Avarice10
Avarice10
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Don't open a locker if you know there is a person with a flashlight nearby.
"Fool me once, shame on you. Fool me twice, shame on me"
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That's easy. Crazy Town - Toxic
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@Mandy said:
I have no problem with the proposed change to DS and this is as a solo player. It's still going to help against tunneling killers but it's not going to give that 1 minute of invincibility of being able to do whatever they like, which is completely unhealthy for the game.
The counter to the current DS is slugging, the survivor isn't invincible. Unless they have unbreakable, another survivor would have to come to pick them up. Should the killer slug and then proceed to chase another survivor, that's potentionally 3 survivors not doing gens because someone has to go pick up the slugged survivor. Rank 1 killers typically play smart when it comes to a possible DS. I guess it's too much to ask for rank 20 killers.
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@RoboMojo said:
What exhaustion perk were you using? If it was dead hard then I think him denying dead hard with a shock is an intended feature.
Maybe not, the perk doesn't work well in dedicated servers.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1925822#Comment_1925822
what is BNP again?
Brand New Part. They're not really used to the same extent ever since the nerf.Otherwise you'd know what BNP is.
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Let's make a trade. Killers get the old moris back and survivors get the old BNP back.
Fair is fair.
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@Beelzeboop said:
https://forum.deadbydaylight.com/en/discussion/comment/1925354#Comment_1925354
I don't care about the 4k. I can get those one out of three matches.
It's just annoying that the powers of several killers are countered by a single perk that takes minimal effort to use.
If it revealed the killers aura, I would be fine with that. But not just "Someones looking at you!"
The reason I like stealth killers is because I can try to force them to look around and pay attention.
Shockingly, there are survivors who use stealth as their defense and some survivors prefer to be stealthy than to be in a chase, and spine chill helps them accomplish this, you'd be destroying the way some survivors play just so you can score a free hit or expose them. It can also help survivors dodge a spirit using her power or to otherwise escape a chase.
This has nothing to do with balance and everything to do with nerfing one of the few counters to stealth killers so you can have easier matches.
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The forums have too many salty killer mains who want to gut survivor perks after they lost a match. They don't care about balance, the only thing they care about is their 4k tbh.
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@CakeDuty said:
So recently No One Left Behind was buffed to show auras and do Altruistic actions way faster, but also nerfed so it'd trigger during Endgame Collapse.
This makes the perk not very useful, since you'd get very little usage out of it (up to 3 minutes max), but most of the time people 99% gates or escape immedeatly.
I think it'd be a neat final buff to make it trigger when the last gen has been done. It'd make it a truly useful and amazing late game perk. Being able to see your teammates, who's going for doors etc. I don't think it'd break the game or anything, since you go 5 gens without a perk.
Thoughts?
I think it should be buffed by activating for a period of time when gens are completed for say a minute, and then always be active once the last gen is done, instead of requiring the gates to be opened, it'd be a useful perk that way.
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@LapisInfernalis said:
First of all I'm really glad, that we can all contribute to their thoughts! Thank you!
I really like the Object change. It still provides a lot of information to the Survivor(s) while being less offensive against the killer.
If I understood it correctly, I would be able to see the Killer's aura if he sees you with a perk or add-on that provides aura reading (f.e. BBQ, Vanity Mirror, Nurse's, Undying, Renjiro's Bloody Glove etc.) if the conditions are met. I guess a EWII Mirror Myers will only trigger Object if he's stalking you. But will f.e. trigger Amanda's Letter as soon as you get in 12m range or when she looks at you or is it disabled because of Undetectable (which is what I guess and hope)?
I also like the periodic aura reading every 30s since it gives room for a lot of mindgaming for both sides during a chase. Something the current Object lacks. If it comes with a little animation when it is on cooldown (like Premonition) and maybe gives a little sound cue when it triggers (like Alert) it would be great. So that we don't get surprised or don't have to look at the icon all the time when using it.
I also really like that this version of OoO treats all killers equally. No longer is the killer screwed by Oblivious or a small TR on loops!
Nevertheless this comes with some problems:
- No control. You can't control when the aura reading happens. It automatically screws you over if you are the last person. A solution would be to just give object the cooldown you proposed (40/35/30s) but leave it to the control of the player to use it for 3 seconds.
- What if you are not/no longer the Obsession and the killer has no aura reading perks? Then this perk would be completely useless, since you can't benefit from the Obsession part anymore and the killer has nothing to trigger Object. Solution: Add "If you are not the Obsession the cooldown is 2x as long as normal." This way it is still useful. Also Object should make you the Obsession 100%, regardless if there are other Obsession perks like MoM in use.
- Sole Survivor would need a change too, since the 24m per dead survivor would be not in sync with object anymore since that would be global now.
This was trickier than I thought, since I didn't know where to put the differences between the tiers, keeping it in sync with Object AND make it usable without it. This is my idea:
SOLE SURVIVOR
As more and more of your friends fall to the Killer, you shroud yourself from his view.
For the first dead or sacrificed Survivor the Killer's aura reading ability is reduced by 50%. All other dead or sacrificed Survivors grant additional 25% up to a total of 100%.
Increases the chance to be the Obsession.
This means when 1/2/3 Survivors are dead, BBQ would only last for 2/1/0s (instead of 4s) or that Nurse's would only reveal that survivor in a 14/7/0m radius (instead of 28).
That's a good idea for Sole Survivor.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1922251#Comment_1922251
That was a very close one if she ran to any window she would of made it unlucky
LF vs SB in a dead zone > LF wins. There's no luck involved.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1922875#Comment_1922875
and you ignored my reasoning as to why it should be shortened.
your reasoning is basically "so what" and comparing it to entirely different perks that are not problematic or even nearly as strong as DS late game.
It's a stupid idea because 30 seconds is way too short, there's no guarantee the survivor would be hooked near the exit gates, they could be in the basement on the other side of the map, should they be tunneled after being unhooked they'd have to try to safely make it to the exit while being chased, those 30 seconds likely will expire during the chase so the survivor would have no time at all to recover or to be picked up by a survivor.
I'm sick of all these posts from killers thinking of the stupidest ways of how they can change a survivor perk so they get no use out of it at all.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1922865#Comment_1922865
apparently you didn't i'm not asking to disable it i want it's timer shorted after gens
you ignore this or skipped it when reading hence learn to read.
Clearly you're the one who needs a lesson in reading comprehension, if you actually read my post instead of skimmed over it because you're too salty to objectively read through it you'd have noticed I addressed both your ideas and stated it's a stupid idea.
To repeat myself: "I read your thread and I think both your suggestions are stupid, no perk should be disabled when gens are popped and DS doesn't need yet another nerf to its active time."
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1922856#Comment_1922856
again learn to read
I have read your idea and I'll repeat myself, it's stupid.
Take your L and move on kiddo.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1922661#Comment_1922661
except they can't after the gens done
https://forum.deadbydaylight.com/en/discussion/comment/1922658#Comment_1922658
my whole point was the one above and you don't say "well tough" when discussing balance jesus it's clear as day your a survivor main.
other perks that are ACTUALLY balanced don't matter neither does something that was nerfed because it was too strong.
you can't prevent survivors from unhooking unless you can insta down them when camping and that's assuming only 1 survivor does the save if it's more than they can body block im aware that the killer lost at that point however that is not an excuse for a perk to give you a free escape regardless.
lastly as said since you can't read i said disable it OR decrease it's timer after gens are done, it is active for too long which gives too much distance which nearly always allows you to escape if that distance was at least halved meaning DS would be active for 30 seconds i wouldn't have a problem with it AND thats with it having multiple uses.
TLDR: learn to read since you apparently can't retain details and there isn't a point to discussing other more balanced perks that may or may not actually make DS even more safe during end game. this is my last response since if someone is so biased they think that a perk allowing you to nearly always escape when it gets activated during the end game is fair then there isn't a point as you have no concept of balance especially when the suggestion doesn't affect it during the part of the game where tunneling is considered a problem.
Well tough is exactly what I'm going to say when your "solution" is to disable an entire survivor perk simply because they completed their objective, that's stupid. Being a survivor main has nothing to do with the argument.
The other perks that are "balanced" aren't disabled when the gens are powered either.
Killers can grab the survivor to prevent an unhook, they can also run NOED, and again, if more than 3 to 4 survivors are still alive you've pretty much lost at that point because if there is only two survivors you can chase the last person off the hook or trade survivors.
I read your thread and I think both your suggestions are stupid, no perk should be disabled when gens are popped and DS doesn't need yet another nerf to its active time.
If you find yourself with the gens popped and you cannot guard the hook because there are too many survivors and you're not an insta down killer then take your loss. and if you can't do that just play Bubba and camp the hook, there's your counter to DS in the EGC. Otherwise just take your L and move on.
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Meh,
The perk needs to offer something more, it's a mediocre end game perk at best.
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I think he has too many vials and his add ons should be what allows him to carry more.
His power is similar to when Nurse had up to 5 blinks, only real difference is he has to bump into something before he can use a lethal rush and he can't go trough objects, nor can he do a full 360 to land a hit. However he doesn't come with the debilitating slow movement speed which makes him more forgiving to play.
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@jrinkwater said:
https://forum.deadbydaylight.com/en/discussion/comment/1922576#Comment_1922576
This kind of thinking disturbs me.
It's a anti tunnel perk, it's active for 60 seconds to make it taxing for a Killer to have tunneled the survivor and wait for the DS to expire. But they can wait the 60 seconds which does counter the perk.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1922576#Comment_1922576
as pointed out within exit gate distance it's a free escape not to mention with bt you get AT LEAST 80 meters of distance.
can you not read? i only have a problem with it after gens are completed.
Well tough, survivor perks are designed to help the survivors, survive just as the killer perks are designed to help killers kill.
Adrenaline helps survivors escape end game and it is able to activate from being unhooked, there's also perks like DH, etc. You could argue in these perks also guarantee a free escape in the same situation but that's the whole point of survivor perks, they help the player survive.
Now what was unfair was when moris allowed killers to kill any downed survivor and that was a free kill at the very start of the game. Not at the end of the match like NOED. Now that was BS.
DS is not a free escape in that situation because you were unable to prevent the survivors from unhooking them which is what activates the perk in the first place and you failed to kill them during the match or stop the gen progress. Furthermore there are other survivor perks that can help them get out as well, DH, Adrenaline, BT, Deliverance, etc. It's frankly a stupid idea to disable survivor perks end game, fact is if the survivors powered the gens they're typically winning at that point, especially if 3 to 4 survivors are still alive. Take your L like a champ and move on.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1922457#Comment_1922457
because noed has a counter unlike DS if it had multiple uses to be used to escape by the gate.
DS has a counter, you literally just wait 60 seconds.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1922292#Comment_1922292
do i just need to ctrl + c my post?
why should you get downed like 40 meters from the gates and still craw out with immunity to pick up?
this isn't about tunneling this is about a perk guaranteeing your escape if you have it with a gate open and like 1 survivor or just bt to get enough distance.
edit: crawling is 0.7 m/s meaning if you are downed right away then you can crawl 42 meters, lets say the survivor at least runs for 5 seconds that distance is now 58.5 meters from the hook. with BT lets say you hit them right away on the hook they gain 12 meters of distance and it takes 20 seconds to catch up to them meaning they got 52 meters in 20 seconds and can crawl for around 40 seconds which equals 28 meters so they got 80 meters of distance with DS active. DS is a free escape especially in a swf and it's pretty bs.
Why should killers get NOED and have the ability to 1 shot survivors once they've completed their objective, or Blood Warden, preventing survivors from leaving through the exit gates guaranteeing kills?
Two can play scrutinize the other sides perks game.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1922190#Comment_1922190
im sorry did you not hear me say i agree with it's activating even after it was used and only wanting it's duration nerfed for end game.
translation:"I still want to use DS to guarantee my escape when the gates are open"
By the time the gates are powered/open the killer in most cases has lost the game at that point, especially if all 4 or 3 survivors are still alive as they can pressure for the unhook. It's also total BS to nerf DC so it doesn't work in the end game because killers have some really strong end game perks, NOED and Blood Warden for example.
So I repeat.
Translation: "Let's nerf the perk further so I can secure my 1k by tunneling the unhooked survivor"
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I'm just going to leave this here...
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@AChaoticKiller said:
tbh with how much it is restricted i wouldn't be against this, however i really wouldn't like this to be used after all gens are completed.
maybe in exchange it doesn't activate after all gens are done or it's timer is greatly reduced.
Translation: "Let's nerf the perk further so I can secure my 1k by tunneling the unhooked survivor"
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What garbage.
News flash Buddy, survivors utilize stealth to evade killers too, Dead by Daylight started as a hide and seek game, over time the game turned into a game of tag. So stealth play is already limited in this game and you want to gut two of the few perks that help survivor utilize stealth?
Furthermore, nerfing spine chill range to 8 meters makes this talent garbage, the perk isn't just used to help avoid stealth killers and it existed before killers like Ghostface existed. You'd essentally never get the 6% speed bonus because the killer would be right on top of you by the time it procs. It's such a stupid idea and I hope the Devs don't take such ideas seriously or this game is going to go down like a burning dumpster.
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Tbh, the Nurse is insanely powerful in the right hands, but if you try playing her, you're going to be in a world of pain, and you'll be bullied a lot as you try to learn her blinks. The Nurses who are insanely good have run the gauntlet, in otherwords, you're seeing them after commiting a lot of time to learning her, you're not seeing her when she was being bullied by survivors.
The point I'm making here, before you "nerf her" you need to consider what it's like playing her as a new player and it's an absolutely horrible experience, but knowing how strong she is gives people the motivation to punch through that brick wall, if you nerf her strengths all you're going to do is highlight her weaknesses and it's probably going to be enough to put people off from playing her all together.
She does need some kind of rework so she's more beginner friendly,, once you do that, then look at how well she performs in the hands of masters. The real issue with learning her is if you're horrible at using her power you have to resort to using M1, and playing Nurse as M1 is a world of pain. I like her add ons that increase her movement speed, but none of them increase her movement speed to 4.6 AND you're unable to use her power whatsoever, so it's an add on that turns you into an M1 killer and robs you of your power.
Yeah... I'm clueless how to rework her tbh.
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Personally, I strongly dislike the suggested changes, there's two reasons for this.
Firstly, OoO is a solo perk that can be used to initiate chases by aggroing the killer, which is fantastic when you want the killer to find you to be chased. It also has synergy with Sole Survivor for the solo survivors who want to use stealth to evade the killer, the proposed changes kills this perk for solo players.
The second reason why I'm strongly opposed to the changes is because the perk is only an issue in SWF as it allows a team with mics to know where the killer is at all times, but the SWF team already has voip so a 4 man team has access to this information already, OoO just enhances the knowledge unless it's a stealth killer, meaning that OoO was the only perk that gave reliable info to a solo player to help them survive but at a trade off being the killer can see you, making it a high risk/reward perk that SWF unfortunately is able to abuse.
Point being, solo players are getting shafted again because of SWF, and a good perk is being neutered instead of balanced around SWF.
My Proposed Changes
I'd start by reducing the range of OoO so a survivor can't see the killer across the map anymore, thus solving its major problem when regarding SWF, AKA the free information to a squad. The other step I'd take is to remove the mechanic that disables the perk inside the killers terror radius and allow it to see stealth killers. This is done so OoO becomes a short range chase perk. This allows the perk to be closer to how it was originally intended, a chase perk that lets the survivor see the killer and the killer see the survivor without a SWF being able to abuse it.
The last change I'd make is to Sole Survivor, I would add a secondary ability for when a survivor dies it increases the range of all aura reading abilities (including Object of Obsession). By doing this, OoO would be back to full strength for the last survivor but never at the start of a match. Thus, solving the SWF problem while not harming the solo player experience whatsoever.
TL;DR
The changes I'd make to OoO limits its range to the size of the killers terror radius but it is no longer disabled within the Killers terror radius or to stealth killers. As for Sole Survivor it can now increase the range of OoO when people die. Examples below:
Object of Obsession:
"A supernatural bond links you to the Killer.
If you are looking in the Killer's direction, your link will reveal your Auras to each other.
As the Killer's Obsession, this effect applies to a maximum range of 8/16/24 metres. Otherwise, it applies to a maximum range of 8/12/16 metres.
Increases the odds of being the Obsession.
The Killer can only be obsessed with one Survivor at a time."
Sole Survivor:
"As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted.
Your Aura cannot be read by the Killer within a maximum range of 20/22/24 metres for each killed or sacrificed Survivor.
Increases your Aura reading abilities by 4/8/12 metres for each killed or sacrificed Survivor.
Increases the odds of being the Obsession.
The Killer can only be obsessed with one Survivor at a time."
Conclusion:
These proposed changes removes the ability for SWF to abuse OoO and allows for solo players to essentially keep the old OoO should they be the last person alive while running Sole Survivor (a perk SWF don't use)
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1916293#Comment_1916293
did you play when you could hear her? there was a bug that made her easy to track with sound and it was also like that in her ptb, it makes her really weak.
like all you have to do is camp the pallet and throw it once you hear her in one direction and just vault it when you hear her going to a side. When the bug was live i faced 3 spirits each of them gave up on chasing me at good loops she was basically easier to play safe against than clown.
Well she needs to give some kind of information to the survivor when she phases, otherwise there isn't any real counter play without iron will.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1916248#Comment_1916248
It's not like you dont get punished in any way if doing so simply because you get attack cooldown and then reload.
You should understand that if you hit and miss you loose possibly an injury on the survivor, or sometimes you just want to deepwound this survivor.
https://forum.deadbydaylight.com/en/discussion/223788/simple-nerf-to-deathslingers-gun
Huntress have map pressure thanks to the unlimited range.
Demo has pressure thanks to the portals, while also being 115% killer.
Deathslinger... well... he has only quick chases. Not to mention that: if you are further away than 7 meters, you will be able to avoid his shot with deadhard, while around 10m you can dodge his shot, if you move sideways quickly enough.
Not to mention that deathslinger doesent have any play around most of the safe pallets, while demogorgon can quickly destroy them and huntress throw hatchets througth the pallets.
Before you call any killer op, first try playing them yourself on lower ranks (at least purple) to see how people can outplay you.
If you're already injured, they don't really lose anything by doing this because they can drag you into an unsafe area, quickly recover from the miss then down you. That's why it's an issue and one reason it's really not fun to go up against this killer. Stunts like that just feel super cheap.
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If it were to get a buff, then I'd say the survivors you heal don't lose the ability to see you when you get hooked, but you lose the ability to see them. That is after all what really makes this perk special, being that other survivors can see you. Ideally, I think that feature should remain even when you get hooked.
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So if I jump in a locker to avoid a hit or to attempt a locker juke, I lose DS if the killer finds me? Or if I'm being chased but tap a gen to stop regression I'd also lose DS? What about when the chase is over because they downed me, I only have 30 or less to recover/crawl away?
Yeah bad idea tbh, this would make tunneling a lot easier.
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@TripleSteal said:
Empathy, the rest is barely relevant.
Solidarity is just a weak perk, and WGLF has straight up negative impact on your autodidact build efficiency.
I agree. Spinechill might be a good choice as it increases skill check chances, but I'm not sure if it works on autodidacts skill checks.
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I just want to be able to hear her when she's phasing like how she can hear you when you're breathing/injured.
There's just no information given to the survivor when she phases that it's all guesswork. You're pretty much screwed if you don't have IW anyway.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1916228#Comment_1916228
I have literally never seen a 4 stack BL group in this game ever since the nerf. BL used to be everywhere but today you see one once in a blue moon. The perk is not that good.
What made the perk useful and unique was how it mitigated the stagger from drops, the perk did exactly what its name implied, but once that was removed it became just another exhaustion perk,. There are literally so many better exhaustion perk choices other than BL that it quickly fell out of favor.
That's BHVR for you though, instead of fixing the map where BL was a problem, they nerfed the perk instead.
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If you remove the hatch you'll be spending 20+ mins looking for Blendette who is doing nothing but hiding until you finally give up and open the gate so they can just leave. That or killers would feel obligated to bring whispers to find the last surv meaning they lose a perk slot just to find the last surv.
The hatch exists as the end game when it's just the survivor vs the killer.
Without it and it's back to hide and seek simulator.
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I agree, but I'd also add that he shouldn't be able to cancel the stun by attacking and missing, if he has you grappled and misses the attack he should get the stun from the cable breaking.
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You can argue the game is killer sided when you're playing solo, as the solo experience is a dumpster fire.
Troubles arise when the Killers face against SWF, who also happen to have a thousand or more hours of experience between them and know the ins and outs of the game, then it's a whole different experience that typically frustrates most killers to tears.
Striking a balance between solo and SWF game play is what the Devs need to figure out.
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@Nosferatu3145 said:
Survivors would only play against wraith, clown and trapper if that was the case
Actually these would be the killers I'd want to avoid, including deathslinger and PH, I don't really enjoy playing against them.
The other killers, for the most part, I enjoy because there's generally a good/fun chase interaction with them.
This system could work on the condition survivors can only opt out from playing against 3 killers max.
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Doing gens is the survivors objective, what else are survivors suppose to do if they're not being chased/pressured?
It's like making a thread asking how to fix the "Killers killing people problem"
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I'm fine with proximity chat, sure you'll get people who don't speak English but it's not a big deal.
Most people can speak English or at least some kind of broken form of it. You don't need to have conversations with people, just the ability to ask basic things such as healing, or to ask what killer it is, etc.
The only request I'd ask for, is the ability to opt out of voice chat, some kind of indication to players so they can see you're deaf and/or mute in game to proximity chat.
I'm not sure if the killer should be able to hear the survivors though, it works in Friday the 13 but the killer in Friday the 13 is typically a lot stronger. In other words, against a cordinated SWF with voice chat, could be an extremely unpleasant experience for the Killer, so if prox chat does come, let it be a survivor only feature.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/1884721#Comment_1884721
Yeah or even maybe keep the aura reveal and change it to when your hooked you lose them instead of when your downed
I definitely like these suggestions of how it could be reworked, bringing back the old MoM hit system but adding a mechanic where you lose stacks from being downed/hooked is a fantastic idea. It gives the perk a risk and reward element to it, where as the old MoM was pretty much a free safety net against M1 killers and somewhat useless against killers like LF/Billy etc. So I like this idea that MoM can activate when you're healthy, but also you lose stacks from being hooked/downed. It'll be quite difficult to get stacks against killers who can 1 shot you, but that's what's good about this new MoM idea, it has some counter play for the killer and rewards skillful play on the survivor part, i.e don't go down.
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@xenotimebong said:
Not to burst your bubble, but legacy can easily be hacked in. If they were a team of full legacy skins it probably wasn’t legitimate.
I have to say, I do hate that people can easily hack the skins in whereas there's no way for the community to obtain them legitimately.
No one sees legacy and thinks they earned it "legimately" or thinks "oh wow an OG player!" no they think they're a hacker, and are sus about them.
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It's an end game perk, only activates once the last gate is powered, sometimes you won't ever get any use out of it because you died before the last gen, other times the perk activates and you were already healthy and are now exhausted so you can't use your other exhaustion perk. It's only strong in those specific situations and even then it can be countered by perks such as NOED. It really isn't OP, it's strong in the right situation but that's it. When a survivor uses Adrenaline they're basically playing with 3 perks during the match and the hope the perk will be needed on the last gen.
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@Mandy said:
There is a sound cue when Deathslinger ADS's but the issue is probably that most good Deathslingers don't actually ADS, it's more of a quickscope...and the ones I know, don't use software etc, there's really no need same as with the Huntress.
I've never heard Deathslingers warning when he ADS, with the huntress I always hear her grunt when she takes out a hatchet to throw at you, there's also an audio cue when she has a charged shot, and when she sheaths her hatchet, Deathslinger gives no such warning.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1638358#Comment_1638358
Imagine comparing Devour Hope, a perk dependent on an ENOURMOUS amount of work and luck of RNG placement...to DS. A free get out of jail free card with 60 seconds of invulnerability and a 5 second stun. Sure.
It's a Hex perk. It's risk/reward. That is it's huge downside. If you're not factoring in downsides when you compare 2 perks, you're not delivering a true comparison.
Please, get on my level and make a valid comparison. (Spoiler, you can't).
There's not really much risk to it, if you only bring DH, survivors don't really start looking for the perk until you get your 3 stacks, they really start to panic when that happens, its super strong on killers who can actually guard their hexes well, and Undying has made it even stronger. You just have to be conscious of your Hex totem and defend it.
It's completely relevant because both DS and DH have counters. DH is the stronger perk though, as not only does it allow you to 1 shot survivors but out right mori them too. There's no counter to moris, so once that happens it's gg.
Also hooking 3 to 5 survivors is hardly "enormous work" that's ridiculous, the only thing required of you if you use DH is to play the game normally.
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Detectives Hunch is a strong counter to totems, even with Undying you can take them out, just have to remember where the totem auras were, and if you get lucky, you will knock out Undying first, then Ruin second.
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That's why the survivors will switch to blendettes last minute, killers dodge their lobbies, when they see them packing those items. If you quit the game once it loaded in you probably would of dodged the moment you saw the key and toolboxes.
There's also the chance they were spending bloodpoints on other characters before switching to their main, but probably unlikely in this scenario.
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I can see you're new here, SWF communicate with voice comms programs, Devs have no control over that.
The devs need to close the gap between solo and SWF so they can effectively balance this game, proximity chat wouldn't do that. They'd have to implement a voice chat for solo lobbies or make perks like Kindred basekit for survivors, something like that.
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Franklins Demise counters items hard, if survivors are bringing items you should definitely equip this perk, it can destroy the item completely, it's great, and keys are hard to find when the killer smacks it out of your hand.
I don't think keys should be nerfed, it's the only thing that can open the hatch when the killer closes it. If keys were nerfed then survivors should be able to open the hatch without the key once the killer closes it, which would likely mean a hatch rework.
I've had games where survivors have escaped because of keys and it's annoying, but most of the time its because I failed to notice they were bringing a key and didn't equip Franklins.