Aven_Fallen
Aven_Fallen
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I almost never see Sabo. Once again, an overraction of the Forum.
I only saw a failed Sabo-Attempt against me and a successful when playing Survivor (even tho the Survivor doing Sabo could have just saved me with a Pallet).
But I guess I am the exception and you all go against Sabo-Squads 24/7.
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@solarjin1 said:
Hopefully no more 1 fit all meta builds period. Builds should be tailor to there killer strengths
This will sadly not be the case. Stacked Slowdown is still the best Build on all Killers.
But I totally agree this should not be a thing. Builds should be more tailored to the Killer and not just one best Build which works on every Killer without fail.
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I think even if they want to do it (it would be a hell of work to do that), they would not even be able to. The person you are talking to can live in a completely different country so their laws will be different. E.g. I am pretty sure that in my country the person who got insulted or threatened needs to go to the authorities, a third party would not be able to do so.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738179#Comment_3738179
The killer in no way gets stronger later in the game, nor do survivors get weaker. You can break pallets, but then there's still more pallets. Good survivors are not gonna give you time to create all these deadzones without also finishing the gens in that time. Besides the time spent on hook, survivors are still at full efficiency while injured, first hook, second hook, until they are dead, simply because they can still work on gens. Not doing your job as a fully efficient killer, aka not tunneling, is basically handing all the power to the survivors to get their objective done at the cost of your own. What we've been seeing for years is killers, whether they're tunneling or not, downing survivors in chase back to back really fast, and the gens got down to 1 or they all got done. Like, "Really? These guys got that far? For doing what?" That should be alarming, because it means that survivors who actually do know how to loop will win by default, even though the killer basically couldn't play better. That's what he's mad about. Of course we want less skilled survivors, which is against my nature because I generally want opponents equal to my skill, because when we do get equally skilled survivors, they can go down in chase constantly and still escape.
If you think that the Killer does not get stronger the longer the game goes on, you dont understand the fundamentals of the game. Simple as that.
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No. This would just lead to a Meta which Survivors are being played. Currently we have Survivors who are more popular than others, but this is due to personal choice or cosmetics or something like that. Not because they get a competitive advantage (this was only a thing with Claudette back in the day, but is not the case anymore).
If you would give Survivors passive abilities, this would just lead to some Survivors being better than others and therefore some Survivors might become even less popular. And what about people who have a Main? They might have spend lots of money for the Cosmetics, but if this Character becomes weaker than others, they have to make the choice to have a disadvantage or change their main, even if they like that Character.
(Sure, the same can be said about Killers if a Killer is nerfed, but IMO Killer would still have way more variety in gameplay than Survivor with your idea)
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@Souplet said:
Remmember when devs wanted less slowdown stack ?
Guess what, now you have to stack even more to get value from it. On almost every killers i now run
Corrupt + pain res + grim embrace + surge
And of course, nurse and blight stay untouched and dont care about the nerf
Maybe someday, instead of making the life of mid tier killers miserable by nerfing slowdowns, they will actually nerf nurse and blight so we can have decent perks
Stacking Slowdown was the Meta before and is the Meta now as well. So if their goal was to make it weaker, they succeeded. And honestly, as long as they dont put in other measurements to make stacking Slowdown-Perks impossible, this is the best they can do - nerf all of them.
Because currently, even if we would have stronger Slowdown-Perks (lets say Pain Res removing 50% and Deadlock blocking for 40 seconds, Grim Embrace blocking for 15 seconds/60 seconds for example), those would still be stacked. Killers would not think "Oh wow, one Slowdown-Perk is super-strong, so I only bring this one.".
So either the Devs find a way to make stacking Slowdown-Perks not work or they have to nerf them individually, since they get stacked regardless.
But I would agree with the last part. As long as some of the super-strong Killers exist like they do, the game cannot really be balanced. And Nurse is just the prime example, because she does not even play DBD. -
"I also feel that the kill rate for killers across the board is deceptive and doesn't take into account the pace of play. I've had many games where I get 3 or 4 kills but there is 1 to 0 gens remaining and I didn't start getting pressure until 2 gens were done and a 3rd about to be completed. Point here being that just cause I got a 4k it doesn't mean that pace of play isn't a problem."
I think you dont really understand how the pace of the game works.
The pace of the game works in a way that Survivors are strong at the start, but get weaker over time (Ressources aka Pallets are gone, Survivors lose Hook States, Survivors have to play more careful), while the Killer starts weak and gets stronger the longer the game goes.
Also, when it comes to Gens, you should realize that while a Gen is technically 20% of all Gens which need to be completed, the actual time itself is way different. The first 2 or even 3 Gens can be completey very quickly, but this does not mean that all Gens will be repaired. Especially Gen 5 usually takes longer than the 4 Gens before. Killers should not expect to end the game with 5 Gens still up, if this happens, there was a matchmaking issue because the Survivors were way worse than the Killer they played against.
If you experience games where you get 3 or 4 Kills and there are only 1 or even no Generators remaining, this looks like Matchmaking is working for you. Close games are usually a sign that you play against equally skilled opponents, which is good. And in the end, losing 2, 3 or even 4 Gens early does not really matter, since as long as the Survivors did not repair 5 Gens, they wont have a chance to win.
But if you say you want more 4Ks with less Gens being done, you are basically just asking to get less skilled Survivors, so you can stomp them more. Because in the end, you are winning already, you just want to win more.
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When will the event end? Does anyone know?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737582#Comment_3737582
couldn't you say that about any perk? A bad player will do better in the chase with enduring/spirit fury/bamboozle then without it? The perks don't make the player good. The good player makes the tools look good. The players that played freddy made freddy's toolkit look good. Now you can get any 9000 hours killer to play freddy and that player won't make the killer look good. You can forget about bad players getting results with him.
Sure, in theory you can say that about every Perk. And sure, Enduring/Spirit Fury is a combo which makes Killers play less good, simply because they dont have to fear Pallets. And Bamboozle encourages players to just vault the Window instead of learning how to run a Tile (and IMO it is a brainrot-Perk, it has its applications and especially had those in the past, but if I see a Killer vaulting a T/L-Wall, I just cringe).
But with Freddys Slowdown-Add Ons, you just had to exist as Freddy. Players would fall asleep eventually, so if you had Jump Rope and Outdoor Rope this was just 15% Action Speed Reduction for doing nothing. And if you had Jump Rope and Paintbrush, it was only 9%, but right from the start.
And, as I said, his Kit was really not difficult to play. (And is still not difficult to play, just less effective as before) I dont mind Freddy being a strong Killer, but he was a strong Killer for the wrong reasons.
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737263#Comment_3737263
It hurts nobody? I want to play the game how it is meant to, i dont want to farm.
But if i dont join, they will just slug us and let us bleed out.
How could we possibly dare to want to play the game the intended way.
They meet in groups of 5, so you should not end up in their Lobby. And when they are five people who all agreed on this, there is no harm done to any other players.
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@Ewik42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737580#Comment_3737580
The thing with off the record is that it gives you many more different benefits besides the endurance hit, that's why I didn't even bother mentioning it.
While you are correct and the removal of grunts of pain and the blocked Aura Read are nice, they do nothing when you get tunneled, since the Killer has line of sight or at least other visual methods to follow you (scratchmarks, Pools of Blood).
When I used OTR (and I find it one of the most overrated Perks after using it), I got benefit from the Aura Blocking from time to time, but IMO if someone wants that, Distortion is the better pick.
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Quite a small and boring map, just a few meters big and with a well in the middle. It doesnt even have Generators or Exit Gates.
Jokes aside, it is up to the license holder what can be implemented in DBD. They apparently were fine with Onryo and Yoichi, but did not really want to have a map, so there is none.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737573#Comment_3737573
you got that wrong. slowdown isn't fun for killer. it is necessity because 6 minutes game is barely a game. Freddy allowed you to play the game vs efficient teams. that is also why I miss old original thanatophobia as a perk. makes bad killer more viable.
I never said it is fun for Killer. I even said it is not about fun.
It is about having the best tools to win and stacking Slowdown massively helps to resolve skill issues. A bad player with stacked Slowdown can be better than they would be without it. Simple as that. And therefore you saw so many Freddys back then - easy to play Killer, massive Slowdown, even a really bad player could get decent results with him.
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I would rather prefer if BT would grant something else instead of Endurance. The problem why the Anti-Tunneling measurements are quite weak is simply because all resolve around Endurance. So a single hit by a proxy-camping Killer after the Unhook will remove:
- Basekit Endurance
- Potential Off the Record
- Potential Borrowed Time
- The ability to use Dead Hard
This is just too much for a single M1-Hit, especially if a Perk like Off the Record is clearly designed to combat tunneling, but you wont get the 80 seconds at all, you get as much as the Killer allows you to have.
The only thing BT has currently going for it:
- Works in Endgame
- Killers usually dont wait out BT if they realize the Survivor does not have OTR, so they hit after 10 seconds, which will then trigger BT and surprises them
I think giving BT something else than Endurance would be nice, so that even if the Killer hits the Survivor off the Hook, they can have another status effect which might help them. Maybe even buff the Duration of BT to 30 seconds, since it is a purely altruistic Perk anyway (and should stay that way, so BT for both is not the way to go IMO, even tho it would Unhooks against camping Killers way better).
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736514#Comment_3736514
no. he was popular because one thing. He countered broken healing speed med-kits and he also softly countered gen-rushing if the player was good. I think he would be twice as popular if they just returned his swing chain and jump rope add-on's to the original -3% healing and action speed penalty per asleep survivor and 9% action speed penalty for repair/healing for individual asleep survivors. Even if his chase sucks, he would be miles more playable.
He was popular because he had his massive Slowdown and because he was so easy because of said Slowdown. Stacking Slowdown is always the easiest way to play Killer and that Freddy was able to use Perks AND Add Ons AND had a simple ability (placing Snares back then was basically reverse-Bloodlusting, because you could spam them and just make the Survivor slower) made him super-easy. That he would be more popular if they just add the Slowdown-Add Ons just proves it. It is not about fun, but about just being braindead easy.
My cat could have played him well.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737357#Comment_3737357
the reason windows doesn’t require anything to activate is because it’s just an aura reading perk
Ultimate weapon was just an information perk too... Just saying
But Distortion and WoO didn't work, which was clearly unacceptable.
Oh my.
Ultimate Weapon still inflicts Blindness. And it still counters Distortion. It just does not reveal Survivors Location for 30 seconds anymore, which was ridiculous.
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@Depressed_Millenial said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737263#Comment_3737263
If you stumble into their games you get slugged and bled out if you don't bring the correct things. Also, read question 3 in my post.
You should not stumble into their games from what I have understood of this.
And question 3 is meh. There should be no BP-incentives which are that high tied to Perks, because this would just lead to people thinking they need to run those Perks.
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Why is that important? It is just Bloodpoints, after all. The people dont get any competitive advantage and they hurt nobody.
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So to activate Pop killer needs:
- Find chase
- Win chase
- Hook survivor (and it's a challenge now in some matches, thanks to sabo buff)
- Find a gen, which at least has 50% of progress to win ~15-20s on average
Aka - just play the game. Sounds pretty simple to me. -
Of course PGTW is still worth taking. And I see it being used quite frequently by Killers. And obviously it pairs good with Nowhere to Hide.
If you play a Killer which can benefit from it, Unforeseen is also good (e.g. Bubba). So even if you dont see anyone with Nowhere to Hide, you still get value out of the Kicking.
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What does it matter that the Gens in the Dungeon are guaranteed to get done when it is basically impossible for Survivors to get the Gens upstairs done?
Of course this forum is only complaining about the Killer perspective, but is ignoring that the map is equally bad for Survivor. There are almost no pallets upstairs, but 4 Gens and the Pallets upstairs are sometimes just unplayable. If a Killer stays upstairs the whole time, they will most likely win.
(And the Dungeon is also only good for Survivors due to the Portals. The Pallets in the Dungeon are bad as well)
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@Archol123 said:
Even when he was stronger he was boring to play and play against... So it does not really matter to me if he is weak or strong when he is not fun to play...
^ this.
After the Rework he was pretty popular, because he was so strong for so little effort. Now he is not strong anymore, but still requires no effort at all and is just boring.
You really, really have to like the character to play him, because Freddy offers nothing apart from being a iconic Horror character.
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@NekoGamerX said:
I say just tell us who in groups after the match that well the killer know why they won or lost
Not really. They may have an excuse for themselves why they lost, but thats it.
In the end the Killer lost because they are worse than the Survivors. And they won because they were better than the Survivors. Not because of SWF or anything.
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There were no information about that. Just that it will come to the game at some point.
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@Jim_Tonic said:
The first killer to be released new since i started playing this game was dredge.
Every killer including him has been called OP when they were newly released, unless people started to learn the counterplay to those.
Dredge, Singularity, alien are seen almost never, they had a very short popularity span. Chucky lasted a little longer but i barely see him now either. Only one to break this cycle was wesker for now, but i dont think he was called OP upon release, he seems to be perfect middle ground.Yeah, and the other side is that every Killer released will be called underpowered. This is the case all the time, sometimes the Threads that the Killer is too strong or too weak are right under each other.
Just shows that many players not really have a clue.
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Because there are some Content Creators out there who think that they verse the most optimal opponents and are at highest MMR and whatsoever and that others dont face their opponents, despite them having the same amount of hours.
Without realizing or at least admitting that they also get easy opponents and others also get hard opponents. And the playerbase who are fans of those streamers believe everything they say - if the Streamer just compliments every basic play as "perfect Dead Hard" or whatever, they believe it and think that their streamer must face the top of the top and if other streamers face rather inexperienced opponents (which can happen, since MMR is not strict at all), they must be smurfing.
If someone just spends a few seconds to think about it, it is completely unreasonable to think that people smurf or derank off-stream when they already stream for 8+ hours every day.
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I have not seen anyone saying that he is OP.
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@Yharwick said:
Imagine if we flipped it and let survivors see the killer. Nurse, Cenobite, Merchant, Blight, Trickster, and Knight players would never get to play the game ever again.
^ this.
And we can even make it that Survivors cannot change their Build, because this seems to be a common thing which is mentioned. But I can guarantee you that Killers would not be happy either, since they suddenly would not find games anymore with the Killers you mentioned.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733575#Comment_3733575
Yes, i did.
Most of us complained about the map - even in the PTB the bots were doing infinites. The devs gave no attetion to the map.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733496#Comment_3733496
Really?
https://www.youtube.com/watch?v=XcmnPgU0qpQ
See with your own eyes.
Also, the portal infinites are not present in this clip. They are even worse than these god windows.
Come on, the instructions to the Killer must have been "Can you chase me like a bot for a few minutes?". The video creator is running unsafe Pallets as if they are the most safe thing ever.
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@BurnedTerrormisu said:
@Peanits is using this bannable?
They usually only ban for things when they announce that they will be banning for it via the Ingame-News. And this only happened once since I was playing (back then Legions Mend-Add Ons would cause infinite Mending since the time got longer each time someone was hit with Feral Frenzy, which lead to Mend-Times of minutes).
But this warrants a Killswitch - which will probably not happen either, so I cannot wait to encounter an increasing numbers of Blight-players doing this over the next week or so.
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@BlackRose89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733820#Comment_3733820
You still see slowdown perks bc there is no good alt. It's not like there were any bad killer perks that got buffed along aside from the regression perks. All the Nerfs did was reduce the amount of value you get from the perks. Killers are still going to run them because they have no other options, a bunch of killer perks are just outright bad or super niche.
This is just so wrong. "They have no other options", there are plenty of Perks which are no Slowdown-Perks but worth running. Granted, a huge amount of Perks on both sides is not good, but it is better for Killer IMO. They at least have Perks which can be good on specific Killers (e.g. Iron Maidene on Huntress).
At least stacking Slowdowns is now weaker than before, this is something I guess. But the Perks are far from ruined or anything.
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I dont see any change of Builds. Seems like the Nerfs were not as severe if I see at least two of the nerfed Slowdown-Perks in every game.
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@Tohru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733443#Comment_3733443
Oh okey I understand, I will keep playing then! Last question, is there a number of games I need to play?
Nobody knows, there is only known about MMR that it is determined by Kills and Escapes. But I guess after like 10 or so games it should get better.
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@Tohru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733393#Comment_3733393
Oh okey, so is there a way to get a rank? Or a competitive mode with ranks I didnt notice? Cause when I used to play that "grade" was important for matchmaking…
The game is using a hidden MMR for matchmaking. So at some point you should reach your MMR-Range and then you will most likely not play with completely new players anymore.
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This is not Rank, those are Grades. And Grades have nothing to do with Matchmaking.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733275#Comment_3733275
That would make more sense if every power helped getting a hit / down in more reliable manner. Right now only Hand of Mage does that. Everything else is either too unreliable or doesn't work at all mid-chase.
This argument would only make sense if all 4 Powers are designed to help in chase or grant a Hit. And this is clearly not the case.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733273#Comment_3733273
the point of a sabo play is either to let the other survivor wiggle (which is a result of killer mistake) or make the killer drop them; and now you can achieve that 100% of the time if you know what you are doing, for free. the argument isn't if that "achievement" is strong or not, issue is now you always get to do it w/o going down yourself.
if sabo gets its job done 100% of the time no matter what the killer does, it's problematic. but if the plan is to introduce sabo playstyle to the playerbase with those overblown buffs and nerf them back later eventually, i'd be down for it, sure.
also i actually don't want player interaction if it's some bs like ftp buckle up, a guaranteed sabo or a pallet save from someone halfway across the map.
But thats the thing, you will only be able to get Survivors off Gens when you offer attractive side objectives. And while I think that Sabotage is weaker than BGP + Flashlight/Pallet Saves, there has to be an incentive to interact with the Killer.
Because otherwise there is not really a reason to get away from Generators at all.
And I guess Killers can survive when instead of hooking 100% of the Survivors they downed they only hook 98% of the Survivors they downed.
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I dont really see a point of this change. Sure, you would be able to activate it quicker, but IMO 4 seconds is not too long. And both, 4 seconds and 2 seconds but not while in chase, basically do the same which is avoiding Survivors to use the Perk while in chase to get information.
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Vecna is not weak.
And I dont really understand how someone really can complain about the Cooldowns of his power. Vecna is meant to be played in a way that you use all of the different powers he has and not that you only use one power all the time. This is why they are on such a long Cooldown. If that Cooldown is too short or too long - we will see.
But the goal is that you use all of his powers, not just e.g. the Mage Hand all the time. Because if the Cooldowns were much shorter, this is what exactly would happen. Players just using one power over and over again while ignoring the others. And this is not the intended way to play him.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733218#Comment_3733218
if you aren't here for a useful discussion you could've stated that way earlier so i wouldn't bother explaining my point to you with 3 replies.
+i'd rather survivors play normally than use (for example) 3rd party programs and mess with me
-he prefers genrushing!! -you probably
I simply dont understand why you are against Survivor-Killer-Interaction. Because this is what that is. Same with Flashlights. Just doing Gens and not interacting with the Killer or only as little as possible cannot really be the desired gameplay you want.
And if they throw Survivors a bone so that they try to do more sabotage (which is still weak, I wont change my mind on that) is a good thing.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733218#Comment_3733218
Can we apply this same attitude towards killer strategies?
If someone complains about slugging, we can say “You heard it here folks - Survivors prefer hook camping Killers”
I usually ignore you, because there is not really a point, but Killers complain about Gens being too fast and now the Devs provide alternatives to doing Gens (which are still not strong, it is totally overblown, like always when something on Survivor-side is buffed), but this is also not ok.
At this point you can just say that Survivors should just keep still and let the Killer hook them. If neither doing the Objective nor doing other things aside from it are ok for the Killer.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732854#Comment_3732854
Don’t worry I’ll tag you in a video I’m making where I denied the killer from hooking so many times they completely gave up on hooking! It was sad and I hated to do it to the poor killer but I had to demonstrate how OP it is.
I’ll comment here and tag you when I upload it after work today!😬
I mean, I did never say it cannot happen. But I dont think it will happen frequently.
@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732895#Comment_3732895
i'd rather them be on gens than getting almost a guaranteed rescue, completely denying me MY objective. only 1 sabo player is enough they don't have to be a full team.
sabo isn't weak anymore, it had to be smart and preemptively done or it's a trade. that is not the case anymore, you can tank a hit under any hook killer decides to go esp with bgp, sabo the hook and get out safely. no hook req dh was super annoying because of sabos also, since it granted that safety 100% of the time.
You heard it here folks - Killers prefer genrushing Survivors.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732913#Comment_3732913
It's only undetectable is it not? Is that really that threatening? Most killers are rather loud.
The only killer is see it being pretty good on is Bubba.
High mobility killers:
- Billy
- Nurse
- Blight
- Demo
- Oni
- Dredge
- Unknown
- Sadako
- Vecna
- Wraith
Most of them have sound clues when they are approaching or are straight up pretty loud like Billy and Dredge.
Even Chucky giggles when he is undetectable.
It's not bad but it's not amazing if you know what I mean. There's definitely better.
As I said before, Bubba seems to be the only really threatening one with the perk.
Am I missing something?
I just wanted to say that Unforeseen is way better than Trail of Torment. Being only undetectable for a bit but not giving any indication is better than being undetectable until the Gen stops regressing, but giving a notification to the Survivors that the Killer is Undetectable.
And I think it is good on some Killers, but it is just not a Slowdown-Perk which is good on every Killer. IMO it is a strong Perk, which is also good designed.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732890#Comment_3732890
So trail is as well?
Trail of Torment gives a notification (the highlighted Gen). It is IMO way weaker than Unforeseen.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732854#Comment_3732854
a healthy sabotage player can sabo the hook after getting hit without trading the down. don't want to be offensive but if you think that's ok idk what to tell you.
If more people engage with the Killer instead of just sticking to Gens when not being chased, this is a good thing. I still think that just doing Gens instead of doing or creating any Side Objectives when playing Survivor is the better play, but Sabotage is one form of interaction between Killer and Survivor. And it is good that the Devs try to get more people to do that.
Sabotage is still weak, because it has to be weak. But I dont think that it is overall that negative if Survivors get to do a sabo-play here and there against a Killer. If a Killer plays against a Sabo-Team, they will most likely win anyway (even without having to slug everyone, as some people here claim).
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732854#Comment_3732854
Because people dont know about it yet. Time Will come.
Also I quess you think Its fine that we should buff allready best toolbox in the game And why not give different toolbox 100% extra Sabo Speed (50% buff) right? Seems fine. I dont see how this could Backfire in long Future And creator even more unfun Sabo matches where Killer can just slug for 4K.
I dont really think that it really buffs the Commodious Toolbox, since nobody will sabo with it. Sure, if you look at it in a vacuum, it is a buff, but the buff does not matter because nobody will use a Commodious for Sabotage.
And yes, I think they are fine, because the Forums are once again overreacting, like they do with basically every Survivor-Buff. In a few days they will notice that it is not really impactful and then we will only see the odd thread of a Killer who lost a Kill due to sabo and decides to complain about it (despite not encountering Sabotage in 50 matches before that).
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Not really. I used it yesterday for 5 games, with a Dedicated Build (a Build I read on the Forums, Invocation, Resilience, Deja-Vu and Iron Will). I managed to do the Invocation 4 times, 3 of those alone, one time a Meg helped me for the very last bit. One time a Huntress killed me in the Basement, since I was on BBQ (which, to be fair, could have been avoided by bringing Distortion).
And from those 5 Games, only once Survivors escaped via the Exit Gates (two escaped). And I was not one of them. And I think that me being healthy and not having my chases basically cut in half during that and spending 60 seconds on a Gen instead of basically giving a BNP to every Gen would have been better and I would have probably made it out as well.
One time right after doing the Invocation I was hooked, simply because it was on Haddonfield and obviously the Killer had a rough idea where I was after doing it.
Plus, in all of the games (except for the one where I did not complete it due to being on BBQ), I either spawned directly above the Basement or only had to walk a little bit to it.
So yeah, the Perk is still bad, but this was to be expected. It will never be a good Perk without being broken and IMO the Downside of being permanently broken does remove the Upside quite a bit, since one Survivor will basically have their chases cut in half.
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I thought I see some gameplay where they are actually used against you, but no, only a complaint about the Patchnotes.
I have not seen sabo-toolboxes once yesterday. For something which seems to be busted (according to the Forums), quite odd.
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Once a week.
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Yeah, I also have the same.