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AChaoticKiller

AChaoticKiller

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AChaoticKiller
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  • people who DC when getting mori'd are so dumb IMO, like you're leaving the game one way or the other just get mori'd and take your bp.

  • @Aven_Fallen said:

    If you were Red Rank long ago, you should not have a problem being in Red Ranks currently. It just became easier for Killer, so if you were in Red Ranks months or years ago, you will most likely do fine now as well.

    This is soooo true, i was raised in the times of hell for killers and quickly got put in red ranks due to the piping system being about blood points earned.

    the difficulty didn't discourage me and i kept playing so nowadays i mostly 3k or 4k even with killers i rarely play. I will still lose against a good team tho unless i'm playing a killer i'm good with and even then i will lose if that team is a meta swf only trying to win by escaping. that's just how the game is.

    Still in a way better state than it's ever been in as you can do ok with bad killers and that was rarely the case back then.

  • when i first read this i had a stroke but after rereading it i now understand and the stroke has resolved.

    I think the lightburn mechanic is a good one and not to prevalent that it's a problem unless all survivors bring a FL.

    trapper was a special case since that mechanic destroyed him by denying his power, wraith and hag don't have that problem since they can use their power whenever unlike trapper who has to collect his power.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750374#Comment_1750374

    Pig needs a nerf then, if it is too ez to secure kills.

    Why are you saying Twins needs a buff when nobody has practiced with them yet? That's why killers are way too overpowered because they are balanced around first couple of days of exposure. BTW, every twitch video I watched, the twins was mowing all the survivors down with no effort.

    i used the twins to prove a point, that even the worst killer could have a higher than average kill rate if they can secure kills. Also current twins have a counter that is so easy that it shows a lack of experience can make killers appear good, all you have to do is hide in a locker when victor is near and they can't do anything and most gens are near lockers. it doesn't take a week to know a killer is bad, go read the feedback and you can see all the problems with the twins even the point where their power can be taken away. Blight was a weird killer that has a high skill ceiling so it took players awhile to see his potential but that is NOT the case with the twins, their power is simple in every way other than the effect of victor being on you which isn't even that bad as you might as well keep him on you to turn the killer into a basic M1 killer without a power.

    also pig doesn't need a nerf, her RBT are rng they just allow her to tunnel and keep a survivor in a trial, that doesn't mean she is strong it just means the survivor can't escape even if they loop and destroy her for the majority of the game. does that need to be nerfed? not really imo as it's no different than LF securing a kill using his chainsaw to prevent saves who ironically is also above 70% kill rate with pig.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750380#Comment_1750380

    https://forum.deadbydaylight.com/en/discussion/comment/1750378#Comment_1750378

    my defence i woke up 10 minutes before writing that and was already mid-way through doing some law work, sorry man

    it's cool, i'm the same way sometimes when i'm tired.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750264#Comment_1750264

    Lucky you. As a fellow European I can confirm these issues are happening in Europe. Clearly they're not happening in NA, and that's amazing, but it doesn't make OPs experience less valid because you're lucky enough to not experience these servers deciding to play Sudoku.

    i wasn't trying to say it's not a problem i was just sharing that it's not a global thing.

    Of course it should be fixed as you guys have no control over that.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750363#Comment_1750363

    Those are still kills, it doesn't matter how they do it. It would be like saying a bubba getting a kill with his saw doesn't count because he used his power.

    But even Nurse, one of the hardest killers to do well with, still has a killrate very close to 50%, only very slightly less. On average, with the hatch, she still has less than 50% chance of the gates opening. That is really not good.

    dude because of how easy it is for pig to secure kills OFC its going to increase her kill rate.

    that kill rate can't show how good pig actually is because she is pretty meh, i don't think she is worse than trapper but she is at the bottom in terms of viability.

    take the twins they suck and everyone agrees, now imagine if victor actually completely stopped a survivor from escaping and you could easily secure a kill that way. it's going to the affect the kill rate dramatically that is what is happening with pig.

    stop using the kill rates to justify a point as even the devs themselfs have said not to draw conclusions from the stats as they are flawed and don't show how good a killers is because various things can affect the stats. Pigs RBT are one of those things so the kill rates doesn't show how good she actually is.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1749961#Comment_1749961

    Kill rates are more important than you realize. It means on average, average Pigs beats average Survivors. And red ranks is where everyone has experience. You would think red ranks would be closer to 50% and the lower ranks having a higher killrate but it is the opposite. This tells me killer is a lot easier once you get a little experience. What everyone forgets is how the hatch actually increases the survival rate more than what it is, which means if the killrate is actually 75% for example, it means the chance of opening the gate is actually much less than 25% because the hatch has shifted the stats. On average, Freddy practically never has the door to open with him and Pig and Clown is not far behind him.

    don't let stats cloud your judgement and if that's the case literally every killer above clown who is near the bottom btw has too high of a kill rate.

    i already explained why pigs kill rate is high it's because she can secure kills easier however that doesn't mean she wins games. a pig can get stomped and still get two kills at the end because she has one survivor stuck in the trial with a RBT. there are always exceptions to these things like nurse actually being the best despite her low kill rate, its basically the opposite with pig.

  • not in europe so i can't speak for you but in the US where i am the servers haven't had any issues. most of the time they are actaully better than post dedicated servers.

  • it's only a problem because it's active as your repair gens, everything else is pretty much fine.

    the devs should deactivate the perk when you spend more than like 3 seconds total repairing that would fix a lot of situations where this perk is unfair.

  • @dugman said:

    Anybody claiming Pig is the weakest killer needs to follow up by explaining why she has the fourth highest kill rates among red rank killers. Obviously kill rates aren’t the only way to measure effectiveness (e.g. Nurse has a low kill rate because of her extremely steep learning curve but has a very high potential) but they also aren’t meaningless in that a very high kill rate is difficult to rationalize if a killer is “weak”. What objective evidence do you actually have that Pig is the weakest killer because the circumstantial statistical evidence in the data contradicts that.

    p.S. She was second highest on the All Ranks killer chart for reference. Which could indicate she is particularly strong against average opponents compared to higher rank opponents who are more situationally aware of stealth killers and possibly less intimidated by the traps.

    https://us.v-cdn.net/6030815/uploads/0UL157TTWQNC/bildschirmfoto-2020-10-22-um-13-30-19.png

    she can secure kills easier with her RBT's while still being able to go after others after gates are powered. it just brings the average kills she gets closer to 1-2 from a lost game than 0-2. take a look at clowns stats he averages around 65% and is considered the worst in the game if you gave him just 1 kill more on lost games his kill rate will go up.

    she also has the most broken addon combo in the game for killing survivors, extra box + tampered timer makes it so you have 25 seconds to get to and search a box or you fall behind on time. if you fail the first 3-4 boxes you dead or if you get slowed down by the pig herself. it's of course RNG but the chances of just 1 of your RBT's being unlucky for a survivor is just as high as it not being unlucky.

    when i got my pig to p3 i played her a lot since she is actually fun and i noticed that it is incredibly easy to almost always secure 1 kill by saving a RBT for the last gen. I could just put that RBT on a survivor than hook them so they are on 2nd hook, go after someone else on 2nd hook to kill them, than find my RBT survivor and kill them. if that didn't happen i still usually got 1 kill for another reason but its not hard to kill 1 survivor as pig even on a lost game.

  • @Sluzzy said:

    Both Clown and Pig are as good as the player. Neither needs buffed. Their killrates are way too high already.

    kill rates are not something good to go off of and on average killers should get 65% since when killers win they get 3-4 kills and when they lose they usually get 0-2 kills. that shifts the data above 50% and for killers that have low kill rates its because they take more skill and the bad players shift the data down.

    Pig has a high kill rate because she can secure kills easier than any other killer since a survivor with a RBT can't escape through the gates so she can average 1-2 kills on a lost game way more often than other killers which is why she has a higher kill rate. she also has a addon combo that makes it so you will die if you don't get the RBT off in the first 3-4 boxes. you can also force a survivor to die from a RBT but it throws the game against good survivors assuming your not running her broken addon combo, it's like a more active version of camping that takes longer.

    that doesn't mean pig is good it just means she has a broken addon combo and can secure at least 1 kill easier than other killers so her kill rate is naturally higher.

    As for clown he is bad lol he is literally a deathslinger that can be played against safer than normal.

  • @[Deleted User] said:

    Meanwhile Huntress takes only one hatchet from the locker and somehow it divides into five.

    she has mastered shadow clone ninjutsu, she just can't use it on herself.

  • it should just get reworked, even at full power it's not worth using compared to what's available. I actually have a idea for this perk.

    Fire up: Whenever a generator is repaired gain a token. When starting a chase you move 1%/2%/3% faster for each token for 3 seconds. Fire up has a cooldown of 30 seconds.

    that would actually do something and become better as the match goes on, the cooldown is so it doesn't trigger as your in a chase already and it wouldn't be too noticeable.

  • the effect by itself isn't that bad for taking away the killers power, i feel like it should down you after X amount of time when affected by it like a stronger deep wounds.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1748000#Comment_1748000

    This. There is no power role.

    @OldHunterLight almost every player always runs add-ons as killer; Otz's streaks involve playing killers with no add-ons. Yes, there is an argument to be heard that he's a 8k hour killer main, etc, etc, but the fact is that if at the top level of play someone can get 50 wins in a row with no add-ons to make up for the weaknesses in a killer's power, the game's probably a lot more balanced than many of us perceive.

    Edit: sorry oldhunter, I think I misunderstood your intiial argument, my mistake. But it more or less responds to OP anyway.

    that is in public lobbies where it's very rare to see a swf simply rushing gens and coordinating to the fullest with meta while disregarding blood points or pips. It's well known that rank doesn't equal skill but rather just how well you know how to pip and it shows that you at least know the mechanics against most of the killers.

    put him against survivors with equal skill to him which would be the best while they swf and do what i described above. There is very little he can do to win unless he plays high mobility killers or ones that dominate like nurse and spirit and even then against these types of survivors who can play extremely safe he will have a very hard time because they can afford to waste pallets and such since the other survivors are split up doing the gens that will end the game faster. no killer can be at multiple places to stop gens simultaneously not even the twins as only one of them can be controlled.

    Also in terms of a power role the killer fits as the killer has the most control in terms of 1v1, all the survivor can do is run the other way and around objects but the killer decides how it's done. in a 4v1 aspect and when the survivor is presented a escape option the killer is weaker but it is still the power role as it has the most influence in the match.

  • i look back to those days and wonder how the hell i did so well as a killer and remember back then it was ridiculously easy to reach red ranks as killer so only 3 months in and i was in red/purple ranks. I can still remember all the complaints on steam forums about how BS it was that the killer could hit you and you stun them after vacuums where removed and how unfair it was that survivors couldn't fast vault as easily to abuse loops like cow tree and shack.

    @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/205827/if-current-dbd-had-old-dbd-pallet-amounts-and-jungle-gyms-the-game-would-be-unplayable

    I have to commend the long term survivors who just dealt with these changes and adapted. Any time there's a killer nerf you'd think its the end of the world on these forums but the majority of survivors nerfs are just met with a bit of complaining before they just adapt.

    Though I think in part thats due to the fact that many long term survivors knew full well that the game was absolutely broken when the survivor knew when to loop, when to do gens, when to go for unhooks.

    Remember the healing speed nerf? Survivors just stopped healing. Pallet amounts have been reduced pretty significantly, maps have been shrunk and killer animations massively sped up but unless you have a meghead dropping all your pallets first loop early in the game a good team can still have a ton left over at endgame.

    This isn't me talking trash about either side, just thinking out loud.

    I wish killers (talking about the actual killers not killer players) could adapt in the same way but the problem is that outside of higher tier killer like Nurse, Blight, (Old) Billy, Huntress and a few others they're massively limited by the constraints of their power. Like Wraith, not much you can do with him to increase his viability outside of hit and run slowing down builds. His windstorm doesnt really have that much utility outside of short loops.

    There isn't much we can do to adapt as killers since we have been playing at our best to deal with the how survivor sided this game is. in other words we have always been doing what we can and after every survivor nerf it just eased up on what we could try and get away with but the optimal thing to do has never truly changed.

    As for your wish it has slowly been getting granted in the form of reworks and buffs. clown is the best example right now as he is getting buffed/reworked and killers will have to adjust their play style to utilize the change. Leatherface was also outdated and weak and they went full death in the open on him and his power is useable in a lot of loops to force the pallet down. some other killers like billy and nurse(unfair changes if you ask me mainly their addons) simply got a limitation and an addon rework as they were already good enough and were just outdated.

  • @Kadajacs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1746043#Comment_1746043

    How I see it is that if a survivor is remaining slugged long enough for the killer to win a chase with another survivor and hook them, they should be fair game for another hooking. There are 2 very simple counters for a killer doing this. The first survivor can either use Unbreakable, or get picked up by other players.

    As it stands now DS punishes killers that are just doing well almost as much as those that are legit tunnelling. Survivors abuse this to do objectives right in front of the killer knowing that there is no consequence for doing so.

    then you should address what they are abusing which is using it to get free progress on gens, not to deactivate it in a way that makes snowballing unstoppable once you get it going.

    it's also not uncommon for you to get downed and then your savior quickly after, not all players are super coordinated swf's not even actual swf's they won't always be able to get you before the killer hooks your savior or whoever else then goes back for you.

    DS deactivates when you spend more than a total of 3 seconds repairing any generator, that would fix that WAY better than having it deactivate from someone else getting hooked which is something you have no control over.

  • i can hit it every time as long as i expect it so unless it's the first time in a match I don't fail it.

    however impossible skill check doc is another thing i almost always miss those. My best moment in a game against that was getting a reverse unnerving overcharge doc skill check when i wasn't ready. I freaking dropped my drink that i just picked up and hit the button on my controller to hit the skill check and i got it.

    100% worth playing the rest of the match with coffee soaked pants XD

  • @corrupted1 said:

    DS is fine as is it doesn't need a Nerf again or a buff😖. People just need to stop complaining about DS and play better it's not that hard just eat DS early or just down them for a bit then grab them.

    in regards to its interaction with the killer it is fine but DS allows for free progress on gens which is one of the main problems with it.

    if the only change to DS was it being deactivated after being on a gen for more than 3 seconds it would make this perk way more fair.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1746008#Comment_1746008

    Don't you worry, we are no God to foresee all angles. What matters the most is that you're willing to do it, and it's a good attitude in life to try to look from diferent angles the same situation. That's why I complimented you, because it's truly nice and the world needs more people who are willing to open their minds to another things they might have omitted due to the fact that we are humans.

    As for the points, you have great arguments. My way to make DS better is the next one "when a survivor performs an action such as cleanse, repair, enter a locker or if he's fully healed, the timer goes 2x faster"

    As for the progression of the gen, your idea is not bad, perhaps giving the survivor 3 seconds of "grace", of course that might be abusable still but at least it will be less abusable.

    yeah it wouldn't hurt to increase it to 3 seconds as it's unlikely they can finish a gen and still have DS active.

    that idea is interesting, it does fix things that DS users abuse to an extent. the thing that worries me with that idea is that the killer can go after survivors easier because going into a locker won't be viable, i also don't think a survivor should be able to get significant progress on a generator with DS as the situation where they finish it in your face will remain.

    definitely better than current DS but i would exclude being in lockers, cleansing, and maybe even being fully healed because of insta downs.

  • @IshinSolarc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1745906#Comment_1745906

    while that's good on the killer for being able to produce that much pressure they shouldn't be rewarded for it by allowing them to apply even MORE pressure with another hook.

    I disagree. Do you believe that DS should be an anti-momentum perk? Because that is what you are saying. Survivors making 3 mistakes and still getting away with it is fair then? Players who play bad should be punished for playing bad, that's why DS is a problem right now, there's no downside from using it and it's reliable, but also makes good killers lose momentum even if the survivor made stupid plays.

    yes i do think it should be at least for previously hooked survivors as a killer can simply slug a unhooked survivor and hook another survivor before going back to the one they slugged, i do it ALL THE TIME.

    there is nothing stopping the killer from snowballing until they win it's not hard to do when nothing stops you from doing so. (hook a survivor, down a survivor shortly after and hook them after the other is saved, tunnel the unhooked survivor and hook them again.)

    that simply provides too much counter play in too many situations as DS would be too easy to deactivate, use your brain.

  • @Saitamfed said:

    I think you have readed many DS post and considered many things... and I can say. Amazing. I haven't seen many people who consider the "what if" and you did.

    I know it's almost impossible to consider all points since other person might have foreseen something that you didn't.

    I am going to put others "what if" with your current DS.

    What if... The killer tunnels X survivor when he's off hook, now said killer fears DS so he won't pick you up and proceed to chase someone else, when he proceed to do it, the survivor Y proceed to heal the survivor X, when the survivor Y is finishing the healing of survivor X, the killers come back, since survivor Y doesn't know that survivor X has DS finish healing him, survivor X start running away, but since he's not too far already from the killer, he is unable to last even 10 secs?

    What if.... I am a ghostface that is tunneling you, you start fixing a generator since the unhooker decided not to heal you, and I decide to either grab you or hit you?

    Thank you, I try to look at things from all angles but i do miss things sometimes and i guess i didn't explain the reasoning behind DS being deactivated after recovering from the dying state.

    The reason i think this should be a thing is because of the various ways you can get picked up with either team work or perks. if someone picks you up after you got hooked the best play is for them to take a hit, they also shouldn't have picked you up in the killers TR unless the killer is after someone else. I also don't think it's fair that you can get downed twice and still have DS, in fact most of the time DS is deactivated by then so there will be few situations where this will happen. This is also to mainly address unbreakable and soul guard, if you get downed and recover using these perks the killer can't benefit even if they down you right after as DS is still active. This simply makes doing such plays require more skill and situational awareness.

    As for your second point this is what the perk addresses as you can no longer have safe/free progress on a gen. During this time if you have no way to heal there are a few things you can do besides working on a gen. you can go cleanse totems to stop noed and look for the potential hex's that might be in your trial, you can find another survivor to heal you or save a survivor and go heal each other, you can go loot chests for a medkit or any other useful items, or even try to force the killer to take DS by being a nuisance however that is very risky. A big thing i see DS users do is right after they get unhooked both that survivor and the savior go and try to rush the nearest gen before healing, at the very least they now have to heal first which buys time for the killer and makes it so the killer can stop the gen those survivors work on and still benefit no matter which survivor the killer caught. A DS user can also no longer do a gen right in the killer's face without worry because they are protected by DS so this makes killers have more control over gens.

  • doesn't work, the killer can simply exploit the chase mechanic so the chase doesn't happen as they follow you. This is what old legion did and if the timer is reduced it will allow the killer to tunnel/kill faster and if the pause in chase stays it is a buff to a already strong perk.

    all your deactivation conditions provide too many situations where the killer can tunnel for playing well. while that's good on the killer for being able to produce that much pressure they shouldn't be rewarded for it by allowing them to apply even MORE pressure with another hook. Also i don't think DS should be deactivated for trying to open the gates or if a survivor with active DS goes for a save because there are a lot of situations where a survivor is forced to do that or the team loses and he shouldn't be punished for that.

  • @Funkerlied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1738770#Comment_1738770

    So, you're saying that it's 100% okay to be an invincible distraction for 60 seconds and then hop in a locker when you know your #########? Perks are suppose to make the game feel flexible and tailor the game the way you like to play, not end up being band-aids and crutches to poor mechanics. DS is good when it's used in your far-fetched utopian way you explained, but most people abuse that you can either force DS or UB.

    shouldn't have went after them, it's a perk meant to hinder the killer if they go after you when you just got unhooked.

    either make them waste it if they are either only on 1st hook or if it's early in game or just ignore them. actually you might as well make them use it unless they are on last hook if you don't see another survivor because they are safe anyway. The only way to force DS is to go in a locker and it's not invincible without UB, if it's EGC you should have went for the savior it's extremely easy to hit them and hit them again as they are stuck in animation after unhooking a survivor.

    im done arguing on this i dont even know why you responded nothing you say will change my opinion and since you can't even provide a better change to the perk that still works to stop tunneling you have no chance to change my mind. The only thing i think this perk needs is a better timer and to deactivate if you work on a gen and maybe if you recover from the dying state to hinder UB, everything else about the perk is fine you just don't want to accept the fact that you can't tunnel as you please when this perk is used and too bad maybe don't suck to the point where you need to tunnel someone out to win.

  • @MrPeterPFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1741782#Comment_1741782

    Iron Maiden.

    Also I don’t use Victor as a long chase tool, no matter what I stay as close as possible to Victor. Also Victor’s cool down is like 5 seconds, it doesn’t matter if they kick him.

    your not always getting the hit in 15 seconds, its wishful thinking that using that perk will significantly help you much less that you will get it to activate the insta down once survivors get used to this killer.

    unless your close to the survivor in the best situation that perk does nothing because as soon as a survivor notices you switched to charlotte they go and crush victor.

    edit: also as soon as a survivor notices your still controlling victor they can just rush back into a locker XD iron maiden wont do anything simply because of that and its short duration.

  • @MrPeterPFL said:

    The twins definitely need some QoL changes but not buffs, the twins have a lot of power strategy behind them.

    People forget that Charlotte can body block, at any loop, block the door or pallet and use Victor.

    The best strategy so far that I’ve done is Gen Grabbing (ish). I run Monitor and Abuse to get as close as possible to a gen, use Victor to scout, if they’re working on a gen free injure, if not, hide Victor, Killer instinct will alert you if they come across.

    Theres so many strategies to them but you have to play differently.

    a counter to that is just running into a locker nearby, charlotte can't recover fast enough to hit you even if your next to her as long as there is something nearby so just being weird with movement and going to a locker is enough to counter Victor then you just rush out and YEET THE BABY before doing a normal chase.

  • @Zarr0ch said:

    Put this in feedback. That's why there is a feedback section.

    Also, Its on the PTB....for testing! So, provide feedback to the correct channels

    i created a post in ptb feedback, i can't or at least couldn't figure out how to move this to feedback. mods can and that's why i tagged a mod previously.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1741697#Comment_1741697

    I'm pretty sure at the top of the page where the link for the PTB. Use the like and it should take you to another list of links. One of them says "how to give feedback" and it will take you to the page where feedback is given. I hope that helps.

    I know where the feedback page is i just want to have the thread moved there.

    edit: never mind i'll just recreate the post there, spread the awareness.

  • @dspaceman20 said:

    Please put all of this towards the feedback section of the PTB so that the devs get the information.

    sure how do i do that? Actually if a mod see's this can you guys do it? @MandyTalk

  • @KateDunson said:

    I think you are not using her in the right way, dont use your power when they are healty, is a slugging killer, when at least 3 ppl are injured go and down all of them, and if one guy decide to keep victor, go for the others, he cant do gens and game becomes 3v1

    This was addressing the other issues, im aware that Victor is good at that but the main concern is having him disabled because a survivor decided to have him as a friend. it is not worth basically not having a power to disable one survivor.

    Also there are a lot of QOL things that should be given to this killer, you can't deny that it feels very inconvenient switching between the two killers especially if Victor is not in you.

    that's why i said the killer concept is good it just needs improvement as there are oversights and things that make the killer too weak like you can simply stop the killer from having a slug fest by going into a locker.

  • @bullywully83 said:

    i thought the killer could see your aura when you have baby attached to you?

    it might be a bug but so far you don't see who Victor is on.

    even it does show the killer instinct effect i think they should reveal the aura of whoever victor is attached too.

  • you can't use any stats you get from games because red ranks are easy to hit so the amount of average players you get mess up stats that can be used to represent games because 1 bad player drags the rest with them. just look at the killer stats the devs released they themselves are flawed because killers in a lost game usually can get 1 kill and in games they win they get at least 3 kills with few games where they get 2 kills which brings the kill ratio up to around 65% which is what we saw the majority of killers had.

    when talking about balance you need to hypothesize and refer to how games usually play out to a reasonable degree. example, against a good swf trapper will get destroyed due to his traps getting disarmed or called out and since he lacks any other power to stop the survivors they will simply gen rush and win. of course something can happen to change the outcome of that but in the majority of cases that is what happens.

    now do that and assume its a swf that know how to play well against every killer and the only killers you get that can defy that logic is nurse and spirit. all other killers can be played around or have enough of their time wasted for a good swf to rush gens and win meanwhile its at least a 50/50 against a good spirit at interactions or against a good nurse you will just go down unless you get lucky with some LOS but even then you will just last an average amount of time. those are the only killers that can be used as a example of this game being killer sided yet because of the nature of this game and the amount of other killers you could play as it doesn't even make sense to say this game is killer sided.

    yes there are outliers to that way of thinking but logically speaking about the how the majority of games play out we can safely assume that this game isn't killer sided.

  • I already want to try flip flop, unbreakable, tenacity, and power struggle.

  • @Funkerlied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1736235#Comment_1736235

    Pretty hard not to tunnel when rat ass survivors like to force DS. I agree with the post, you shouldn't be invulnerable to another hooking because you happen to spend $5 and pump blood points into Laurie.

    that's what perks do, deal with it and dont tunnel. Like it's doing what it's supposed to do which is halt momentum if the killer tries to cut corners and kill someone early. If you want to complain provide a better solution that still does what current DS does and before you comment no lockers are fine get good.

    if a survivor is trying to force it it is very easy to just ignore them. Don't act like they can't be caught off guard or they always have some way to avoid you punishing them, even with unbreakable if you downed them say 40 seconds after they got unhooked waiting 20 or so seconds isn't hard and no im not saying that DS+UB is fine just DS by itself.

  • For me it used to be Hag which is why i main her, nowadays it's ghostface and myers in EW1 because you get the "OH SH*T" moments when they sneak up on you.

    Glad to know my main still scares people, makes playing her more fun.

  • So far a lot of huntress and deathslinger which is funny since i play on console yet my aim with them recently has been phenomenal.

  • play freddy with full slowdown perks and addons

    might make the survivors fall asleep IRL for some free kills!

  • if they did that the meta would be even more used especially for killers because of how easy it would be to get all the perks. I know that i for one can easily grind 20 levels a day (around 35k bp per level) after level 50 or roughly 700k to 1 million BP by playing for a few hours especially if i am also doing the challenges and assuming im playing killer which i is what i usually do.

  • No i'm just good enough to not need to tunnel and know when taking a DS stun is appropriate so i don't deal with it later.

    The only thing people should be complaining about DS is its combination with unbreakable and just going to a gen. it is the ONLY perk that prevents the killer from rehooking you right away and i guarantee you that if another DS style perk was introduced baby killers would complain about it.

    edit: for baby killers im simply referring to all other killer mains who act like this perk is the bain of their existence. good killers dont need to tunnel, a simple slug as you pass by them is all it takes to apply more pressure and if they have UB great you were ignoring them anyway and now the perk is used and at worst another survivor had to go to them to pick them up to save UB.

  • @batax90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1736235#Comment_1736235

    I can agree with your take on hand on and DH but DS is not fine. The guy with DS can do a gen in the face of the killer without a care in the world because if he get grab he will DS if he is slug he will just UB and continue the gen. When the gate are open its a free escape. The killer can down and hook 1 or 2 survivor and when the third survivor get down he can still have DS. So no DS is not fine because its not an anti tunneling perk but more of a 1 minute invincibility after each hook perk and just having 1 person in the lobby with DS the killer need to play around 4 DS.

    Yes it is not fine with UB i said that however there is counter play to the perk which is slugging or waiting for the timer to end before going after that person(not including UB because its well known to be a busted combo). As for the situation of a DS user getting out by gates that is your fault for not hooking them far enough and hitting and downing whoever saved them, there are times where 3 survivors are at the hook and are body blocking but that is also partially your fault for having that many uninjured survivors alive at the end to do that.

    also this is the only perk that stops killers from hooking a survivor right away, that is technically a minute of invincibility. No matter what we do to the perk as long as it works like that it is true and that's fine if you would just not tunnel. Is there situations where a DS user will escape because they simply have the perk yes, that's why you go for others instead of prioritizing them.

    its honestly not hard to avoid DS or make them waste it early in the game, i do it literally all the time. Get good and while sometimes you will get a team that gen rushes and makes winning impossible that's just how this game is. IF you want to use the argument that taking a DS stun waste so much time that it costs you the game that's the games fault for not addressing early gen pressure which is currently the main problem with gens getting done too fast and why it's easy for coordinated teams using meta to win.

    DS is fine, if any nerf should happen to it simply deactivating it when someone gets on a gen is enough to balance it but all its other mechanics are balanced because it does what its meant to which is punishing the killer for going after you after you have been unhooked for a short duration.

  • I doubt this game will ever fully die off simply because it is THE GAME of horror icons

    at worst it will hover around a few thousand players but it wont ever fully die

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1736235#Comment_1736235

    I regularly get hit by DS when I've hooked 1 or 2 survivors since that survivor was last hooked. It's not an anti tunnel perk. Its an anti momentum perk. It punishes killers for playing too well.

    It should just not tick down if active and being chased but deactivate if healed or gens are touched.

    then slug them if you know they have been unhooked recently

    if you can't keep track of things like that your not a good killer bud

  • just break the wall jesus are you gunna complain if anything not favoring survivors gets put in? you do understand that they are also limiting the survivors escape options too with unbreakable walls right?

    also that window is a drop meaning if you break that wall ahead of time when a survivor uses that vault they will be stunned from the drop and the killer will most likely get a hit unless they run balanced landing which is fair.

    lastly as someone already pointed out that vault has been there for a long time without a faster way to go around it meaning you had to vault after the survivor, if that door provides a faster way around it actually is better for the killer in that map.

  • DS is fine just. dont. tunnel. however it is a problem when combined with unbreakable because there is no way for the killer to benefit.

    Head on is also fine, it makes it safer to hide in lockers and can be combined with other perks for a certain play style.

    Dead Hard is probably the best exhaustion perk however it can still be baited out and without a pallet or vault to get to when your about to be hit it does nothing. I would say this perk is the closest one to being OP while still being balanced, it's just good.

    also they all are being used as intended even DS, the survivor went into a locker? shouldn't have gone after them.

  • depends on the situation, it can be very rewarding if you can get 2+ hits in frenzy others wise it is just like getting a regular hit and thats assuming you never miss because missing can completely ruin your momentum.

  • when you drop a survivor it fills 33% or 25% (I forget which) of their wiggle bar, if they have a wiggle bar progressed enough you will get stunned if you drop them.

  • because it is not needed as a base kit feature, yes the perk is nice but it isn't needed at all for solo players.

    this is coming from a solo player at high rank you just need good teammates

  • @Sluzzy said:

    The problem is the competition with the overpowered killer perk meta. If you aren't using the very best survivor perks then you are at a greater disadvantage than you already are.

    not really all you need is an exhaustion perk and DS and you can run whatever else you want

    last longer in a chase and hinder tunneling that's enough for a team to win with, heals can just come from your teamates.

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