Survivors have way too many perks the killer must respect

There's only one way to shake up the meta of this game, and that's to finally look at the survivor perks that have been meta for literal years, some of which are from the first 4 survivors. I'm not gonna be able to cover all of the ones I want, because then this would be insanely long, but I'll try to focus on the main offenders. I'm gonna be talking about perks that the killer pretty much has to respect or else he could lose the game. Hear me out.

Adrenaline: It is trivially easy to complete all the gens as survivor. Without gen defence, the killer's losing all those gens in minutes. With gen defence, a few more minutes MAYBE. You are lucky these days to kill 1 or 2 survivors before the gens get done. If you instead tried to injure everyone so that you could maybe get a big slug comeback at the end, this perk ruins it. You can't let the gens get done or else they might have this perk to use, and yet the gens will certainly get done. If 1 survivor has Adrenaline, you might still be able to get another kill at that point. If 2 or more have it, it becomes a near impossibility that you get another kill. Whether they're on the ground, injured, healthy, or about to be unhooked, as long as the survivors are alive they're going to get value out of this perk. I realize it's 1-use, but still. It gives a health state and a sprint burst even when exhausted. Coupled with an easy prerequisite of doing 5 gens collectively, this perk just has too much going for it.

Decisive Strike: I know it's been nerfed already, and yet I see it everyday. Sometimes all 4 survivors are running it, sometimes none are. But the 5-second stun is far too punishing, and will lose the killer the game. For that reason, the killer must respect it every time. If they don't, they could get an early 2nd hook or a kill because the survivor by pure chance did not have it equipped, but mostly what happens is you "get rid of" their DS early and lose the game because of it. It's a high risk, high reward perk... for the killer. The survivors who have DS'd the killer will not show their face until the end when they're in the exit area and are invulnerable, unless the killer takes all 4's DS in which case they lose anyway. You can avoid all of this by just not tunneling, but you've got to understand: killers must tunnel sometimes to play catch-up. And in a game where the killer's on the back foot and playing catch-up from the very start, it's a necessity. And despite the nerf, survivors can still abuse it. They can jump in a locker, body block, flashlight save, or open an exit and still have it. It's effect is so powerful that you can still bluff to the killer that you have it, and they'll most likely respect it.

Dead Hard: Other exhaustion perks like Balanced and Sprint Burst are usually used to delay the real start of a chase, but Dead Hard extends the chase at the end when the killer most needs the down. No other perk gives i-frames, and that's an unnecessarily huge advantage obviously. Even when the killer's planning/pathing/aiming/tile knowledge was perfect, Dead Hard could still allow the survivor to escape unscathed. And when used for distance, there's nothing the killer can do. No waiting it out. And assuming the survivor has a good connection, or bad depending on how you see it, they can simply react to the killer's swing. The only prerequisite this perk has is being injured, which encourages survivors to be insanely efficient by pushing gens while injured, simply because this perk offers so much protection at the press of a button. If the killer doesn't respect it, he misses and the survivor gets to the next tile, and if he does respect it a good survivor will use it to the fullest anyway.

Unbreakable: This perk, like Adrenaline, stops the killer from slugging. Except it can be used at any point in the game. And even when a survivor "uses it up" to pick themselves up, they still get the 20% increased recovery speed, which is still a huge blow against sluggers. And just like with tunneling, sometimes killers must slug to generate enough pressure to have a chance of winning. If 1 survivor has it, that's manageable. But if multiple have it, any chance of a mass slug is gone. Slugging has to be done quickly, because once the survivors figure out that's what the killer's doing, they'll focus just on staying healed so that the killer can't slug them again. It's 1-use, yes, but that's all it takes for the killer to lose, plus they still get the recovery speed increase. It's got too much going for it.

A lot of these perks are 1-use, and they're practically uncounterable. The killer may be able to deal with each survivor having maybe one of these, but more often than not the survivors will have all of these equipped at the same time. Survivors will guilt trip killers about using strong perks, but they refuse to accept the strength of their own perks. The killer should not have this much to worry about from each individual survivor. They're the 1, and the survivors are the 4. Why then do the survivors have the tools to 1v1 the killer? Why have they barely been touched when it seems like every update, killers are being given a crumb of a buff or are straight-up nerfed? The killer role can't go on with these circumstances, or everybody including myself is just gonna throw in the towel.

Comments

  • @MarcoPoloYolo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558017#Comment_2558017

    This is disingenuous. The killer can "bypass" the hook states by simply hooking all 4 survivors in rapid succession if no successful saves are made. The only difference is that, if handed the opportunity to do this (which only exists if the survivors collectively throw), slugging enables the killer to act in a more time-efficient manner, which is simply stronger and smarter, which is why survivors hate it. Functionally, there is no option you have on the hook that doesn't exist with slugging. If you're on the hook, you're immobilized until a survivor rescues you, or you could throw the match and try to go for a kobe. This exists even in a 4-man slug, since the killer can only hook 1 at a time. You technically have more mobility on the ground than on a hook, and can be rescued in, at most, the same amount of time as an unhook (unless a survivor is hiding around you for some godforsaken reason). You can also go under a pallet in the hopes that a survivor can get a pallet save, which is a stronger rescue than an unhook.

    Slugging leaves survivors with more options in exchange for allowing himself to have more efficient gameplay if the opportunity is handed to him.

     Functionally, there is no option you have on the hook that doesn't exist with slugging.

    Yes, there is.

    A very important one.

    **You can hook suicide**. Sure, it won't net you the win, but at least you're out of the game and in queue for the next, as opposed to spending up to 4 (four) minutes waiting for the killer to end the match.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558472#Comment_2558472

    Sure, against bad players. Top MMR eats 3 hook strategy for breakfast. If we were to place you at the absolute highest MMR with a non meta Killer, I have absolute confidence you wouldn't sacrifice more than 1 Survivor a match going for 3 hooks each.

    You don't know who is high or low MMR. You don't know if the streamer you are watching is Top MMR or just a mid range MMR. Just because someone plays a lot does not make them a high MMR. Just because someone streams doesn't make the a high MMR. You just don't have that information to use it in your arguments.

    For all you know, the person you are speaking to is high MMR.

  • @Wampa1 said:

    Totally agree,the mid Oct update has supposedly has nerfs/negative adjustments to one of the better killers the spirit but have offset it with virtually usless buffs to the trapper(does anyone even play him).Its clear there is a strong bias for survivors.Like you i am becoming more frustrated playing killer as are some of my friends who feel the same way.If things dont improve and soon i will be throwing this game in the bin.

    The trapper buff is amazing wym. Plenty of people play him just not alot Because he sucks

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558367#Comment_2558367

    I have yet to see any data showing that Dead Hard gives you more looping time than Sprint Burst, Lithe or Balanced Landing. In fact, I suspect just the opposite since it only gives you 1 second of movement speed whereas all the others give you 3 seconds. I think the i-frames balances out the other 2 seconds of movement speed. Plus, it's more risk/reward than the other ones, since you have to time it very precisely to get it's full effect.

    i don't think I really need to say anything else, I think you've already made it clear you've never seen a person use dead hard effectively even once. dead hard is not for dodging, dead hard is for teleporting to the next pallet/window when you would get hit and essentially regenerating a health state for free. the amount of time it lasts is completely irrelevant, it's not really the same as sprint burst or balanced landing.

    @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558458#Comment_2558458

    I stayed rank 1 every time before mmr changed and still get matched now with pretty decent survivors. Still can get 3ks. Again, 4 kills every single game isn't my goal. And I can give you my gt to prove I'm a killer main. Again, survivors deserve counters to slugging, camping and tunneling. Don't like it? Don't do those things. I slugged end game on a game the other day. That survivor had unbreakable and got up and opened a door and got out. The other one went out the hatch becauae he was a head of me. I didn't cry and cry. It was what it was.

    dude, rank is meaningless and the devs have literally said as much, because all it does is measure playtime and it has very little correlation with skill. why do you think they added sbmm?

    @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558477#Comment_2558477

    You don't know who is high or low MMR. You don't know if the streamer you are watching is Top MMR or just a mid range MMR. Just because someone plays a lot does not make them a high MMR. Just because someone streams doesn't make the a high MMR. You just don't have that information to use it in your arguments.

    For all you know, the person you are speaking to is high MMR.

    you can absolutely get at least a reasonable gauge of someone's MMR seeing what type of survivors they're playing against, it's like night and day. do you actually play this game?

  • @LordSturm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558420#Comment_2558420

    i don't think I really need to say anything else, I think you've already made it clear you've never seen a person use dead hard effectively even once. dead hard is not for dodging, dead hard is for teleporting to the next pallet/window when you would get hit and essentially regenerating a health state for free. the amount of time it lasts is completely irrelevant, it's not really the same as sprint burst or balanced landing.

    https://forum.deadbydaylight.com/en/discussion/comment/2558483#Comment_2558483

    dude, rank is meaningless and the devs have literally said as much, because all it does is measure playtime and it has very little correlation with skill. why do you think they added sbmm?

    https://forum.deadbydaylight.com/en/discussion/comment/2558545#Comment_2558545

    you can absolutely get at least a reasonable gauge of someone's MMR seeing what type of survivors they're playing against, it's like night and day. do you actually play this game?

    Yeah, I definitely haven't seen Dead Hard used effectively. Can't wait to figure out how to teleport to a window or pallet and regenerate a health state!

    Then again, I really like using Sprint Burst, which teleports you 3 times further than Dead Hard and makes the Killer break off you and go after the survivor with Dead Hard.

  • @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558050#Comment_2558050

    Lol killer main. I NEVER camp and rarely tunnel (if it's end game). Play fair and still can get 3 and 4ks. It's possible not to play like scum to survivors. Keep playing like you are, it's why the devs are nerfing killers. They said in the last stream they're looking into penalizing camping and the reason they're changing moris is they are not happy with the tunneling and camping killers are still doing to get them. And are even coming up with counters to moris.

    when did they say they were looking at punishing camping? I haven't seen anyone bring this up until now.

    Nevermind, I read a statement what they said about it in the stream.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558626#Comment_2558626

    Yeah, I definitely haven't seen Dead Hard used effectively. Can't wait to figure out how to teleport to a window or pallet and regenerate a health state!

    Then again, I really like using Sprint Burst, which teleports you 3 times further than Dead Hard and makes the Killer break off you and go after the survivor with Dead Hard.

    maybe one day you'll have any idea what you're talking about but until then trying to explain it to you is apparently pointless.

  • The killer meta requires the most respect in the entire game.

    Ruin: Do a second objective.

    Undying: Do the second objective more.

    Tinkerer: Punishment for doing the objective.

    BBQ: An aura read so Blight can get to you in a new york minute (actually a couple of seconds).

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557464#Comment_2557464

    Nothing is scummy about slugging. It's a legit strategy, do not sit here and try and LIE to me that being hooked is even remotely more fun than being slugged. Pure BS.

    Lmao if you think being slugged is not less fun then getting hooked, that's fine. But yeah, most people don't seem to think that way, and for reasons other than that it's just a good strategy. Dismissing all the people that say mass slugging is more unfun to go against as liers is ridiculous.

    It is a legit strategy though, true, but one that many people find unfun to go against (at least mass slugging, the occasional slug I doubt many people complain about), which is why there are perks that help counter that playstyle, and there is no reason to nerf those perks.

    You don't buff killers by buffing the strategies that are unfun to go against. You buff them by making their more fun, engaging and skillful playstyles generally more effective.

  • It is, just like equipping perks to countert hat legit strategy that many people don't enjoy going against, and making them useless so the playstyle has barely any counters is not the right thing to do.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557650#Comment_2557650

    It is, just like equipping perks to countert hat legit strategy that many people don't enjoy going against, and making them useless so the playstyle has barely any counters is not the right thing to do.

    There's no suggestions here. I'm just pointing stuff out.

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