know, a killer second chance perk that doesn't have counterplay.

    The killer needs counterplay though.. sure this is an asym game but the point of it is that it's still "fair". The killer has (atleast) 1-3 chances (So survivors) to use these "second chance perks". Devour: can down a survivor, and mori them whenever, downside is that it's a hex, but undying works with it now. Imagine if there was a perk or addon that acts like these "second chance perks" that doesn't have a downside... cough cough iri head, belt huntress cough cough. See where I'm going?

    Also the examples you suggested as "real second chance perks" are just TERRIBLE;

    Every 80s you get a free hit if you miss? Removes any skill in this game, even if there was a range it'd still be too overpowered.

    Also instantly killing a survivor on death hook and need to get them downed? Seems like a waste of a perk instead of using mori. To make this an "actual second chance perk" as you call it, make this 1st hook and it seems that we're back at the old mori days.. not good.

    Every insta down perk or ability NEEDS counterplay, or else this game just creates a worse meta than at this moment, it will not be healthy for the game: Every game will consist of DS/UB and the killers with their insta down no counterplay perks / addons, do you really want that?

    DS is gonna get a nerf, OoO is gonna be reviewed soon too, those crutch perks aren't gonna look as appealing soon.

    But a good point why survivors need these crutch perks is because a killer is (almost) always gonna win a chase, which leads to "easy" tunneling, DS is the perfect counter to keep the game healthier, the offense part is just not good, hence the nerf! Unbreakable is to punish slugging, aka wasting survivor's time because they made one mistake... It's just not fun, isn't it?

    If you can actually suggest a(n) (existing) perk that has no counterplay, can be considered as a second chance perk but is "fair" to use by the majority, I'll gladly discuss it.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028103#Comment_2028103

    They have a power, which requires you to mess up to playing instadown (bubba can be juked, ghost face looked at, Micheal just don't let him stalk you by LOS blockers) the perks that allow for insta downs ( devour- it's a hex, make your choice- they have to be 32 feet away for it to work which is more than enough time to run, noed is a hex so totems, I can't think of anything else so please tell me if I missed something).

    All these have counters, that don't rely on you giving up pressure. Please tell me how Ds doesn't rely on you to slug (remove pressure form the hook) and UB doesn't stop you from slugging forcing you to hook in disadvantageous positions.

    Soul guard doesn't have a down side, plus it gives resilience for a bit.

    Tell me how DH has a downside (no, it's cooldown isn't what I would class as a downside,most perks that have a cooldown do a lot DH isn't an exception). Deliverance I agree, and that's balanced.

    But killer has noed, for second chance perks that's not a lot in comparison. And it can be countered rather easily .

    So maybe get the killer some more. Maybe one like- once every 80s if they miss a swing it hits anyway.

    Or how about. Once a game, you can kill a survivor who's at least on second hook phase. Only one. And they have to get them downed .

    You know, a killer second chance perk that doesn't have counterplay.

    Was about to give a proper reply till i read this "once every 80s if they miss a swing it hits anyway", then i was like "nah, not worth it" :)

  • @tippy2k2 said:

    Isn't that NOED? :D

    It seems to make people SUPER cranky though...

    I faced a trapper who got 1k and that was before his noed activated, he had one guy hooked and I had left a dull totem just in case that match so while one guy went for the exit I went to that totem with my small game took it out and unhooked with bt for a 3 person escape. Noed is a ######### perk definitely not second chance, it's not like ######### like dh which literally has invincibility frames.

    Those who cry about noed are the same types who run this combination iron will, ds, bt and dh or something very similar.

  • Noed is the most like a second chance perk for killer.

    But what ideas do you have for one if they added a new one into the game?

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028123#Comment_2028123

    Ds' skill check you only miss if your new or bad. It's not a difficult skill check. Most people understand this . To pretend this isn't always viable is ridiculous.

    UB, yeah you can still use the ability to massively reduce the killers pressure with very little counterplay or skill on your end. Usually this is viable, with very few times where it isn't.

    Deliverance, I agree, but it's a broken status effect. It's not difficult to stealth in this game, especially since a lot of people run iron will. But yeah, this is one of the ones with a downside that is appropriate to the thing it gives (also you have to unhook someone to activate.

    What about soul guard, dead hard, BT and since we are calling noed a second chance perk- adrenaline its counterpart.

    The killer has 1, survivors have many and can use them many more times. To try and say these are worse than noed (which the person I first responded to did) is out right lies.

    I don’t think anything is worse than NOED. I think everyone can use whatever damn perks they want to. The sooner people get that, the sooner the complaining will stop on both sides. However I’m not gonna pretend that 2nd chance Survivor perks don’t have any obvious downsides when they do.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028123#Comment_2028123

    Deliverance require you to have a safe unhooked and not be on your second hook yourself.

    Which is another downside.

  • The concept of a killer second chance perk is hard because killers and survivors have severe goal asymitry. People often talk about NOED as one but it REALLY isn't.

    You can't make one that is 1:1 (A killer second chance perk probably wouldn't be once per game) but it would be something like "Every 120 seconds, after dropping a chase, aura read the survivor you were chasing for 5 seconds."

    It is still... not 1:1, but its a similar idea, a 'do-over' of one of the core dynamics of how you win/lose chases in a way that sorta forces the other side to win the chase all over again. This isn't a well designed perk, but to be fair neither is current DS.

    It, funnily enough, would be both way more powerful and way more fair though.

  • Not saying it should but what if;

    Endurance was activatable- like dead hard. If timed correctly it just flat cancelled a stun instead of reducing it.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028250#Comment_2028250

    Survivor also needs counterplay, so maybe a warning when someone DH or something? Or is this to op because they now have counterplay.

    Yeah I rushed the suggestions, was trying to link them to DS and UB but too loose, I agree.

    Instadowns do need counterplay, but the guy I responded to was talking about how many instadowns are as powerful as second chance perks- including powers- so I had to correct that.

    You are looking at this in a 1v1 as if a survivor getting caught looses them the game early. It doesn't. If they last 1 min (assuming it took 20s to find the first survivor which it usually does) then 2-3 gens pop. That's why survivors need counterplay too. I agree killers need it, but think from both sides please.

    Soul guard, if I remember correctly, can infinite revive if there's a hex and gives resilience once you get up. That could be a second chance perk with no counterplay (outside of not taking a perk, but we don't know that going in as much as taking calm spirit isn't a real doctor counter as it only helps against him and IF). This is fair in most hands, but good survivors will abuse this.

    Edit: also DH. It's fair in most senses but has no counterplay (against good survivors, if your against bad survivors that's not the perk that's them using it stupidly) is another example.

    Well to be fair soul guard does need that hex so it does have thw downside of having to leave said hex in play.

    The endurance effect well it is only 8s and they still need to be slugged or injured to be healed or picked up to get use out of that effect and then to be fair the killer has to be really close and go after them to get affected by it in those scenario's.

    This is why you don't see it as much as others due to it being situational on what the killers uses and how they play to actually get use out of it. Its more of a meme perk tbh.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028565#Comment_2028565

    Rather than using that blanket statement, please say how DH and BT have downsides. Also adrenaline whilst we are at it.

    By worse I mean better than (as in the survivor second chances are less powerful than noed) sorry, should have been more concise.

    Also, I know some do, but the sheer volume of survivor second chances and the fact some of them have no counterplay means that just saying " killers have noed" is not enough. One does not amount to the 7 I have mentioned.

    I never mentioned any of the perks you are asking me to explain the downsides of. I specifically mentioned DS, UB and Deliverance and I elaborated on why I think they indeed do have downsides.

  • @Zozzy said:

    Give killers a perk with a 40 second cool down.

    Juggernaught

    Once every 40 seconds press E to lunge forward. During this lunge the killer is immune to all stuns and breaks through pallets but can't turn

    that's a cool idea but 40 is by far way too short and also survivors would complain about it since it means pallets are totally worthles,s and tbh, as a killer main, this perk would be totally unfair even if they use BT/dead hard/DS/unbreakable, this perk would be unfair even if it would feel amazing to hit survivors with it

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028727#Comment_2028727

    When devour undying becomes meta, you'll eat your words.

    The only reason people don't run it now is because people tend to prefer consistency over powerful hex's that go in 2 mins. So most don't run hex's outside noed but even then that's niche.

    Also, it's not much of a downside as it works when: huntress' or devour have no use yet, haunted grounds is up (even more reason not to do it).

    The 8s is nothing to be laughed at. 8s is enough to get to a loop, make no mistake. It will waste the killers time. And that's powerful in itself. Most killers will assume it's UB and swing, they won't expect soul guard.

    Overall, it doesn't really have a downside unless they have a 3-5 stacked devour, in which case you'll probably ( against a good killer who slugs) have gotten 1-2 uses from it.

    That doesn't make much sense as that would be meta already since undying already got changed.

    Now let's say it does get more popular it makes a lot more sense to actually cleanse totems than let devour get 5 stacks rendering soul guard a dead perk.

    That whole scenario also relies on the killer slugging and which again seems strange as hooking gets them stacks. Then of course mori comes into play when downed after 5 stacks so soul guard really isn't a strong perk versus it.

  • I think survivors have too many but killers also have a number of second chance perks (although I think they are all weaker mostly)

    -noed

    -blood warden

    -remember me

    -tricksters new perk blocking levers

    This doesn't include more grey area perks where you could argue a case for it being a second chance perk or practically one

  • no ed isnt a second chance perk you have to wait all game for it to be used. Blood warden is a gimmick and so is remmember me. Tricksters new perk yes but its not in the game atm

  • @Beefmur said:

    no ed isnt a second chance perk you have to wait all game for it to be used. Blood warden is a gimmick and so is remmember me. Tricksters new perk yes but its not in the game atm

    Id consider noed as a second chance to kill the survivors that you wetent ablento earlier. There isnt really a 1 for 1 example since both sides have different goals. I don't know what else could be added and considered a second chance perk for killers

  • @Zozzy said:

    Give killers a perk with a 40 second cool down.

    Juggernaught

    Once every 40 seconds press E to lunge forward. During this lunge the killer is immune to all stuns and breaks through pallets but can't turn

    You dead hard for killers seems pretty fair if you ask me

  • 2nd chance perks are a hot topic because they mitigate survivor failure.

    Killers have plenty of perks that do the killer equivalent in terms of winning chases faster, stalling end game, stalling gens, dealing with pallets, and even just finding Survivors.

    As someone previously mentioned, the roles and objectives are completely different. This is why the "second chance" perks for killer are all so radically different, even when compared to each other.

    If you expect similarly styled perks for both roles when their objectives are so different, you're misunderstanding the design and intent of the whole game.

  • @Zozzy said:

    Give killers a perk with a 40 second cool down.

    Juggernaught

    Once every 40 seconds press E to lunge forward. During this lunge the killer is immune to all stuns and breaks through pallets but can't turn

    the best idea


    dead hard equivalent to killer

  • @Crowman said:

    Technically we have many already.

    Bloodwarden, No Way Out (new Trickster Perk), Remember Me - All perks that help keep survivors stuck in the trail once gens have been finished.

    NOED, Rancor - Gives killer the ability to instant down when all gens are finished.

    Fire Up and Coup De Grace - Give killer boosted strength for survivors completing gens.

    Hex: Undying - Saves a hex totem from being cleansed once

    The main problem with Killer 2nd chance perks is that making a build that works when gens are finished is just not a good strategy compared to building a build that helps you win chases, slowdown generators, or gives you information on where survivors are.

    pretty much mediocre perks not as good as ds, dh, borrowed time, umb


    we need something that is really good as those perks in the second chance category as killer

  • dead hard is on killer its blight

  • @Crowman said:

    Technically we have many already.

    Bloodwarden, No Way Out (new Trickster Perk), Remember Me - All perks that help keep survivors stuck in the trail once gens have been finished.

    NOED, Rancor - Gives killer the ability to instant down when all gens are finished.

    Fire Up and Coup De Grace - Give killer boosted strength for survivors completing gens.

    Hex: Undying - Saves a hex totem from being cleansed once

    The main problem with Killer 2nd chance perks is that making a build that works when gens are finished is just not a good strategy compared to building a build that helps you win chases, slowdown generators, or gives you information on where survivors are.

    Thing is tho, survivors dont really have a built-in ability to deal with chases, hence they need perks to improve chasing. Most killers have a basekit ability that can massively reduce chase times(long range hits, pre-set traps, gapclosers etc), so their perks need to rely more on slowing the game down rather than focus on chase.

    Survivors and Killers literally have an opposite basekit. Which is why you cannot give killers a "second chance" perk based around a chase to give them an easier hook, that would be like giving survivors the ability to finish a generator within 20 seconds alone because they missed a skillcheck.

    This is why Pop and DS are compared together, because they directly affect the opponent's objective. This is why Dead Hard would be more equal to Dragons Grip(and why Dragons Grip needs a lower cooldown), because one extends the chase by an additional hit, where the other one reduces the chase by 1 hit. Yet a lot of killers refuse to believe that perks based around generators or unhooking are as good as perks that affect a chase, and why I believe a lot of killer perks are underestimated, and why a lot of survivor perks, like Camaraderie(especially against campers), are also underestimated.

  • @hardtimefun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028090#Comment_2028090

    that's a cool idea but 40 is by far way too short and also survivors would complain about it since it means pallets are totally worthles,s and tbh, as a killer main, this perk would be totally unfair even if they use BT/dead hard/DS/unbreakable, this perk would be unfair even if it would feel amazing to hit survivors with it

    IDK manm ss=ound like Dead Hard but for killers. Only fair to have the same cooldown.

  • @Gay_Police_Dept said:

    They got plenty of instadowns, which is kinda the equivalent for killers.

    Please, do explain how a perk that usually leaves you exposed for up to 60 seconds, almost always with some insanely situational activation, is equivalent to a perk that, say, undoes a massive screw up at the push of a button, rewards genrushing, lets you bodyblock for your rescuer, gives you a free escape after progressing the trial, gives you a guaranteed unhook, lets you get up for free, lets you get up for free with an Endurance effect....

    Wow, I really could keep going. But I won't. Generally speaking, instadown perks have nothing in common with seconds chance perks. Survivors get a huge warning they're in play, lots of time to run or hide to avoid the effect, and even then the current meta is still to slam gens while injured anyway so sweaty squads want killers to waste slots on perks like MYC, Dragons Grip, Devour Hope, etc.

  • it makes me laugh how sometimes you have to respect ds, Unbreakable, borrowed time, dh.

    You don't know if some guy has equipped those perks but most of the time your playstyle is forced as is those perks were there even if no one in the match has equipped those perks.

    those perks do something just to exist

  • Imagine if they implemented a killer perk that added an entire generator or was able to regress it, even if completed.

    That's basically what UB/DS/BT is for survivors in terms of power level.

  • @Zaytex said:

    Imagine if they implemented a killer perk that added an entire generator or was able to regress it, even if completed.

    That's basically what UB/DS/BT is for survivors in terms of power level.

    Actually no, DS/ all these perks that the killers call ‘second chance perks’ is the equivalent of something like pop or other regression perk.


    Lets look at this logically. A killers goal is to kill 4 survivors, these second chance perks slows the death of one of these survivors.


    A survivors goal is to get 5 generators done, these regression perks slow the speed at which they get completed.


    If a gen is completed, I stays completed. If a survivor is dead, they stay dead.

  • @Weeb_H_Toast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028922#Comment_2028922

    IDK manm ss=ound like Dead Hard but for killers. Only fair to have the same cooldown.

    Lol if you think everything should be the same for different sides in an assymetrical game then I’m guessing you also think the killers should be the same speed as the survivors? Didn’t think so.

  • @Mugombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2032533#Comment_2032533

    Actually no, DS/ all these perks that the killers call ‘second chance perks’ is the equivalent of something like pop or other regression perk.

    Lets look at this logically. A killers goal is to kill 4 survivors, these second chance perks slows the death of one of these survivors.

    A survivors goal is to get 5 generators done, these regression perks slow the speed at which they get completed.

    If a gen is completed, I stays completed. If a survivor is dead, they stay dead.

    No, just no.

    The killer has to play well to even get to use the most effective generator regression perks. Pop? Need to win chases and get hooks. Ruin? You need to apply effective pressure.

    DS, UB, BT? There's almost no requirement to play well, in fact, they reward playing bad and give survivors another opportunity to survive.

    If a killer plays bad, Pop/Ruin does nothing. If a survivor plays bad, DS/UB/BT will save them. There's no second chance with Pop/Ruin.

    There's no second chance perks for killers except for NOED, because the killer can do literally nothing the entire game but still have the power to secure a kill or two with it.

  • @Zaytex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2032544#Comment_2032544

    No, just no.

    The killer has to play well to even get to use the most effective generator regression perks. Pop? Need to win chases and get hooks. Ruin? You need to apply effective pressure.

    DS, UB, BT? There's almost no requirement to play well, in fact, they reward playing bad and give survivors another opportunity to survive.

    If a killer plays bad, Pop/Ruin does nothing. If a survivor plays bad, DS/UB/BT will save them. There's no second chance with Pop/Ruin.

    There's no second chance perks for killers except for NOED, because the killer can do literally nothing the entire game but still have the power to secure a kill or two with it.

    Lol no. Again you’re just trying to change what it’s equivalent to which has been discussed many times in this thread and dismissed by the salty killers.

  • @Mugombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2032559#Comment_2032559

    Lol no. Again you’re just trying to change what it’s equivalent to which has been discussed many times in this thread and dismissed by the salty killers.

    Ah yes the typical "You're just a salty X Y Z person" to dismiss any argument you can't refute logically.

    Next.

  • the fact that we all play the same game and get mad at each other is just sad

  • @Zaytex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2032568#Comment_2032568

    Ah yes the typical "You're just a salty X Y Z person" to dismiss any argument you can't refute logically.

    Next.

    Lo I already refuted what you said logically, you’re the one dismissing it and just going back to something that’s been answered by many in this thread already

  • @Mugombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2030835#Comment_2030835

    Lol if you think everything should be the same for different sides in an assymetrical game then I’m guessing you also think the killers should be the same speed as the survivors? Didn’t think so.

    So it's ok for survivors to push a button and gain some distance for free. But not killers.

    Might want to zip up your flie, your biased is showing.

  • @Weeb_H_Toast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2032550#Comment_2032550

    So it's ok for survivors to push a button and gain some distance for free. But not killers.

    Might want to zip up your flie, your biased is showing.

    Can you not read, I replied to a guy saying they should have something because the other side has something. Not the other way round. You might want to zip up your fly*, your lack of comprehension is showing.

  • @Weeb_H_Toast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2032550#Comment_2032550

    So it's ok for survivors to push a button and gain some distance for free. But not killers.

    Might want to zip up your flie, your biased is showing.

    Blight, Nurse, Hillbilly, Legion, Oni, Hag, Spirit and Wraith would like to have a word with that statement.

  • @Zaytex said:

    Imagine if they implemented a killer perk that added an entire generator or was able to regress it, even if completed.

    That's basically what UB/DS/BT is for survivors in terms of power level.

    imagine a surv perk that completes 20 secs for a gen if you unhook someone or someone die and you touch the gen in the next 45secs. Survs can use it 11 times (220secs). That’s pgtw

  • @A_Skinny_Legend said:

    A second chance perk for a killer would be being able to damage a repaired gen or something.

    I always thought to myself why the killer didn't simply smack a repaired gen to keep the survivors from leaving. I'm like what a moron.

    Or pull the cables out. Or are they connected to the gates via wifi? Lol

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