Aven_Fallen
Aven_Fallen
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@Travis_Bateman said:
https://forum.deadbydaylight.com/en/discussion/comment/3025100#Comment_3025100
I remember one of your posts saying that "sadako is not that weak" and "you are gonna win the majority of your games with her",like she's in the top five worst killers list,so his post served you well
I still dont think that she is that weak. She is not strong, probably not even middle of the road. But she is far from unplayable.
And it is alright that she is not strong, considering that she is very simple to play.
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4 Flans and a BPS. Got tombstoned.
Luckily stuff like that is allowed to stay in the game, but having a fully functional Iron Will is a big No-No...
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@OniWantsYourMacaroni said:
90 seconds gen time + buffed Thana on Legion and Plague 🤢
At least we have a toggle button >.>
110 seconds per Gen. :]
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3025163#Comment_3025163
That's not how refunds work. For all we know he can have only 1 hour of gameplay so he can def get a refund.
The account was created in 2021. And opened Discussions in 2021. I highly doubt that OP only played less than 2 hours in 9 months.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3025119#Comment_3025119
For what ? To back up your claims. You say she is easy after some training, that you "would probably be able to get a decent winstreak" then prove it.
Until then, I don’t believe you, especially when you ask for both range and recharge nerf which would be overkill.
I am fine with you not believing me. It is pointless anyway to discuss with people who really think that Range- and Recharge-Add Ons are fine on Nurse.
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You wont get a Refund.
You are playing a live game, this includes changes. If you dont like those changes, unlucky for you.
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Sadly the original music will be gone at some point. For me still the best music in the game, I dont really like most of the unique TRs and Chase musics.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/3024814#Comment_3024814
But your neglecting the haste effect and baseline bt to get out and reach a non dead zone. As said if 3 second stun wasnt an issue then why did killer play around it. Why not eat the apprently meaningless 3 second stun?
Inconclusion survivors are getting baseline bt, astronger version of bt and movement speed post unhook. Wjen you weoght up the pros and cons your actually getting way more ppwerul anti tumnel tools many of which are basekit. Ds existed when those were non existent bar bt. Which didnt even give haste.
The stronger BT only works out of the Survivor who unhooks you has BT. Which is the same flaw with current BT.
Yes, there is a baseline Endurance and a Haste-effect, however, those are also really short. A Killer just has to count to 5 to counter that. And most Killers will be able to do that.
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@DBDVulture said:
Nurse is the "fair" killer because a survivor escaping a nurse means she made a mistake. Almost all the other killers in the game require a survivor to make one or two mistakes (in a row) during a chase to give the killer a hit.
Nurse does need a few nerfs but it's unlikely to happen because the devs data show she has the lowest kill rate and that's the only metric they understand - even though it is incredibly flawed.
I would not really call it fair when you have to hope that the Nurse-player is bad (aka makes mistakes) to escape.
And no, the Devs dont use Killrates as their only Data. They already nerfed Nurse and before that she already had the lowest Killrate. But obviously this does not mean anything, yet it is brought up in this Forum, even if we know that the Killrate comes from players learning her and especially newer players who are just not able to perform with her (because she is so different from any other Killer in the game).
The reason why they wont ever nerf Nurse in a significant way is because they are scared of the backlash. If we are lucky they remove/nerf Range- and Recharge-Add Ons. But this is the most they would do.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3025100#Comment_3025100
Show us your winstreak and how easy she is to play.
Oh wait, you can’t. That’s why she is allowed to exist.
Nurse is the hardest Killer to learn, but once you get used to her Blinks, she is not that hard to play. Her difficulty is highly exaggerated. I win most of my games as Nurse without Gen Regression and without Add Ons.
If I would put in a more sweaty Build and add Range- and Recharge, I would probably be able to get a decent Winstreak (after getting used to the increased Charge Time of course).
But for what? That I can show some Forum Warrior that Nurse is not that hard to play? Let alone that some of you would probably even doubt that it is my own gameplay (which already happened in the past...).
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@pizzavessel15 said:
this just shows you want killers to be weak lmao let me guess, you think Sadako is strong and balanced?
Its not really about Killers being weak.
But just yesterday I had the thought - why is half of my Perk Build being gutted (DS and Iron Will) and the Nurse with Starstruck, purple Range and green Recharge is allowed to exist? Or Nurse in general is allowed to exist?
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I will not quit. But I will most likely not play as much as before. And this is fine, the grind is reduced for me. And I dont need the 70 days to complete the Rift anyway, so I can slow down a bit in this aspect.
But my overall playtime will drop, because I am not really happy with the changes and really disappointed in BHVR.
And when I play, I will have to be way more efficient. No more Gens with other Survivors, splitting up as much as possible to counter the fact that Gens take longer.
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I like that you mention the unfair Loops for Killers. But I guess you are totally fine with big Deadzones, eh?
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3025039#Comment_3025039
They nerfed the meta slowdown perks, in order to bring the others up to their level and create more perk variety.
They accomplished this fairly well, the only outliers I can see are:
Overcharge has been over-buffed.
Ruin has been over-nerfed.
Much like OtR, these may change in the PTB.
Yeah, but right now I just see Slowdown-Perks replaced with other Slowdown-Perks. And as long as BHVR does not want to do a huge bunch of Perk Updates on quite a regular Basis (at least every 6 months, better every 3 months (so in their schedule, every second or better every Midchapter)), I dont see any improvement.
Because right now, there is 0 reason to pick Ruin or PGTW over Overcharged for example. So you have a stale Meta, a big announcement and the result is a stale Meta.
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@Seraphor said:
"Devs said gens are done too fast so why just let the gens at 90 secs but avoid nerfing gen regress or stall.If The gens are fast have no sense to reduce those perks its only 10 secs but for a team 10 secs becomes less."
Changes like this have compound effects. By increasing gen times by 10 seconds or 12.5%, you're not only making gens take 12.5% longer as a baseline, but you're also buffing all slowdown and regression perks by 12.5% as well, as you get that extra value out of whatever repair progress you prevent or remove. (it's also a 11% nerf to toolboxes) Simply extending gen repair times without nerfing regression perks, would only make regression perks even more valuable and even more meta.
They want to make regression perks needed less, not used more.
"They want to make regression perks needed less, not used more."
While this is true, it was poorly executed. If they want to do that, they would need to nerf every Gen Regression-Perk into the ground.
However, they buffed other Perks which will form the new Slowdown-Meta. So they just shifted it. Basically - all their work for nothing.
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I would tell the Killer-player in question to git gud.
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When one of you Killer Mains open a Thread, are you trying to put in all the buzzwords to make it sound as dramatic as possible?
"Circle of Healing SWFs"...
And I really dont get what makes you think that you deserve a Kill just because it is Endgame. If you have so many Survivors still alive once the Gates are powered, what did you do all game?
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/3024844#Comment_3024844
the unhook-requirement was added in march 2019 2.6 then the 5 second stun was added in april 2019 2.63
Yes. Which means that the 3 second-Stun existed while the Unhook-Requirement was already added. And it was too less.
You just cannot compare old DS which did not have any requirements with DS which requires to be unhooked to justify 3 seconds of Stun.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3024636#Comment_3024636
I mean... people called it useless whenever it was "nerfed" and yet it still remained like a unmoveable object in the meta.
1,7 seconds are not enough to get away. 3,7 seconds are already not enough against the strongest Killers, with only 1,7 seconds you wont be able to get away against any Killer.
So the Meta will shift to Off the Record because BHVR failed to implement anything against Anti-Tunnel, except for another Perk which will be run.
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/3024814#Comment_3024814
the 5 second stun came after the unhook requirement.
This is incorrect. The 3 second stun also existed after the Unhook-Requirement was added. Which got buffed to 5 seconds.
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/3024756#Comment_3024756
the perk would still do something, like I said there were no issues when it was a 3 second stun back in 2019 and I can't find any posts of people complaining about the stun duration back then (you're welcome to take a look and post me a link). and because it was already that duration we don't even have to speculate how it would go as it was already a thing and it was fine back than.
I do agree that nurse and Blight is a problem but that isn't a ds problem, that's a nurse/blight problem and they should be nerfed accordingly along with these changes, (losing charges seems like a good one).
Just to reiterate the 3 second stun was fine historically which they changed due to enduring. so if it was good when enduring wasn't a factor back then than it shouldn't be a problem now since enduring still can't affect it.
@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/3024756#Comment_3024756
Back when it was a 3 seconds stun people slugged more. To get around it. That "worthless" 3 second stun was being played around. Dont believe me look at zubat lel old videos. A 3 second stun is very good.
Remeber you also have the ms haste increase + enduramce status to reach a non dead zone. But hey take it off next patch. See what happens I gurrantee you everyone will throw it back on the first game there tunneled. I feel like im seeing the old bbq complaints all over again. Bbq range was nerfed by 8 to 10 meters. The reaction oh this perk is worthless ah it does nothing. Reality everyone comtinued using it because 100% bloodpoints.
Ds might give you less time but its still the only perk that give you another chance vs killer who will tunnel you. Do you really want to be schmuck without ds?
If you are talking about the stun before the Unhook-Requirement, this is not really worth a discussion and a poor argument. Back then DS was far stronger, because it can be activated on any Down. So Killers either slugged the Obsession or dribbled them to a nearby Hook.
Comparing the 3 second DS-Stun when it was at its strongest with 3 second DS-Stun when it is suppose to be an "Anti-Tunnel Perk" is really wrong.
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/3024701#Comment_3024701
i brought head on into the discussion because nobody has complained about the stun duration of that perk.
and why did no one complain about the stun duration of ds pre-buff if it was such a problem back than?
Head On: Because people who run Head On know it is a bad Perk and just for the Memes. DS on the other hand is supposed to be an Anti-Tunnel Perk and you can expect that this Perk does something against tunneling.
And back then there were complaints about the Stun Time, however, DS was also not really used that much. One reason is because it was a recent Nerf (Nerfs tend to cause a drop in usage) but also because it was just not worth picking up with 3 seconds.
I mean, even 5 second-DS is not good at countering tunneling. The stronger Killers just ignore it, a Nurse or Blight will just laugh about it. But with 3 seconds, basically every Killer will laugh about DS and just tunnel through it. And while DS gets neutered for the sake of changing the Meta, you will still face Nurses and Blights on a regular basis (but due to other changes now with even less distance gained when they hit you - yay!).
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- It is a Multiplayer game.
- It is a cheap Multiplayer game (at least the Basegame). Games which have a high Base-Cost are usually less toxic (if you pay 80 Bucks to play a game you will think twice if you want to be toxic to risk getting banned)
- It is an easy game with low skill needed, which means that players dont have to focus that much and get bored earlier, which results in them more likely being toxic.
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/3024643#Comment_3024643
people ran enduring back then specifically for ds because taking the stun was not worth taking. and I doubt you could find any posts from back then complaining about the stun duration pre-buff. also the 3 second stun is enough for head on so logically it should be enough ds. even after the buff to 5 seconds, enduring would bring it below 3 seconds and it was still enough back then.
It wasnt enough. From 3 seconds you will use 1,3 seconds for the animation, so the actual distance gained is 7 meters (1,7 seconds, should be around 7m with 4m/s Movement Speed). So unless you are very, very close to a Pallet or Window, you will not make it.
And well, Head On is bad. It is one of the worst Exhaustion-Perks and people just take it for the lols. So what is your point in bringing Head On into this discussion?
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3024636#Comment_3024636
I don't think any perk got removed by this mid chapter, did they removed anything?
DS being changed to 3 seconds makes the Perk useless. You cannot get any real distance. If anything, the Stun Time should have increased or other measures should have been taken.
We are talking about a Perk which SHOULD be an Anti-Tunnel Perk. Even if it clearly is not an Anti-Tunnel Perk (its Anti-Tunnel is too bad), they changed it to something which made tunneling more rewarding in an Update, which should introduce basegame changes to stuff like tunneling and camping.
When someone has played back then when DS was 3 seconds (AND countered by Enduring), they should know that even without Enduring the stun was too short.
DS will probably still be used. But Perks like Ruin or Self Care will also still be used. Does not mean that they are any good now.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3023461#Comment_3023461
Which justifies, that they now toogle it down to 3 seconds again.
If you want to remove the Perk, sure. Then you can call it "justify".
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I just leave this here.
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I think it is a fair nerf that Ruin is disabled once a Survivor is dead. If you have your Ruin-Totem still up and it is a 3v1, you will be in a good position anyway.
The bigger and more unneccessary Nerf is the reduction of the Regression. This basically makes Ruin Tier 1 the new Ruin Tier 3.
So the Nerf to disable is an actual Nerf to Ruin and IMO a fair one. The Regression-Nerf trashs the Perk. (Even if it would not disable, with only 100% Regression it would be too bad anyway)
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3022702#Comment_3022702
Deadlock seems most appropriate for the first build. Most survivors don't know how to neutralize it and it has a good synergy with Pain Resonance.
I'm guessing the second build is about finding survivors to try to snowball. Had she replaced ruin by Starstruck, a few the snowball combined with a few good blinks would have been deadly.
What was the most difficult build in your opinon?
IMO the Build with Infectious was stronger, however, the Nurse did not really capitalize from it in the correct way, often she just slugged a Survivor who got picked up.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3022605#Comment_3022605
Maybe you should try to play more chill, non meta builds and give the killer more room to play. Your mmr will decrease and you will have more variety.
I die all the time.
You can bet that today I will face a bunch of Baby Killers. And tomorrow I will go against the Blight with the most Rush Downs once again.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3022605#Comment_3022605
Lucky you. I would love to get only Nurses. I'm getting Blights, Wraith and Doctors.
(Also, Starstruck and Infectious Fright go hand in hand. It's weird to see them in different builds.)
They were using BBQ, Pain Resonance, Starstruck on one build (I dont know the fourth Perk, it was not Infectious) in the first game and second game it was BBQ, Ruin, Infectious Fright and Distressing (on The Game, without a Map Offering).
:I
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@GoodBoyKaru said:
I feel like it should've been one or the other. Either keep it's strength and it deactivates or it gets it's strength nerfed and can remain indefinitely. This is a bit too much tbh.
Like, I'm happy I now no longer have to deal with the 2x busted add-on Blight w/ Ruin Undying Tinkerer in solo queue who just does nothing but prevent a single gen popping while the solo teammates meander around the map looking for new and exciting ways to twiddle their thumbs, but ik in a few months I'll be thinking it's a bit too far. If they wanted to nerf the numbers making it 100/125/150% would probably have been better, or just increase base regression speed too instead of being 0.25c/s (which would then help killers quite massively).
Personally, for Blight, the Tinkerer-Nerf was enough. Only once per Gen is perfect. This already prevents the Blight from sprinting back to the Gen immediatly once Tinkrer triggers again. (At least for the build mentioned, Blight itself still has problematic Add Ons)
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Hag and Twins.
Yesterday I almost exclusively went against Nurse-Players. Only two games were not against a Nurse (those were Nemesis and Dredge). One Nurse-player was even encountered two times. At least they switched up their build from Starstruck-Nurse to Infectious Fright-Nurse. :I
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@bittercranberry said:
it was fine as is & hurts players that actually used it to defend gens but I get the thought process that game should not be slow when its 3v1 and having ruin up with 4 gens remaining is well... a GG, literally no ones going to try if ruin is up and everyone will just wait out for the hatch.
I dont agree with the Nerf but it makes the game playable when its a 3v1??
just speculating here
I would assume that the majority would have been fine with such a Nerf that it is disabled once a Survivor is dead. Because you are indeed in a good spot when it is a 3v1 with 4 Gens.
But the Speed was not neccessary. When I see that the Killer has only Tier 1 Ruin, I am like "Ruin... But only Tier 1", and I dont really consider it a problem. Now this will be the norm...
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IMO one of the Perks which got a Nerf just to remove them from the Meta. Because the general Meta for Killers will still be Slowdown-Perks, but instead of Ruin and/or PGTW they will use different Perks. So not really an improvement.
When it comes to Ruin, I think the nerf of disabling it once one Survivor is dead is a fair Nerf. This should be a very rare case anyway and if you get a Survivor out of the game before your Ruin-Totem is found, you will probably be in a very, very good position that you dont need it anyway.
Nerfing the Regression-Speed was too much. I would assume that I hate Slowdown-Perks like no other player, but making a Perk pointless to use just so that other Slowdown-Perks will be run is the wrong way.
And personally, once Undying was nerfed, I was fine with Ruin. It is annoying (more than the previous version of it), but there was not really anything wrong with it, unless it is in such a hidden spot that you will really not find it. But this could have been solved with disabling it once a Survivor is dead.
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Yes. This was also the sentence I probably disliked the most in the entire Update. It just shows that the Devs have no idea about NOED. But then again, one of their Lead Designers enjoy running it, so it was probably hard to get even this small Nerf.
Cleansing useless Dull Totems was always a bad counter to NOED. Now with 90 seconds on a Gen, more base regression (with kicking away 2,5% of the Gen immediatly), in theory shorter chases and STILL with a Slowdown-Meta (just different Perks now), you will have even less time to look and cleanse Totems. And because of this, if you decide to hunt Totems instead of doing Gens, you might not even make it to Endgame in the first place.
OhTofu once made a good example - lets say there is a Survivor Perk which let Survivors move at 110% Speed once all Gens are done. It can be countered by going to the Basement and opening each locker 2 times. So you can prevent it from activating by wasting a bit of time. And yet, nobody would want something like that, because it is a stupid counter to a way too strong Perk. And cleansing Dulls for NOED is the same.
I am still a big fan of the idea to make it Token-based. Remove the Hex-Status. For each Hook the Killer gets 0,5% Movement Speed once Gates are powered, for 8 Hooks before 5 Gens are done they get the Insta-Down on top. This would make it that a Killer who did well will receive a big Buff in Endgame. And a Killer who did poorly will not get their 1K or 2K just because a Totem was standing around somewhere.
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You really think that 5 seconds Endurance are a problem? 5 seconds? Can you count to 5? Good. You countered it.
Really, blowing something out of proportion here.
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Yes, was a nice game. :) Would have been nicer if the other two Survivors would have stopped going down or being grabbed (I think the Claudette went down by grabs 3 times, lol). :P
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If anything, they should have increased the Stun Time. Yet they nerfed it. Which just killed DS.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/3021248#Comment_3021248
If slinger is not that bad then so is iron will, both of them have been relegated to the other side being able to counter all of their aspects, why is one good and the other one bad?
You can still play Deathslinger. He is still solid, he is far from being the worst Killer. Granted, the Devs went a bit overboard with the Nerfs, but he is not useless to play like Iron Will. Iron Will is all or nothing. And with 75% it is nothing.
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Let me get this right - now people claim that the grind was increased due to Cosmetics they did not get before when you had to P3 Characters?
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3020778#Comment_3020778
Kinda like all of those previous killer nerfs that you endorse.
No Killer has been nerfed to a point that they are unuseable, which happened with Iron Will.
Even Deathslinger, who got hit the hardest, is still not that bad.
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Some things just looked like nerfing stuff for the sake of removing it from the Meta.
Examples are Spine Chill, Iron Will, DS, Self Care. On the Killers side Corrupt Intervention, Ruin and BBQ can easily be named (I get that BBQ is not really needed to give double BPs anymore with the Grind Reduction). Some changes are just pointless, e.g. giving Basekit BT for 5 seconds is nonsense, since you still need the regular BT to have a decent duration.
But the most baffling thing is that they nerfed Slowdown-Perks on the Killers side, just to buff other Slowdown-Perks, which will result in a Slowdown-Meta. Yay!
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Wraith. Simple to play, but on a decent powerlevel. Not the strongest Killer, but far from being weak.
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Sadly it looks like they are not a fan of Solo-Survivors. Because the recent Update makes it harder to play Solo. Not only with the Survivor Perk-Nerfs, but also the Killer Perk Buffs. E.g. Overcharged is a lot stronger against Solos. If you have a Gen with a lot of Progress which gets kicked with Overcharge, as Solo you have to hope that they know it or find it randomly. As SWF you can at least call it out and prevent it from regressing too much.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/3020841#Comment_3020841
Lmao oh no. At least the prime skin is pretty cool 😅
https://forum.deadbydaylight.com/en/discussion/comment/3020839#Comment_3020839
Thanks!
I dont understand it tbh. Because those are yellow cosmetics. I know that they did very slight changes to Yui and Jane with their cosmetics, but if I am not mistaken, those are brown cosmetics. (At least for Yui)
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Ok.
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Yes. The difference is a slight difference in Lipstick Color. Yep. Thats it.
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It does not really have counterplay. It just got dumped into being pointless. I would not call this counterplay.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3020649#Comment_3020649
Survivors still have some control where they get downed. The killer is able to down and hook 2 survivors near each other, then the survivor made a misplay.
I mean, two Survivors being downed is already a misplay regardless where they are hooked. But two Survivors hooked next to each other with the Killer "patroling" between them is not a favorable situation for the Killer, it is basically a win. The other two can basically just run to the Killer and let them down them, because there is not really a point in playing anymore.

