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AChaoticKiller

AChaoticKiller

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AChaoticKiller
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  • @REL1_C said:

    https://forum.deadbydaylight.com/en/discussion/comment/1964285#Comment_1964285

    As long as killers or survivors don't lose ranks because there both playing trash.

    I mean as a survivor as long as you do good your whole team can pip despite getting destroyed, it's why ranks imo are obsolete when talking about skill as to me it just shows you know how to play the game not necessarily that you are good at it.

  • being unpredictable at vaults/pallets is the best you can do so it is kinda a gamble yes.

    However i don't think they will introduce an actual reliable way to know her location while phasing as it makes her incredibly weak, when she had the audio bug where she was making the gasping noises in phasing you could easily play safe against her at nearly all pallets especially shack.

    The only nerf i think she could use is a visual indicator she went onto phasing, it's said she has that but it is so unnoticeable that it needs to at least be more clear as i can look straight at a spirit and not notice anything.

  • @REL1_C said:

    Why is this a conversation, survivors and killers have skill caps, if the killer is good then 4k is balanced because he earned it. If the survivors are good then all 4 will escape. A balance is nothing to do with getting kills, it's skill. Get good at the game and show that your deserve an escape and deserve a 4k. Although, 50/50 is literally balanced.

    ok but take the highest amount of skill on both sides and survivors win, the exception to this out of all the killers is nurse DEPENDING on the map that's not balanced.

    50/50 also wont work since on losing games killers can still get 1-2 kills and winning games are 3-4 which will make the kill rate above 50% as seen with the stats provided by the devs.

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1964213#Comment_1964213

    No, mostly Killers cry for easy games. And most people know that.

    It's both sides take the DS nerf it is obviously too strong and provides a safety net to do any interaction yet players will whine that they can't do gens with it anymore when gen speed as it is is already very fast. These players also complain about things that are balanced or not problematic in the 4v1 aspect like deathslinger or bbq.

    For the players that want easier 4k's what comes to my mind are the people that think the last survivor escaping by hatch without doing anything even tho they already won the game is unfair. Honestly the only other example i can think of for killers wanting easier wins is wanting certain killers buffed but that is exactly why they want buffs since they can't beat a good swf and that's not the players fault swf simply can beat most killers by out pressuring them with gens.

  • Kill rates don't mean anything to me for these reasons, however they do show that some killers can overperform IF you use logic to see why. Take freddy for example he isn't hard to play and his power is good HOWEVER he has the highest kill rate by over 4% of the next highest and a above average pick rate in high ranks and that is without a way to secure kills. If you look around the top 5 pig is in there despite not having that strong of a power and the reason for that is because she is really good at securing kills with her traps to the point where a good pig can kill 2 survivors in endgame if they have active rbt's on. doctor is also in the top 5 and the reason is because he can secure 4k's the easiest out of all killers by easily finding the last survivor. Since freddy doesn't have a way to secure kills it means his kill rate is up there because he simply is winning a large amount of his matches.

    Another thing 50/50 doesn't mean they get 2 kills a match it means they are either fully losing a game or winning one each game, there are only 4 survivors each contribute 25% to the kill rate per game. Most games the killer can at least get 1-2 kills on a losing game and when the killer wins it is usually with 3-4 kills, this means that the kill rate won't be at 50% it should be above that since it will get bumped up by the killer getting at least one kill oo two on lost games. if a killer has lowerer or around 50% it means that the killer is losing more than they are winning take nurse for example new players will get 1 kill if any at all.

    Lastly SWF needs to be considered for balance as it makes survivors way more optimal, these kill rates have solo's mixed with it and a good killer can beat a group of solo's since they lack coordination but swf fixes just that. IMO we need separate kill rates for games with and without swf to see how it affects killers and to see what killers can reliably beat a swf in general.

  • the hook counter looks weird and out of place there I hope they move it to a top corner of the screen since honestly it's not vital info and can be placed out of the way. The issue with our current UI is that this is being down with the 3 major info's which are your power, gens, and survivor stats.

    Would also be nice if it was just set back up the survivor portraits like how it used to be since it also isn't the best vertical. The pictures block some of the edge of your screen and honestly the only reason I can think of on why the devs would place them like that is that names get cut off if they are too long horizontal but like who the hell cares about names just look at them in the end game screen.

  • yeah no OoO is so unhealthy for this game that it should be nerfed regardless of what the hell is going on.

    DS at the very least needs to deactivate when doing gens the only ones i think it shouldn't deactivate on is healing and saves.

    these perks are extremely strong tho and need to be nerfed even with this horrible desync.

  • thano? HAHAHAHAHA no

    spirit fury? HAHAHAHAHA no

    rancor? HAHAHAHAHA no

    thano is not strong enough to justify it being a hex and spirit fury has counterplay which is throwing pallets early and doesn't activate enough to be a hex. As for rancor that perk affects a single survivor AND they know the killer has it as soon as a gen is done since they will see the killers aura meaning they know to play stealthy and safe during the last gen and end game.

  • @Ravio_Li said:

    Just run Iron Maiden, or learn to expect Head-ons.

    The counterplay is Iron Maiden, and trying to keep mental tabs on where everyone is or might be. If you're expecting head-on, take the locker wide or back up.

    There is counterplay. Stop acting like there isn't.

    perks are not counterplay to other perks at least not reliable ones since there is no way you know they are running head on unless you versed them previously.

    the real counterplay is backstepping lockers so they miss the head on stun, if you are running iron maiden then the counterplay is stronger but you can't say this perk is actual counterplay when it is kinda bad unless you play certain killers and you probably don't know they are running head on.

  • @magicmaster2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960994#Comment_1960994

    I run it because people dont expect it on most killers as from what I've seen people see it as a waste of a perk slot.

    i mean it kinda is since even with the blind sound effect you can track and follow survivors with a good headset.

    Also as long as your aware and face walls and stuff when you pick people up you rarer get flashlight saved.

  • @magicmaster2020 said:

    Lightborn

    Franklin's

    Stbfl

    Noed

    @dummer33344 said:

    https://forum.deadbydaylight.com/en/discussion/229062/so-what-do-you-guys-use-on-wraith

    I run lightborn (swap it for anything, just my preference) sloppy, thanato, and haunted ground (idea behind this is as I'm sneaking up on some one, someone else cleanses it and it's easy clean up) my favorite add ons to use is windstorm and whatever the reappearance one is called

    Lightborn doesn't stop wraith from getting burned out of cloak.

    are you guys just running it because you hate getting blinded?

  • im not sure about purple windstorm for basekit but definitely green windstorm, remember they also slow his speed when uncloaking if he didn't have that with green windstorm as basekit i think it would be fair and make him a lot more viable.

    I feel that with green or purple windstorm wraith is actually playable in high ranks, all he needs is a little push with windstorm as basekit for him to be a viable killer without addons.

  • you can skip all forms of protection a survivor has whe you down them on last hook and you can potentially save time.

    sure it isn't game changing anymore but they should have never been like that in the first place.

  • the last survivor escaping by hatch is fine for these reasons;

    • The killer is faster, has explored more of the map by patrolling and chasing, and doesn't have to slow down when looking for hatch unlike survivor if they want to avoid being caught.
    • The killer closing hatch has a higher priority than survivors jumping in meaning if you and the survivor press the button for hatch the same time or near the same time the killer closes it.
    • The survivor has no chance of escape so they need some initiative to continue playing the killer has also already won at this point so it is fair if they do or don't escape as the killer still wins. if hatch gets closed depending on gate spawn which they often spwn close survivors might not have a chance at all especially if your a mobility killer.
    • if the hatch has been found because of the reasons above and the killer sacrifices the 3rd survivor the killer will very likely get to the hatch before it opens and then close it.

    The problem with hatch the ONLY problem is how it is opened with keys that aspect of it regardless of how uncommon is complete bs, i have made a rework idea to fix that aspect of it here.

    @AChaoticKiller said:

    The problem with the current way keys open the hatch

    The reason hatch is so unfair when it does get opened are the following;

    1. It is instant, the second you get to hatch with a key especially if you're not injured you won.
    2. There is no interaction with the killer that allows you to stop survivors from opening the hatch
    3. Once hatch is found by survivors as a solo you have trouble getting your team to follow you and as a swf you just get there and all escape.

    How to fix this?

    What hatch needs is a way for all players to find hatch and it needs interaction time to open. This will allow the killer to stop the hatch from being opened and the killer can go after the key holder to at least temporarily stop survivors from escaping this way assuming only one key is brought into the trial.

    The basics on how opening the hatch will now work

    Before reading ahead know that numbers are subject to change if a value doesn't set right with you it can be changed.

    • Hatch will now take at base 12 seconds to open
    • Progress on opening the hatch does not save
    • The killer can grab you in this interaction
    • You no longer immediately jump into the hatch
    • If no one has escaped the trial when it is opened with a key the EGC timer doesn't start.

    This allows the killer to stop the hatch without the time being too short or too long for either side, hatch should not be something you can open in a chase or in just a few seconds near the killer. To make this a little more fair and something that can be changed is survivors not immediately escaping this allows them to help other survivors however this also runs the risk of the killer simply closing the hatch and to make this fair EGC will NOT start if no one escaped as that is basically survivors skipping having to do gens as the killer had to close the hatch. So how do we fairly alert the killer?

    Idea 1: directonal audio

    The first one and the one that out of the two idea's I will suggest is probably the better one and more realistic is directional audio. Depending of if the second idea to alert the killer is implemented the values will be as follows:

    • All players can hear the directional audio of hatch being opened at 20 meters
    • The audio is almost constant during the whole 12 second interaction
    • If the second idea is not implemented the audio should instead have a range of 40 meters.

    idea 2: the seal

    This idea is pretty basic basically the hatch will have a seal of some sort this can be in the form of bars, magic, the entity whatever the point is you can't open the hatch until this is broken. once it is broken by an interaction it will alert all players by a noise bubble much like a hex totem being cleansed.

    • interaction time to break the seal 6 seconds
    • once broken all players are alerted to it's location
    • If the seal is not broken and only one survivor is left in the trial the seal will "dissolve" and hatch will still open. This does NOT alert the players of the hatches location.

    What does this all do?

    This provides a way for all players to find hatch mainly the killer and with hatch taking time to open and telling players a survivor is opening it allows survivors to try to help and the killer can try to stop it. I think that both of these idea's should be implemented but if one of the two would be implemented it should be the directional audio. This would make keys fair with how hatch currently spawns as well as how and when you open hatch and provides more interesting gameplay.

    edit: as for the guys who think survivor should earn it that wont happen, last survivor hatch escapes are balanced and fair and also fits the lore of the game where the entity feeds on hope. you guys just want easier 4k's admit it.

  • @DjangoTheGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960797#Comment_1960797

    It was kind of a joke at you both telling me something that is obviously not true but now im starting to think theres more too it chaotic.....if that is your real name

    na it's achaoticprince but that isn't as cool as achaotickiller on a dbd forum

    ya caught me

  • @DjangoTheGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960407#Comment_1960407

    I actually did when i saw your post, and there was only 1 streamer with a decent amount of views playing survivor. It was JRM with like 600 views, well under Tru and Odtz who had a couple thousand each. Lets check again in real time

    JohnWolfe, huntress, 1.3k

    ScottJund, Wraith, 1k

    Jaee, Ghostface, 1k

    FarmerJohn, Ghostface, 800

    Oh look heres a survivor! Some guy named

    Willshayhan, Dwight, 100

    I looked a little longer and found a guy named

    Duckdan, Claudette, 190.

    Im genuinely confused because you seem like a troll but then you seem kind of pissed a lot of the time, but every single time ive gotten on twitch this has been the case no one wants to watch survivor gameplay!

    Im willing to be open to the idea that somehow all the biggest dbd creators have somehow went under my nose but you told me to check at any given time, i have checked 2 times now and not a single survivor streamer had 1000 views. JRM is actually one of the only survivor mains i know off the top of my head and he SMASHED all other survivor streams with his 600 views. The highest one i can find right now, and i LOOKED. Couldnt even break 200.

    https://forum.deadbydaylight.com/en/discussion/comment/1960414#Comment_1960414

    And unless hes your alt or another aspiring troll this just adds to the confusion lol.

    I mean i don't really care how i seem to you most of the time i post on feedback and talk about balance

    wouldn't be his alt tho like jesus he has like 3.5k posts and i have 2.5k also we respond to each other often that would be reallllly weird if you have an alt and do that.

    edit: also i joined in 2018 he has only been here for a year and has 1k more posts then me that would make me the "main" account but this dude literally has more activity then i do in a 3 year span.

  • hit and runs

    sloppy butcher and myc are great for this tactic along with a windstorm addon

  • @GannTM said:

    Get Sloppy Butcher on him. Spreading damage with his stealth potential is very good.

    yeah but i don't like doing that and i wouldn't put it over any of my perks even mindbreaker which has worked pretty well on him.

    i get it's good and i usually spread the damage anyway but the build i got fits my play style more.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959900#Comment_1959900

    By all means, go on Twitch at any given time and prove to me that most of the DBD streams are of players NOT playing as survivor.

    The only time i can think of where that would be the case is the ptb for a new killer for the first few hours since that would be the most popular thing at the time.

  • @Caleegi said:

    I am fine with DS but i don't think healing should deactivate it.

    yeah especially since it is so easy to bypass since it will only deactivate if you perform the healing action meaning perks that heal you wont deactivate other than 2 and another survivor can still heal you.

    they said if your doing these interactions your not getting tunneled but that is the same if another survivor heals you your not getting tunneled so why punish your team by not healing them or having another way to heal since it will deactivate DS. If another survivor can heal you without it deactivating why can't you just do the same with a medkit or the opposite and heal them it doesn't matter how or who is performing the healing doing the interaction itself means your not getting tunneled.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960239#Comment_1960239

    yea i know but you shouldnt be able to tunnel someone making their DS useless then just letting them wait 60 seconds at the end of the game with no chance of winning anyways thats worse then camping or tunneling to slug out the time at the end just pick me up like a man and chase me

    it called a counter if they waited 60 seconds your team has or should have been doing gens IF he was camping you waiting it out. if he slugged and left you your team should have picked you up, like it or not this is a team based game even as a solo.

    if it's end game with gates open im sorry but you can get 40 meters of distance minimum by just crawling from hook honestly ds is busted as hell at end game. If you have bt or someone to body block you can easily make travel 80 meters until it is deactivated.

    if a killer wants someone dead they should be allowed to sacrifice the match to do so that is why camping is not a problem same thing with tunneling since the other 3 survivors can get nearly all gens done.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959775#Comment_1959775

    slug feng out problem solved you can tunnel and bypass DS when there are like players remaining DS is only viable when all 4 are alive where they might fall for the useless perk. When its only you and someone else alive and you have for an example 30 sec left on your DS and they knock you they can just wait it out which basically makes the perk useless even do you should have gotten it.

    BTW none of that run unbreakable stuff! wont waste a perk slot for a 1 time use :)

    bro that is how current ds works slugging has always been used to counter it.

    how DS works to prevent tunneling has not changed other than it deactivating on saves, survivors should not be allowed to have this as a safety net as they do gens or your hex totem.

    IMO at the very least it deactivating on cleansing, repairing, and sabo'ing need to be implemented maybe with add a delay of total 3 seconds of those interactions except for sabo'ing before it is disabled but it needs to be disabled, healing is easily bypassed it should be removed from it's deactivation list since it only hurts your team and unhooking im iffy on since your sometimes forced to do that off hook and from there the killer wont loss.

  • The main issue with plague is how rng and out of the way her pools can be, imo she needs a secondary power to use them from short distance but at the cost of cp duration i came up with this;

    New ability: Solicit Chant

    Interact with a pool of devotion from a distance to gain corrupt purge at half it's duration.

    • Distance 20 meters
    • corrupt purge duration 30 seconds
    • interaction time 3 seconds, movement speed is greatly reduced similar to leatherface in tantrum when performing this action and you chant.

    This would give her easier access to it in a chase but while doing so it would slow her and warn survivors she is going into corrupt purge and gives them decent time to get distance.

  • yeah that is why it's there it clearly tells where you have been hooked to others and it is so it's harder to tell where the killer went.

    also if it was not there blindness might actually do something lol then again swf will just say where they are.

  • i have never seen so many DH posts honestly i always thought the perk was fine since it is so easy to bait out in the open that it only does anything at tiles.

  • @DjangoTheGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/1958967#Comment_1958967

    You know you say a lot of really silly stuff and its taken me this long to realize you're just "clowning around" right lol

    You're the one that started the "X isn't bad you just need a big brain" meme right?

    to be fair he made that because people were barely using antidote and when they did they were not doing good with it.

    it was kinda rude but honestly so many people are refusing to learn it that i found the post funny.

  • I highly doubt the devs will change solo and swf separately

    best we can hope for is good match matching.

    Also imo as long as you pipped you did well and it's kinda easy to do so as survivor if you know what your doing.

    1. demo, how can you not love him when your not doing awful.
    2. blight, i don't try to win i just play him to have fun makes him less frustrating.
    3. plague, she disables soooo much on the survivor side and fl users being sick makes them super easy to avoid. if you use blood echo on her survivors cleanse more and if they don't you get back to back chases with survivors being injured and exhausted.
    4. wraith, put on windstorm and knowing how to use his speed boost at loops and in the open makes playing him really fun.
    5. Oni, he is pretty fun would be higher if i didn't have to deal with console controls.

    my #1 main is hag but i don't play her to have fun she is satisfying and frustrating yet i play her the most, wouldn't say it's fun more like i play her constantly to not get worse at her and because she is the killer im strongest with.

  • I main Hag, plague, and demo

    your right about hag with flashlights but VERY sadly that was changed she can now be blinded.

    i play plague and love using blood echo on her she is the killer that just says no to a lot of perks and items, specifically;

    • any healing is almost worthless against a plague as well as a few other perks one of which is iron will.
    • with blood echo you can negate exhaustion perks chase to chase unless they heal then you just spray and pray
    • flashlights don't work well against her as the only way your getting close to a plague without them knowing is being healthy which means your giving her CP, also blinding at pallets while your sick is not that effective as your super easy to track especially if your also injured.

    As for demo i just the roar and his power is satisfying and actually good if you land a large majority of your shreds otherwise it's meh.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1958604#Comment_1958604

    Saying to "not take them seriously" is an attitude perspective, it does not make the data FALSE. It means it is going to variance based on things like suicide on hook.

    It does NOT affect things like full escapes at 0K - which the metric of determining if a Killer is not viable.

    You keep trying to use whataboutism that does not address that underlying point:

    ALL KILLERS ACHIEVE 4Ks AT RED RANKS THEREFORE MAKING THEM VIABLE KILLERS.

    You have yet to disprove THAT statement.

    dude im done with you

    "all killers can 4k"

    lets ignore what survivors you got, if it was a swf, what map you got, what happened in the game, and if it was because of luck like getting them all downed one by a single chainsaw sweep as leatherface.

    hey you know what your right! because i have an alt account at RANK 20 even tho i have over 2k hours and i can completely wipe out all survivors as any killer. in case you also can't read sarcasm skill is a thing.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1958568#Comment_1958568

    You. Have. Not. Proven. ANYTHING.

    Jesus, you are the stereotypical pigeon that craps on the chess board and struts around clucking like you've won.

    I produced statistics proving that all Killers outside of Nurse have a MINIMUM Kill rate of 60%+ and it only goes up from there. That's pure viability, EVEN AT RED RANKS.

    You have not produced or cited a single piece of evidence to disprove that. Not one. Not even a little bit. That is NOT a strawman. At all. Statistical data is as far from a strawman as you can get. It's hard data.

    also the devs LITERALLY SAID DON'T TAKE THE STATS SERIOUSLY

    if the devs are saying they are not reliable then YOU CAN"T SAY ANYTHING AS THEM BEING PROOF

    so find a new point because the devs themselves said not to use these to be used on anything about balance. the one and only thing they show is the popularity of killers and that freddy is over performing due to high super high kill rate ( it thought it was like 9% but it's still average) AND popularity and when looking at someone like huntress with a high popularity you see she has a really low kill rate but that is the opposite with freddy and when using LOGIC you can see that it is because of freddys super simple and strong power that even mediocre players can use effectively.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1958568#Comment_1958568

    You. Have. Not. Proven. ANYTHING.

    Jesus, you are the stereotypical pigeon that craps on the chess board and struts around clucking like you've won.

    I produced statistics proving that all Killers outside of Nurse have a MINIMUM Kill rate of 60%+ and it only goes up from there. That's pure viability, EVEN AT RED RANKS.

    You have not produced or cited a single piece of evidence to disprove that. Not one. Not even a little bit. That is NOT a strawman. At all. Statistical data is as far from a strawman as you can get. It's hard data.

    cool your just gunna strawman and cling to stats harder than almo

    i already explained why kill rates are around 60% but apparently you lack the capacity to see beyond anything in pure numbers or maybe you just can't understand simple logic.

    you want to base stats as the absolute hierarchy of evidence? this is how you sound "Current object of obsession is SUPER BAD just look at it's STATS almost all players die with it and it's hardly used obviously this perk needs a buff or at the very least it's fine as it is".

    that is the logic the devs used before the announced OoO potential changes they literally said the perk was in a good place in a stream without using logic much like your doing.

    what matters is the logic to why things are as they are and if you don't understand then i can't help you.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1958483#Comment_1958483

    You gave examples of why stats might skew ONE Killer to be off from another and to create a disparity.

    You have NOT produced an argument to prove that ANY Killer is not viable.

    You haven't either and if anything i have more reasoning then you do to show most killers are not viable.

    if your gunna strawman you clearly lost this argument and have nothing to prove me wrong and yes this response was a strawman.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1958376#Comment_1958376

    What does ANY of that have to do with a viability of a Killer and the point I am making?

    your point is all killers are viable and you used stats as proof i disproved that by explaining why stats are meaningless and the reason why they are is just fact.

    literally the ONLY argument for all killers are viable you had is stats and it's just not true even the devs said don't take the stats seriously and all they really show is freddy being too good and too easy to play that's it.

    you have no argument here

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1957548#Comment_1957548

    How you possibly look at data that shows Killers overwhelmingly have a 65-70% kill rate and claim they are not all viable. The only outlier is Nurse.

    because that is what is expected

    losing games often are from 0-2 kills and winning games are from 3-4

    that will obviously bump up the numbers especially since it is rare to have no kills if you know what you are doing.

    nurse is such an outliner because their are so few people good at her that she doesn't have many winning games and losses as her are commonly 0 kills.

    also these stats INCLUDE solo que and that is not the standard of power level for survivors it's swf and it's like this BECAUSE swf is so common.

    if we only had stats for swf which the devs will never release the kill rates would be much lower.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956375#Comment_1956375

    Wrong on GF. He can expose all four survivors at once.

    he can but that also means 4 different survivors that can reveal you and that is extraordinary unlikely

    even if that does happen it's the survivors fault that they were all together like that which you shouldn't even do until 1-2 gens and they didn't reveal him.

  • ah yes lets put combine ALL the stats for killers regardless of rank(rank means nothing), skill, what players the killer faced, and the fact that having a high play count as a skillful killer makes you kill rates lower.

    you are obviously new and much like the devs rely too much on stats.

    THE DEVS EVEN SAID DON"T USE THIS FOR BALANCE BTW because going by this obviously pig is the one of the best killer in the game and nurse sucks.

  • It's useless against swf and against solo's it's ONLY deadly when the killer is mass slugging.

    I think the perk needs an extra effect on hit i think it also applying oblivious with basic attacks for a short duration say 20-30 seconds would make this perk a lot better.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956700#Comment_1956700

    None of this post refutes anything I've said.

    My point remains:

    Current data proves all Killers are viable.

    current data is unreliable

    so your "point" is invalid

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956647#Comment_1956647

    It's literally a means of showing who is viable and who isn't. Since every Killer has recorded data of 4Ks against all red rank 1 Survivors, that's empirical proof all killers are viable.

    It doesn't get more meaningful than that.

    red ranks mean nothing you can get their easily as a swf from r20 my brother did with me.

    stats don't show the skills of players neither does rank and with it being so easy to reach red ranks the only way to know if a survivor is good is by seeing them play in game not from meaningless end game stats.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956640#Comment_1956640

    It is true. Every Killer in the game has recorded wins of 4Ks against SWF teams. Not every Killer has the same success record, though.

    that means nothing

  • What i learn about this person from their posts

    • New or simply not good
    • no sense of balance
    • Most likely toxic

    could also be just a classic troll

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956466#Comment_1956466

    It's not salt, but your statement implies a disparity when there is none.

    https://us.v-cdn.net/6030815/uploads/YV5UMSVTQF6R/disconnect01.gif

    Every killer is viable. But not every killer is as good as the next. Some are clearly easier to play than others.

    that simply not true viable means you can deal with an average swf not the full meta 2k+ hour for all 4 members but just every survivor is at least decent and honestly that is enough to beat a lot of killers as long as they have proper prioritise aka 1-2 always on gens.

  • I hate those types of survivors makes players want to shift away from any non viable killer even more

    like i be playing pig and get a swf and they gen rush and t bag it's like no [BAD WORD] of course your going to win you would have to royally mess up not to.

  • It is my MOST hated map even more so than haddonfield it just sucks to get as either role.

    Like unless you are a blendette have you EVER said "Yes lets go! we got swamp" because i always feel dread when i get a swamp map.

  • If your invested in a game of course you would want to talk about it and with a game as unbalanced as this you want to discuss balance issues. the thing is most players who get onto the forums have played the game for awhile and have seen that the game is survivor sided at least when an swf is involved which is very common.

    New players don't often go onto the forums im not saying they don't but it's not as common as older players using forums, that is why you often see "nerf x" or "x is too strong" where x is something killer related but widely accepted as balanced like bbq and of course it x can be something survivor related but a lot of the time it is an actual issue like DS or OoO.

    Now the outsiders that don't really follow this are forum trolls who try to piss players off and start arguments, new players who don't have a sense of balance, as well as the biased players who don't see what is wrong with the side they play on and only focus on the broken or situationally unfair aspects the other side has. These people can be vets who simply don't have a good grasp on balance but it's not like what a biased player says is OP can't be OP however the subject at hand is either just strong but fair or obviously OP like DS.

  • lol that's kinda why i keep going back to playing survivor this patch despite how irritating the desync is, it's also a good time to just rush through your survivor challenges while also getting decent bp if you use an event offering.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1953693#Comment_1953693

    A SWF is not automatically stronger than killer, that is a myth killers spread around.

    I saw the stats and SWF was barely better than solo. Solo sucks because of balance changes over time making killers too overpowered. Undying tilted the game very massively in the favor making it impossible to cleanse Ruin. DS doesn't win a game by having it equipped, but Undying did. It still can actually. A second chance to a very powerful perk.

    The goal is to improve the fun for everyone.

    Cooperation is extremely powerful and stats are pretty unreliable as it doesn't tell what happens in those games that lead to the result of the end stats.

    like take every info perk in the game that can basically be replicated through communication then add another perk called "Constant team info" where you know what your team needs, wants, and is doing.

    oh and obviously lets not forget that you can preset who you play with so you don't have to deal with bad teammates and also know what each of those other players are running AND you don't need to run any healing since your team can take care of that extremely easily since you all basically are running super bond.

    As for proof just go look at dbd hosted tournaments only two killers reliably deal with high end swf and even then they can lose.

  • How tf did this troll get any upvotes cmon guys we all know survivors have received a ton of nerfs because they are needed.

    Take the nerfs like just go look at what was nerfed im sorry but most of it is nerfs to OP things like pallet vacuums, insta heals/repairs, BS window vaults, gen time, and of course extremely broken perks like old DS and MoM.

  • Obviously how games are played in a springwood map will be played different then a normal map like farm or junkyard.

    That applies to most if not all maps and some like haddonfield are nearly impossible to win if the survivors know what they are doing and your not playing a good killer.

    Some killers are also greatly hindered or assisted depending on the maps like ranged killers will suck in indoor maps meanwhile as a hag you will dominate.

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