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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1810704#Comment_1810704

    But how would you nerf it though? Seems like an impossible task to me, like a perk you'd either have or not have. I don't see how the devs could really lessen it. Really, it's not much different to premonition imo.

    I agree with both @Zayn and @DragonPhoenixRage in some ways though.

    On one hand, it doesn't seem fair that one killers detected by spine chill yet anothers not, though Victor is quite loud for those of able hearing. The prob comes when you're not able to hear.

    Simple.

    Give stealth killers immunity to detection perks while in their powers.

    Myers used to have it, so it's entirely possible.

  • I'll gladly trade Victor getting detected by Spine Chill for Victor being able to use perks.

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806707#Comment_1806707

    Then Keys would just be used to sandbag by leaving, even when they’re team really needs them. Personally I think Keys need a more comprehensive rework, not just a number change.

    Agreed, but Moris could also use a larger update.

    Setting Moris to only work on death hook is good as a band-aid, and changing keys to only let one escape is similarly good as a temporary measure.

  • @RamblinRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809988#Comment_1809988

    It would still show you they're regressing, which would stop if they get repaired, that's just Surveillance without the yellow aura.

    I run them together and if they made Opression like that I would drop Surveillance, all I'm saying

    ...again, no.

    The indication only shows when the effect begins, with no indication whatsoever of whether the regression has been stopped unless a survivor was already on the gen when it triggered, in which case it explodes.

  • @RamblinRango said:

    Opression showing what generators regress would make perks like Surveillance look like hot garbage

    No it wouldn't.

    This would still only tell you what generators got hit by the perk.

    It doesn't continuously tell you whether they're still regressing, which is the reason you run Surveillance.

  • It's there, just at a normal rate.

    1. The map has two floors.
    2. The barrier between the first/second floors is transparent.
    3. You can only ascend to the second floor through staircases at the edge of the map, but you can drop down basically anywhere you want.

    Say the killer hooks somebody in the middle of the map and he sees somebody looking them in the eye from the second floor.

    If the killer leaves the hook, they know the guy will drop down and instantly save, and by the time he gets back to the hook after going the long way around to get up there, they'll both be long gone.

    The result is that survivors end up getting each other facecamped, regardless of what the killer actually wants.

    By the way, I just described the Dead Dawg main building.

  • @MissKitty95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806707#Comment_1806707

    Can we take a second and be realistic and can everyone stop over exaggerating,

    How often have you had 4 people do 5 gens and then all escape In The hatch ? I for one can say I have never in the 3 years playing this game have 4 people all escaped in a hatch, the most that escape is 2,

    4 people? Not too often, and at that point it scarcely matters since you already lost.

    3 people? 2 people? Quite a few times.

  • @MrPeterPFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806707#Comment_1806707

    That’s not a fix to keys, there can be 1 gen left and if say one person leaves with a key, as soon as that hatch closes the End Game Timer will start and the survivors get away with a free gen being done.

    You may say “oh make it so that doesn’t happen”, not as easy as it looks as it’s a functionality not a number change. It’s like saying make it when a survivor walks over a Hag trap it doesn’t activate, that’s not easy because it’s original function is to activate when a survivor is standing up.

    All of this requires waaaaaaay more work than you think.

    Nope.

    Endgame collapse only happens if the killer shuts the hatch.

    If it closes on its own, the others are just short a player.

  • @FreakPrince said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806707#Comment_1806707

    What about the achievement of 4 people escaping through the hatch? They can’t change those.

    See? It’s not that simple.

    Use four keys.

    There, simple again.

  • Nope. They're entirely comparable.

    Keys can be (mostly) fixed with a single number change.

    The hatch stays open for 30 seconds after being opened by a key right now, allowing the entire team to hop out immediately.

    Lower that from 30 to 0, meaning only one person can escape like that, and keys are suddenly a lot more reasonable, since they're incredibly selfish and greedy.

  • They don't need to be a SWAT team, they just need to be capable of speech.

    Basic communication is a gamechanger.

    If you're all solo players, and nobody has Kindred, it's entirely possible that somebody will get hooked and either nobody comes to save him (losing the game immediately) or everybody comes to save him, wasting a massive amount of time and giving the killer free pressure.

    If there's even a two man SWF, you can say "Hey Jim, Kate's with me, go save Feng".

  • @Janick said:

    Hello

    Victor cannot be kicked or interacted with (except than the Survivor inside the locker) while he is on the locker. It is also full 10 sec. lower than this, is a bug. Yes we counted the 3sec wake up of the killer when we decided on the 10 sec. It might feel as a conservative value but its a new feature and was not on the PTB so we do not know how this feature will really affect the gameplay yet. If it requires a buff, we will readjust.

    Also, Victor locker check was never approached as a sure grab, so its totally ok that the Survivor can still escape under certain conditions. If Survivor would know that its a 100% bad outcome, they would simply not use the locker.

    Why the hell shouldn't it be a sure grab?

    Lockers aren't bunkers.

    Lockers are death traps that provide the potential of a stealth play with the downside of immediate death if you get found out.

    If they're jumping into a locker in the killer's face, that should be suicide.

  • @Clockso said:

    https://forum.deadbydaylight.com/en/discussion/comment/1802579#Comment_1802579

    I'm very unsure if you're trying to defend him or support his upcoming changes, you call him powerful and very easy while calling "Majority" of survivors bad, also nurse is an exception because her kill rate isn't as low, it's a 46% iirc, 4% off the preferred percentage, instead of being 20% off the preferred percentage

    I can't say I support the changes until I see them.

    He didn't outright say they're nerfing him; he edged around it while very intentionally not saying it outright. As such I'll withhold judgement until specifics come out.

    Freddy isn't bad balance but he is a bad design. I categorize him the same way I do Pyramid.

    Most survivors are borderline on the whole "sentience" thing. I've played this gave 4500 hours since 2016 and if one thing has been hammered home, it's that.

    He may be a high B, low A tier killer, but he's a high B, low A tier that I can play with one hand tied behind my back while doing my taxes and making a quiche. There's nothing to him.

    Combine the ease of playing Freddy at peak with how most survivors can't tie their own shoes, and it's no wonder he keeps getting kills.

  • ######### The Game.

    As survivor, my teammates can't navigate their way out of a paper bag.

    As killer, I have to deal with almost every pallet being a safe pallet.

  • WE WANT CARL

  • @Clockso said:

    Why is OP defending freddy so hard like it’s the last thing in their life? he’s getting changed and it’s been confirmed on the dev stream, 70% kill rate is NOT OK.

    With matchmaking this bad, kill rate means next to nothing.

    Nurse has the lowest kill rate. You gonna tell me she needs buffs?

    Freddy kills a lot of people for two reasons.

    1. He's somewhat powerful while being very easy.
    2. The majority of survivors are awful.

    Simple as that.

    If you get one dipshit who goes down super quickly because they underestimate Freddy's lunge, you're all #########.

  • Wraith is completely useless without add-ons, so BBQ is a requirement to be able to keep him supplied.

    As Wraith, your chase is dogshit, but you're OK at getting first hits, so Sloppy and Thana are decent choices. You also need a major gen slow, either Pop or Ruin (maybe with undying).

    Wraith is one of few killers where NoED is a good idea, just because he's so trash you're probably going to hit endgame.

    The best advice I can give if you want to succeed is to not play Wraith. He's just awful.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1800208#Comment_1800208

    Same exact thing can be said about killers.

    The amount of times I've seen Ruin+Undying+Tinkerer+whateverthehelloptional4thperk a killer runs and leaves everyone dead at 5 gens.

    Camping and Tunneling also raises spiteful levels in survivors that in turn, turns them toxic. Don't forget the killer sided hits as well, the amount of Chinese killers I see on a daily basis here in Los Angeles is ridiculous, hitting me after a vault, after a pallet drop, they have no business here and yet the hits are still killer sided. So EXXXCUUUUUSSSSSEEEE ME for using Meta Perks on a killer I can't see until the End-Game screen.

    Maybe if we can see who the killer is, maybe their profile I can avoid playing against VPN killers who abuse the killer sided hits.

    Don't act like killers are innocent, because we both very well know the toxicity is felt on both sides.

    Yes because clearly a build that allows killers to maybe have enough time to play the game before it ends (unless they find the totems immediately, pair up on gens to finish them before the killer can respond to Tinkerer, or just hold M1 to stop Ruin) is absolutely the exact same thing as a build that grants ~3 extra lives per trial via exhaustion perks, 60-120 seconds of invulnerability with DS, immunity to slugging via unbreakable, and a combined +1 health state and 16.67 seconds worth of distance in the endgame.

  • If a killer tries to be nice, he will be kicked in the teeth.

    BHVR has a bad habit of leaving large quantities of overpowered survivor gameplay elements in place for extended periods of time, only weaning them off slowly.

    Due to constantly having to fight a torrential downpour of bullshit, this fosters a somewhat skilled, but HIGHLY SPITEFUL killer playerbase.

    They know exactly what they need to do to win, and they dislike the opposing side just enough that they don't care if they have a good time.

    On the other side, the constant availability of extra chance has raised a largely unskilled survivor playerbase that doesn't know they're unskilled.

    They'll run a full squad of DS Unbreakable DH Adrenaline against a No Add-on Wraith on Haddonfield, act like they're the best players in the world when "only two" of them die, and the spout nonsense on the forums about how "Actually, DS is necessary because tunnel bad".

  • This explains the survivors I get in my games.

  • Keep in mind her CD's.

    If she misses a blink strike, you've got a 3 second fatigue and 6 seconds of blink recharge time to work with.

    During that time, unless you run into her, she can't close distance on you, so use that time to find areas with LOS breaks, ideally areas that either have multiple subsequent break (old Azarov's main building) or areas that have a break with multiple paths (if the breakable wall is down, the side door on Badham's playground side).

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795549#Comment_1795549

    An M1 killer that can...

    • Teleport clear across the map in less time than it takes for Nurse to charge a blink.
    • Beat every loop in the game by spamming snares. I mean seriously if you can't catch a survivor after the second go around you are a bad killer. You even get Bloodlust while you do it, yep because that's fair.
    • Completely counter one the the best survivor perks in the game just by doing... nothing. Maybe hitting them. But yea survivors have to go so so far out of their way to save with BT against Freddy. If you camp hooks you should ALWAYS be able to slug the guy that just got save the instant they are pulled from the hook.
    • Slow down gens/healing with add-ons. Tell me what other killer has this that is even close to as effective. Literally none. Just wait 60 seconds and you get a free stack of Thana basically. If survivors want to avoid it they either waste time waking up or lose time on gens by failing skillchecks.
    • Be a stealth killer while doing everything mentioned above.

    But yes he is totally fair. The fact I can fall asleep while I play him and still 4k 3 gen majority of my games just means I'm a god killer. Thanks for the compliment!

    1. On a 45 second CD, and you can only use it to go directly next to gens so it's not applicable in chase 95% of the time.
    2. If the survivor just stays at the loop, then yeah. Also, no. You don't get Bloodlust, they explicitly removed his ability to do that.
    3. Yes and no. If you ######### up and let Freddy hit you before the save, he ignores BT. If you manage to get past him and unhook while awake, BT causes the unhooked survivor to be "unsleepable".
    4. We're talking, at the very most, a 12% action speed slow. For a purple and a green add-on. Less than old Thana, an effect so small that the annoyance of a red action bar did more to help you than the action slow did.
    5. He's not a stealth killer. He has a red stain, a 32 meter terror radius, and a 32 meter lullaby. Asleep or no, unless you're oblivious IRL, you're given ample warning of his presence.

    Freddy isn't OP in the slightest.

    He's just really easy, and most survivors are just really bad.

  • @tactic said:

    yeahh as a killer main, Freddy is far too easy for how well he can perform, and his kit is far too bloated.

    he’s boring to play against because his power is inevitable and slows the game down, not survivors “refusing to do gens”

    The things Freddy can do are totally reasonable.

    The problem is that not only does it take no thought to do, the devs actively impede Freddy players from making larger plans for their power by hiding key information about his own power (sleep timers and the auras of snares).

    1. Take the butter off of the terrain
    2. Move his camera to his face

    ...and he's fine.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795279#Comment_1795279

    On the contrary, she gave her followers false hope. This is akin in the modern day to Parents who refuse to get their kids vaccinated because they believe their children will grow stronger by fighting off the diseases naturally, Parents who treat their children with homeopathy because they don't trust modern medicine, Parents who starve their infants to death with a Vegan only diet because they feel its the morally right choice despite their Childs' nutritional needs, or People who refuse treatment for cancer because "God" will either see them through this or it's all part of "Gods Plan".

    Misguided as she was, her Charismatic charm as a priestess only lured in more followers, spread the Plague even faster, and offered no real aid or salvation for her flock other than empty promises that they would survive as long as they had faith. True, this was the only life she knew, and by all accounts she truly believed that her gods would spare them, but out of her good intentions, all of them perished. At which point only The Entity actually answered her prayers, but not to save her, to prolong her suffering for the damage she did, and give her a new path which in her mind must've been: "Spread this glorious disease and punish the unworthy, so sayeth the Entity"

    On top of this, upon her ascension to the entities Realm, She must have seen this as a reward for the damage she did by giving her previous followers False Hope... She's been gifted with immortality and the Devine purpose to go forth and do her masters will. She basically became the horseman of Pestilence, and because she knows the Entity is very real and has shown her its power, she is actually the LEAST likely to let the survivors escape, because she now sees her efforts to infect and sacrifice them to the entity as a way of HELPING them attain enlightenment, as well as appease her "true" god.

    As a society, if a person dies in these kinds of situations, like a child who wasn't given proper medicine, or starved to death because of their parents beliefs, we punish them HARD for their negligence or ignorance, because neither is an excuse for the loss of a life. Adiris's crime against humanity was nothing different, but was made even worse by her willingness to sacrifice anyone and everyone who worshipped with her, no matter the cost, in an effort to prove she was right.

    In essence... her Sin was Pride, and it resulted in a reward for her, but only her. Does that sound like someone who "did absolutely nothing wrong"?

    In modern times? Yes, absolutely.

    Thing is, Adiris is from ancient Babylon.

    Medicine at the time was pretty much "go pray at the temple". As far as she knew, doing rituals (for which she went as far as to cut off her own toe) was going to save people.

    She never killed anybody; that was all a plague, a natural disaster. There wasn't exactly any such thing as an Epidemiologist (or medicine, or bathing, or regular hand-washing) back then, so even though her actions probably made things worse to an extent, those people were all screwed anyways, and the temple would have still been active regardless of Adiris.

    She's not evil by a longshot. At worst, she's uneducated and a bit of a diva.

  • It takes 15-41 seconds to hook a survivor after downing them as Victor.

    3 second attack CD, 3 second transition time, 4-15 seconds moving Charlotte to the body, about 5 seconds spent in pickup/hook animations, and 0-15 seconds spend carrying the body to a hook.

    That is so absurdly time consuming that the twins literally just don't have any other option than to slug.

  • It takes 6 seconds to regrow Victor after his death.

    It's short, but just long enough that it's fair.

  • @Gore_Nargai said:

    I agree on Wraith and Death slinger. They look more human than the other killers.

    The rest in my opinion, are pure evil.

    Plague did absolutely nothing wrong.

  • @[Deleted User] said:

    This is really sad. I was honestly hyped for this killer and in the end they turned out to be Hag 2.0. I'll just keep increasing my Nurse and Oni add-on colection instead of leveling up them.

    It's worse.

    Hag can simply choose not to camp, instead opting to leave and place traps to catch people on the way to the hook, it's just that most players just choose to do it since it's so strong.

    For Twins... you can't, really. Not only do they not have other good options, but to do anything other than camp would mean you're wasting absolute ages just moving both your characters away from the hook.

  • Oppression just isn't very good.

    • If somebody's on the generator it applies to, and they land the skill check, the perk gives no value.
    • If it randomly applies to a generator that was already at 0% progression (which it can), the perk gives no value.
    • It requires you to take the time to kick gens to get value; Pop gets away with this by having massive, guaranteed value immediately, but you can't guarantee that with Oppression.
    • It has an 80 second CD.


  • Freddy does need changes.

    Not nerfs, but changes.

    Make his snares stronger, but require actual planning to use.

    Make his pallets usable baseline alongside Snares.

    Make his teleport something he can integrate into chases more often.

  • Updated gas physics; functions as a slowly expanding circle over the duration rather than several "gas blobs" with their own momentum.

    Passive reloads (but only one bottle?)

    Two kinds of gas

    • Slow: Same concept as live
    • Steroid: If Clown passes through it, he goes fast as #########
  • He doesn't gain any movement speed in his saw.

  • If you swap to Victor the exact moment he dies, you will stay as Charlotte but lose the ability to take any actions whatsoever for the remainder of the trial.

  • Until their bugs get fixed, Legion and Bubba are low D tier.

  • Finicky as hell.

    Showcases how dogshit survivor hitboxes are. 2 meter tall pills.

    Doesn't need to have Deep Wounds.

  • The game should be balanced around perks being in play, but not around some particular perk being in play.

    If a certain perk is run every game, either it's blantantly overpowered and needs to be hammered into place (Exhaustion, DS) or the game surrounding it needs fixing to make that effect less necessary (Pop, Ruin+Undying).

  • @Kongtwenty12 said:

    Is no one else gonna comment on how 1.33% is not 133%? The way it's written now means you would only get instant escape at 1.33 seconds left instead of 75

    They're not commenting that because my math isn't wrong.

    1.33 (repeating) percent progress per remaining second x 75 remaining seconds = 100% progress

    If we balanced by your math, giving 133% progress per remaining second, this system would be absurd, granting instant escapes unless the buff had less than 0.75 seconds remaining...

  • @Flatskull said:

    Too abusable by swf/ comm squads.

    The best way to balance ds is to make it an item and potentially buff it. Should of been an item from the start, honestly. I mean what the hell are beings stabbed with. Is the survivor whispering a very nasty insult into the killers ear when we pick them up and it just wrecks our self esteem?

    It wouldn't make DS not powerful but it would make it detectable and open to scarcity as using it runs the risk of losing the item. Also franklins demise.

    Literally how is this abusable?

    If you try to progress the game, you lose the buff instantly.

    If the killer isn't outright tunneling, you lose the buff shortly after gaining it when he hooks another guy.

  • @Binary101100 said:

    https://forum.deadbydaylight.com/en/discussion/209242/a-baseline-anti-tunneling-mechanic-to-replace-ds

    The killer can still tunnel and slug. If he downs another survivor then hooks them your day will be absolutely useless.

    Except that situation isn't tunneling... he went for another survivor before trying to hook you again.

    Of course it wouldn't stop that. It's not supposed to.

  • @Stealth said:

    Survivor mains like to pretend that tunneling is not a legit mechanic and needs anything to be done about it at all. You've been given perks to help like DS and BT. The point is that you must use a perk slot for tunneling protection. This is intended as you are not owed that protection.

    Tunneling is a pretty annoying thing that should be discouraged in the base game, regardless of perks.

    I don't think it should be actively punished, but I think the game should be designed such that spreading hook states is the best strategy, since games that go to 9-12 hooks are fun for both sides and should be encouraged/balanced around.

    I can get behind perks that assist in helping survivors avoid getting tunneled, and BT isn't too far off base there, but DS is just beyond the pale.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1780882#Comment_1780882

    if you do nothing to progress the game you loose the buff in 100 seconds. in that time you can do things that do not progress the game hoping the killer will do something stupid. and thus this is now able to be weaponized just like DS is already.

    1/2 the wiggle bar is more than none of it. your ideas are survivor sided with some of the ideas that people put out there to drop ds when a survivor works on it. this is actually something you WANT as a survivor. because now you can be a weapon and harass the killer and let your survivor friends do gens in peace... btw 3 people on a gen without proove thy self is approximately 44 seconds in length. 100-44 = 66 = 44= 22 so they could essentially do 2.5 gens together in that 100 seconds! how is that NOT a buff to a survivor? I was being quite sarcastic in my response till i started talking about what a survivor could do with your idea.

    Literally everything you just said is wrong.

    1. "Do things that do not progress the game" like what, pray tell? Is it clicking a flashlight at the killer like an ineffecutal dipshit? I bet it's that.
    2. Half is more than none... but it's less than an instant escape, WHICH IS WHAT THEY CURRENTLY HAVE.
    3. No, you literally CAN'T be a "Weapon". You can do it on LIVE with DS SOLELY BECAUSE you can do anything you want for the 60 second duration of DS. On this system, you CAN'T do ANYTHING without losing this buff. This means the only way you can be a "Weapon" is if the killer has an IQ of fifteen and chooses to chase the survivor who is literally occupying themselves.
    4. The situation you describe is not possible. If one dipshit is trying to hold onto their fear, the killer just ignores them and chases somebody else. This means there are only two people left who can work on gens.
    5. You don't even have to wait 100 seconds. It's not DS, it's only effective if it triggers with a lot of remaining duration. If there's only 30 seconds left, the only way you escape is through Sabo, Bodyblocks, FlipFlop/Breakout, or extreme greed.
    6. Even if you did need to wait 100 seconds for the effect to fade on its own, you can force it to fade immediately by hooking somebody else.

    Literally just don't tunnel and this effect will not matter.

    That doesn't work with DS because it's so overpowered, but there's so little you can do without losing this buff that unless the killer actually goes for you twice in a row, you ain't getting ######### out of it.

    It's anti-tunneling, it's only use is for anti-tunneling, and in the event that somebody finds a way to use it other than anti-tunneling, one more cancellation condition can easily be tacked on.

  • @Tricks said:

    How about if you face camp or tunnel even once all xp earned vs that Survivor is removed.

    And if you continue to do it you go into the negatives so bp is actually removed from your pool.

    And if you don't have enough bp in bank to pay the balance it's removed from your level, removing ranks from characters you've already spent bp on.

    That's sort it out pretty damn fast.

    No.

    Sometimes, camping a guy is either the best or only viable play you can make.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777822#Comment_1777822

    It is not a bug. there is no where in perk description where it says perk is disabled after use. In decisive strike description, it literally says that the perk is disabled after a fail skill check or use. All the perk says is that it deactivates after you drop a pallet from a single pick up to a hook. Its so you are unable to wiggle for like 25%, get hooked and than use previous 25% to activate the perk on next down.

    Power struggle... is a perfect example overpowered SWF perk that ineffective for solo queue. Flip flop+Power struggle is not really that good for soloq purely because nobody will know if you have this perk equipped, however this perk borderline oppressive for SWF. Reason being that its really easy for survivors to threaten pallet saves and flashlight saves by simply existing near a pallet and that is super easy for coordinated teams to have a single or even two players following the person being chased. Its like perfect lose-lose situation for killer, if you pick them up, they get pallet saved and if you do not do it within 15~ seconds, than that person is impossible to pick up. Effectively this perk combination hard counters 4 man slugging as these two perks are... like an infinity use version of unbreakable. SB/DH+DS+Flip flop+Power struggle can easily be a meta SWF build. Time will tell for how unfun this will be to face or how popular it will be if at all.

    I guess its purely ok when survivors can create lose-lose situations for killer its not ok when the killer has anything mildly effective. no bias at all.

    This is either willfully ignorant or a lie.

    Power Struggle is deactivated when it triggers successfully

    https://deadbydaylight.gamepedia.com/Power_Struggle

  • @Freki said:

    yes lets just make it so the surviors win, the killers can never get good points, nor can they even get good emblem status. lets put this in as well as this PRO killer base buff for ALL killers. only one generator may be worked at any one time (no more 3 minute games) and only one survivor can be on that gen. the other survivors must either hide or distract the killer from interrupting the one on the gen. when a survivor jumps off that gen, another can get on the gen that was just vacated but the other gens are blocked for 10 seconds, and the one left is automatically regressing.

    There that'd be a nice pro killer base buff! and let you keep your 100 second insta-wiggle free base buff for survivor. You thought only of the survivors, not of the killers in that buff. yes you included the cancel it bit but still 3 minute matches are a thing so you didn't address that, you didn't address the survivor that throws themselves at the killer right off the hook. You didn't address the fact that this still gives the survivor (now) more than 1 gen, almost 1.75 gens of freedom to run around and harass the killer. this includes flash lighting the killer, palleting the killer leaping windows and pallets not broken to make lots of noises. I hope this shows you how your idea though you think it's balanced is NOT. 100 seconds is way too long, you can do a lot of things in 100 seconds... look what was said about pop! and how DS got overlooked and you just showed how DS was overlooked though so thank you for that.

    Killers have to be almost 100% on target. here is a list of killer perks that are 2nd chance perks: blood warden, noed. survivor second chance perks: DS, Hope, Adrenaline, Borrowed Time, Unbreakable, For the People, Flashlights (yes it's an item, but it IS a second chance item for the saves, I will not include the pallet because of a pallet save but that is EXTREMELY situational!), no mither (yes it allows you to get up multiple times), Soul Guard (allows you to get up multiple times if affected by a hex), Soul Survivor (included because as you let your other survivors die, it blocks detection perks so though a good play for you but actually a bad play for the team), Left behind, (hatch location offerings as that tells you where your exit is BEFORE the match occurs)

    I might have missed 2-3 killer 2nd chance perks, and I might have left some survivor 2nd chance perks as well... just can't think of them. so once we give killers the same ammount of 2nd chance perks then by all means lets address ideas to stop killers from doing something that is in their interest (tunneling one person out as they honestly can then pressure the other survivors into bad plays that they can't recover from and fewer people to work together on gens or split apart to do gens solo). tunneling is NOT against the rules so why is everyone so dead set against it? because you want the win, that's why. tunneling does not always get the same result as you might think and sometimes it DOES hamper the killer if not done with thought. Also have you ever gotten off a hook, started moving to a gen and suddenly the killer walks around the map from the opposite direction from the hook? who's being tunneled there? NO ONE! it just happened you walked right into the killer.

    You realize this is a nerf to survivors... right?

    This mechanic is a version of DS that is moderately better at stopping Tunneling, but can only work against tunneling.

    If you do anything to progress the game, you lose the buff.

    If you hide in a locker, you lose the buff.

    If there is a more recent hook/unhook, you lose the buff.

    Hell, even if they have the buff, if it's been 59 seconds post-unhook, all they get is half their Wiggle Bar, rather than DS's instant escape.

    The only cheese I can think of is when somebody pulls off a Kobe and there's nobody else left to reset the buff off of, but that's an easy fix; add another condition to remove the buff if you're the last survivor.

  • Nah.

    Directional sounds made her a complete joke.

    Spirit is annoying, but there are a lot of things that need nerfs before Spirit.

  • @Warcrafter4 said:

    Pray tell what's the counter to "Locker" tech?

    You can counter Ruin/Undying before they ever have an effect on the game meanwhile DS/Unbreakable you can't as aggressive play with cause one or the other to go off no matter what.

    If their ally has Borrowed Time, you can kinda abuse that.

    If they stay in the locker for 20 seconds, they will bleed out and fall to the ground. Standing AFK for 20 seconds means they still got a lot of DS value, and they'd still have the perk ready for a while and you'd may as well have eaten it to begin with, but on the off-chance their Unbreakable is already burnt, you might be able to Slug them.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779371#Comment_1779371

    Slugging, going for someone else, wait the timer? Don't open the locker, no one forces you to open the locker.

    How hard is it to simply go for someone else? Go patrol gens.

    1. Unbreakable and Soul Guard exist, so if you Slug you lose all the pressure anyways.
    2. "Not opening the locker" means they get the full value of DS saving their ass without even having to use DS.
    3. "Just going for somebody else" is not a good situation when the DS user is always using their 60 seconds of invuln to go for saves, kill your totems, or complete risky gens.

    Just because there are ways to avoid getting hit by DS doesn't mean you can counter the perk if those methods cause the survivor to get comparable benefits.

  • Because DS is overpowered with no real counter, while Ruin Undying is barely good enough to be worth running and has multiple counters, one of which is "just hold M1"

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