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JesterClown

JesterClown

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JesterClown
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  • @gendoss said:

    Yeah I don't think add-ons should be more powerful as they should just be a way to play the killer differently. It's definitely annoying going against a specifically stronger version of the killer just because somebody used an add-on they randomly found in the bloodweb. There should be more consistency in the power levels of add-ons so you can't just stomp survivors for bringing an add-on.

    Id disagree, having a generally stronger and diverse add on set helps killers make interesting builds. Plus having a ton of useless add ons or add ons that kinda just all do the same thing is really boring.

  • Ps this isnt to bash BHVR or anything, its impossible to make a game based on grinding it out and pvp be scary imo

  • @danielmaster87 said:

    My honest opinion? None of them. There's not 1 map I can think of as killer where I spawn in it and think "This is gonna be ez."

    Thats kind of what I feel to be honest, some maps are just not terrible for us

  • To you guys saying “killers are sweaty too” the killer meta responds to the survivor meta, also its way more likely to find 4 survivors running similar builds then finding all spirits/freddies running 4 of the same layout

  • Absolute king, pick up your crown

  • Yall pretending like “oh but the nerf doesnt matter”, lets just do random nerfs and also give more of an oppurtunity for survivors at the start to go even more unnoticed, with the killer earlygame being made even harder.

  • Frfr people just always take this game serious but its not a competitive game when you ask them about it. Just admit the game is competitive

  • @DrThanatic said:

    Mains the Executioner, nothing said about him. Sad face

    I think hes one of the hardest killers especially after all the nerfs

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1674297#Comment_1674297

    You have to realize at some point, not everything you disagree with is a bait.

    This is so stupid that it might as well be bait

  • @RizeAki said:

    tbh the real thing people don’t understand and it seems even yourself is it’s not that the game is necessarily survivor sided it’s the maps are awful for most killers and the fact they spawn spread out and immediately on top of gens so killer has to quickly run to 4 places and hit everyone once and hope when they move to the rest the person doesn’t just hop back on the gen and pop it behind them

    yes... thats one indicator that a side has an advantage

  • Your correct, david is a whole stallion

  • @vogit10102 said:

    It's time for a totem counter for survs

    Or use detective hunch

  • @SunaIIanu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1551403#Comment_1551403

    Soul guard only activates when you get picked up (or pick yourself up) from dying state, not on other health state. And you have to mend.

    I think people overrate this perk. The DS, Unbreakable, Soul Guard combination may be annoying, but I think that's more on DS and Unbreakable.

    Soul Guard on its own though.. I've played it for quite some time, because I really like the concept but it's really situational. I was able to use the endurance effect twice in all the time (both in SWF!), the standing up on your own part came never in play for me. You don't see hex perks super often and even if the killer has a hex perk, he still needs to slug to make soul guard come in play:

    Ruin: In my experience killer tend to slug more late in the game, Ruin might be cleansed by then.

    Haunted grounds: Doesn't count for soul guard, you are only exposed, not cursed.

    Devour Hope: The killers I faced just hooked the people to get the Stacks.

    Thrill of the hunt: Only faced it in combination with Devour, so no slug.

    Noed: I expected to see Killers with Noed who slug, but most just hooked the survivor instantly. (Maybe they just wanted to secure the kill or were afraid of soul guard, idk)

    So that was my experience with soul guard, like I said, I think it's a really cool perk, but also situational. I will bring it again with the new Killer, but I'm not sure if I will have better results.

    On the topic of the post: Felix's perks aren't great but complaining about the killer perks doesn't make them better. And having new killer perks that might change the meta a bit sounds good to me.

    Soul guard might not be as strong right now but soul guard can only get stronger with the introduction of stronger hex perks, as we see rn

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549512#Comment_1549512

    I'm confused. Isn't Soul Guard the perk that allows you to be put into the mending state if a killer hits you within 4 seconds of you recovering from being downed?

    What does that have to do with Hex Perks and how is that a counter? or am I confusing it with another perk?

    Pick yourself up if your downed if someone has a hex any amount of times and also if your healed a health state (which includes picking yourself up from the perk) you get borrowed time for 8 seconds and you dont get deep wounds I think

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1550158#Comment_1550158

    I think the issue with the problem is taking the word counter play far too literally. Perks themselves are suppose to be tactical advantages that in ideal setting have very good reliability and activate single match. I think the threading goal is they're thinking every perk needs drawback thus adding more counter-play when in reality it hinders the perk from ever activating in the first place and thus never gets used in any context whatsoever. Add-on have same problem, they're also meant to be straight improvements of power ideally scaling with rarity. Perks and add-on inherently are not suppose to have drawbacks. They're suppose to advantages or disadvantages that both sides play around in a given match. I feel killer powers are suppose to be like that as well and this new killer power feels like its boggled by too many restrictions so much so that it loses any skill expression and becomes like this niche tool that might get you a hit once or twice in entire match vs good players. Killers need perks that are very reliable and powers that can work in many contexts due to the 4vs1 nature of the game. Counter-play should be organic, not explicit and your not suppose to be able to hard counter killer perks or killer powers where doing X makes Y impossible. So i guess it is rank 10 balance to in some regards but I'd like to think there is more in-depth explanation to why these killer perks are so situational and why this killer power is so heavily dysfunctional.

    Yeah I agree, not only is there alot of organic counter play but to every add on and perk theres a give in take when most times the take isnt warranted.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/183594/killers-finally-have-strong-perks-and-survivors-are-complaining

    You know why? Because the survivors got absolutely nothing from this..

    Visionary - You see gen auras within 32 meters (has a 20 second cooldown once a gen is complete) - Deja Vu is better and immediately shows 3 gens off the start of the match.

    Desperate Measure - +10% Healing/Unhook speed per injured/downed/hooked survivor (40% max) - Botany & Knowledge gives a base healing speed of 33% and increases item efficiency without any requirements.

    Built To Last - Once per trial refill a depleted items charges by 30% after 10 seconds - Do I even have to explain how bad this perk is? It'll give a purple medkit 9 charges which isnt enough for a single heal. The only thing this might give is 1 extra flashlight blind.

    Doesnt mean survivors should have to want to bring down these killer perks because they are strong

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1550115#Comment_1550115

    Sums up my thoughts for the most part as well.

    "In general all killer perks suffer from same problem they got too many drawback."

    This is the main point here. Between killers and killer perks these days they just stack piles and piles of negatives, drawbacks, counters and downsides on top of a mediocre effect.

    For one example, I'd say at least 90% of the killer perks that have cooldowns could completely have them removed and none of them would be overpowered.

    We could even apply this sentiment to a lot of killer addons as well, where they put downsides that are so harsh it ends up making it worse than the benefit it gives.

    The general level of balance they seem to aim for is around rank 10 which leaves them all being extremely underwhelming when taken into a high rank game with actually good survivors that are trying to win.

    This, so many perks as of recent have such annoying cooldowns and downsides, the only perk that really deserves such a cooldown was blood echo because ya know. Totally agree on restrictions being taken out to just make perks ok.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/183594/killers-finally-have-strong-perks-and-survivors-are-complaining

    Well, playing both sides, I would complain about how these killer perks are so much superior to the new survivor perks. What you said about those perks were exactly my initial thoughts. The only one that is really going to be useful is Desperate Measures, which serves as a counter to Thanathophobia. Visionary is just bland, probably thought for newcomers. Still, Deja Vu does the same exact thing, with the only difference that it works when a gen gets repaired and at the start of the match. Built to Last is the situational one, which is probably only ever going to be used for the Adept achievement and by flashlight users (and that, of course, is not a good thing). On the killer side, I think all 3 perks are actually insanely strong. I didn't feel the need for more instadowns to be added to the game, and I think many of those that aren't perk related should go or actually have long cooldowns or inferior durations. I wonder if, (god, I hope not) Haunted Grounds is going to synergize with Undying (meaning that a Haunted Grounds totem gets destroyed, survivors become Exposed, then 2 other totems become Haunted Grounds again). This update, however, brings forward the fact that all survivors should know how many totems are still up even more than before.

    I do not agree with the statement that "killers haven't been getting good perks since Plague was released", however. A good perk does not necessarily have to be so OP that everyone will use it because it makes for an easy game. I'm All Ears is a good perk to know where survivors are. Thrilling Tremors is a decent perk that is used to know which gens are being worked on, rather than actually block them. Mindbreaker allows you to down survivors who start rushing gens because they have Adrenaline, instead of getting healed. Cruel Limits, while not extremely useful, will limit survivor pathing. Blood Echo is actually a very strong perk, countering every Exhaustion perk for almost a minute. Nemesis is kinda a niche perk, but still very useful when you are running an obsession perk based build. Deathbound means survivors are unaware you are coming for them for 60 seconds, unless they have a clear line of sight. Dead Man's Switch can actually have its usefulness, giving you time to hook a survivor and then come back for that PGTW. Of all these perks, only Demo's and Deathslinger's are the ones I have almost never seen used. This does not make them worthless or bad perks, it just means that, as always, people throw themselves at stuff that is easier and gives them a significant edge. There are lost of perks for build diversity already, and some of the least used ones can be really good in conjuction with others. It's just that 99% of the players in every community, and especially in this game's one I'm afraid, are cheap AF.

    Forgot GF came out after plague. Thrilling tremors is fine and surge is very niche. Blood echo and dead man switch are amazing on some killers or useless on some killers with no inbetween

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549540#Comment_1549540

    If Undying wasn't a hex perk and was basically you giving up an additional perk slot to make survivors have to cleanse all the totems to get rid of your other hex perk, then that would be a decent trade off to consider I think. That would also seem pretty well balanced to me honestly.

    However, it is a hex, which is where we run into the issue. You could literally have Undying cleansed first and now it did absolutely nothing. At least if it was say a Ruin instead you got a tiny bit of value out of it before it was gone, but this perk you got nothing.

    That is way too big of a downside. Not to mention the side negative of also losing any stacks which limits which other hex perks it has synergy with in the first place.

    Now if they added the caveat that its effect applies to itself as well, now THEN we could have some potential.

    I definitely think stacks should carry over though I think its fair that its a hex. Perks with strong effects should stay hexes. If what your saying is that undying should basically guarantee you keep your hex effect even if its cleansed then what even is the point of cleansing. If you mean to force survivors to cleanse every dull totem, then yeah, but id think that would be alittle too strong.

  • @Aneurysm said:

    I haven't seen any survivors complaining about the killer perks. I've seen them complain about the survivor perks though.

    That was the first thing I saw coming on the forums

  • @Blueberry said:

    The killer perks look pretty weak to me. If those hex perks weren't hex's then sure they look decent, however for being hexes they are quite underwhelming. Most games you are gonna lose them in the first minute and their effects are not strong enough for 1 minute of use. Honestly if they want to keep them hex's they shouldn't even have cooldowns on them. The cooldowns would only make sense if they weren't hexes.

    Dragons Grip is the only one that looks just okay.

    undying has huge potential, though im now seeing why people think the other hex isnt that good, but I guess those are the conditions of blocking pallets

  • @n000b51 said:

    Killers finally have strong perks and KILLErs are HAPPY to MAKE EASIEST KILLS WITHOUT SKILLS.

    Please, what is the point of this topic ? I'm not sure...

    "Survivor perks are so trash", killers can legitimately kill without totem.

    What even is the point of what you just said? That the new killer perks are broken braindead and skilless? Id say these perks have an inherently high skill cap because of all the combinations you can do with undying.

  • @TotemsCleanser said:

    Neither Soul Guard nor Inner Strength counter hex perks. Countering would be nullifying their effect imo and neither of them does that. Yeah, Inner Strength encourages doing totems, but it doesn't directly "counter" hex perks because you are good even doing a dull totem. Soul Guard has literally the opposite effect, encourages you NOT to do hex totems, and while I agree it's potentially strong since survivors can pick themselves up at all times, I have yet to see a single survivor running it (without taking into account people trying to get Cheryl's adept achievement, lol). I haven't seen a single survivor run that perk, neither playing as killer or as survivor myself. If there's a perk that counters hex perks it's Detective's Hunch, because it lets you know where the totems are so you can cleanse them.

    All of this being said, the new killer perks are awesome! And it's a shame that the survivor ones suck so much. Because they do suck. And survivors are allowed to be upset that they do, lol. But I'm still glad that killers got such amazing perks.

    im glad to see people happy about killer perks, im mainly annoyed over people saying this is a robbery for survivors and a bunch of these other dramatic statements. I do get your point of how soul guard doesnt technically counter hexes, however I would say that the existence of soul guard still punishes the usage of hexes.

  • @JesterClown said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549472#Comment_1549472

    i have seen this perspective a few times though I wouldnt say any individual killer hex is strong enough on its own to “force” SWFs to do bones

    Except devour and maybe lullaby but from what ive heard devour stacks dont carry over. ive seen some swfs just power through ruin by hammering gens

  • @Moundshroud said:

    So, in analyzing (as written now) the new Perks and considering the law of unintended consequences as well as the "intended" ones, I would say that DEV has rewritten the entire objective scheme of the Survivors on the down low. The Blight will cause several things to happen:

    1. Unless his new Perk: Hex-Undying shows up on the Shrine today, a lot of people will be buying Blight if for no other reason than to try and unlock that Perk for their favorite Killer. So, good marketing strategy at the very least.
    2. As this Perk diffuses throughout the community, it will have effectively 1.5x to 2x the number of objectives that the Survivors MUST clear. In fact it may be worse depending upon how many other Hexes are in play. In short, the DEV has realized that many people ignore Totems entirely in their single-minded Gen-Rush strategy (which was working) and have decided to make Totems the objectives they were always intended to be, i.e. important enough to require attention.
    3. Thus, instead of five Objective and the odd Totem people cleanse simply because it spawns near them. Survivors must now face the fact that they will have to cleanse more Totems. Gen-Rushing is in its final days. It isn't dead yet, as it will take a month or so for people to get proficient with the new Perks and get them passed around, but after that, we have a whole new ball game.

    Thank the SWF. They brought this to you.

    i have seen this perspective a few times though I wouldnt say any individual killer hex is strong enough on its own to “force” SWFs to do bones

  • @RakimSockem said:

    The issue isn't that killers got strong perks. I'm glad they did.

    The issue is that while giving the killers strong perks, the gave the survivors unusable trash perks that are basically slight upgrades on things that already exist.

    Vision - Deja Vu

    Whatever the item perk is - I don't use items so.... useless to me. But even if I did, getting extra use out of an item doesn't help all that much with how bad toolboxes got nerfed and with needing 16 charges to heal yourself

    Whatever the healing perk is - Botany is actually better and this perk is only good when stacked with other altruism perks making it useless on its own

    The best new survivor perk is a C rank at best

    The item perk being useless to you does not make it objectively weak, I can think of several times where id love to get more value out of a flashlight or medkit and that item perk gives that value. It has its use. I dont think the survivor perks are useless at all, the gen one is pretty useless but the other two are fine.

  • @Science_Guy said:

    The bias is dripping off this post.

    Claiming that Survivors get strong perks all the time but no one ever uses them because "overshadowed" is one of the worst recurring arguments about this game. The perks suck. No one uses them because they suck. There's no special secret that Survivors are too stubborn to figure out. We perfectly understand how those perks can be used and overwhelmingly choose not to use them because they are objectively terrible compared to the meta.

    Bar MoM, Survivors have gotten absolute garbage since David. The only truly interesting ones since then have been Inner Strength and Head-On (and Head-On is just a meme). Not one of the new survivor perks are strong.

    The Survivor perks you call "strong" are terrible.

    The Killer perks you downplay as simply being strong range from strong to busted.

    Bias is dripping off of you too mate. Soul guard is objectively strong because it weakens the power of any strong hex perk that will come out, soul guard is an objective counter to these strong perks. I dont believe any of these killer perks are busted. Head on is strong, its just overshadowed by other exhaustion perks. Theres a difference between being weak and being overshadowed.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/183594/killers-finally-have-strong-perks-and-survivors-are-complaining

    The only one I can see complaining about is Undying. Think, if the killer has ruin and undying only, you have to cleanse 4 totems to get rid of it and under unlucky circumstances, 5. This also comes with tracking, all to the expense of one perk slot.

    Soul guard still exists though, so until that broken mess of a perk is yeeted from the game I want undying to stay.

    Yeah soul guard seriously weakens the existence of strong hex perks because of the inherent strength that soul guard has.

  • @[Deleted User] said:

    What @Leachy_Jr said

    I can imagine situations where survivors find your devour hope after you down someone with 3 stacks, then cleanse it, but surprise, you need to find it again. In that time you can probably get 5 stacks and start to mori.

    This perk is exceptionally good for perks such as Devour Hope / Huntress's Lullaby when they're cleansed very early on, equipping this perk with a hex grants you immediate pressure, not just this but you don't need to worry about defending your hex totems, which is huge.

    Ontop of this, it provides info where survivors are.

    Oh I certainly believe undying is strong, ive heard people spreading an idea of an all hex build featuring undying and I just think thats severely overhyped. I dont think undying is broken by any means, maybe very strong in right hands since people dont really know what hex is being cleansed until it is.

  • @6yXJI0 said:

    Spirits rely too much on Stridor nowdays. It became a Crutch perk at this point.

    I've yet to see Spirit that do not use Stridor.

    Its not a crutch perk its a iron will counter

  • @6yXJI0 said:

    Talking about interaction with Iron Will.

    Just make Iron Will completely negate Stridor, as it was intended from the beginning. Why should one perk completely counter another?

    Boom! Easy solution, no?

    As i said. Spirit is fine, but her interaction with Stridor isn't.

    Stridor counters iron will, not the other way around

  • Fine then dont interact and be toxic, dont be upset when you get tunnelled for being toxic and for being a weak link in your team. Also dont be surprised if one of your survivors gets tired of you running away and then points you out, thats the best part.

  • Oh dear how did I forget about the infamous “DS isnt even that good” which is the funniest one

  • Here come all the survivors talking about how any more restrictions would ruin the perk, which it wont. Or how DS already has enough restrictions, which it doesnt.

  • @Dpooly said:

    I asked Peanits on his stream yesterday what his thoughts on a werewolf killer were, he said he couldn't see what its power could even be. Obviously, he can't leak anything, but the way he said it made it sound unlikely that it's a werewolf.

    Thats a relief to some people, I know a guy who really didnt want a werewolf, though it could very much be trying to deflect by acting oblivious. If not a werewolf I definitely think its one of the classic monster figures

  • Well that involves staring at ghostface for a good second, and if your just standing in place looking at ghostface, he wont care if hes cloaked

  • @Dpooly said:

    Le sigh, so do you have anything of value to bring to this thread, like maybe the topic? @JesterClown Who do you think the next killer is gonna be?

    Its gunna be a lycanthrope most likely, it just gives all of those vibes, I see people talking about the alchemist and if its it that, brewing sort of potion over time and getting to be a lycantrope sounds cool. Maybe something like a permanent transformation but the potion takes awhile to make.

  • @Hellbughunter said:

    Where are all those fanf posts everyone is talking about? there´s mabye one every few days and the only one fnaf related post, exept this one, in the first 20 pages of general discution is a post telling those who want springtrap to go cry because he´s not coming without explanation.

    Ikr, the cringey and toxic anti fnaf crowd is putting words in our mouth

  • @LSerpentine said:

    I'm a fan of fnaf, and it can be a really scary game at times, the lore is definitely wonky, but its a good game. That being said, I 10/10 think that it doesn't belond in DBD. There would be no way for it to be possible, seeing as they'd never get license and the mechanics would suck.

    If they did, however, i'd want a 4v4 with each killer becoming active with each gen rather than having just Spring-Boi. Or just putting survivors in spring lock suits like pig with the head traps... that'd be the only way i would be okay with just spring-boi.

    The license is very much possible and if they can implement pyramid head and demogorgon into killers, i doubt springtrap would have bad mechanics

  • @Dpooly said:

    @JesterClown ...and that's your opinion, the 'pro-fnaf crowd' could equally be seen as 'cringey' too. So, instead of calling me out for having an opinion on a PUBLIC FORUM, quit being so butthurt and move on.

    Cringey and petty behavior deserves to be called out, nobody likes petty people. Notice how no fnaf fans have been saying “darn shouldve been springtrap”, the cringey anti fnaf crowd has been the most vocal

  • @MadLordJack said:

    People want what people like and they don't care to put much thought in after that. They see DbD as a melting pot of horror and don't really seem to understand that it's a slasher game that needs slasher killers.

    Demogorgon and pyramid head say hi

  • @Dpooly said:

    @JesterClown How is that petty? I think it's petty that you think I can't have my own opinion. Go lick your salty wound somewhere else.

    its funny how cringey the anti fnaf crowd is. I think its petty that you have to announce to your forums your happiness that it wasnt a certain killer.

  • @Dpooly said:

    Either way, super stoked it's not Springtrap. Getting a Jekyll and Hyde vibe from this though, isn't this next chapter supposed to be licensed?

    Petty

  • @Smoker101 said:

    You could just run BT. I almost always run it just in case the killer is camping.

    Bt doesnt work on cloaked ghostface

  • @SoylentPixie said:

    So let me get this right. You get cross play, which increases que times and might improve things a bit, and your first response is to purposly rally people to go out and teach people a lesson for daring to make the best of the platform they are on.

    To directly quote you on another thread.....

    "the things we were talking about was about the pc killer mains making console survivors miserable"

    A good portion of console players are opting out due to FPS issues. Keep up this kind of attitude and the players that have decided to stick it out will just not bother. And I'm not talking about you winning or knowing you have an advantage, I'm talking about the general attitude. Because nothing will make console players feel unwelcome more than crap like this thread, making the opt-out button far more desirable.

    Also extremely mature, taking something I said in another thread out of context, that other thread was someone boasting about beating pc survivors, when its not pc survivors people should worry about, its pc killers and that was the point of your quote. Real big brain thinking I wouldnt remember what I said and then distorting it to fit your point

  • I didnt think id like oni or demogorgon, demo cause, ha trash perks, ha trash add ons, ha stranger things and ha mid killer. Like I was strongly against demo for awhile before I just realized that hes cool. I didnt think highly of demon dash, mostly cause I wasnt comfortable, and then I was comfortable.

  • @SoylentPixie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1538812#Comment_1538812

    Humble them?

    For what?

    For not being able to afford a PC or perhaps not having the money to buy another full set of DLC? Because those are the only reasons people weren't playing in the 'real world' before cross play came into play.

    Players adapt to their medium and you want to 'humble' people because they got halfway decent on the platform they had at the time? Oh and i see below you have DECIDED that anybody who turns off crossplay because of FPS issues is lying and just wants easy games?

    Wheres your proof? You have the gall to make the statement, so wheres the proof. Not rumor, not your say so, where is the concrete proof that the many, many people who have complained of fps issues and longer que times, are lying? Are the PC killers who have reported how janky console survivors look in their games lying too?

    “If console survivors have to turn off cross play, not because of FPS issues but because of strong killer mains”

    also my exact words earlier that I believe you were mentioning, if your gunna call me out for this, make sure you properly understood my point. If they are turning off cross play SPECIFICALLY to get rid of strong killer mains, not because of fps issues. By all means though, distort my original message to fit whatever point you want to main.

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