Comments

  • @rvzrvzrvz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035721#Comment_3035721

    yeah sure thing dude, your statement is false the only reason he got any winstreak is actually hard camp and tunneling, always some drama in his chat when he's "forced" to do it

    What about my statement is false?

  • @Phantom_ said:

    If we're being honest most killers and survivors are probably less skilled and knowledgeable in comparison to these guys. Considering they have many thousands of hours on it and make some sort of living off of playing this game. Whereas the average player just plays it for the fun of it.

    So I think most games will be okay. Maybe they can make OTR so that it stops working once a survivor is fully healed OR cannot body-block, similar to forced penance. Like if they do, fine, but then its entire duration is wasted. Or it simply makes them go through the killer/other survivors. That way they can't be tunneled but can't body-block either!

    An easy solution would be to either make Endurance proc Deep Wound, and you cannot use another Endurance effect until Deep Wound is mended, or have a debuff like Exhaustion so you can't use two Endurance effects in a row.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035703#Comment_3035703

    An easy solution would be to either make Endurance proc Deep Wound, and you cannot use another Endurance effect until Deep Wound is mended, or have a debuff like Exhaustion so you can't use two Endurance effects in a row.

    This would be a nightmare against Thana, I mean Legion and Deathslinger. I think it should remain as an anti-tunneling perk.

    I really think that if it makes you go through everyone, it would be fair to both sides.

  • @Devil_hit11 said:

    I'm not exactly sure why killer believe that they should be getting free kills in end game by hard-camp hooks and tunneling survivors in the end game.

    the patch notes clearly states that they're improving anti-camp and anti-tunnel measures, BT got buffed to improve anti-camp measures and Off the record is new meta anti-tunnel perk. the survivor changes are very effective as one would expect.

    The killer changes on other hand are not significant enough. Otz was playing clown in PTB. The clown across 5 generators got 2 HOOKS. 2 hooks in 5 generators. so about the killer being more deadly in the chase. it doesn't seem like much changed as I expected.

    Because the endgame is the last chance for the killer to achieve one more kill and sometimes his single kill. If we turn your argument and put it in the survivor side is like saying "I'm not exactly sure why survivors believe that they should be getting free hatch escapes." If the killer last kill in EGC is denied by perks the EGC is almost pointless for the killer.

  • @TWiXT said:

    Endurance shouldn't be able to activate if a survivor is currently affected by Deep Wounds. That way, survivors won't be able to combo Off the Record or Borrowed Time with Dead Hard, Mettle of Man, or Styptic Agent (essentially giving them 3 possible ways to avoid going down e.g BT/OtR+DH+Styptic).

    If a survivor is in the Deep Wounds State, then the next hit they take should down them if they haven't mended, and all Endurance effects that could be gained should be nullified. If the dev's did that then this wouldn't be an issue.

    That wouldn't be fair since Legions' whole power is to give deep wounds to everyone. Oh, you cannot use your perks now because I stabbed you with my power. That would not be balanced.

  • @IamFran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035764#Comment_3035764

    Because the endgame is the last chance for the killer to achieve one more kill and sometimes his single kill. If we turn your argument and put it in the survivor side is like saying "I'm not exactly sure why survivors believe that they should be getting free hatch escapes." If the killer last kill in EGC is denied by perks the EGC is almost pointless for the killer.

    the game is 4vs1. the 4 are suppose outclass the one. This is DBD where everything is backwards for some reason, so it sounds alien. If the 4 do not outclass the one, than the 3 survivors are simply not going try to save their teammate, they'll just leave because there is no point in trying go for the save.

    If the only way for you to kill is by tunneling in EGC, than maybe you should just accept the L 0 kill and play better the next game to prevent getting into same situation in first place. This is also why when there is only 1 survivor left, the killer can close hatch and often camp exit gates. The 1 survivor remaining has low probability to escape because the killer is rightfully power-role in position and is suppose to get the kill, once again reinforcing that the killer in 1vs1 is unmatched.

    Are there perks that go against this idea for both sides? Yes. Noed for killer. New Sole survivor+Wake up for survivor.

    At the same time, killer in this patch is also suppose to be stronger during 5 generator phase of the game. Clown doesn't look that much stronger, than again It is Clown ~shrug~.

  • @Veinslay said:

    This is no big deal and won't affect most killers cause you only run into teams like this 0.0001% of the time. Just don't tunnel!

    I must be very lucky then!

  • @DY86 said:

    The only thing is busted tbh is being healed does not deactivate it. Because against teams and even well coordinated survs it will be unfair. I mean 3 hits AND Dead Hard cmon

    Can you please explain to me, why 3 hits? Not supposed to be rude, just wanna know if i missed something, because to my understanding, first it's 2 hits, the one from healthy to injured and the one because of off the record. And second, new Dead Hard gives you Endurance. But if you are already Deap Wounded because of off the record, Endurance will do nothing, so Dead Hard won't do anything.

    So please tell me your train of thought, so I know where my mistake lies.

  • @rvzrvzrvz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035655#Comment_3035655

    Really ? When I watch him he always gets 3-4k every game while simultaneously crying about the game, he made win streaks on every killer like "50 wins in a row" but oddly enough he can't escape 5 solo Q games in a row, I don't know weird vibes from these killer mains

    Why you dont talk about that guy who had 500 escapes in a row?

  • @Raccoon said:

    Just going to point out that he ended his stream today with his friend Doctor and demonstrating how nutty Overcharge is.

    https://forum.deadbydaylight.com/en/discussion/comment/3035571#Comment_3035571

    I'm sorry you have nothing to add/say on the topic. Hopefully, you'll learn some stuff as the PTB goes on.

    The guaranteed difference is, Overcharge will more than likely be nerfed. The other perk will be just fine for 3 years!

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035663#Comment_3035663

    Lol at thinking Scott is killer sided. Dude's whole shtick is being the cool killer main that follows the survivor rulebook. That's why he used to endlessly complain about Spirit because you didn't know what she was doing but Iron Will is fun and fair because you don't know what the survivor is doing. He also said SWF doesn't give any advantages while publicly lambasting tru3

    Exactly. People have this strange idea that being a killer main just means you play killer more. What it really means to be a killer main is to play like as much of a dickhead as you possibly can and defend everything on the killer side no matter how objectively stupid it is.

  • It's literally polar opposite of reasoning for DS nerf.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035845#Comment_3035845

    Exactly. People have this strange idea that being a killer main just means you play killer more. What it really means to be a killer main is to play like as much of a dickhead as you possibly can and defend everything on the killer side no matter how objectively stupid it is.

    Camping and tunneling is not playing like a dickhead, it is playing to win. The survivors always have advantage at hook, but they have to risk trades. That is always on the survivor team for not dealing with properly, you shouldn't put the onus on your opponents to play in a way that benefits you.

    At the end of the day there's a reason a full team of 4 survivors is supposed to be stronger than a single killer, the moment that team stops working as a unit, that's when snowballing happens, and that's why SWF is so much more effective than solo.

  • @BlueRose said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035565#Comment_3035565

    Funny you say that since otz usually comes from a mindset of balance. In today's stream, he also said Than and overcharge are too much also and will hurt new players a lot. He may be a killer main but he wants the game to be balanced for both sides.

    Its not like we killer mains all just want "Buffs! Buffs! Buffs!" while crying for "Survivor nerf! Survivor nerf! Survivor nerf!". Most of us actually just want to be able to enjoy the game, and that has become harder and harder in the recent month.

    This big rework here offered the first genuine ray of hope I had for the longest time, all the basekit changes would make playing killer that much more fluid and less sluggish, but the looming Endurance meta is a threat like no other.

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035680#Comment_3035680

    Why you dont talk about that guy who had 500 escapes in a row?

    Never heard of that guy, to be fair I like latest Otz video about the new DS it's interesting

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/3036633#Comment_3036633

    Camping and tunneling is not playing like a dickhead, it is playing to win. The survivors always have advantage at hook, but they have to risk trades. That is always on the survivor team for not dealing with properly, you shouldn't put the onus on your opponents to play in a way that benefits you.

    At the end of the day there's a reason a full team of 4 survivors is supposed to be stronger than a single killer, the moment that team stops working as a unit, that's when snowballing happens, and that's why SWF is so much more effective than solo.

    Underrated comment.

  • Maybe, Endurance effects should stop when healed? maybe getting healed by others should be a conspecious action?

  • @DY86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035657#Comment_3035657

    Because MoM is very niche its requirements are too many, therefore it is not endurance. Its another effect altogether

    That's not the case any more.

    MoM requires you to take 3 protection hits, which could not be accomplished quickly or easily.

    But with the many endurance effects we now have, it is now possible to score 3 protection hits in quick succession and survive, under common hook trade conditions. Turning MoM from an awkward niche perk into a powerful meta perk that's very easy to use.


    You go for an unhook, and get hit once. You then complete the unhook and get hit again and go down. 1 protection hit.

    You get hooked, then rescued. You bodyblock with OtR and score a 2nd protection hit. You continue to bodyblock and DH to take your 3rd protection hit.

    You now have MoM and can continue to bodyblock for a fourth hit without going down.

    All the while the killer is trying NOT to tunnel, but you're not allowing them to go after your unhooker.

    Additionally, the survivor running OtRn DH and MoM can put WGLF in the fourth perk slot, as the safe unhook plus 3 protection hits will get them the stacks needed to pick up a dying survivor and give them yet another endurance effect.


    I have to say this does well and truly prevent any form of camping, proxy camping or accidental tunneling. You cannot be within 32m of any hook for 80s after a survivor has been unhooked, because now the unhooked and unhooker are completely invulnerable.

  • They both can't be invulnerable if you never let anyone get unhooked!

    /s

    But that's the easiest counter, apparently.

    1 hook wonder meta?

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035693#Comment_3035693

    That's not the case any more.

    MoM requires you to take 3 protection hits, which could not be accomplished quickly or easily.

    But with the many endurance effects we now have, it is now possible to score 3 protection hits in quick succession and survive, under common hook trade conditions. Turning MoM from an awkward niche perk into a powerful meta perk that's very easy to use.

    You go for an unhook, and get hit once. You then complete the unhook and get hit again and go down. 1 protection hit.

    You get hooked, then rescued. You bodyblock with OtR and score a 2nd protection hit. You continue to bodyblock and DH to take your 3rd protection hit.

    You now have MoM and can continue to bodyblock for a fourth hit without going down.

    All the while the killer is trying NOT to tunnel, but you're not allowing them to go after your unhooker.

    Additionally, the survivor running OtRn DH and MoM can put WGLF in the fourth perk slot, as the safe unhook plus 3 protection hits will get them the stacks needed to pick up a dying survivor and give them yet another endurance effect.

    I have to say this does well and truly prevent any form of camping, proxy camping or accidental tunneling. You cannot be within 32m of any hook for 80s after a survivor has been unhooked, because now the unhooked and unhooker are completely invulnerable.

    Not really. MoM deactivates as soon as u are put into the dying state. So your hook trade scenario wouldn’t work.

    Also, if u ate fully healed after taking the first protection hit u cannot be farther than 16 mters from the killer otherwise ur aura will be shown to him. moreover, a smart killer will simply focus the MoM player until he downs them deactivating the perk

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035703#Comment_3035703

    An easy solution would be to either make Endurance proc Deep Wound, and you cannot use another Endurance effect until Deep Wound is mended, or have a debuff like Exhaustion so you can't use two Endurance effects in a row.

    Sadly, Penits has confirmed that chaining Endurance effects is as intended, though they're listening to feedback. I have made it very clear that 4-6 health states before downing is insane. :)

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035920#Comment_3035920

    Sadly, Penits has confirmed that chaining Endurance effects is as intended, though they're listening to feedback. I have made it very clear that 4-6 health states before downing is insane. :)

    Might as well just give the Survivors 4 base hits and remove Endurance completely at that point.

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