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AMOGUS

AMOGUS

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  • @th3syst3m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346929#Comment_3346929

    If it was massively survivor sided you wouldn't have killers going on 100, 200, 300,400,500+ win streaks.

    These are very specific Killers or Youtubers who main these Killers going on these streaks.

    Or specific playstyles, like Onryo's Condemned playstyle.

  • @Maypie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346564#Comment_3346564

    Well, Scourge Hook: Pain Resonance, Call of Brine, Nowhere to Hide, Eruption, and Jolt are all severely influencing the meta right now. It's a lot of gen regression that can be very hard to deal with - Scourge Hook: Pain Resonance is exceptionally difficult to deal with in SoloQ without communication.

    I hate to say that SoloQ survivors are just "bad," because I've played SoloQ for a long time and if that were the case, then that would indicate some kind of recent influx of bad/inexperienced survivor players, which I suppose is possible but why would that be the case? DBD being on game pass?

    Um, no Pain Res isn't difficult. Just look at the hook auras, you can see exactly when someone is going to be hooked.

  • @Witchubtet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347046#Comment_3347046

    They could’ve just capped it at two gens with a 15 second entity block. Give it a 60 second cooldown and suddenly I just fixed a perk.

    Or lower the amount of gens that can be erupted, or just remove it's ability to work with 1 gen left instead. 15 second entity block + 60 second cooldown is as bad as we have it now btw, you didn't "fix" it.

  • @Regulus47 said:

    Good.

    I know it sounds harsh, but there are plenty of other alternatives for slowdown if players feel like they need it. Pain res, DMS, jolt, overcharge, COB, deadlock, pop, merciless, gift of pain, plaything+pentimento, thana+dying light, even ruin is still pretty underrated when mixed with surveillance or undying. The Devs seem to finally be taking the game towards a place where gen slowdown doesn't need to rule the meta anymore, and that should be celebrated.

    Maybe we can consider tweaking E-crutch-on back to being strong in the future, but I don't blame the Devs for taking the nuclear option to ensure eruption was out of the meta, kinda like old Legion. In its place, I'd be happy if Pop was buffed a bit. For the most part, Pop was healthy, it rewarded quick hooks and not camping. Eruption rewarded camping a 3-gen and slowly whittling away at the survivors until the servers shut down.

    Pain Res and DMS? You mean, the combo that everyone complained about despite it having the "healthy counterplay" (AKA easy and consistent way to invalidate) everyone loves?

    Also, jolt and overcharge as alternatives to Eruption? Haha, that's a good joke.

    Eruption just needed it's 3 gen power and anti-solo queue stuff changed. Perk helped M1 Killers with no mobility with gen defense, it was perfectly fine otherwise.

  • @NODD3RS said:

    I love playing in soloqueue matches and the killer typing I HATE SWFS in endgame chat.

    Also whenever i play in a swf i think my teammatess will yell out bbq, or lethal, or some killer perk once, and then we talk about politics or something. Or joke around. Like idk i never sweat and my teammates dont either. I guess some of u guys think we’re terminator death squads yelling military callouts while playinf efficiently.. like no we’re not. This game takes no mechanical skill and no higher brain function. Just run to pallet and throw it. Or do sixty spins at a pallet and call it a mind game.

    Which is fine for you and your friends, but most SWFs are very casual. This is honestly expected.

    The problem isn't SWFs here, it's that solo queue has gotten much-needed buffs... but now Killer feels like constantly going up against SWF advantages. Which you technically are, basic callouts like "killer on me" are now basekit for survivor.

    Some of the biggest info droughts that balanced the game are now gone, chases now have to be ended faster because everyone knows who is getting chased, otherwise you'll lose gens much faster now. It WAS a QoL change, but it 100% buffed Survivors in the process.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340455#Comment_3340455

    QoL changes are always buffs, they're just small ones that don't actually impact much on the strength side of things. The intent and purpose of QoL changes is to make something feel nicer, smoother, or more accessible to use.

    Side note, the strongest part of SWF is knowing that your teammates aren't useless, and that can't be made basekit. All solo queue has gotten is some of the information they were lacking. I'd also say "buffing killers" is not really the right second step here, the right second step is just... balancing survivors. Reigning in generator speeds and healing speeds, most specifically.

    Obviously lots of killers do need buffs, but that's not connected to this change.

    And yet this "small change" did affect the strength of Survivor. Again, gens get done faster and QoL changes, regardless of "purpose", can be buffs. That's all there is to it.

    And to shut down that down somewhat, since it's partly correct but not fully: Even bad but not completely garbage teammates will do gens if they know who is getting chased. The strongest part of SWF is not picking teammates either, since most SWF groups aren't that good and while it's strong, it's difficult to maintain a good team consistently. The strongest part (partly because it's easy to do) is "killer on me", "i'm doing a gen, go for the save". It's very basic communication that is now basekit.

    Maybe this wasn't a 1:1 change, but it brings some very powerful communication to the table, and there is no denying this.

    And I'm sorry but nerfing speeds (especially gen speeds lmao) is also most likely never going to happen, it ruins builds and hurts solo queue. People hated gen speeds getting nerfed. And it IS connected, because buffing killers was step 2 of this own community's plan. Buff solo to SWF, then buff Killer accordingly.

  • You were tagged because you said something similar. I was responding to the both of you.

  • @jesterkind said:

    To be fair, it is a QoL change. It lessens the irritation of being down information you would otherwise have, just because you didn't queue up on comms.

    That information is going to be shared. The cat is out of the bag and there is no way to prevent it. The only choices you have are to allow some people not to have the information, thus making balancing dramatically harder because there are two radically different groups of survivors hit very differently by various changes, or making sure everyone has the information so any potential changes are received roughly equally.

    It's only a buff and not QoL if you consider the information an optional extra, not default information some people are missing.

    @Phantom_ said:

    It is a QoL improvement.

    Both sides get to have aura-reading/info perks. Survivors knowing where a pallet/window is or whether it's dropped or not doesn't change all that much for a killer. It's already on the map, the average player usually knows where on a jungle gym/TL/4-wall/z-wall a window or pallet is going to be, if it's dropped or not, as a killer you'll have to deal with it regardless of them having that info.

    QOL changes can be buffs, or end up being buffs at the same time, I have no idea why this is the new "unpopular but true" opinion.

    In my games, Survivors now consistently get more gens done than before, namely because the inefficiency solo queue teams have is gone, and 80% of the strongest parts of SWF are now basekit. Killer now needs to be buffed to compensate, otherwise tunneling and full gen slowdown will be needed. Buffing Killer after buffing solo to SWF levels was step 2 of this own community's balance plan, and I hope this community can handle that happening.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334920#Comment_3334920

    Corrupt is good, but I don't think it alone does much to offset how much potential efficiency this adds over the course of the entire game. If you're not running extreme slowdown currently, you probably have one of Corrupt or Lethal Pursuer, so I'm doubtful that adding baseline corrupt and freeing up a perk slot would make a significant difference.

    You are 100% correct, base kit corrupt ain't going to really fix the overall issue. This "QoL change" increased overall efficiency in the process. People who have more than 10 hours in DBD can take advantage of the status icons easily and just slam out gens. You no longer need to be scared of the Killer interrupting you when you see that icon, you no longer need to pay as much attention. Once you see that status showing that the Killer is chasing someone else, you know you can slam gens safely. It's free progress.

    EDIT: The times in which you'd be scared is when the Killer isn't chasing someone, since they are switching targets. But as soon as you see they are on someone else? Slam gens some more.

  • @Kaffry said:

    The solo queue buffs were a QoL change rather than a balance. It was very needed for solo survivors and SWFs aren’t really going to need it because they already have verbal communications which tells them a lot more than just generator progression.

    In the end, the HUD is just information so I think people are overreacting how much it affects their gameplay.

    Yeah, and that QoL change 100% buffed Survivors.

    I'm also not out of the loop, I know it was "much needed" according to these forums and the community... and myself. (I suppose I should have clarified that in the OP.) And yes, it DOES affect my gameplay, because now Survivors can be more efficient and know exactly when someone is getting chased, so they can safely slam gens in the meantime. A single bad chase can lose you games.

    I also don't know why you're saying "SWFs aren't really going to need it", I'm not Hyperfocused (perk pun) on SWFs like this community and do not constantly try to worry about "MUH SWF BULLY SQUADS" when asking for balance changes.

  • @HugTheHag said:

    I love the icons, but I do feel like seeing the exact generator progression might be a little overkill.

    I know it's necessary to better balance killer and survivor more easily.

    I'm just a little worried about the game becoming more sweaty if survivors become more objective-oriented and make killer buffs needed in turn to preserve killrates. If done poorly, it could lead to a situation where survivors have the potential to be very efficient, so killers are buffed on par with this potential (vs actual average level), to a point where you have to be a very good looper to have any chance at survival, which would make it hell for casuals and beginners.

    I played a little last week before the gen progression was showed, and the games already felt much better, with the time to do chests or totems without putting the team in danger, but I'd hate for it to go back to immediate post-6.1 where doing side-objectives = throwing the game.

    TBH, I think solo queue status icons was somewhat of a mistake, because now being coordinated as Survivor is easy.

    This was one of the things that was somewhat of a concern, Killer now needs Eruption and other broken stuff because the advantages of a SWF are now basekit. Meaning that every game feels like a SWF, and it's easy to ruin the Killer.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289888#Comment_3289888

    Well, I'd argue that the 12 hook thing is a strange hang up people have too. There are a lot of ways to count to 12, and the worst possible way to do it in DbD is to try and go 1-2-1-2-1-2-1-2-3-3-3-3. There's a midway point on the dial between hard tunneling at 5 gens and applying zero pressure at all.

    That hangup is probably because that's how people expect Killer players to play the game. To go for 12 hooks. No camping or tunneling, so therefore just hooks.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289965#Comment_3289965

    Should Victor applies Franklin demise?

    Should Victor applies Sloppy?

    Should Bubba applies Brutal strength with chain saw?

    Should Demo applies Brutal strength with shred?

    They could total make Pinhead summon a chain at distance to "kick" a Gen. Should that applies Brutal strength, or further more, Eruption?

    A few of these you could say "yes" to and it would be fine.

    One aspect of Knight's power is being able to kick gens specifically, in addition to kicking pallets. Gen kicking perks should work with it, especially since PWYF apparently works with the guards as well.

    Let's just be up front and truthful: You guys are just worried about Eruption working with Knight. That's the only reason you don't want this Killer buffed to work with gen kicking perks.

  • Depending on what that feedback is, it can count as crying.

    Especially if it's on easily fixable issues. Don't want to get countered by snowmen? Simply... switch killers.

  • @Pulsar said:

    I think it is fairly obvious that they at least used Spirit as a basis for the Orb.

    They definitely did, they recycled her code and the specific bugs all seem to point to this being the case, although I don't think many have connected the dots yet.

  • @Cassiopeiae said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287689#Comment_3287689

    Knight literally denies loops and can double tap survivors. All they can do is hold W.

    ... We're defending Knight now? ... Really?

    And cool, he can double tap and insta-down. Bubba, Billy, etc... all say hello.

    I suppose you could argue that Knight can force someone into getting detected by a guard or bodyblocked into getting hit by a guard... but then you could use banners if the Knight refuses to hit you, or force Knight to hit the Survivor to avoid double tapping if the Survivor seems like they'll outlast a hunt, etc.

  • @Cassiopeiae said:

    Hag is good, people just don't know how to play her.

    Her only issue, like for other setup killers, is that 1 survivor may just choose to harass you and your web while you're trying to setup and force you to chase them as a slow m1 killer, wasting time.

    Yeah, and that destroys her power. People have told me "OH, HAG IS REALLY GOOD CUZ SHE CAN TELEPORT TWICE AND DOWN SOMEONE RUNNING AWAY" Like, no, that requires a web, and if a single Survivor sets them off and then loops you while you chase them, that's ggs.

    Hag is web reliant. That results in 3 gens with all 4 Survivors alive, and 4 Survivors can easily conquer a 3 gen simply because there's too many people for the Killer to handle if they pressure the gens correctly.

    She can camp good? So what? This community hates camping, why defend it on a Killer who needs it? People don't like Knight and how he needs to camp for kills because of his bad his power is...

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287673#Comment_3287673

    Freddy is weak af but this isn’t the change he needs. Pallet Freddy is honestly just really lame for everyone involved. It’s a terrible power that has almost no lethality but it’s also really boring for the survivors too. If I die to a fake pallet I don’t feel like I got outplayed, I feel like “welp I ran to a fake pallet that I didn’t know my solo queue teammate already used 3 minutes ago”.

    I’m honestly not convinced that anything short of a full rework (yes, again) can save him.

    Would it be more interesting if Freddy could stretch his arms out to do insane lunges like he apparently does in the movies?

    Making that "Freddy lunge" meme a reality might be very entertaining...

  • @sizzlingmario4 said:

    It’s obviously a bug and a stupid one at that.

    There are some cases when I ask myself “would the game be better if this bug was a feature?”. This is not one of them.

    I agree with Scott. Freddy is weak, he honestly could use this and honestly, if Survivors are triggering dream pallets in chase, that really means nothing and it's basically the equivalent of Enduring+SF anyways because the Survivor is gonna get hit.

    This would at least encourage people not to throw every pallet they see and leave Freddy without a power, honestly...

  • @Hoodied said:

    I just got hit by whiplash by reading cube its been so long seeing someone call reworks that

    But Hag is really strong imo, if she does see a cube any time soon i’d prefer her add-ons get changed while her actual power probably get touched up to feel more smooth but thats really about it

    She's not strong, reasons are up above.

  • @hiken said:

    u dont know how to play hag, hag is played around ton of camping she is boring AF to verse if she is good. but not great if survivors know what to do.

    Who are you talking to?

    And yeah, camping. Camping isn't skillful and sucks. Therefore, Hag is bad and should be reworked or buffed.

  • @Sycamore said:

    But they are not "cute" and "funny". People are trying to enjoy the game and they directly take that away from player.

    Play a different Killer.

    Done.

  • @scenicpickle said:

    https://forum.deadbydaylight.com/en/discussion/357253/hag-is-really-just-complete-garbage-at-this-point

    i play her all the time she strong you just don't know how to play her im guessing

    Nope, she's bad.

    Reliant on 3 gens (which can be defeated with 4 survivors), needs perks in order to stop people from destroying her power (Franklin's), can still be easily shut down by a single survivor running over all of her traps, etc.

    The amount of copium this community has regarding Hag is absolutely insane. She's Trapper tier and needs buffs.

  • @BillsHere101 said:

    among us skin when?

    EDIT: Got rid of this post, these forums are so bad, it only just now showed me the post I made earlier

  • @IlliterateGenocide said:

    I would honestly like one

    People meme Among Us and it's not taken seriously because of it's cutesy artstyle and terrible public lobbies, but Among Us unironically would make for a good chapter.

    Like, if we look at the actual situation of what is happening in-game, it's innocent people stuck in an (fairly, depending on map) enclosed space with at least one fake alien(s) who will viciously maul, stab, eat or shoot any fellow crewmate behind closed doors, and continue to do so until everyone is dead. They will use any means at their disposal to succeed in their goal, including causing disasters, sabotaging communications and making it difficult to figure out who it is. Even going as far as to fool the others when the innocent people try to get rid of who is killing them...

    It's honestly the perfect horror setup.

    You could take the characters and adapt them to DBD's artstyle, take one of the Among Us maps and make it more dark and sinister, and you'd have a good chapter right there.

    (1) Realistic AmongUs : AmongUs (reddit.com)

    image.png

    This is just something I got online, but imagine how it could look in DBD's artstyle...

  • @ad19970 said:

    Yep had this too. It just makes an already strong structure for survivors even stronger. Which is not good.

    Map generation seems to be messed at the moment anyways. I have seen multiple instances of objects spawning too close to loops again. It looks like you can go between the loop and the object, but you can't. It just makes loops bigger and therefore safer as well, though of course only if the survivor is aware of that and doesn't get stuck.

    How does a rock in the way make it stronger? If anything, that's more distance for a Survivor to travel to loop around the shack, allowing you more time to catch up.

  • @AverageAshEnjoyer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286128#Comment_3286128

    Not saying they aren't fun, but they shouldn't break the game for certain killers

    Switch killers. Why is this so difficult for people?

  • @YOURFRIEND said:

    A better question is should the devs listen to the community. I see a lot of really awful ideas with huge ramifications for the game thrown around casually. People don't think things through.

    This is true, there's a bunch of awful solutions on these forums, and a lot of bad ideas.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283467#Comment_3283467

    Only one side got fun out of it, the other side got screwed. Yeah, that's fun.

    Doesn't address what they said. Just relax, it's an event. Stop playing sweaty.

    If it's such a problem, switch to another killer. Why is this so hard?

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279463#Comment_3279463

    The problem is I don’t see a way to make her current “phase through all objects to get a hit” power work. Only real way would be to lock it behind a charge up like plague or Oni.

    Her unique counterplay is entirely map dependent as well. Get shelter woods or blood lodge and you’re #########

    Nurse’s power is the only one that actually breaks fundamental game elements. Even at that she requires less skill than killers like blight to reach the skill ceiling

    It can work, you just need to loop properly. Double back, spin around, strafe, etc.

    This community (don't "both sides" or "Killer main" me) frequently gets upset when they can't run around a pallet or shift+w, and it continues to show.

  • @Leidenschaft90 said:

    The Knight is the worst killer BHVR designed in 6 years of Dead by Daylight. His ability is absolut useless. Survivors just have to hold W Shift and you're a Trapper without traps. In 2022. In a game with killers like Onryo, Trapper, Twins etc. the devs were able to top them in weakness by releasing this dogshit of a killer. Apart from that his guards are buggy as hell and get stuck in everything. He reminds me of the PTB Ghost Face and the PTB Blight back in the days when their ability was broken but that was on PTB and The Knight is on the live servers the way he is right now ...

    Don't forget the console cursor bug... and now apparently Knight can have an infinite speed increase if he gets stunned while in his power. Knight is 100% going to get kill switched.

    I wasn't there for Twins, but can we actually say that this chapter is as bad as Twins? Bad Killer, bug filled chapter...

  • @Jago said:

    The effect in question : https://youtu.be/R4BYa3XapVc

    Finally, a viable red rank Killer.

    Jokes aside, I will be seriously ######### surprised if Knight does not get killswitched, this is pretty easy to replicate naturally in-game, and pretty much makes the game unwinnable for Survivors.

    This might actually be one of the more buggier chapters in DBD, almost as bad as Twins

  • If this bug is real, I will be actually surprised if Knight does not get killswitched from this. This is a killswitch level bug.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/356438/add-voip-prox-voice-chat

    " if that game had no voip it wouldn't be as successful as it was"

    Maybe, but this game has been successful without it.

    The devs lucked into that, the community developing "looping" is what really caused the game to take off.

    The devs actually thought balancing original DBD around stealth was a good idea. And the pallets were good as "distractions".

  • @Steakdabait said:

    honestly? i also kinda have these thoughts every now and again. sometimes the other personalities take control and i want all the nuclear opinions back into the game however bad for the game that might really be

    Honestly, a few of the options weren't even "nuclear", and some of the things I'd say are "crazy" aren't even super crazy.

  • @Chiky said:

    Yeah, just I played with a killer earlier that had it. He lost every chase to every survivor, I kid you notz the guy never injured any survicor. But since I had the challenge to stun the killer with a pallet several times, I waited next to the pallet for him to approach and then there's no animation of him getting closer, no attack, no nothing. From a distance I was killed for no reason being healthy. It felt so miserable and lame.

    Same killer managed to get another survivor at the exit doors the same way. Stolen victory for that survivor too, and a killer got 2 free kills in a game where, without it, he would had just damaged a single generator a couple of times...

    The addons is so absurd that the first time I saw it I wss convinced the killer was hacking. It wasn't until the end of the game where another survivor explained to me that the addon did that.

    It's just ridiculous. The developers should be planning to do something about it. Because this was the first and last time I'll ever get close to a MM again, even if that means running all game or hiding all game. Being 1-shot is way worse than having to run all game, even if both experiences are miserable...

    Sometimes I really doubt BHVR actually care if players have fun or not

    For anyone is going to jump in on this topic, OP basically gives away that they don't understand how this build works right at the start and even says that they had to have someone explain this add-on to them, and is complaining because they have never seen this before, and basically don't want to learn how to deal with it.

    Proving the stereotype true... again. This is most likely why the devs don't listen to these forums tbh.

  • I would rather they keep this and add more crazy things like this, actually.

    Especially since counters to this build already exist.

  • @ElodieSimp said:

    Other than what the game has set there is no "survivor rulebook", it's just a made up concept from salty killers who get upset at in game chat from other fools. Just more fools who believe it's actually real.

    No camping?

    No tunneling?

    ... No NOED?

  • @Huge_Bush said:

    There are no rules except those that the devs have set.

    Everything else is fair game.

    Excpet showing mercy to twerking shirtless David’s and Vittorio. Must always show them mercy or you are a horrible person.

    Actually, save and bring ebony moris just for them.

    Simps should be killed first imo. >:)

  • @ElodieSimp said:

    Killer mains that complained to high heaven about DH/DS trying mental gymnastics to defend eruption here. Absolute clown world.

    People who don't agree with you aren't "Killer mains", and old DH was more broken than Eruption.

    Also, sorry but several talking points brought up here are valid. M1 Killers struggling to apply the perk and struggling to use it effectively, easy counters make perks bad, this isn't a 1v1, etc.

    By any chance, what are you thoughts on Pain Res and DMS? Did it need to be nerfed?

  • @SMitchell8 said:

    Well it's not a horror game like it claims to be. Its more like fortnite than something scary.

    Dredge's Nightfall? The gruesome moris in-game?

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274891#Comment_3274891

    Why though?

    why should this basic accessibility setting stay locked behind perks?

    Why do people in this community try to deny the advantage that FOV gives?

    I'm fine with removing FOV changes from perks and adding a slider, but if anyone here has played or seen Sea of Thieves, you might know that cranking up the FOV is always recommended to new players, and for a strong reason: It lets you see far more of what's around you, giving you a very noticeable advantage.

    Sure, a slider also helps a vocal minority of people, and I would rather they just rip the band-aid and add a slider, but I don't understand why bringing up the advantage is almost actively denied. There IS an advantage, we've seen it in games, there's no denying the evidence.

  • @BillsHere101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275666#Comment_3275666

    but it shows integrity and that matters more than money.

    You think BHVR cares?

    The higher-ups were apparently the ones who said that Haddie won't get more cosmetics atm, if you know about what some BHVR employees said on Twitter. The higher-ups are focused on profit completely.

    Someone on these forums also said that Sony and them expect things outlined well in advance? Which is why BHVR's schedule is so important? Makes me wonder if moving to consoles was a mistake...

  • @Steakdabait said:

    it's a borderline sandbag perk in soloq tbh, even if they buffed it. maybe in comp dbd it is not a joke but comp dbd it's self is a joke

    Was this perk actually buffed? I don't see PE mentioned in Changes from PTB on the patch notes...

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274886#Comment_3274886

    That announcment is not forgotten :) Thanks for the small update. Truth be told, I think that this will be one of the most important updates you are ever going to implement. SoloQ would be revolutionized with this kinda knowledge. Well, I might be jumping the gun here with being overly enthusiastic, but in soloQ you lose massive time every game in one way or another, like when you decide to abandon your gen and go for an unhook, only to meet another survivor there who had the same idea. Collectively this wasted some 40-50s gen time.

    What was the announcement? I must have missed it.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275144#Comment_3275144

    look every killer and every perk has a counter play some are hard some are easy but survivors got used to everything being so easy that when something hard comes, they ask for a nerf

    I didn't say "Survivors". I said "this community". I meant both roles equally. Both are not very good at this game, and don't understand how to tackle new challenges that new Killers and new/reworked perks create.

    Another reason is how there are plenty of "As a Survivor/Killer player..." people who will advocate for popular but bad opinions and try to use their "main" status to give their bad opinion more weight, which is why I use "community", not "Survivor/Killer main".

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275139#Comment_3275139

    my goodness...

    do you even play the game while thinking a bit?

    what advantages do survivors have in map, the answer is pallets, windows, you know a way to escape the killer

    now imagine if the killer had their advantage, which is basically seeing the aura of survivors, because if you see where the survivors are you are gonna win duh.

    comprende amigo ? or do i need to pull out a white board

    Not trying to minimod, just a fair warning, but this tone you're taking will likely get you modded and banned. Failure to disagree with others politely has gotten people modded iirc.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275135#Comment_3275135

    no you're wrong man, she doesn't have any counter play, can't use lockers can't try to outplay her, look the majority of players right now are either gen rushing or want to hold W and not go down, that's why everyone complains about her

    but when killers complain about something that is obviously broken, well you get this comment section, just people making fun of you, funny how that works

    Yeah, this is called a skill issue. A bunch of people (on this forums in particular) think they're good at the game when they're really not, based off of their opinions.

    It's only master Nurses or Nurses with 4 slowdowns or 4 info perks where things begin to get really problematic.

    You can use lockers btw, last I checked she can't search lockers in her power and jumping in a locker counters a blink easily.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274428#Comment_3274428

    It's still limited and you would have to give up BtL or streetwise for it making the combo weaker.

    The problem with PE Is its very strong so it has to have a strong downside. 20% gen progress that the killer has no way of regressing is super strong. I agree that it's just going to help swfs though and maybe really good solos.

    Does the Survivor not lose stacks of PE if they lose health states, though?

    PE isn't strong, it's only strong if used in a 4 man SWF who can bulldoze a gen with it. Otherwise, it's a waste of time.

  • @Rovend said:

    The complaints about nurse and eruption comes from two things: A very strong power with the lack of counterplay. These two combined makes it very frustrating to play against them.

    You must have heard this a hundred times but Nurse's power literaly breaks the game. It denies Pallets, windows and floor difference so you cannot loop her, but if you try to run from her, her range/ recharge addons makes it so you will get down anyway, so you are stuck with guessing.

    Eruption has no counter in soloQ.

    Now with survivors perk

    Adrenaline in an endgame perk, so it is obvious that the best way to deal with this is try to kill all survivors before it. I dont know why people really overstimate this perk, most of the games i lose are done before EGC so i can hardly get any use of it.

    Prove Thyself is countered by all the gen regressing perks in this meta, that does the reverse of its effect. Gift of pain applies to one surv the reggresion PT effect of 3 survs working on a gen. Then you have Pentimento, Brine, Overcharge who can all destroy the progress of a gen. Use discordance.

    Woo is an info perk, really. To see the pallet or window does not make you faster or better looper so you dont really need a counter to this.

    Reassurance needs to be activated in a 6m range, so killers with an instadown (which are the ones who usually camp) can down them before they reach the hook.

    For the people injures and inflicts broken on the one that applies it so go for him.

    By boons i suppose you mean COH, run sloppy. Maybe it will not stop them from healing but they will lose a lot of time. If not, shattered hope.

    Streetwise counter's is obviously Franklins. always.

    Boil Over is situational, and tied to the map is played in. It's more of a map issue than the perk itself, so i would bring a sacrificial ward if i was too afraid of it.

    The majority of people who go "Nurse has no counterplay", yourself apparently included, fail to use LoS blockers. She does have some level of counterplay, and the majority of Nurses can be countered.

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