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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • Nah, only the highlighted works. Its also the only clock which is ringing, the others are only ticking.

  • Iron Will. Probably the Perk that saved me the most, either by staying hidden or by losing a Killer.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634640#Comment_1634640

    Although Tbh i miss the old 3 second stun. 5 seems alittle excessive since you can lose so much momentum in a trial which isnt your fault by a 59 second ds. And its synergy with unbreakable. It became 5 because of enduring but enduring has nothing to do with it anymore.

    3 seconds was also not enough to gain Distance, since the animation is 1,7 seconds alone (or 1,3, but I think it is 1,7). And "because of Enduring"... I would doubt that. Otherwise they would have changed it again.

  • @Kaiju said:

    Ngl I would buffed Alarm Clocks so they are more rewarding to use, like ''Using an Alarm Clock will keep u awake indefinitely until the killer hits u again,

    Since 1:30s of being awake for losing that much time going to the alarm clock isn't worth it.

    The thing is, this would require Freddy to land a hit to actually have a Power. So in a chase, you would not get to use his Snares or Dream Pallets, until you land a hit. This can be compared to Oni, but Oni basically only struggles for the first time he gets his power, with Freddy it would be all the time.

    Also, his Slowdown Add-Ons (as much as I dont like them) would have no real effect, because people on Gens would stay awake via clocks, which means until they get hit, there is no impact of the Add-Ons at all.

    I would prefer if they go over his power, mainly the Snares.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1635325#Comment_1635325

    I get what you mean but if you would have to wait it out for 30 minutes, why shouldnt they leave then of the penalty is also 30 minutes anyway?

    Like i said i get what you meant and you are right with that, but repeated DCs still should be punished harder. (if the DC penaltys come back)

    repeated DCs, yes. And they get more severe with the (currently disabled) DC-penalty. I think it was 15 minutes after 5 minutes and the third time is 30 minutes.

    But 30 minutes for the first time is too much.

  • Until 2 weeks ago there was a Bug in this game which led to Survivors getting stuck at Hills. Or a Bug where a Killer was not able to use his power. Guess you have to enjoy 30 minutes of waiting when this happens and you dont want to spend the game either stuck at one place or being man with a sword.

    DBD is not a bugfree game, 5 minutes for the first penalty are enough.

  • @xGodSendDeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634869#Comment_1634869

    You heard it here killer mains, a streamer with 8,000 hours that plays for a living says 4-man SWF is no big deal in an unbalanced game, so just git gud, noobs

    Strange, normally Streamers get praised here when saying SWFs are a problem. At least there are more than enough videos of some British Man uploaded here.

    But I guess Streamers opinions are only relevant when they fit the narrative of those Forum Killers here.

  • @BadDocter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1635246#Comment_1635246

    I can't speak for everyone but one of the reasons is the devout challenge

    I mean, yeah, this is a reason and one of the times where I also had to slug. Usually I only go for the 4K if the last Survivor was annoying or I see them when downing the 3rd Survivor (or for a mission). But other than that, I dont really see a reason for slugging.

    I have the feeling I won when 2-3 Gens are left and 3 Survivors are dead and I know that I would have gotten a 4K when I would have slugged. Works for me, at least.

  • @TheButcher said:

    Seriously the whole existence of the hatch doesn't make sense. The Hatch was added to the game because BHVR needed a way to deal with survivors taking the game hostage by hiding near the end of matches, so they responded by giving those survivors a free win mechanic.

    In addition the way it's setup the Hatch only takes away from the points and fun for the Killer, and they expect players to just accept that, and take it lying down. If I won the game and there is still 2-3 gen's left. I expect to get my 4k. Not because I think I am entitled to it all the time, but because I beat 4 survivors and they still have to finish 2-3 gen's. A killer should not have to slug the last 2 survivors to avoid hatch, they should not have to runn through the whole map looking for one thing that will deny them the points they have already won, and they should not have the points that took their skill and work taken away from them because a survivor found a key in a chest. It's completely stupid. Completely and entitrely stupid, just how much detrimental affect the hatch has on the Killer, and all because SURVIVORS WERE TAKING THE GAME HOSTAGE.

    If you get a 3K with Hatch escape while still Gens need to be done, you won. Why care that much for the 4K? Like, you got a lot of BPs at this point, probably 4 BBQ-Stacks which is another load of BPs, most likely a Pip.

    So why waste everyones time instead of just going to the next match by slugging?

  • @Pichihime said:

    https://forum.deadbydaylight.com/en/discussion/comment/1635208#Comment_1635208

    This still doesn't address the actual issue, which is that optimal SWF IS overpowered and unbalanced. But go on being smug about that, for whatever purpose it serves

    Yeah, and those optimal SWFs are a really, really small percentage. And not everybody who loses against SWFs (or players they suspect to be in an SWF, because often enough they just claim they lost against an SWF) lost against one of those groups. But its easier to blame it on SWF than simply accepting that they were not good enough.

    Let alone that people here talk about getting "bullied" by SWFs/Survivors in general, when the Survivors just do Gens and get to escape.

  • Honestly, this does not need to have high priority. It is happening rarely (for me, exactly once when playing Killer and two times as Survivor, when a random DCed in 4800 hours) and the DCing Survivor gives up all Emblem Points and BPs for this game.

    If they get the DC-penalty to work, they would even wait for the next game. And well, nobody will DC frequently to give their mate(s) the Hatch.

    While it is frustrating and something against that would be nice, I think there are more important things to fix in this game.

  • @PB_TORCHer said:

    I want equal fairness games. Like I said, this will never happen anyway

    Thats correct, it wont. Still you opened a thread about it without knowing that the queue times will be abyssmal for either mode.

  • @PB_TORCHer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1635208#Comment_1635208

    You play swf you need a crutch and are obviously not very good

    Oh, I am not very good. But you can be sure that I will be far more optimal when playing Solo, because I have to. If I play in SWF (with one friend), I am less optimal because a) I dont pay that much attention and b) I know that at least one teammate is not a complete potato.

  • You want long queue times? Because thats how you get them.

  • @PB_TORCHer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634962#Comment_1634962

    You have to admit you are leaking info like perks, killer location, who's almost done w/ a gen what gen is almost done if you get chased off. People waiting a a door knowing the last gens almost done. coordinating if someone's on death hook to get the attention off them. THE LIST GOES ON. SWF IS A CHEAP EZ WIN 99.9 % of the time.

    If you lose 99.9% of the time against SWFs, you are pretty bad.

  • Yeah, Freddy is overbuffed. I see quite a bunch of people saying they miss Old Freddy, and while he was not good, changing his Kit might have worked out. But instead they gave new Freddy everything.

    Some notes to your point:

    1. Allow survivors to avoid puddles by crouch walking over them, and not trigger by simply falling asleep passively; and, slow Freddy down while casting puddles

    Crouching does not really make a difference, when he is spamming it in a chase. Not triggering while falling asleep passively would be nice, I just hate it that I give away my position just because I fell asleep on a Snare (nothing can be done about that). Slowing down would be a thing, I dont know why he is not slowed down while placing the Snares.

    1. Remove the passive falling asleep, and allow survivors to go to more than one alarm clock on the map to wake up

    Removing the Micro-Sleep is not a good idea. The current mechanic is not great that he either just has to hit you or to wait until you fall asleep. However, I feel that is the best possible, because otherwise, Freddy might not get to use his power. More than one alarm clock would also not be necessary, but letting it be random instead of the furthest away might work out. (Personally, I would not have any problems when it would be any Alarm Clock on the Map, but this might make the sleep too weak)

    1. Remove Oblivious from Freddy's basekit, or fix Borrowed Time to trigger based on a killer's proximity to the hook

    100% yes. No reason to give him the ability to ignore BT.

  • The thing is, Deathslinger has two dumb Tools in his Kit:

    Free zoning by faking his Power

    Shooting without any reaction time

    You cannot react to a shooting Deathslinger, it is simply not possible, it is too fast. And by faking his power, he gets free zoning potential, meaning he can use it to get you outpositioned.

    The only thing that somewhat works is to stick on Gens and use high-wall structures as much as possible. Last thing is RNG tho, and you cannot stick on thos structures all the time. And against a good Deathslinger, it is really hard to avoid getting shot/hit.

    It also does not feel rewarding at all if I "dodge" a shot. Because the Deathslinger missed. It was not anything I did good at this point. Huntress, on the other hand (as another ranged Killer), feels rewarding when dodging a Hatchet.

  • @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1633379#Comment_1633379

    why didn't they add a breakable wall to the shack lol

    Because Shack does not need a breakable Wall and the one on the Saloon should be removed.

  • "Behavior said Billy was the most balanced killer"

    They never said this. This was said by the community, but since 2017. A lot has changed since then.

  • Still present. Whats the point of having Charms when you cant see them because they clip into Characters?

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631725#Comment_1631725

    "The Drop Off inside the Saloon has a Breakable Wall next to it which leads inside so that the Killer can drop down. So, you cannot really name any window drops"

    I already answered this.

    "Thats not a surprise, given the fact that you are the person who claims that every new Survivor Perk is OP. Surely you dont want that another Perk can become good again."

    What are you even talking about? I have not said that at all.

    By all means, please link posts to me saying things like this if you are going to make wild accusations. Let's see it. They don't exist.

    I've even made quite a few posts talking about how a lot of the new survivor perks lately are weak and need buffs, as well as offering my own buff ideas for them.

    "(I mean, I am fine with using Dead Hard instead, it is better anyway. But Killers should not complain about the lack of variety if there are no alternatives)"

    You are missing the point entirely here.

    Killers and survivors both want variety. Variety doesn't mean giving you back a busted and abusable perk, those aren't synonymous.

    "What are you even talking about? I have not said that at all."

    Well, you are the person claiming that Soul Guard is OP, and if you see it (which is very, very rare), you only see it with Unbreakable. And I might mistaken, but you also said that one of the new Felix-Perks is too strong. If I am mistaken on that one, apologies.

    "Killers and survivors both want variety. Variety doesn't mean giving you back a busted and abusable perk, those aren't synonymous."

    If I read the Forum with all the Nerf-Threads (including Exhaustion Perks), I dont think that Killers want variety. Or only variety, if everything is weak enough.

    And nope, it is not the Perk, it is bad Maps. BHVR should fix the Maps in a reasonable time. It is around 1 year since Balanced Landing was nerfed and Haddonfield or Ormond are STILL the worst Maps for Killers in the game. Even if they say that they dont want to make Health-Chapters, they should start doing what is more important and fixing those Maps is something that should have been done months ago instead of nerfing a Perk, which would not be busted if Map Design would actually been addressed.

  • Probably unlucky. Blight is actually a lot of fun to go against (if not using Compound-21), since his Map Pressure generates because of the Mobility and not Chase Powers without reasonable counterplay.

    But I have seen Survivors DC against Clown, so...

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631668#Comment_1631668

    The holes in the ground or wall, or even a scafolding is quite thematic when it's a old run down building that's falling apart or a saloon. I'd say that aesthetically fits quite well.

    There's a drop off window at the saloon back into the inside and a few stairs in the map going to drop offs.

    There obviously not to the degree of Haddonfield and some of them have semi walk arounds or breakable walls. However, breaking the walls there and the walk arounds would still allow them to waste quite a lot of time. So yes, we're not looking at infinites like with previous BL on Haddonfield, but still able to waste way more time than they want to see happen.

    That also doesn't change my point about limiting future map design.

    The Drop Off inside the Saloon has a Breakable Wall next to it which leads inside so that the Killer can drop down. So, you cannot really name any window drops. Thats not a surprise, given the fact that you are the person who claims that every new Survivor Perk is OP. Surely you dont want that another Perk can become good again.

    (I mean, I am fine with using Dead Hard instead, it is better anyway. But Killers should not complain about the lack of variety if there are no alternatives)

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631648#Comment_1631648

    They aren't doing those with old BL in mind, those designs were for aesthetic.

    There are also quite a few drops in those maps that don't match that design that you aren't mentioning and could be abused if we had old BL.

    I don't see how what I'm saying isn't making sense. There are drops that could not be made if we had old BL that now can be made. I don't see how this is controversial. There are very clearly abusable and non-abusable designs that correlate with BL potential.

    Which Drops? And where is aesthetic when there is a hole in the ground or the wall?

  • Does not really make that much sense this Build IMO. Ruin + Undying + Tinkerer is a Build for Blight, but mostly because Blight can actually take advantage of Tinkerer, because he can cross the Map fast. This cannot be said about Doctor. You might hear a Gen being done with Tinkerer with Doctor, but you might not be able to get there.

    Also, you are using PGTW and Ruin together, meaning you are playing with 3 Perks the entire game. And you are using Undying to protect Ruin, this means that you will only be able to use PGTW when Ruin and Undying are gone.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631458#Comment_1631458

    "BHVR should fix the problematic Maps and bring back the stagger reduction of Balanced Landing for at least a little bit of variety in the Survivor Meta."

    You're wanting to cripple all future map designs around the design of 1 perk, that is not good decision making.

    Fixing BL allows them much more options with map design without having to always consider if it's abusable by BL.

    But they are already doing it, and I would not say that they are crippling the future map design.

    Sanctum of Wrath-->next to every Window is a Drop for the Killer.

    Saloon-->The Balconies have Windows, but on all of them is a Drop as well.

    Midwich-->The only Windows with height are in the Hallways, and those have a Drop nearby.


    So they are already doing Maps with old BL in mind and I dont think that those Maps are crippled.

  • Just let them do this. Two Survivors not on Gens (one on the Hook, one below it) and no chance to save the hooked Survivor.

    Players who do this only hurt their team, so if they give me a reason to stay there, I will take it.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631458#Comment_1631458

    The only reason the variety went away is because a broken toy got removed. Nothing else about the perk changed, except the considerable buff that it received. It really does shine a light on why certain perks are meta: when they are at their strongest, they are INSANELY strong.

    Yeah, and in the end, the BL-Nerf did nothing except for removing some variety. Because for Maps like Haddonfield it does not matter at all if BL is nerfed or not.

  • @Tactless_Ninja said:

    lol no. It made infinites out of any drop.

    This is honestly quite a sad argument. Because those Maps where Balanced Landing was strong (and which were brought up before the Change) are horrible for Killer anyway, even with new Balanced Landing or completely without this Perk. Haddonfield, Ormond, Disturbed Ward were the Maps mentioned, and all 3 are really survivor-sided, even if you cannot loop the Main Building multiple times (or, in the case of Disturbed Ward, this was possible without BL anyway).

    Also, another argument was that the Devs dont have to balance Maps with Balanced Landing in mind. But this is already happening. Look at the Maps which were created since the BL-Nerf, they all have a Drop next to a upper floor window. You cannot really use Balanced Landing there to create strong Loops, you can use it once by getting the Speed Burst (which is possible with current BL), but a second Loop will not be possible because even with Stagger Reduction, the Killer has a Drop, meaning he does not lose any distance because of the slower vault.

    And IMO only the Myers House and Ormond need BL-Fixes, because the Main Building of Disturbed Ward does not really benefit BL that much, since there are no windows on the upper floor (but it needs rework in general). The Myers House would be fixed by putting Doorways instead of Windows on the Top OR open Doorways next to Windows. Same with Ormond, either remove every Window on the Top Floor or put a Doorway next to it. And this are things which SHOULD be able to be done quickly. Maybe also revisit the Buildings on Haddonfield.

    But honestly, this should be done instead of crippling a Perk like BL. DH was already better, and now it is one of only two real options. And the argument that BHVR would need to balance Maps with the Stagger Reduction in mind also does not hold anything, because they are doing it already.

    So tl;dr - BHVR should fix the problematic Maps and bring back the stagger reduction of Balanced Landing for at least a little bit of variety in the Survivor Meta.

  • @JordanMalicious said:

    https://forum.deadbydaylight.com/en/discussion/comment/1628682#Comment_1628682

    How is that the most OP offering in the game? BNP x 4 + commodious is a nightmare combination for killers. Both sides have strong choices when it comes to add-ons and offerings.

    First of all, nice whataboutism.

    Second, those are not Offerings.

  • @bubbabrotha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630061#Comment_1630061

    I think it comes down to exterior factors aswell. I might get it alot, but you dont, so that could mean I might have a lower ping than you or something else. I don't think killer is unplayable, far from it, but I do believe, along with the ds bug, it should be a higher priority.

    Of course, it should have been fixed yesterday. Dont get me wrong on that one.

  • @bubbabrotha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629797#Comment_1629797

    Just because it doesnt happen to you doesnt mean it doesn't happen. It happens to me at least three times a game. If my post sounded aggressive I didnt mean for it.

    Well, I can only speak for my own experience. And my own experience gives me the conclusion that those Bugs are pretty rare. This does not mean that they should not be fixed, but that Killer is not unplayable because of those Bugs.

    And furthermore, it would not be surprising if players, who claim to ALWAYS play against 4 man SWFs which are ALWAYS godlike Survivors and ALWAYS use DS on them if they are NEVER tunneling, that those players are also a little bit exaggerating how frequent those Bugs are.

  • @Facture said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629794#Comment_1629794

    Only affected survivors? Pretty sure some killers got stuck there as well.

    Thats correct, but as Killer you were able to get away.

  • @BigBrainMegMain said:

    Hook bug? I've been getting hooked perfectly fine all day.

    And I've hooked survivors perfectly fine as well, ######### are you talking about?

    Same here. I never experienced the Hook-Bug in any of my games as Killer. And currently playing a lot of Killer, because I am prestiging Blight.

    I experienced the Hook-Bug as Survivor exactly once. Killer was able to drop me and hook me just fine afterwards.

    The DS/Stun-Bug on the other hand...

  • And another Post where a Killer thinks that the Devs are survivor-sided.

    Already forgot how long the Hill-Bug was in the game? Which only affected Survivors?

  • Clown.

    Huntress would be the obvious choice, but they have said in the latest Q&A-Stream that they will not change Iri Heads anytime soon™. So I doubt that she will get her Add On-Pass in a few weeks.

  • @supersonic853 said:

    If something like this would happen moris and keys would be even more common. Also stuff like camping id hate to Have a Bubba just facecamp me to make me lose the halo. No thank you.

    ^ this.

    People take this game too competitive already, no reason to increase that. Would also not really be possibe due to RNG or Teammates. If you get 3 Potato Teammates, you lose your streak, except when you hide all game and go for the Key Escape.

    And as Killer, you might lose your streak because you get a bad Map for the Killer you are playing (e.g. Nurse on Midwich or Hawkins).

  • @OllieHellhunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629342#Comment_1629342

    May I ask how BHVR are going in a direction that does not support stealth?, the newer maps and reworked maps are both great for stealth both on the killer and survivor side. If they continue like this I'd say they're going towards making stealthy play more viable.

    Maps - I dont think that the new Maps favor Stealth that much. Not much difference on Badham for me and Yamaoka is actually easier for me to find people. However, Scratch Marks are harder to see on Badham for example, but I dont think that this is an intentional change towards Stealth, they messed this up and it will hopefully be changed that the Scratch Marks are ABOVE the grass.

    (In general, I am always for darker Maps, since the game looked way better when it was darker)

    And I feel that since Legion more and more Killers came which straight up ignore Stealth. Legion does this with his Killer Instinct. Plague with the vomiting noises which cannot be negated by any means. Ghostface which starts to reveal players even if they are only looking briefly in his direction. Oni with the Blood Orbs which give your position away. Blight has some easy to use Aura Read Add-Ons (even tho, one of them will be nerfed, but it will still give information quite easily).

    Sure, not all Killers, but some seem to go against Stealth more than others.

    (I mean, in the end, I could be totally wrong and they indeed want to support Stealth. But Badham and Yamaoka did not make that much difference to me so far since their Reworks. But thinking about it, those Bushes on Saloon are good for stealth, so I can definitely see your point here)

  • Yeah, exactly. Those Offerings should not exist, all 5 of them which got introduced. I have never seen the Basement-Offering, never seen the Anti-Map Offering and I have seen Hatch-Offerings two times.

    They are okish for Killer, since their Bloodweb is not as overloaded with stuff like the Survivor Bloodwebs, but this does not mean that this should happen in the future. Rather Survivor Bloodwebs get stuff removed than the other way around.

    I also know that I will never use one of those Offerings. I can guarantee that, because there is no sense in using them. Even if I do not have any BP-Offering left (which will never happen) I would rather burn a Chest-Offering as Survivor or a Hook-Offering as Killer.

    I think those Offerings should be removed (or, as someone else wrote, only be present for this Chapter). It should be Baseline that the Killer sees the Basement at the start for a few seconds (this is actually some information that makes sense), but thats about it.

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1628682#Comment_1628682

    i mean it's not exactly difficult it's just why not opt for an easy route compared to the much harder 3 hook or risk the survivor dcing when you're about to hook them a third time (this happened to me a few times when i was doing the challenge).

    I mean, I also needed more than 10 games for that. The first two games my Obsession DCed right at the start. I used Rancor for that, because then an Obsession is guaranteed and it is some form of Safety Net.

    But I also think that you have 3 weeks for that, so you dont need to rush. Same like using a Key when you get a Challenge where you need to escape (like the Meg-Challenge in Level 4). It is the easy route, but really necessary? I dont think so.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1628661#Comment_1628661

    So why is it wrong now to play with 4 slowdown perks?

    Gives the killer more time to kill all survivors and it's pretty much the counterpart to survivors stacking second chance perks to waste more of the killers time.

    IMO stacking Slowdown-Perks or Stuff like Forever Freddy (which still exists, even tho its weaker) show that a Killer is not good at the game and rather needs to prolong the game as much as possible instead of going for Chase- or Tracking-Perks to apply pressure. Some Slowdown is ok (I am using Sloppy Butchere here and there or Corrupt Intervention), but too much is pretty lame. But that is just my opinion.

    And regarding second-chance Perks, I think those are the only Perks which make sense for Survivors. This and Perks which help with the Objective, but those dont really exist and will never exist. Yeah, some players like Stealth, but Stealth is mostly pretty boring and BHVR is also going in a direction which does not really support Stealth. But again, this is my opinion. I rather have 4 Survivors with full Loadouts than 4 who are just hiding all the time.

  • I am not playing in 3 or 4 man SWFs currently (only 2 man SWF), but lets say another friend of mine starts playing DBD so that we are at least a 3 man SWF.

    And because I want to play with my friends, I cannot use the Perks I have on my Characters? Where I spent money on to get them? And time to get them on my Characters?

    Yeah, sounds great. /s

  • @shalo said:

    There's a challenge to kill Obsessions, you drew the short straw.

    Because thats so difficult that you need to bring the most OP Offering in the game.

  • @GoofyGooberRock said:

    https://forum.deadbydaylight.com/discussion/comment/1628664#Comment_1628664

    At least that's good because people been complaining about how killer stuns are now less then 1ish seconds

    I mean, I said, the earliest. Could be possible that it will only get fixed for the next Midchapter-Patch. But usually Patches and Bugfixes release on Tuesday, so next Tuesday would the earliest possible.

  • Well, when they have a fix ready. I would guess that the earliest possible would be the upcoming Tuesday.

  • @RizeAki said:

    https://forum.deadbydaylight.com/discussion/comment/1628637#Comment_1628637

    Well heck they can’t release anything stronger then crutch and exhaustion perks all they can do is dull them down and buff other perks to be on the same level

    Also who said I was a killer main? And wouldn’t you get bored seeing the same 4 perks on each survivor? It’s like once it starts you already guess what everyone is running. going against a killer you have to go Hmm what perks do they have. But survivor is well which 4 exhaustion perks and how many ds bt and ub do they have?

    " going against a killer you have to go Hmm what perks do they have."...Eh, not so much. Most of the time, 3 Perks are pretty obvious, only Perk Number 4 might be a surprise. Depends on the Killer tho.

    And well:

    "And wouldn’t you get bored seeing the same 4 perks on each survivor?"

    I dont care that much. I run the same Build since a long time and I will not change it. For what should I change it? To get tunneled immediatly when not using DS? Before I realized how scummy most Killers play, I used No Mither or just Perks which I thought were cool. Now I just use the strong stuff. And I doubt that I change it, since Killers wont change their Loadouts or playstyles.

    But I also dont complain about what the other side is running. (Except maybe for stuff like running 4 Slowdown-Perks aka "I cannot apply pressure")

  • The Meta might change when they release good Perks for Survivors. This is what happened with Killer Perks - Hex:Undying is a good Perk, it is used, so different Builds come up.

    With the good Survivor Perks being in the Basegame and Halloween-DLC, you will not see a change in the Meta anytime soon.

    (BTW funny that you use the word "boring", when Killers always make fun of Survivors saying that certain Killers are boring... Guess Double-Standards will never go away)

  • You know why this build exists? Killers playstyles.

    Also kinda twisted that you complain about that Build while clearly running one of the best (if not THE best) Builds on one of the best Killers.

  • Well, come to EU and snipe me. :P And please dont DC like the last two Obsessions I had, which DCed right at the start after being downed/seeing that I played Spirit.

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