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antag0nisticw0mble

antag0nisticw0mble

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  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541600#Comment_3541600

    Well it doesn't hold the game hostage in any way or give him a competitive advantage so no it is not.

    Also getting 4 Skull Merchants in a row is almost impossible(~.001%) chance if we pretended her pickrate was 10%, which it is less than. So at least try to make a logical complaint.

    When it was originally discovered yes it did. You could get a 4k every game all you had to do was have survivors on the side of the building by the front gen. I know I've done it in custom games and it's not hard to do. Devs said they patched it but the bug is still there if you know how to do it.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537459#Comment_3537459

    Precisely why i think movement speeds should be kept pretty sacred and we should stop giving ways to increase or decrease it outside of killer powers that are designed to work in that way (I.E. clown bottles), and very limited things like exhaustion perks that give a quick burst of speed.

    Yet killers forget you get bloodlust literally for free. Doesn't even require a perk slot. 30s in chase without a hit have another 5%. and then 15s later here's another 5%. all the way up to the point you're 130% but survivors nope you can't have that 3% for that perk slot you've used.

  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541575#Comment_3541575

    Killers have no gamebreaking exploits. As peantis explained Skull Merchant is not an exploit, it is just a poorly designed killer. Although she can "hold the game hostage", this is very rare. The locker glitch was every game...

    Wesker getting out of the map with survivors on RPD isn't gamebreaking?

    As for 3 gen sally I had 4 in a row last week. It was not fun.

  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541575#Comment_3541575

    Killers have no gamebreaking exploits. As peantis explained Skull Merchant is not an exploit, it is just a poorly designed killer. Although she can "hold the game hostage", this is very rare. The locker glitch was every game...

    So wesker still being able to get out of the map with survivors on RPD isn't an exploit?

  • Doctor can be countered by lockers.

    Aura perks can be countered by lockers.

    Ultimate weapon cannot be countered by lockers.

    How is a perk with absolutely 0 counter not OP?

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541555#Comment_3541555

    Let's compare 3 gen gaming to an exploit glitch. Best logic ever.

    @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541555#Comment_3541555

    She doesnt use exploits to noclip while doing so, so not quite the same thing.

    Holding the game hostage for either side isn't fun that's the point. One side always ends up on the bad side of it and I agree it needs adressing but my point is there are plenty of issues with killers which remain ignored. Survivors got an exploit and the community went mad devs instantly jumped on it which shows their priorities.

  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541545#Comment_3541545

    Except all of these glitches let you die in 2-4 minutes...

    The locker glitch can hold the game hostage for an hour.

    The survivor mains have lost their mind...

    And 3 gen sally skull merchant isn't a problem? Holding games hostage for an hour slugging and refusing to hook?

  • Wesker can still get survivors out of the map if the get the timing right on RPD and leave them slugged out there.

    Xeno can block unhooks.

    Demo can jump into tress and abuse high objects for distance.

    Oh yea and wesker still pulls you back to his side of the pallet/window. The thing that was supposed to be fixed. But survivors have a bug. Nope nope we have to kill it right away. Killer community loses it's mind.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541470#Comment_3541470

    Lethal and BBQ is already 2 perks, 50% of a loadout prone to being deleted by Distortion just existing, if I have to equip a THIRD aura perk just to burn trough tokens, or play a specific killer to once again burn trough tokens, then the perk isn't healthy.

    Monitor and abuse is quite frankly, a horrible perk so we're not even going to consider that.

    And again, UW triggers once per survivor per activation.

    Yet nowhere to hide literally has no cooldown

    Most info perks on killer don't have a cooldown. But you're complaining about 2 perks that counter because people want to crutch their build so heavily on constantly knowing survivors locations at all times.

    If there weren't counters in the game it wouldn't be asymetrical. But I guess you just want survivors to go point at hook for you.

  • @Ni7rogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541510#Comment_3541510

    Cheats are external programs, Perks are not, it's okay to use aura and info perks, if you know how to use wisely, it's not like tunneling is an easy thing to do anyways, considering Off the Record and DS being a thing, you can and will get downed by the killer, the skill of both survivor and killer will determine how worth was the tunnel.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541502#Comment_3541502

    Exactly, being aware of what perks the killer might have is essential, if you get downed and killer has nurses calling, get owned, and if you still try to heal again, well, get owned again.

    DbD has stealth elements and requires quite some effort for it.

    And as I said before not everyone is in a swf some of us play solo queue you really should read all of it.

    DS just isn't worth running by the time you get moving aftrer activating it the killer is out of stun. It's not like we get a speed boost from being dropped. As for off the record what does that matter. You're just going to have to hit them twice just like if you camp a hook. It doesn't fix the problem it seems more like you're making excuses for it.

    Also near the hook? Have you any idea what 32m equates to in game. It's a lot of area since it's within 32m of your character in 360. Not to mention getting that far from a hook when you're against someone that tunnels is easier said than done.

    Also if the only thing you can do is be childish and resort to saying "get owned" I'm clearly wasting my time even talking to you.

    and FYI DBD has stealth elements that without perks like Distortion/calm spirit ARE POINTLESS because you essentially have wallhacks.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541281#Comment_3541281

    People aren't testing it because you're just straight up wrong. You may have tested it, but it isn't impossible to get the wrong result when you're trying to observe it visually. This is further compounded by the fact that we literally have the numbers from the devs and survivors we're not getting their injury speed boost against a killer that would stand out in internal testing.

    Do you even play survivor? Like really play survivor? I have several videos and stream clips where friends and myself haven't had a speed boost from being hit by a killer. Just because a dev writes something doesn't mean it's set in stone and that it ALWAYS WORKS.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541511#Comment_3541511

    "Players should get one speed boost that takes the larger of the two bonuses. That goes for killer and survivor."

    Highlighted the important bit that invalidates your comment. Your welcome.

    and it only quoted half of what I said smh

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541472#Comment_3541472

    How to sabotage the topic by making unrelated comparisons 101.

    To the OP, it being only single use probably too big of a downgrade.

    I think the big kicker is end game stacking with other perks for some serious speed. That needs to change first.

    Players should get one speed boost that takes the larger of the two bonuses. That goes for killer and survivor.

    Then they can start looking at its game impact directly.

    You could even temper it by increasing the speed buff but actively reducing the hit speed burst you get, trading base line escape speed burst for a more sustained speed increase. Something along those lines.

    Killers can stack pwyf, and noed so hows that different?

    Also pwyf stacks with bloodlust and gives you 15% at max stacks. Add that to bloodlust and a 115 killer becomes a 145.


  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541425#Comment_3541425

    Constantly? If you know the killer has Nurse’s calling, and likes to go back to a hook, then why are you repeatedly healing near the hook?

    And imagine talking about handholding, when distortion and calm spirit are the definition of handholding perks. And imagine talking about being expected to put some effort, but thinking it's ok to excessively hide.

    How would you know they have nurses calling if you're not running distortion and not in a swf., You're completely ignoring the solo queue side of it. You forget not everyone plays in a damn swf or has to resort to camp and tunnell.

    You say calm spirit and distortion are handholding. Yet are upset because they literally counter something THAT CHEATERS PAY FOR. and I said nothing about excessively hide. But if someone has a gen 99% or they're healing a teammate some people might want you to actually have to work for a damn kill rather than just tunnelling and crutching on aura perks.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541472#Comment_3541472

    When someone wants to make a reasonable tradeoff, they typically make offers within the same category.

    A baseline mechanic and an optional perk are not equal.

    Ok then make nowhere to hide only work at the generator you kick. Now killers can't abuse it with high mobility killers like nurse, demo, blight, xeno, freddy or onryo


  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541480#Comment_3541480

    claiming maps are weak and giving goj as the example... idk man. ok you might be a newer player so i'm going to explain: maps have weaker and stronger areas and goj as a whole is nowhere near a weak map. you should learn maps and run to the stronger areas if you are vulnerable (injured and/or on death hook). the entire "top side" of the map is a line of connecting loops all the way to the car loop.

    Actually been playing for a couple years now. I know GOJ is a crap shoot on both sides. But look at autohaven another example of how crap the layouts are. Unsafe pallet into unsafe pallet into open striaght wall loop with a window in the middle and a hole in a short section just for a pallet.

    Killers break the door on main at the gas station that loop becomes pointless too. You go in the garage you're trapped. You use the pallet inside the store you're trapped.

    More and more maps are headed that direction. Do you want to even talk about shelter woods or coldwind farm?


    And you're also talking like I play swf all day. I play solo 90% of the time. I'm lucky if I can find a damn pallet a random hasn't wasted. GOJ might be strong in some cases but if it's a killer that has range like nemesis, huntress or xeno you're screwed because of the vault bug.

  • @Mr_pig2099 said:

    hello killer players... im glad that you guys are having fun at the expense of survivor mains not having fun at all. now if only killers stop tunneling and face camping...

    Never going to happen. But then it's the people that do this who cry about bully swf holding them hostage in a game for 45 mins after they artificially inflated their MMR.

  • The bug happens sometimes when placing a blast mine on the gen after you sprint to it and sprint away.

    It is rare. I use blast mine a lot and I've had it happen 3 times since the patch was released.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541472#Comment_3541472

    "here's the long awaiteded reworks to the strongest maps, and with that bloodlust is finally gone!" would be more like it. because bl isn't tied to mft, it's the band-aid fix for maps.

    Band aid fix to what? Loops have all been spread out. 90% of pallets are unsafe and now you're lucky if you have enough time to connect two loops after being hit because they reduced the movement speed bonus from becoming injured.

    If you want to know what I mean by unsave. Go take a look at all the loops in customs and see exactly how many don't have a hole in the wall next to them on a pallet gym.

    I had 2 loops on garden of joy yesterday that didn't even have a pallet. One of them had 1 window and a straight wall with a gap at each side. Essentially just a kill box.

  • @Hanuka5 said:

    In a other tread i allready posted the option that you should be able to "opt-out" playing with SFW groups. The answers were that than no killer would like to play with them anymore.

    So it seems that we all agree that they are to strong in comparison with random players.

    Than how about a nerf? For example:

    • They are not allowed to use the same perk twice (so if 1 survivor picks a perk no other can pick it)
    • They are only allowed to use the same item twice (so maximum 2 flashlights)

    As clarification, that only counts for the SWF part. So if 2 SFW que up and get matched with 2 randoms, it doesnt matter what items or perks the randoms have.

    Fine then but the killer isn't allowed to have more than 1 perk in each different category. So no stacking aura perks. No stacking gen slowdowns. No stacking endgame perks.

    You would actually have to be creative and stop using meta builds off youtube.

  • OK if after you hook one survivor as killer bloodlust is disabled.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541270#Comment_3541270

    The lengths yall go and still end up being objectively wrong.

    UW triggers once per activation per survivor, if you find someone imediately with UW then it effectively has a 60s cooldown. on the opposite end, if you find someone as UW is running out, you still get a 30s CD. So UW CD is anywhere between 60s to 30s + Walk to locker time.

    Distortion has a theoretical INFINITE number of stacks because of the regen mechanic not just 3.

    If survivors are getting nerfed harder it literally just indicates they were too strong to begin with, your logic is like claiming that since nurse got nerfed it means trapper is overpowered... which is just ridiculous.

    Because the game ISN'T meant to be one sided that is why perks like distortion and Calm Spirit that effectively DELETE another players perks should be looked at.

    All in all, Drop the blatantly and horrendously biased arguments.

    A theoretical infinite but with perks like monitor and abuse this can be reduced. Stealth killers remove it completely.

    Scratched myers and wraith with iri addon can eat your tokens in seconds and you'll never get them back.

    Even a smart skull merchant can stop you getting back tokens by abusing her drones to remove her terror radius.

    Doctor has addons to reduce his terror radius while static blast is on cooldown.

    There are always ways around distortion. But your entire kit shouldn't be focused around one perk type anyways.

    Also UW can trigger several times making the survivor scream it is the blindness effect that only triggers once.

  • @Spirit_IsTheBest said:

    Agreed, other then that the perk is fine, but if DS and OTR are disabled during endgame then Adrenaline should at least not work if hooked and then unhooked, because Adrenaline is way better than both.

    You realise Once the gates are powered that's it. Adrenaline is gone right?

    So a survivor running a perk should be punished for being hooked before the last gen was finished and prevents you camping for that 1 kill? But your Noed automatically activates with no interaction?

    And btw if they have Deliverance it stops adrenaline working. You stay broken and then stay injured.

  • @Green_Sliche said:

    Xeno already had a long recovery on missed whips and his tail wasn't that easy to aim. Now he can also lose the chase on top of it. A typical treatment for a cashgrab iconic killer - make it feel strong enough for the first month and then gut it to B or C tier and let stay there. Nothing surprisingly new to see.

    All they did was revert his penalties to what they were on the PTB. He didn't have a long recovery for misses at all. 1.5s is not a long time and is the exact same cooldown as an M1. That isn't a balance for a ranged attack and means you actually have to aim not that aim assist doesn't carry you half the time anyways.

  • @Ni7rogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541425#Comment_3541425

    There's no such thing as abuse Nurse's Calling, that's using the perk.

    It's abusing when you're intentionally going towards the place they were unhooked to tunnel them out don't make excuses for them.

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541418#Comment_3541418

    That didn't stop NoED from getting nerfed. Which was needed tbf. Not because it was too strong, but for game health reasons.

    Adren could be in the same boat. No it's not too strong imo. But if the community hates it enough and it has a high pickrate (which it does) it's possible it'll get nerfed.

    The pickrate though is down to

    1 Hitboxes are broken af in windows so 90% of the time you still get hit triggering lithe.

    2 Sprint burst gets used everytime you run and walking is not fun.

    3 Dead hard is well DEAD.

    4 You can't rely on teammates.

    Smash hit and Head on are well you're lucky if you get to use them in a game. Killers get smart the first time you use either of them.

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541379#Comment_3541379

    that's assuming everyone is using it. No one is using Calm Spirit

    Not everyone is. I've started taking it because killers like to abuse the new Ultimate weapon perk with it's stupid uptime and cooldown being the same.

  • I usually avoid P100s because they're the ones usually hiding away and sacrificing teammates in 90% of my games.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541432#Comment_3541432

    No. It's definitely not that long. Pallets don't take 3s to drop and she can kill u on them if they predict your throw. I would consult wiki or other source, but I presume it will be somewhere around 1.5-2s


    Charge time (full): 3 seconds

    Charge time (partial): 1.25 seconds

    Reload time: 4 seconds

    Throw cool-down: 2 seconds


  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541415#Comment_3541415

    Huntress actually has a significant windup. They are quite literally not the same.

    Isn't it almost 3s for a full charge at 77% movement speed without any addons.

  • Adrenaline is a one time use perk. How about this then. No more noed and if you face camp at endgame the survivor gets to unhook themselves and escape.

    The survivor running adrenaline has 3 perks for 90% of the game. If they run another exhaustion perk when they get unhooked that perk is also useless for endgame since they're exhausted from adrenaline. You're completely ignoring the negative sides of the perk use.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541173#Comment_3541173

    It’s no fun walking around the map, and finding zero survivors, because they are all excessively hiding, and they are dodging all the tracking perks the killer brought to that game.

    It’s no fun walking from generator to generator, finding zero survivors, because they are all pre leaving generators when their visual terror radius lights up.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541275#Comment_3541275

    Calm spirit literally stops the survivor from alerting crows.

    And it's no fun for survivors constatly being tunnelled while a killer is abusing nurses calling after you just got off hook because they can't follow scratch marks from a gen. Visual terror radius has the EXACT same range as the audible one.

    As I said in my previous post if your entire build requires that you basically have wallhacks you're not learning the fundamentals of the game and need handholding to carry you through. It might be a casual game but you're still expected to put some effort in rather than what equates to something a cheater would want.

  • @MadHippy said:

    Ok well I think they should be working together as both of them aren't that much popular, so this could be a reason to use them.

    Thank you anyway !

    With the amount Ultimate weapon (Xeno perk) is being abused atm calm spirit is seeing more of an uptake. It's annoying as all hell when you have a perk on a killer that has no cooldown and can have 100% uptime as long as it's refreshed at a locker.

  • @MadHippy said:

    Do these 2 perks not Work together???

    I used them, I don't scream but neither I see the killer's aura ...

    I can also tell you that calm spirit does not counter the scream from dramaturgy.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541295#Comment_3541295

    That fix was rolled back because it wasn't giving the correct distance, it was going too far from the vault location.

    So being hit when 3 steps from a window after a fast vault or a killer being stunned on the the other side of a pallet and the survivor being wounded while running away ior dying on the floor s an intended game mechanic?

  • @BlueRose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541305#Comment_3541305

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541301#Comment_3541301

    Good for y'all. My comment is more towards those who hate Wesker but also wonder why ppl don't play a weaker killer or a killer is really hard to use. This forum will boil back down to "I hate Wesker" and "Where the new killer, I'm tired of Wesker" threads.

    See if you look there's always oh this killer is B tier or S tier. All the killers in DBD are skill based. If a random person from public queue can make a comp team struggle for a win against wraith it just shows that everything relies on a persons playstyle and willingness to learn each killers strength or weakness.

    Although I have noticed the "easier" killers that have more crutches in their arsenal tend to be "S Tier"

  • @UnavailableName said:

    The last weeks, the matchmaking new settings have made 99% of my games totally miserable for both sides.

    Why do you guys continue to play this game with such a terrible state ?

    2 games in a row is the maximum i can do every 3 days before quitting as the trials are so trash.

    Sometimes I have fun. But tbh I spend that much time being camped I usually end up sat watching youtube videos waiting to die while my team do gens.

    That is if I'm not on the floor slugged for 4 mins while the killer goes to look for my teammate.

  • Go test it. See what happens.

    See how many times you get hit when you're 3 steps from a window after a fast vault.

    And yes any trapper pro will tell you the same thing. The traps were always placed a small distance from the windows to catch fast vaulting survivors as you could JUMP over them.

    Go back yourself it's not hard to roll back to an older version of the game and test.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541248#Comment_3541248

    First off, male survivors do get more distance. It's not only a visual bug.

    Second, fast vaults even on female survivors right now are different from medium vaults. For female survivors it is true to say that they get about the same amount of distance for fast vaults and medium vaults, however the fast vault is still considerably faster. A fast vault takes 0.5 seconds while a medium vault takes 0.9 seconds. So a fast vault is almost double the speed. This also means that the hitbox is in fact not the same because it moves at a much quicker pace.

    Fast vaults on male survivors give you more distance as well. You can stand still behind a window and the killer should not be able to hit you (granted the game doesn't do a funny).

    Your HITBOX still takes the same amount of time to move as a MEDIUM vault and that's the underlying issue.

    Fast vaults were originally fixed to correctly give distance when fast vaulting however that was rolled back.

    Go back to some old trapper footage you'll notice traps at a distance from a window to account for this but now we're back to how it was. You fast vault a window and the trap still gets you if it's against the window and btw when I say old trapper footage I mean like pre 6.0

  • @GaunterODimmDBD said:

    It's impressive how much I scratched my head on Solo Q it wasn't this bad Two years ago. The healing nerf and Dead hard mori really showed how much Survivor in general don't know ######### they're doing when they don't have the allowance to heal theirselves all the time and don't have the peace of mind to dead hard into a pallet if they got caught in a bad situation. Also the increase of unsafe pallets.

    It's so blatant how much you can see Survivors throwing the match entirely when they do totems or heal instead of pumping generators at an important point in the match. GG

    Dead hard into a pallet? Two years ago dead hard gave you distance. Then they removed the distance you got and made it a 0.5s endurance perk. Then they nerfed it to the point you can use it ONCE per hook state making it a pretty much useless exhaustion perk since it's a one and done thing per hook. As for healing it depends on the killer you're against giving killers free hook states is not a good idea in any situation.

    Also sitting just cranking a couple of gens is never productive. You need to be spreading gen pressure.

    The healing nerf was a joke. They nerfed healing then left perks like sloppy, gift of pain, mangled/hemorrage addons and pentimento have the same penalties.

    Unsafe pallets are ridiculous idk why the devs thought it was a good idea to make jungle gyms and pallet gyms have holes in the walls right next to the pallets.

    As for totems a lot of this is down to the uptake of noed/devour hope/ruin/undying/blood favour.

    The game has changed a lot in the last 2 years. There are also a lot of newer players to the game thanks to the xenomorph release.

    Just have some patience, have fun and stop taking it so seriously. IT'S A CASUAL GAME. Not a competitive one.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541211#Comment_3541211

    And the whole time that chase is happening, up to 3 other players are unskillfully doing gens. Survivors can also chain tiles together in a way that forces the killer to break a pallet, resetting BL and creating an even deeper progress deficit.

    That all said, I agree that there should be more 50/50 pallets and less god/trash ones. Loops like the main houses in Haddonfield and Garden of garbage are why BL still needs to exist, though.

    You're right about pallets should be 50/50 but survivors also shouldn't be stood bleeding on the other side of a pallet after a successful stun. Yes there are a COUPLE of good pallets but look at most loops now that are so called connected. The dead zones between them in a lot of cases are huge. Or you'll get to a pallet gym and right by the pallet whets there? A HUGE GAP IN THE WALL.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541264#Comment_3541264

    Survivors run at 4.0m/s. A 2.0m/s is still half the speed.

    It should be higher when you get hit but you watch survivors when you use your tail attack. See if they actually get the speed boost they should. I can already tell you 50% of the time their speed will not change. Which means your so called penalty for using your tail means nothing. Even huntress movement speed is dropped to 77% when using hatchets.

  • Oh I'm sorry calm spirit counters killers constantly abusing ultimate weapon. Which bare in mind effectively has 0 cooldown. It's active for 30s and it's cooldown is 30s. so if you open a locker every 30s ITS ALWAYS ACTIVE.

    Calm spirit does NOT counter doctor. Just because someone doesn't scream it still prevents them using an item or performing an action if they are shocked.

    Distortion has a MAXIMUM of 3 stacks not 4 so I have no idea where you got that number from. Lethal persuer consumes 1 stack. Eruption consumes 2 stacks if you use lethal, Aliens new addons consume 2 stacks.

    Killers complain that distortion/calm spirit/exhaustion perks are crutches.

    Can't the same be said for your 1 hit down perks/addons, Aura stacking, Gen regression stacking, Hook camping, Devs holding your hand with bugged fast vaults that count as medium when it comes to your hitbox and bloodlust because you don't want to break a pallet.

    Both sides have tools to aid them. Survivors have been hurt a lot more than killers lately when it comes to nerfs. Survivors had the healing speeds completely changed but devs made no changes to your slowdowns on healing meaning it could take almost 3 minutes to heal someone with the correct build.

    Please don't cry about a perk if your entire kit relies on you basically having wallhacks or handholding you're playing the game wrong and need to have more variety in your build.

    It's supposed to be an asymetrical game. Not a one sided game.

    And I'm not even going to go there with the camping hooks, tunnelling and slugging for 4k crap that's going on.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541256#Comment_3541256

    You're straight up wrong about the tail attack having a shorter cooldown than a basic attack. The tail attack cooldown is 3 seconds. The basic attack cooldown is 2.7 seconds for successful hits and missed attacks are 1.5 seconds.

    Try checking that with a timer at 120fps and do it frame by frame I think you'll find it's shorter.

    Also if the killer can keep up with you after a tail attack and you're supposed to have chance to gain distance how is that balanced?

  • @Chocolate_Cosmos said:

    Wait for the bug fix so Xeno tail before nerfing him? Nope, lets do all together in one patch. Why waiting to test the real 2m/s when you can nerf him so Survivors don't complain about him as much anymore.

    Congrats, now he feels like Nemesis but with expection of you don't have 3 health states but your power can be turned off (now easier also thanks to easier placements on turrets). But also Nemi have zombies and can break pallets / walls rly fast. Also tier 3 Nemi is much better than Xeno.

    We can't have strong Killers anymore. Xeno feels like B tier instead of A tier now, nice.

    Fast vaults for survivors are considered medium vaults in terms of hitbox.

    Xeno has more range than Nemesis.

    Xeno can traverse the map faster than Nemesis.

    Xeno can track survivors while in the tunnels seeing footprints.

    Even with well deployed turrets I've seen xeno ignore them and not be knocked out of their power.

    After entering tunnels you are back in your power.

    Nemesis power can hit over pallets but can also be easily mindgamed at pallet loops.

    Xeno tail has similar if not larger hitbox than huntress hatchets (and that's saying something).

    Xeno has addons that give him a 20s aura read.

    Ultimate weapon is brokenly oppressive and in a lot of cases completely bypassing calm spirit.

    Xeno can completely block survivors from unhooking.

    Xeno can easily hit over pallets and medium height walls or through windows where you could normally dodge Nemesis.

    Do I need to continue???

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541242#Comment_3541242

    2m/s is literally half the survivor's movement and was already the highest penalty compared to other killer cooldowns. It was the bug causing the cooldown speed to not apply that was making xenomorph seem like a bigger problem than it was. There wasn't a need to nerf the cooldown speed at the same time of fixing the bug.

    You do realise that this is only on a miss right? So the cooldown not applying on hit is still an issue. I've been noticing a lot of xenos being able to hit a second time and the survivors gain no distance after the first. The tail attack also has a shorter cooldown than a basic attack. It's like having max stacks of STBFL just for the tail for the whole game.

  • Yes they do result in different animations. But the hitbox for fast vault is still the same as a medium vault. This is the real issue that needs to be addressed. To hell with the animation. Why do we have fast vaults if it's just going to count as a medium.

  • Had 3 Xenomorphs doing this today.

    Shouldn't this justify a killswitch since you were quick enough to "killswitch" items being used by survivors.

  • Calm spirit works while exhausted it's active at ALL times. Exhaustion can easily be outlasted if you're smart enough to mindgame at loops while walking and stopping momentarily. Only when sprinting is the exhaustion timer paused.

  • I love seeing all the complaints about MFT. It's funny that you complain about MFT but never talk about you getting bloodlust. I could understand if it was a 10/15% speed boost but it's 3%. You literally gain another 5% speed as a 115 after 15 seconds making you a 120 and it's only up another 10% from there once you're at BL3. The issue with a lot of killers complaining about MFT is they don't play survivor enough. If you learn to loop and have the survivor mindset you also learn to mindgame loops and catch them off.

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