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Shackle

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Shackle
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  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867513#Comment_1867513

    No, they’re not invincible. Just eat all 4 stuns as early as possible and get it over with.

    Eat the stun, go pressure someone else. That survivor that just used DS I screwed the next time you catch them out positioned.

    "No, they’re not invincible, you just can't kill them PepeLaugh" not sure if you read the rest of my comment but whenever you eat a DS survivors gain at least 45s of collective time on generators meaning if you get stunned 4 times in a match and continue to chase them you will lose the game before they use the 4th stun(because if their DS is active it means you already hooked them which probably took at least 30s while othe survivor were doing gens) and if any Decisive Strikes are not used up by the time the endgame collapse started then its a free escape for the survivor with DS

  • @TheClownIsKing said:

    It is not OP.

    Each survivor can only use it once.

    Thats 4 times MAX.

    Yes only 4 minutes of invincibility per match where if survivors are on gens they can get done in 3 minutes and if you get hit with a DS you give the survivor a 3s headstart which will extend the chase by at least 15s. 15s times 3 other survivors on a gen = 45s of gen progress and that is assuming they weren't on the gens before the pickup and you can't even slug such an ######### for doing a gen in your face with DS active because he will just pick himself up with UB and you lose all of your pressure.

  • I totally agree. Wraith and Trapper should get buffs to their base kits so that their addons are just that, addons that buff and compliment their powers and not make or break the character. Wraith without addons feels really bad and his map pressure drops significantly but Trapper? You can't even say you're playing Trapper at that point you're playing a Machete Man that has to spend half of his time on picking up his power and placing in in sub optimal places just so he can pick up another trap. When it comes to power level I don't understand why BHVR is so hesitant to buff weaker killers like Wraith and Trapper. I do understand that those are common new player choices and that on those lower ranks all the killers already have a very high kill rate but that's just part of the game bad survivors will die to a bad killer if they can't organise and focus on their objectives and instead wonder around and hide in lockers. All I'm asking for is for BHVR to give Wraith and Trapper power of their Windstorm and Bag addons respectively into their base kits. Wraith should have green/purple windstorm base and Trapper should have his Yellow Bag +1 starting trap and +2 capacity base kit and the windstorm+bag addons should then be reworked into something else.

  • @xEcoLog1cDuk3Xx said:

    The current version of Pre-nerf Undying is fine but this nerfed version forces Killer players to play a completely different way.

    How does the changed undying change how you play killer in a "completely different way". Undying was supposed to protect your Hex totems but that aspect was not only random but also did not work with Hex perks that use stacks. New Undying is not only consistent but now also works will all Hex perks in the game. While it is a straight up nerf to Undying+Ruin it opens a lot of opportunities for other perk combinations which is super healthy for the game. The loss of aura vision on lit totems is a bummer but also understandable considering it took over the role of Thrill of The Hunt and mind that Im a killer main so its not some survivor main hating on Undying I just think the new version is much much better.

  • @Maperson said:

    Undying is fine..

    @MaxFiGuy said:

    I think Hex: Undying is mostly fine. The part of the perk I do not like is the aura reading abilities. I do like the idea of having a hex perk that can sustain other hex perks as Hex: Undying currently does. I do not like how it also provides the killer aura reading abilities to monitor their totems. I think that the aura reading ability that Hex: Undying has should be moved onto the hex perk that was made to monitor hex totems, Hex: Thrill of the Hunt. I also think that the aura reading ability should only activate if a survivor begins cleansing a totem. I think that because having the survivor's aura be revealed by just being near the totem gives the killer information of the survivors location without the survivor actively harming the totem. The radial activation of the aura reading gives the killer information of survivor locations without the survivor taking a implicant action to cause their aura to be revealed. With perks such as I'm All Ears and Territorial Imperative, the survivor has to vault or enter a specific location. As the aura reading ability works now, survivors can be revealed by passing by a totem while traversing across the map or while being chased around a loop.

    I only put this much thought into this perk because of the upward trend of Hex: Undying and Hex: Ruin being used together. If the developers end up reworking the Blight's perk, I hope that they can at least improve an older perk, Hex: Thrill of the Hunt, that has a similar purpose of Hex: Undying. They both have been used to protect killers' totems.

    @gibblywibblywoo said:

    Undying is fine. Just remove the aura reading on dull totems. It's unnecessary and having a counter built in to your own perks counterplay is a weird design feature.

    Jokes on you guys. That's exactly how they are changing Hex: Undying

  • @Maperson said:

    Undying is fine..

    But it's a hex perk that relies on other hex perks while simultaneously not working with 90% of them. It needs to preserve the stacks but it can't do that it its current form as it would be too much.

    Edit: If anything I just want Undying to be viable with other Hex perks like Devour Hope or even stupid crap like Huntress Lullaby.