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Avarice10

Avarice10

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  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619080#Comment_1619080

    The thing is, Saboteur is a really old Perk, it exists since the game started. And a big difference was that Hooks would never respawn. So basically, you were able to Sabotage each hook except for the Basement, which leaves the Killer no possibility to hook Survivors.

    So it was changed that Hooks respawn after three minutes, but Sabotage (and Saboteur) took a longer time to set off. Usually players would 99% the Sabotage and just hope to get a Save with it.

    So they changed Sabotage again when they nerfed the Toolboxes, it now is not possible to 99% the Hook Sabotage, but it is much faster than before. This means that you wont spend so much time preparing your Sabotage without any guarantee for an Outcome, but you will have the possibility to Sabotage on the Go. And because this is possible now, they reduced the time a Hook stays broken a lot.

    Sabotage plays are still possible (had one just today where another Survivor saved a Teammate), but they will only really work in that way: Killer carries Survivor to the Hook-->Sabotage-->Killer either has to drop the Survivor (which means he is on the ground and can be healed or wiggles out) or risks the Survivor wiggling out.

    While I also think that Devs are scared to give strong Tools to Survivors, something like strong Sabotage should not happen, because as I said, Hooks are one of the Core aspects of the game.

    Yes, I know I played DBD when hooks didn't respawn, it usually ended in being slugged, or the killer was running the meta, being Agi and IG, which typically meant it didn't matter if all the hooks were saboed, you're going to the basement even if they have to carry you all away across the map to do it.

    I have no issue with the changes to the toolboxes or the new sabo mechanics, my issue is just how weak they've made this perk, it's ridiculous, you can't even sabotage bear traps with it anymore. So my point is this, if they're going to make a perk that is intentionally weak so that nobody uses it unless they want to meme, then it really shouldn't be a perk and they should just reinvent Jakes ultra rare perk, because I'm sick of seeing it be nerfed every other update.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619112#Comment_1619112

    So dont waste that perk slot. It would be like me bringing zanshin tactics or cruel limits, then griping because they're not strong enough.

    Only difference is that you can pick one of the already op perks, and bring a toolbox to get the same effect.

    That's exactly my point, running this perk is a wasted perk slot, and bringing a perk should never feel like you're wasting a slot.

    This is why the survivor meta is so stale, our quality perk choices are really limiting. So to be continuously nerfing survivor perks to the point they're useless or only good for a meme isn't helping that.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619056#Comment_1619056

    The gens go too fast for any survivor buffs. Denying even a single hook is usually a game breaker for killer. You use words like usually and should, but then you get a map like swamp or the game where the hook is technically within 50m, but its 60m of walking to get to it.

    Bottom line, survivors have pallet saves, flashlight saves, ds, dead hard, shorter objective times, and the numbers, they dont need a stronger version of sabo.

    Maybe they don't need it, but survivor perks don't need to be absolutely gutted to the point they're never used either. If I used a brown toolbox to sabo the hook I wouldn't of said anything, but the fact I used an entire perk slot to get something so underwhelming, blows my mind. They may as well reinvent Jakes entire perk and come up with a new perk, I'm sick of seeings Jakes Ultra Rare perk continiously being nerfed.

    I'd be better off using Ace in the Hole and getting a brown toolbox with add ons than running Sabo, it's just too #########.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619056#Comment_1619056

    The Perk has a Cooldown of 60 seconds, but in theory, 4 Survivors can have it AND there are toolboxes which allow to Sabotage. The only thing that needs changing on Saboteur is the Cooldown when cancelling to sabotage, since you can clip to the Hook while healing a Survivor, setting the Perk on Cooldown.

    (And well, to your example... When you see a camping Leatherface you should not be anywhere near the Hook, if you have Saboteur or not)

    Oh yeah, and before I forget, "in theory" is often very different to "in practice"

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619056#Comment_1619056

    The Perk has a Cooldown of 60 seconds, but in theory, 4 Survivors can have it AND there are toolboxes which allow to Sabotage. The only thing that needs changing on Saboteur is the Cooldown when cancelling to sabotage, since you can clip to the Hook while healing a Survivor, setting the Perk on Cooldown.

    (And well, to your example... When you see a camping Leatherface you should not be anywhere near the Hook, if you have Saboteur or not)

    Try telling my team that, all 3 were by the hook trying to save each other, and I was the only one doing gens. When I went to the rescue and realized the LF was camping, I really thought I could make a difference by using the perk Sabo, I never use this perk and only had it because of a challenge, and the perk didn't even make a difference in the end. Why make a perk if it's just going to so weak it's near useless? The Devs clearly don't know what to do with this perk anymore.

    I'm sick of the Devs nerfing survivors perks to the point they may as well be removed from the game because of how ######### they are.

  • @Aven_Fallen said:

    The thing is, Sabotage should be weak. Because in the end, hooking Survivors is one of the Core Aspects of the game. Denying this on a regular Basis would only lead to a lot of slugging which is not fun for either side (at least for most people).

    Perk has a CD of 60 seconds, so you can't deny this on a regular basis, it's just one hook that you can sabotage no more, and 30 seconds makes no meaningful difference, not to mention hooks are close by that typically the killer will make it to the nearest hook.

    Sabo use to have real practical use now I wouldn't even call it weak, it's just trash. I can't even farm points with this pos.

    They should buff the hook disabled time or reduce/remove the cool down, at the very least they can change the cool down to only activate once a sabotage action has been complete, because just tapping a hook will disable the perk, this is stupid.

  • @Pryzm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618656#Comment_1618656

    No amount of discussion will help here. You are completely lost in your fervor at this point. If you think BBQ leads to easy engagement in chases, you are either the luckiest killer main around or the worst survivor.

    Best of luck to ya.

    In other words you're bowing out of this discussion but felt the need to tell me I'm wrong so that you can tell yourself you're right. Classy.

  • @Belzher said:

    Every single online game that uses a rank system should have a DC penalty, this is what I think, letting people DC as they want only encourages it, and there is no upside on it, you just screw your team.

    The rank system doesn't really mean anything, it also resets too so meh.

  • I'd like to ask for a Mod to move this discussion to suggestions & feedback when you read this, thanks in advance.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618839#Comment_1618839

    Well it depends right?

    When you see that survivors do take it slow, no need to be a dick and you can give free unhooks np. However when gens do pop left and right, you gotta do what you gotta do.

    I won't disagree there, I just disagree when he said and I quote "it's the best strat" tunneling and camping really aren't the best strategies a killer can use, they're cheap and can be effective, but the best? Nah definitely not. It can be devasting to solo players, but if you face a well organized SWF who also play well, it does more harm than good because you've lost all your pressure as you camp the hook or tunnel the one that wants to be chased.

    But like you said it depends, not everyone is a God Nurse as killer, and sometimes you get a bad map for your specific killer.

  • @Tanman said:

    https://forum.deadbydaylight.com/en/discussion/191218/tunneling-really-do-be-the-strat-huh

    Tunneling and camping may not make you popular but they are without a doubt the best strategies.

    I disagree, I don't main killer, but when I do play Killer I've managed to 4k without needing to tunnel or camp. Just need to have a good strategy, sometimes you get out played or the strategy doesn't work, it happens, but you win some you lose some, no big deal. You're not really going to improve as a killer if you're focused on securing one kill at a time though.

  • If you're being tunneled, I'd suggest Deliverance, DS, Unbreakable, and Adrenaline or Soul Guard.

    You could swap out Deliverance for an exhaustion perk, in which case I'd suggest SB, if you get up from unbreakable or use DS, being able to sprint away is great.

  • I do not support DC bans, people still dc'ed even with bans, and rage quitting is just a part of this game. It's not really a problem you can fix because it's a user reaction to something instead of a bad game mechanic. It also slows queue times because a portion of the player base is getting time outs, and it already can take awhile to find a game even with cross platform on.

  • @Pryzm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618186#Comment_1618186

    lol You are confusing perks here or something pal. BBQ rarely leads to a chase vs halfway decent survivors. BBQ is at best useful for targeting a gen to kick most of the time. Most survivors will start walking in one direction and move in any one of several others. By the time you get there, they are long gone. I used to think BBQ was so strong until I became a killer main. I then learned it was only strong because I was not a very good survivor. A few short seconds, requiring I get a hook and the survivors be far from me, is not much. OoO is constant info whenever you want it unless the killer is very close. So if I'm running OoO in an SWF and I see Pig or GF's aura moving towards the direction of the killer shack, I can warn everyone where they are. So much for stealth. If I see Trapper's aura putting a trap in the area of a jungle gym outside the killer shack, I can warn everyone where the traps are. That is an insane amount of information. That outright neuters the power of several killers.

    To compare the two perks is the outright height of ignorance. Heck, Bitter Murmur gives better information than BBQ. Alert gives better information than BBQ as well. Even Spine Chill (one of my favorite perks) is better information than BBQ. BBQ is great because it is a ton of BP, period.

    You can continue to try and stretch this silliness, but I doubt anyone who has experience on both sides would be willing to argue that BBQ is near the information wealth of OoO.

    I disagree completely, once you hook a survivor the chase is over, BBQ let's you know which gens to pressure and ultimately allows the killer to start another chase, keeping the pressure on. It's strongest on high mobility killers who can capitalize on this information and B line straight to the survivor, every game I play where a killer has BBQ this always ends up the case, they come straight for me or another survivor on a gen and you're now in a chase, there's not always time to get in a locker, or one near by to get in one, and if we're honest, most survivors don't go in a locker even with BBQ, thus your position is completely and totally compromised putting you in peril. Sometimes you can't mind game them because the gen you're working on was in a corner so you're boxed in. It's an extremely powerful perk and most killers run it for this reason, Huntresses love it because it allows them to take pot shots of survivors and some can actually land those hits too. OoO does not give the survivors this kind of advantage, no where near it. SWF can capitalize on it sure, but OoO is an information perk, and like an information perk it suffers from the information syndrome, OoO is really only a perk that's useful for solo survivors who really want to escape.

    It's also fair to say you're being a complete and total hypocrite here, you're complaining about OoO because of its long range aura reading ability, and BBQ has the exact same ability, the only difference is the condition the ability is activated. They're one and the same, they share the same ability. So if you have a problem with OoO you should understand why BBQ is also a problem for survivors. You can't have your cake and eat it too.

  • My idea of buffing camaraderie would be

    1. You no longer go into the struggle phase.
    2. Once you're in the second stage, the timer stalls hook progression for 30 seconds, or as long as the killer stays near the hook
    3. On the final stage, in an attempt to free yourself from the entity clutches you automatically attempt a 4%, if you fail the roll you die.
    4. Unhooking yourself or being unhooked gives you the endurance status effect.

    These changes imo would make it a good perk, the reason why I gave it strong affects is because this is a perk that only comes into play when you're hooked, so it should be good at what it does if we want it to be a good perk.

  • @Pryzm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618131#Comment_1618131

    The reason it is meta for killers is purely the BP. 90% of the time I forget to even focus on the auras. I'm running it for BP alone. The only time I really care about the aura site is if I'm running Pop. I can quickly see what gen is being worked and hit it. If you think that is comparable to constant surveillance on the killer, stealth or otherwise, you are insane.

    It is comparable, the Killers job is to pursue and guard gens, BBQ instantly reveals the locations of all survivors, letting the killer know which direction to go in, 5 seconds is all the information they need, it's the difference from being lost and checking gens not being worked on, to checking the gen that is near completion, destroying its progress and initiating another chase keeping the pressure on. BBQ utilized to its fullest potential means the survivors will never get any respite. OoO does not have that kind of power in the slightest, no where near. It's an info perk a survivor can use to play more stealthy to avoid running into the killer, it can help with mind games during chases, but it's not a chase perk, it's not popular in solo builds and it's not meta, that's the difference between OoO and BBQ. How rewarding OoO is depends entirely on how you use it and how strong your mind games are, BBQ is strong in any game because it gives the Killer the information where to patrol to initiate another chase, and if you took the aura reading ability off BBQ you'd see far less use on the perk and a lot of Killers crying, so if OoO is going to be hit by a nerf BBQ should be right next to it on the chopping block. Survivors version of BBQ doesn't even grant any ability. Fair is fair.

  • @Pryzm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618080#Comment_1618080

    BBQ is not a proper comparison. It is nowhere near as informative.

    1. BBQ gives what, 5 seconds? The first 1 second is usually lost due to finishing the hook animation and locating an aura.

    2. Survivors have to be pretty far away.

    3. Survivors can counter the perk by hopping in lockers

    4. It often is more misleading for slower killers as they get to said location and the survivor is long gone.

    5. It encourages the killer to leave the hook.......

    BBQ gives maybe 10% of the information OoO gives. Nice try though.

    I'd say it's a fair comparison, BBQ gets extensive use and is one of the meta perks of killers, it also gives double blood points and does not reveal the killers aura to the survivors. In regards to OoO, stealth killers abilities counter OoO, the killer will be able to see you and you won't be able to see them. OoO is just another info perk, it doesn't do anything aside that, it can help with mind games, and in the rare chance it's a trapper it can help counter him, but that's about it. Perks are supposed to be upgrades. OoO is fine as is. If killers can have BBQ I don't see why we can't have OoO. Also 4 is kind of a moot point because it allows the killers to know where to look in the first place and in most cases they do find survivors when they check, at the very least they know which gen to use Pop on and patrol which can have a devastating affect on the survivors. BBQ is super strong on killers with high mobility, against a Billy, Nurse, Oni, Spirit, and now Blight, they can hook the survivor, see where the other survivors are, and be there within a moments notice and start up a chase. BBQ allows Killers to apply immense pressure, with the ability to instigate a new chase right after ending the last, this is a huge advantage, BBQ has an oppressive impact on the game that forces survivors to change the way they play.

  • @[Deleted User] said:

    Make it work like a reverse Rancor. The person using OoO will be affected by the exposed status during the trial and can be moried when all gens are completed.

    So basically No Mither but worse? gtfo

  • If solo survivors really wanted to level the playing field, bring aftercare, and detectives hunch. Aftercare is more rewarding than bond and empathy because it lets both survivors see each other, and detectives hunch gives you the info needed to do bones.

    But they'd still be 2 perks down unlike SWF.

    I do like your idea though.60 seconds is not a lot of time to designate a strategy but such a change would help.

  • I actually agree with this, it feels more like a broken mechanic rather than a feature, when you hop off the gen there was no sc, but then you hear the audio cue, and you don't see the sc on your screen, so it blows up, that's really frustrating, they should fix that.

  • @HommeBizarre said:

    https://forum.deadbydaylight.com/en/discussion/191176/same-perks-every-d-n-game

    Well maybe it's because we don't have the choice

    Killers tunnel so DS

    killers camp so BT

    Survivors makes ton of noises while injured so IW

    And to clarify, killers not breaking pallets to bloodlust survivors so DH

    We have to deal with that

    Sp stop complaining and deal with this

    That pretty much explained why these perks are the current meta right now. Yesterday I did feel like trying the classic meta being SB, SC, Bot, and Spine Chill or Adrenaline, and while it's still good, it really pales in comparison to the current meta, if the killer camps or patrols the hook you really need BT, and if you get tunneled you really need DS. So it's not hard to see why the classic meta died for the new one.

  • I don't think he really needs any buffs, he's a strong killer. He might need a few QOL fixes but definitely not buffs.

  • @BDS22 said:

    The only time I got use from boil over was when Kate was first released when playing on the map the game, but since then didn't they or make more hooks for all maps? It's just not a useful perk with how close and how many hooks there are now. Many if you run it in a SWF with breakout but you see I hate that, I hate how some perks are only good if you're grouped up with a SWF.

    What makes me laugh is the Devs consider this to be a "very Rare Perk" it should be rare, the impact it has on a game is negligible.

    Iron Will is more suited for Very Rare status.

  • @IIITweedleIII said:

    I've thought of a very simplistic way in order to rework it. Having it lore wise with the fighting spirit that makes the Entity enjoy the struggles. Game wise it acts as if once picked up. The nearest hookS in the range of maybe 16m are automatically broken. (Entity helps the wiggle by destroying nearest hooks)

    This just makes it struggle to get to the closest hook the killer can get to. That way the survivor has an actual chance.

    Nothing else changes.

    I was thinking the same thing, the perk would have use if it broke all hooks within 14 meters instead of just obscuring their aura's.

    As it is now it's just garbage, it really doesn't do anything.

  • @EntitledMyersMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1591177#Comment_1591177

    BHVR won't do that because they don't want "Meta" survivors.

    They could make it that survivors have a 5th perk that can only be a teachable, and they could do the same for killers.

  • @Godot said:

    Do the same with Kindred, remove Mori's and turn Cypress Mori into base kit for Killers, remove or at least nerf Keys by having to go through an animation to open the hatch, and only one person can escape, delete NOED...

    ...And this game would be perfection.

    Not a bad idea, not sure about the keys though, there's an achievemt for all 4 to escape via hatch, you need the key for that.

  • I do actually support this, but it does make me wonder, if this did go through, I wonder what the perk BT would be reworked as, it would be interesting to see.

  • @Folklore said:

    DS need a buff if anything. Killers need to stop trying to crap on good survivor perks just because they want to win. If DS deserves a nerf then so does BBQ, or Noed.

    I agree with that, there are so many strong killer perks and add ons that survivors have to deal with, and Killers want to nerf one of the few good survivor perks. It's a bit hypocritical, they're all for complaining about DS or BT, but BBQ, NOED, Iridescent Head, Moris, etc, we don't talk about that.

  • @jzinsky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557742#Comment_1557742

    Are you sure it's a majority and not just a few whiners? To be fair if bhvr looked at all these complaints seriously... Well if it was me in charge I'd shut the servers down and call it balanced

    There's 40k players in DBD and about 2 dozen in the forums that complain about it, they're not the majority. They most likely ate a stun then go to the forums and have a cry.

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1535647#Comment_1535647

    If you DON'T press the skill check button at all and let the skill check "expire" your DS is saved. Basically if you decide to use it, and hit the skill check, or miss the skill check, that's it.. If you "save it for later" you can use it next time when you meet the conditions.

    On a side note here's a spreadsheet of survivor perk usage from about 270 games at red ranks.

    https://imgur.com/zr1U4jM

    DS was used in 87% of matches.

    Those numbers are wrong, here's the official statistics of most used perks.

    T8VE1J9V3G07.jpg 2YVQMEWUS0KN.jpg


  • @sad_killer_main said:

    https://deadbydaylight.gamepedia.com/Decisive_Strike

    Here is it the wiki.

    And actually yes, this piece of text says: "Succeeding or failing the Skill Check will disable Decisive Strike".

    But it doesn't say something like for the whole game.

    I'm not a main survivor so I don't know this for sure, but I remember that I tried the perk once they changed it, and I kinda thing I used it twice tho, once per unhook.

    It will be nice if somebody can confirm me this please.

    You can only use the perk once, if you don't attempt to hit the skillcheck the perk won't be consumed but the moment you actually use it or fail the SC it's disabled for the whole match.

  • This change is stupid, it's the equivalent of giving killer a perk that is disabled whenever a killer chases and injures a survivor.

    DS has been nerfed plenty of times, survivor perks help survivors survive just like killer perks help killers kill, the perk is fine.

  • That would be OP

    It would stack with PWYF, and NOED and make bloodlust really strong.

  • @wownicedeadhard said:

    Dont know how i feel about people wanting to emoving bloodlust, but im hyped for clown. and i think Keys and Moris need reworks asap.

    Bloodlust was added as a hotfix back when there still were infinites or very strong God loops, maps have been rebalanced and nerfed, so bloodlust isn't needed anymore. For the game to be truly in a balanced state then it has to eventually reach a point where BL can be removed without hurting killers. It was a quick fix to previous problems, it never was intended as a proper game mechanic.

  • @Fnatic47 said:

    https://forum.deadbydaylight.com/en/discussion/190694/why-do-they-keep-blocking-windows

    There some strong loops where people abuse from windows so os normal that after a few vaults the Windows get blocked for a short duration.

    Are you talking about the entity blocker? The entity blocker only blocks for the survivor spamming it as far as I know, At any rate I wasn't talking about that.

  • @ZCerebrate said:

    If it was exclusively a non-ranked bloodpoint rewarding Kill Your Friends mode then why not. Will it take significant programming from the team to get it up and not be bugged to all hell (adjust UI, net code etc etc)? Probably.

    I vote they worry about the dozens and dozens of other more pressing issues rather than worrying about something like this that won't really net them any more revenue (The most probable reason it won't come to pass).

    I agree, however if they can have mutiple survivor and killers in KYF and all it would take is editing a number value, that'd be fine too.

  • @Ryuhi said:

    ctrl+f "Windows of Opportunity"

    "phrase not found"

    I used Alt + F4 after that shenanigan.

  • @TheWarNung said:

    Unbreakable is a very powerful perk, even without DS.

    As a Rank 1 killer main I'll admit that I do some tactical slugging to pressure survivors off of gens. Unbreakable can completely negate that tactic, even if people just use its secondary effect to recover faster. If I've got an entire team slugging and someone recovers off the ground then that one perk has just literally saved the entire team.

    I wouldn't call it powerful, it's situational, it completely relies on a killer slugging which is an extremely rare thing to do. You can easily go 20 matches and not be slugged once. When you do finally face a killer that slugs then it's strong because it's a perk that's a direct counter to slugging but the perk is very much a one trick pony.

  • @OllieHellhunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1613119#Comment_1613119

    By red forest I'm going to assume you mean mothers dwelling and not the temple, if so theres always 1 of the possible windows blocked, if you dont believe me you can look it up, an excerpt from the wiki:

    "The Hunting Cabin is a two-story house built from logs with a staircase on the outside and on the inside, both leading onto the balcony.

    • The ground floor contains a living room with a fireplace and 2 Lockers, there are 3 entrances and 4 windows, of which one is always blocked.
    • The upper floor contains several ledges from which a player can jump, a grand total of 4 entrances, 1 window and 1 vault location on the wooden deck."

    The Hunting Cabin has 5 windows in total, I think on release they were all open, but the two by the stairs, can both be blocked or one can be open now, I'm not talking about those windows. I'm talking about the small room that has two windows adjacent to each other, they were always open, but now one is blocked making it an unsafe window, I didn't know about this change and ended up running into the blocked window and dying. Absolutely pissed me off ngl.

  • Unbreakable is overrated, on it's own, most matches you won't get slugged, if you're up against a mori you're definitely not getting any use out of it. It only gets reliable use with DS because the two have synergy, if the killer doesn't want to pick up and decides to burn out your timer, unbreakable actually gets a use.

  • @TheWarNung said:

    https://forum.deadbydaylight.com/en/discussion/comment/1613094#Comment_1613094

    Your op does not mention main buildings at all.

    Are you talking about suffocation pit? It used to have two different versions of where the window could spawn in the MB, but one of those variations was too strong. After the map rework that window now always spawns in the same (weaker) place.

    In this case I was talking about the main building on the Red Forest, was playing against a Legion who kept going around wounding everyone, which ended in a 4k. But what my peeve was I ran around the corner to vault one of the windows in the room that always had two open, only to find it's been blocked, I die, and get basement hooked. ######### wonderful. When did they do that?

  • What they're doing is balancing the game around SWF and youtubers who make SWF squads to bully the killer, but in the process shaft the solo player experience. I don't play the game like OchiDO, few do but because they made a youtube video of bullying the killer they got to nerf it and shaft solo players while they're doing it.

    I'm really getting sick of this treatment to nerf survivors based on the argument "SWF is OP" it's destroying the solo experience.

  • @TheWarNung said:

    Certain tiles will have two orientations. Sometimes one window will be blocked and sometimes a different window will be blocked, but there will always be at least one window available. The classic example of this is the high-walled tile we all lovingly call: the jungle gym. It will always have one window and one pallet, but there are two orientations in which the window/pallet can be placed. Respectfully, you may want to learn about the different DBD tiles.

    https://deadbydaylight.gamepedia.com/Maze_Tiles

    Unless you're talking about Main Buildings? Because they work the same way. They have multiple orientations, so if a window has been blocked a different window somewhere in that building has been opened up.

    I'm not talking about Jungle Gyms dude, I keep saying I'm talking about main buildings here.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/190694/why-do-they-keep-blocking-windows

    Can't the Devs get the balance of windows and pallets right the first itme?

    The entire point of a live game is to update the balance constantly depending on circumstances and the belief of the development team. Shack used to have 2 windows, 1 pallet, no door. There used to be actual infinites in the game. The balance is forever changing.

    Yeah but when they fixed shack they just removed one window, there's no RNG component to it, that was a good fix, with main buildings they keep adding RNG, maybe the window will spawn there, maybe it won't. It's fricken BS. Because before they were always open. Now they either turn windows on main buildings into stupidly unsafe vaults, like Iron Works, or use RNG to randomly block one or just out right block all of them.

    Don't get me wrong, I get it, it's frustrating for the killer to deal with such places so they needed to be balanced, but the approach they're taking is frustrating and confusing. I don't want RNG with main buildings.

  • @tactic said:

    Some loops and structures have multiple variations where some vaults & pallets don’t exist.

    why? Because yes

    I'm not talking about RNG jungle/pallet gyms, the main buildings keep getting changed, where before a window was always open, now it might be blocked and if you go to use it you just die or take a hit. It's frustrating man, why can't the Devs be consistent, enough with the RNG bs on main buildings. I'm sick of these band aid fixes to main buildings.

  • 1 v 3 matches are killer sided, what makes you think 2 vs 6 would be fair? A lot of maps have really weak pallets and windows now thanks to the map nerfs, so it'd be really easy for killers to coordinate and cut off survivors at unsafe pallets, even god loops would be impossible, take the killer shack for example, 1 survivor vs 2 killers is one dead survivor, It'd never work, the survivors are too weak and wouldn't stand a chance in that situation.

  • Pyramid Head is fair and balanced,

    Ignore the fact he has a free mori, doesn't have to hook survivors, and can hit survivors through walls making any window or pallet unsafe.

  • @Lightpkm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1610248#Comment_1610248

    His mobility is great I will say that but his power in chase's is kinda crap. I will say stack his two speed addons, you become the freaking flash lol.

    Nah you're not utilizing his power properly.

    Watch TruTalent playing him and take notes.

    https://www.youtube.com/watch?v=kI_rEPLcqW4

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