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Adjatha

Adjatha

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Adjatha
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  • @Lecruidant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096982#Comment_3096982

    OH NO! YOU MEAN A KILLER HAS TO DEAL WITH PALLETS DURING A CHASE WHILE ALSO GETTING BLOODLUST FASTER?? WHATEVER WILL YOU

    Anyway. Nurse is absolutely braindead and was already proven to take little to no skill to catch on to. Yet still manages to make you play an entirely different game than you do with every other killer. She's an absolute joke. Lets also take into account how janky most "Hits" are. So you have people who just wildly blink around and start swinging into the breeze and connecting hits when they aren't confident. But gradually, even in matches, you can start to see them get the hang of it. Because again, it takes no time at all

    You... you didn't know that breaking a pallet removes 100% of your bloodlust, did you? Or using your killer power? Or being out of line of sight for a few seconds? Or getting stunned? Much less that spending a full minute to get up to BL3 means you'd need every game to go for 10+ minutes without the survivors finishing all five gens completely unmolested? Hoo boy.

    PROVEN to take little to no skill! Oh, well, if somebody proved it then I guess that's that.

    Maybe consider playing even one single match as Nurse (or really, any killer) before you embarrass yourself.

  • I don't have a play-by-play, but I can say I played 12 matches with various killers. I didn't tunnel or camp and I ran 0 - 1 slowdown/regression perks each game:

    • All five gens were completed in every match except one
    • There were zero 4Ks, multiple 0Ks, an average hook count of 4.5, and an average kill rate of 1.25
    • Circle of Healing was present in half of the matches (though not when I was playing Plague or Leatherface, sadly)
    • There were zero disconnects and nobody threw the game by just giving up or sabotaging their team mates

    All told: Pretty crummy time for the killer and pretty successful games for the survivor team!

    I don't know for sure that I didn't just go up against non-stop SWF groups, but I don't think that was the case. So, Solo Q isn't quite as 'impossible to win with' as some folks seem to think.

    And when survivors are asking themselves: why do killers do XYZ? Well, this is your answer.

  • You're missing the worst offender: The main building on all five of the Badham maps. It's always the same and unless the basement happens to spawn in it, it's as good as a free escape (after a super, SUPER long chase), just by going into it. And the breakable wall they added actually makes it STRONGER for the survivors.

    It's a real piece of work.

    They need to make vault spots breakable, instead of adding more useless breakable doors, super long loops, and endless god pallets across the board.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/337657/tired-of-the-gap

    https://forum.deadbydaylight.com/en/discussion/comment/3096933#Comment_3096933

    Eh.

    It's much, much better than ranks were, with their silly monthly reset leading to a full week of utter anarchy.

    Right now, queue times are borked due to the massive meta shakeup and silly removal of the incentives. Give it a week or two after they are reenabled, and things should stabilize.

    I don't know what people are talking about with queue times. I haven't waited more than 3 minutes for a game.

    Is that more than the 0.5 second killer queue before the patch? Yup. But it's hardly some grand, terrible, apocalyptic situation. That's a pretty normal queue for any multiplayer game. Better than most, even.

  • @BubbleBuster said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097018#Comment_3097018

    never called you buddy, that's disrespectful

    also i think you forgot about literally all the other buffs so let me remind you of them:

    • Generators take 90 seconds for a single survivor to repair (was 80 seconds) 
    • Killers kicking a generator now immediately cause a 2.5% loss of progress in addition to starting regression 
    • The following Killer actions have been sped up by 10%: 
      • Bloodlust trigger times have been reduced to 15 seconds for Tier 1, 25 seconds for Tier 2, and 35 seconds for Tier 3 (was 15 seconds, 30 seconds, and 45 seconds)Cooldown time after a successful hit has been reduced to 2.7 seconds (was 3 seconds)
      • Time to kick a generator has been reduced to 1.8 seconds (was 2 seconds) 
      • Time to kick a pallet or wall has been reduced to 2.34 seconds (was 2.6 seconds) 
    • Duration of the Survivor speed boost when hit has been reduced to 1.8 seconds (was 2 seconds) 
    • Endurance does not prevent a Survivor from entering the dying state if they are inflicted with Deep Wound 
    • Endurance status effect is now cancelled by Conspicuous Actions 
    • survivor perk nerfs
    • inconsequential killer perk nerfs (sure ruin and pop are dead but there are enough replacements)
    • killer perk buffs
    • the removal of DH significantly reduces chase length

    please do not undersell that all these add up and they are indeed huge; this is not a bad thing because killers needed really needed it, but dont just ignore it happened.

    And the seven best killer perks were all nerfed to pointlessness.

    10% buffs to relatively minor events doesn't fix the fact that generators still fly, it takes too long to catch up with survivors who run, most maps are oversaturated with pallets, and most killers don't have the tools they need to down survivors in a timely manner or keep up with how fast survivors can heal themselves.

    If you're having trouble playing in the new situation, I feel for ya. I'm having a tremendous amount of difficulty playing killer in the new environment. 0.3 seconds counts for a lot less than I think you believe it does.

    Also the "buddy" thing is a South Park reference. It's a pretty funny show. You should check it out.

  • +10% faster kicking pallets is not a "huge buff" when there are 20+ pallets on every map.

    And I'm not your buddy, guy.

  • Reports of 0 Gens Finished 4ks are wildly exaggerated.

    A 10% buff to kicking pallets doesn't remove the 30 pallets on every map that M1 killers have to slog through, nor does a 2.5% regression kick stop 40% of survivor gens popping by the first hook state.

    Nurse is really good for those who can use her right and most of the rest of the cast still sucks super hard. And unlike half the killer cast, she hasn't been nerfed into uselessness.

    If you can play nurse well, why would you bother with anyone else?

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096944#Comment_3096944

    I don't think prestige means much, really. At least not enough to be predictive. The other night I went against a team of all 11+ (I remember because it seemed noteworthy), and I absolutely rinsed them. No OP killer (Sadako), loadout or dirty tactics, they just weren't very good.

    Like grade, presitge is only a measure of time spent playing, and while that is often a corollary of skill, it can also mean nothing at all.

    Rank 10 means they've played enough to spend around 15 million BP on their "main" survivor (not even including the BP they spent on other survivors to get their teachables unlocked).

    Even if you're getting maximum bloodpoints each match, that means around 400-500 matches.

    They might not be winning any tournaments, but that much play means they've got a pretty decent handle on what it means to do what's gotta be done. "Time Played" does not cause "Higher Skill," but there is a direct correlation.

  • @luciferAngelsTTV said:

    So i havent seen a recent rework suggestion for Myers and i would like to suggest a somewhat reasonable rework that would bring him in line with other killers as most folks think Myers is the bottom of the barrel if its not meme related. i want to bring Myers back to the forefront of his core value being the stealthy boi he is.

    so my suggestions for the rework are as follows

    1.) Judith's tombstone: the point of the tombstone is to allow Myers to do a grab and kill animation to the survivors my suggestion is to change it to a cap of 2 survivors while maintaining the speed debuff and reduce your tier 3 down to tier 2.this will stop people from being cheeky with the perma tier 3 stab combo that tends to be abused in combos allowing for diverse addon plays. people who bring it tend to use it for a fast 4k and in some instances just to blow off steam from a previous match that didn't go their way i feel this slight nerf makes it somewhat fair and inline with my other suggestions to follow

    2.) stalk rework: stalking for Myers takes way to long even if solid addons i feel Myers should stalk much faster but have a reduced base tier 3 time. his tier 3 currently last for 60 seconds as base i would suggest a base stalk increase of 25%-50% increase in exchange for 30 seconds since he already has addons to increase the time as is.

    3.)fragrant tuft of hair: currently as it stand it takes 200% more stalk time to get a permanent tier 3. personally i feel with the increase to stalking speed suggested earlier u should have to fully stalk all 4 survivors to obtain permanent tier 3, which can be sped up with something like J.Myers memorial addon making it much more fair to obtain permanent tier 3

    4.) tombstone piece: tombstone piece offers a quick and easy kill at the cost of your tier 3 status, my suggestion is remove the loss of tier 3 but reduce the ability to kill survivors to 1 kill then no longer works after that. i also think it should not be stackable with Judith's tombstone for obvious reasons stated in that section

    5.) stealth rework: Myers is meant to be the king of stealth and i firmly believe that i feel Myers should remain undetectable in tier 2 but with the help of an addon say maybe a purple addon maybe replace vanity mirrors current ability with as follows: "evil within II reveals survivors auras within 8 meters, grants undetectable status while not in chase, increases terror radius by 8 meters while in chase, and increases time to reach evil within III by 100% for the 1st time

    6.) nerf the stealth rework: imagine suggesting a buff then suggesting a nerf to what u just suggested right? well by nerfing the stealth rework i mean while using the addon to grant undetectable, perks that would not able able to sense killers in undetectable should be able to function like normal such as spine chill should be able to detect Myers when the normal activation requirements would apply, allowing for this type of buff to perks allows the perks to be more viable and more so since the rework giving these perks a chance to really shine, people wont know if they are going against a Myers so they would need to think carefully as to what perks they bring

    7.) conclusion: overall i think Myers is a worthwhile killer who gets a bad rep because he has not gotten the tlc other killers have i believe that my suggestions for possible reworks allows him to have a better chance at thriving by allowing him to stalk much faster and putting him in line with other killers like ghost face who do the same job but much faster despite being 1 survivor at a time, and furthermore hush most of the folks who don't want to see more Myers cause of his instant moris they happen so very often.

    by no means do i think this should be the finalization of a Myers rework but more a guideline suggestion for how the devs at behavior could work with Myers should they decide a rework is in order

    Myers relies almost exclusively on his addons. The prestige rework has robbed him of the ability to actually GET the addons you need to make him not completely suck. I was trying to get more just today and it took 1.5 million bloodpoints to get THREE iridescents.

    So, fixing that terrible system is number one with a bullet.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096944#Comment_3096944

    Bro SAME I'm a humble 2 prestige and I'm going against mfs with atleast 10, now closer to 15. Been getting absolutely destroyed as killer . These dudes know exactly which perks to use , have them all unlocked, and know the absolute best tactics for every map and what to do against every single killer . I barely know like 3-4 of the maps layouts . I 3 gen , but last like 5 matches they send me to other side of the new McMillan estate map with literally 1 gen on my side and I play Hag lmao

    Yeah, don't worry. Survivors are (supposedly) intentionally throwing matches or DC'ing to try to get killers nerfed, so we'll get that 0-1 kill rate down to a solid 0 in no time.

    I know I haven't seen any amid the non-stop parade of matching cosmetics SWF groups walking all over me, but you know. In theory.

  • If you don't want killers to tunnel, make hooked survivors repair gens at half speed for, like, 30-60 seconds or until somebody else gets hooked, whichever comes first.

    If the others are repairing way faster, there's value in going after them instead of the one you just injured. Plus, you know, the whole 'pain and blood loss hindering you from doing your job' thing.

    MORE baseline survivor buffs ain't the way, my man.

  • Thanks to starting over at 1 every time, it took me 1.5 million BP to get THREE iri addons. Instead of, like, 1 per web as it was before.

    They REALLY didn't think this new system through, like at all.

  • All the mid-rank survivors (and a decent chunk of newer survivors) appear to have quit, because I'm getting nothing but Prestige 10+ veterans.

    My kill rate is hovering a little bit above 0, with no sign that MMR is doing anything to improve the situation.

    And then the forum is filled with "SURVIVOR IS IMPOSSIBLE" posts, making things extra hilarious.

  • It took a full 50 blood webs for me to get 3 iridescent addons for a killer. That's around 1.5 million. For THREE iridescent addons.

    This new system is REALLY not very well thought-out.

    Unsurprisingly.

  • Anyone who says that Survivor is bad now was playing at an MMR far above their actual skill.

    Every game I've played but one, all five gens have been completed.

  • If you think Survivor is bad, your MMR was far above your actual skill level.

  • They nerfed it because it was too good with Call of Brine. Just make it NOT WORK WITH CALL OF BRINE and put it back to where it used to be.

    The LAST thing Killers need are more perks that do nothing unless you use another perk with it.

  • Try: being in the killer's terror radius, or doing gens from the far side of where you saw somebody go down to hide your aura, or go into a locker until you see the hooked notification.

    The aura reading has so much survivor counterplay that it IS only good for the BP. If you see killers still using it, count yourself lucky they're basically playing with 3 perks.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092350#Comment_3092350

    On a total tangent I wish Coup de Grace was just "Increase your lunge distance by +x%" with no restrictions or tokens or whatever. I'd gladly use that perk even with a smaller increase than it currently has if it was just something that was on all the time.

    Nobody would've used Coup de Gras as it was originally, much less after it got nerfed. The whole design of "you have limited charges, you have no control over when you can get more charges, and you have extremely minor control over how you even use charges because any lunge of any sort burns one instead of just hitting a button like Dead Hard."

    So dumb.

  • All you have to do is look at how terrible Coup de Gras is to see why your suggestion is nothing.

  • Ruin's nothing.

    Doesn't need to be a hex any more. Total garbage.

  • Killers who wanted to play all the other characters quit. People who wanted to win put in the time to play a killer who hasn't been grievously nerfed to unplayability. Ergo, the number of Nurse killer players who aren't instant survivor-wins increased. Then, as MMR shook out, survivors who stomped the entire rest of the cast eventually ran into the top tier and got their over-inflated performance stomped right back down by all those Nurses who could ignore the crummy maps, quadruple health states, W-holding strat, and endless looping around way too many pallets.

    Now that the new patch may have made other killers more viable, the "kill nurse so I can keep winning" crowd are complaining about EVERYTHING not just Nurse anymore.

  • You only only need to hook mean bastards, but mean bastards you NEED to hook

  • 5 out of 5 gens have been completed in every game I've played so far.

    Between 1 to 2 gens are finished before the first hook, every game.

    +10 seconds is not the end-all-doomsday survivors like to believe it is.

  • 100% means 1/4th the speed a survivor takes to repair it.

    It's a joke as-is.

    Has no business being a Hex.

  • That's pretty funny.

    I guess you could use the Sacrifice offerings. Is there a Sacrifice bp perk like how Thrill increases earned chase points?

  • My queue time is typically 20-60 seconds. The longest I had to wait was 3 minutes. It's nothing.

    The increase in queue time is because you need 4 survivors to 1 killer, so if the ratio of survivors drops even slightly, or more killer players playing the game increases slightly, the wait likewise changes.

    Theoretically, minimum thresholds for MMR also affect queue times, but I haven't noticed an appreciably more accurate matchmaking, so meh.

  • Who are all these 'give up' survivors?

    All of my survivors have been sweating their asses off, and my average kill rate is 1 per match (usually right at the very end of the game).

    Of course, I'm not tunneling or camping or stacking slow down, so it's possible that they just read into that as Weakness and use the games to relive their glory days.

    That being said, I've yet to have a game where 1-2 gens didn't pop before the first hook. So +10 seconds turns out to be not nearly the salvation I was promised.

  • All these survivors posting about games where they get 4K'd or can't even complete a single gen...

    Where are these players when I'M playing?

    Since this patch, I have an average of 6 hooks and 1 kill per match, with 5 gens finished nearly every single game.

    I don't THINK I'm being matched up with 100% SWF teams, but there's a whole lot of survivors on this forum claiming they can't escape with any success whatsoever.

    I guess the solo queue survivors who are doing just fine don't bother to make forum posts, huh?

  • All of those perks should show the killer who's actually the one that's been exposed.

    It's not much of an exposure if THEY know they can be one-shot downed, but you don't!

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086099#Comment_3086099

    Werd.

    I freaking hate the new forced Prestige grind. I prestiged a few mains like Bill and Cheryl, but then all I wanted out of the blood web was decent items. Now it takes for EVER to get them and I have to wade through brown trash wasting hundreds of thousands of BPs only to have it reset when i finally get a few decent things and start all over again!

    YAY.

    You also lost the "More green and purple items" aspect of prestige'ing in the old system, so not only do you have to go through all the starter webs, which innately have fewer good addons/items, but you also lost the passive boost to better items.

  • The effect is too weak, with too many limits and counterplays for the survivors to use.

    The BP was the reason for the season.

  • Gosh, it's almost as if taking a popular survivor perk and buffing it so that it completely negates one of the game's few top-end killers was enough to completely kill off the whole thing.

    And when that perk gets nerfed to no longer shut her down, she's suddenly playable again. WEIRD!

  • I keep getting 2ks. And most of the time, the second kill is only because survivors are screwing around in the end game instead of just leaving like they ought to.

  • I mean, it'd be nice if at least you got an offering from the thing. Prestige Cake or something.

    But whatcha gonna do

  • Yeah, OP's absolutely right. Making perks that are good and reward the player for going somewhere to do something is the correct path.

    But, the montebank who scammed their way into being in charge of 'fixing' the killer perks wasn't looking at game balance. They saw the chance to slash and burn, and that's just what they did.

    Somebody on the team did a very bad job and survivors are reaping the rewards of such short-sighted 'fixes.'

  • "Playing against SWF is no longer a problem."

    Speaking as someone who gets matched up against 3-4 survivors, all with the exact same (high) prestige rank, matching cosmetics, perfectly spread perk builds, and the ability to collapse and scatter in perfect unison, I must respectfully disagree.

  • They should just make BBQ's token system baseline. Maybe that's done through score events, maybe it's done in post-game totals. However you do it, there SHOULD be a bonus for going out of your way to play in a manner that is less punishing to survivors and encourages hunting rather than gathering.

  • It sounds like a lot of your earlier games could've easily been 3-4 escapes, but there were some unwise survivor choices that gave the killer more kills than they could've gotten on their own.

    Also: I'm impressed with that Blight. RCPD is, like, his worst map.

  • There's a bunch of good stealth perks like this one that never saw any play because "don't fear the killer, just run out in front and never go down" was the easiest way to play.

    I'm glad there's some push to actually make other builds engaging.

  • Either restore BBQ or make the token system baseline.

    It literally makes the game better for both sides. Removing it was extremely misguided.

  • Borrowed Time went up by 50% and gained 7% speed.

    Spine Chill doesn't detect from a distance but now killers can't evade it, making it way stronger vs stealth

    Dead Hard doesn't give immediate distance anymore, but when it does absorb a hit, it makes you way faster for way longer, letting you get to a new tile instead of merely to the closest pallet.

    We're Gonna Live Forever lost the BP but gained a new power.

    Self-Care, Decisive Strike, and Iron Will all got objectively worse, it's true. But those others got new applications (or just straight-out better, in BT's case).


    Meanwhile, BBQ, Corrupt, Ruin, Pop, Tinkerer, NOED, and Pain Resonance all got objectively worse without gaining any compensation, new application, or stat buffs.

  • Yup! Cuts the duration of marks in half, makes them almost invisible on light-colored floors due to how quickly they fade over 5 seconds instead of 10, AND makes your marks inconsistent, giving you an added boost every time you break line of sight.

    If there's a Shadow Step zone for you to play around, maps with high walls are a nightmare for killers to track down runners.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081731#Comment_3081731

    If you'd actually bothered to look, I wasn't caught first. I wasn't even caught second. I was caught FOURTH and the Pinhead decided that I wouldn't be playing anymore.

    L take.

    You know what? Fair enough. I didn't even look at the Hook State Counter to see that the killer had hooked multiple other people before he resorted to camping. Seems like this guy was playing pretty 'fair' for a good chunk of the game.

    Which then begs the question: why did he decide to camp you specifically?

    You say you were going for an achievement. Would that Achievement possibly involve locker-stuns from Head On? Did you, perhaps, locker-stun the killer during the game and they decided "alright, that's enough of that"?

  • More people should just RUN Kindred. It's a good perk for solo queue players. You can't complain that it's not base-kit if you don't bother spending a perk slot to run it in the first place.

    in Kindred Comment by Adjatha
  • Randomized tile placement goofs.

    Like when there's three L-T jungle gyms all right next to each other, so you can loop the one till the window's blocked and move to the next one instantly. RNG's the real killer.

  • @BringShaggytoDBD said:

    I don't want to become one of those on this forum that always seem to bash BHVR, but I have to admit in the 4+ years I've been playing, their decisions for the most part do seem more focused on their own personal agenda rather than what they think is best for the fans or the game.

    Clearly they make a good amount of money from the DLCs and Cosmetics, so I can't see why they can't start putting fans first instead of always trying to milk as much cash from the game as possible.

    I also feel like they treat fans like idiots by making rubbish excuses for certain changes and expecting us not to see through it. Removing BP from BBQ + WGLF for example. Instead of saying, 'players only used these perks for BP which is a waste of a perk slot' they should have said 'we know players on both sides love double BP, but it's more beneficial for us as a business to keep the grind for perks and items so completionist players will remain commited to our game and invest more, so now we want players to work a bit harder for BP'.

    Honestly, the removal of BP on BBQ is one of the big factors increasing camping/tunneling.

    With BBQ: you're incentivized to find, chase, and hook every survivor at least once. And to help that, you're given a little (long-range only) aura reading to send you on your way. Without the BP boost, the long-range aura reading isn't even remotely useful enough to bring the perk. And without the BP boost, you have no reason to find all the survivors instead of just making sure one or two survivors get knocked out.

    If they were going to remove the BP from BBQ, they should've made it a core game mechanic instead. As is, why bother trying to chase the Good player on the team, when you can just knock out the Bad player instead?

  • @brewingtea said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080729#Comment_3080729

    "Why is everyone using Dead Hard? You deserve to lose if you all insist on using this crutch."

    [DH gets nerfed]

    "Why isn't everyone using BT/Kindred? You deserve to lose if you all refuse to use this crutch."

    "I'm using objectively bad and/or meme perks and don't have anything to help myself or my team! Why am I getting caught first every game?"

    Just because you're not running The Best Perks, doesn't mean you have to be running The Worst Perks.

    You know what would've helped instead? Urban Evasion. Spine Chill. Literally any Endurance perk.

    If you're going for Head On moves for some achievement, I don't think you have a reasonable complaint when you get caught immediately. You're probably getting the killer's attention specifically so you get a chance to try to locker-stun them. And if you DO locker stun them, they're PROBABLY going to camp you out of existence because just like flashlight stuns, that's the kind of move that infuriates killers.

  • @Oscarnator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081573#Comment_3081573

    OTR only really works if you’re getting tunneled. Which if you use it to body block the killer would just tunnel you and even easier with the hit receiver and nerf survivor speed boost. Especially since STBFL is already popular and now even more on the rise. You’ll just give him a free hook state and create even more pressure beacuse you’re that much closer to getting out of the game

    Deliverance only really works with communication. Killers love coming back to hook every single 5 seconds so you would either need to pair it with other perks for it to be any decent. SoloQ teammates will rightfully still come to your location when hooked which pretty much nullifies the use of the perk to unhook yourself but you’re still wasting 1 person or even 2’s time when the entire point of the perk is to unhook yourself to waste as little time. It’s completely shut down if you’re the first one to get hooked or if someone unhooks before you get the chance. It is shut down hard by proxy camping which again tunneling and camping are rampant like the plague and the best anti tunnel perk DS is garbage now because if the changes I’ve pointed out.

    Saboing is one of, No the most useless thing in the game lol. It literally never works 99% of the time and is countered by dropping the survivor. Chasing the saboer, and now you have 1 survivor on the ground, and 1 person not doing anything. It ONLY works if you have a toolbox that makes the hook timer take longer to respawn, and if the killer was far away from a hook. Which again, hard counter by pressing 1 button and now the killer has 2 people not doing gens, 1 slugged, other 1 wasting resources to loop the killer. So now a 3rd person has to come and try to pick up the slugged survivor. 3 people not doing gens now. Best killer perk 2nd only to Self Care.

    Yea BT is still strong but it won’t do much against might mobility or ranged killers with STBFL. You’re just dead. Now if killer wants to tunnel you, better have 20k hours at the game and now how to read that Killer like literature to stand any sort of chance of not going right back to that hook.

    The last time an endurance perk was strong was when old MoM was a thing. They’re still mid - trash teir perks.

    Clearly we disagree on just about all of these. It's a little funny that you suggest OTR and Deliverance aren't good and then explain a situation where having both would solve the problem. It's called synergy. Perks working together to solve the shortcomings of just running one or the other.

    Also: you seem to REALLY think STBFL is a massive meta perk for some reason. You know that only speeds up basic attacks, right? It doesn't make huntress throw her hatchets any faster or whatever. Also, every hit on the obsession removes stacks, so you typically only run this on killers with alternate damage options, like Demogorgon. It's really, really bad for a majority of the killer cast.

    But please, why not share what perks are you're running?

  • @dbd900bach said:

    This is probably a useless post and discussion and by extension myself but I wanted to say it since quite a few people here are brining it up.

    The general killer buffs are good, the needs to all the perks were good and the general nerfs to survivors are good...if you're playing with sfw or at least a once in a blue moon competent team.

    The issue isn't the killers or the update, it's solo q suffering because they can't even communicate with their team. Most players are solo q players. I guarantee that solo q would be significantly better if people could just communicate in some way. Would it really be that bad if they added proximity mics for just survivors? I mean it's not perfect but it's something?

    Actually, the last time they released SWF numbers, over 55% of all games had at least a 2-man SWF group in it. That was like two years ago, I wanna say? They haven't said anything about the numbers since then, but I'm assuming it's gone up.

    Pretty sure Solo Q is in the minority now, which is why "killer numbers are a little lower than we'd like." Did your Solo Q games before this update always end in 4 escapes? Mine sure didn't.

    The core of the problem is that SWF needs to be nerfed in SOME WAY. But BHVR has stated again and again that they refuse to make SWF worse or Solo Q better in any way that doesn't also effect the other one.

    It's a real "heads in the sand" situation.

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