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  • @Sweet_Potato said:

    https://forum.deadbydaylight.com/en/discussion/comment/2209878#Comment_2209878

    Not really. There are A LOT of games which are just carried by ruin (undying) and noone of the survivors is able to find that totem.

    Only if there's a significant skill difference between the 2 sides which then it's not the ruin carrying anyway. Ruin isn't free regression, it requires skill with creating high map pressure otherwise it does nothing. Most games ruin is found early anyway.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2209878#Comment_2209878

    Ruin can get substantially stronger the later it lives on but yeah the rest are kinda bad

    Third seal has some use against non comms teams aswell

    Ruin I would agree can be decent. Problem is its decent value comes late, which is where it's unlikely to last till anyway. That's also note even from looking for the totem, like by end game the hiding spots are generally speaking so garbage that the survivors will have just ran past it on their way to gens.

    Third Seal could have potential if they improved Blindness, but unfortunately they still haven't after years. IE you still get a notification ping when someone gets hooked, meaning the no aura reading is nearly useless bar a hard slugging killer scenario which really doesn't feel that common.

  • DH is probably the only hex perk that actually lives up to "high risk/high reward" which is what they're supposed to be.

    Almost all the hexes currently are high risk/low-okayish reward. No joke almost 50% of the hexes are even completely ignorable..like if you find them cool, if not, cool.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2209818#Comment_2209818

    You should do Scott Jund's Spirit counterplay challenge. If you can counter Spirit, maybe you can try countering his Spirit and just maybe I'll be convinced.

    What's the challenge rules?

  • @Itslat3ncy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2209818#Comment_2209818

    You say she has counterplay, but then doesnt explain any examples and goes on to say your just a bad survivor, and I am a amazing one because I dont struggle against her.

    It looks that way to you because you're new here. The reason I didn't post full explanations is because I've already wrote paragraphs on it in here ad nauseum. There has been a post like this on the forums almost every week for the past few years.

  • Obviously nothing is going to change your mind but I disagree completely.

    She has lots of counter play. Most survivors are just bad and don't understand how to play against a Spirit and instead just make up excuses. Spirit actually asks more skill of the survivors than most killers. She's one of the funnest killers to face as survivor for me. Much higher level mind games going on here than against most other killers.

    If she has such little counter play why do I not have the same problems facing Spirit as you? Are all the rank 1 Spirits I've faced in over 7,000 hours just coincidentally bad? Unlikely.

  • It is extremely minor to near non existent. Also reduced further by crouching. Totally gone when injured as well if we're taking Stridor off.

    This doesn't stop me from mind gaming rank one Spirits all the time. Nearly no Spirit is actually hearing that breathing, it's usually the survivor being simply predictable.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2209745#Comment_2209745

    Exactly. You can tell a bad survivor from a good one by how much they're touching the ground.

    A bad survivor still uses their feet like an idiot, whilst a good survivor has learned levitation and floats along in pure silence.

    Well if we can avoid the satire and think logically, good survivors are avoiding the foliage and the survivor will not be giving you footstep sounds because he will just break line of sight and stand still mind game you since you will have literally zero information to read off of.

  • @nutmilk420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205745#Comment_2205745

    Why DS? He actuly has quite a bit of counter play i kinda enjoy dodging his spear gun that an he's easy to build man o mettle stacks with.

    His "counter play" is just trying to consistently break LoS. He's unfun because he has no tell on his shots or punishment on raising his gun which essentially leaves you just randomly wiggling at all times and just guessing when he's gonna shoot. IE you get zero feedback to react to. It's a game of how good is the DS, not how good am I as a survivor.

    This isn't even talking about power level either, I'd actually even give DS some buffs. He just has a very unfun interaction. The survivor doesn't have fun in the 1v1 but the DS doesn't have as much fun either because even though he wins the 1v1 he still loses the game. Boring for everyone.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207356#Comment_2207356

    Not true. Footsteps and foliage movement are still always detectable. I just refuse to learn or adjust my audio settings.

    Things even semi competent survivors will not be giving you.

  • I didn’t really like the options. I love the maps visually just not in terms of balance.

  • Most people just don’t understand how to play against Twins. They need their camping and taking Victor hostage addressed. Then remove the previous nerf that made no sense and everyone hates.

  • Up the distance traps have to be from the hook and in turn also remove flashlights clearing her traps. Currently she’s just hook trades all game and the devs already stated they wanted to move away from items removing a killers power, IE like toolboxes on trapper traps.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207345#Comment_2207345

    "They did not. They said it was for anti-tunnel."

    Peanits said that it is not an Anti-Tunnel Perk, this was something the community made up. I am not searching for the post with that horrible Search Function, but I am not making stuff up here. (Maybe they changed their opinion on that, they did it quite a few times on other topics already)

    "And they will get punished and then lose the game for it. What's the problem?"

    No Killer will lose a game when getting hit by one DS. If they can take out a Survivor early, they will win the game - this makes it worth to tunnel even through DS, a Survivor Team cannot come back from a early Sacrifice when there are more than 2 Gens which need to be done (as long as they are not considerably better than the Killer).

    "Your counter argument is really to bring up that 2 of the strongest killers in the whole game out of the entire roster that exists can still win after eating a DS? That's quite a pointless statement."

    I mean, I got tunneled to Death by a Demo, despite having BT from a Teammate (random) and DS - I was in a Deadzone (wanted to repair a Gen there, it needed to go away, because there was nothing there) and he had enough STBFL-Stacks to get me, despite the Speedboost due to BT. After I was unhooked a second time with him camping, he just waited out the 12 seconds. And I was dead with 4 Gens to go, needless to say, this game was lost.

    "Something can be made weaker and still be too strong simultaneously."

    BT is not too strong when you can just go for the Unhooker.

    "Pretty irrelevant when you see at least 2 BT's in every single match even in solo queue."

    I only see two BTs in every Match because my SWF-Friend and myself are running BT. There are so many Survivors who dont run BT, especially with the weird Matchmaking you sometimes get. (I dont want to blame those Survivors, if there are Rank 17 Megs in my game, it is how it is, but as long as BT is not basekit (which it should not be), you cannot really expect BT in every game or from every teammate)

    My point stands, if a Killers wants to tunnel, they can easily tunnel without that much trouble. The reward is big, since a Survivor Team cannot win against an somewhat equally strong Killer player if they are in a 3v1 situation early. To make DS an Anti-Tunnel Perk it should be a big middlefinger to every Killer, something which really punishes them for tunneling.

    But we both now that this is not gonna happen, because Killer is still not easy enough apparently.

    "Peanits said that it is not an Anti-Tunnel Perk, this was something the community made up. I am not searching for the post with that horrible Search Function, but I am not making stuff up here. (Maybe they changed their opinion on that, they did it quite a few times on other topics already)"

    In its previous design saying it was not an anti-tunnel is being disingenuous. It's function was completely designed around preventing a person from being tunneled. Even in its final design it was stated that they designed it around anti-tunneling (after Peanits).

    "No Killer will lose a game when getting hit by one DS. If they can take out a Survivor early, they will win the game - this makes it worth to tunnel even through DS, a Survivor Team cannot come back from a early Sacrifice when there are more than 2 Gens which need to be done (as long as they are not considerably better than the Killer)."

    Against good survivors, yes they can lose the game from one DS stun. Yes taking a survivor out early can make the game very difficult to win, which is why we have anti-tunnel perks preventing that from happening and the fact of simply the hook to death time costing the killer all but maybe 1 gen if he decided to camp them. It is absolutely not worth it to tunnel through DS's. If it is working out then there is a massive skill difference between the two players/team and that's a whole other conversation. If there are honestly more than 2 gens left after all that the survivors were just absolute potatoes.

    "I mean, I got tunneled to Death by a Demo, despite having BT from a Teammate (random) and DS - I was in a Deadzone (wanted to repair a Gen there, it needed to go away, because there was nothing there) and he had enough STBFL-Stacks to get me, despite the Speedboost due to BT. After I was unhooked a second time with him camping, he just waited out the 12 seconds. And I was dead with 4 Gens to go, needless to say, this game was lost."

    This sounds like you or your team played very badly. Full STBFL stacks? Complete dead zone? Still 4 gens up? Even after eating a DS as well? Those perks aren't meant to make up for playing badly. That's not even to say the mistakes were yours, it could've been the team. It's a 4v1 though. That issue is a mm, ranking system, and rank reset system problem, not an anti-tunnel perk problem.

    "BT is not too strong when you can just go for the Unhooker."

    An extremely disingenuous statement that is always said. The unhooked then blocks the rescuer. Give BT loss of collision so he still can't be tunneled for that time but he also can't body block for the rescuer. Then I can agree with your statement and actually go for the rescuer realistically.

    "I only see two BTs in every Match because my SWF-Friend and myself are running BT. There are so many Survivors who dont run BT, especially with the weird Matchmaking you sometimes get. (I dont want to blame those Survivors, if there are Rank 17 Megs in my game, it is how it is, but as long as BT is not basekit (which it should not be), you cannot really expect BT in every game or from every teammate)"

    As I said before this is a mm, ranking system, and rank reset problem, not an anti-tunnel problem.

    "My point stands, if a Killers wants to tunnel, they can easily tunnel without that much trouble. The reward is big, since a Survivor Team cannot win against an somewhat equally strong Killer player if they are in a 3v1 situation early. To make DS an Anti-Tunnel Perk it should be a big middlefinger to every Killer, something which really punishes them for tunneling."

    If they are in a 3v1 that early they played like trash. Even through sheer hook time you should have at least 3 gens done. That's not even starting to count what little chase time there might have been, a DS, or a BT to extend it. It is not easy to tunnel without throwing the match if the survivors are even remotely competent. How you want to change DS would make every good killer against equally good survivors get destroyed because you want to balance around low rank/bad players. This is how the games balance already got into the bad state it is in the first place. There are times when tunneling is forced by the survivors or required, that's just facts. If you make it so strong and over the top to deal with actual unnecessary tunneling times you are going to ruin the rest of the scenarios that are fair.

  • @Palkia123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207373#Comment_2207373

    Ikr? Just curious to see if because I feel like this would be a good step to fixing gen speeds

    There are a few ways they could go about it but this one would probably be the easiest to implement.

  • @Palkia123 said:

    https://forum.deadbydaylight.com/en/discussion/251480/corrupt-intervention

    Fix gen speeds, personally I think if we dumb down the time of corrupt, like 30-45 seconds, I think it'd be good basekit

    This could be interesting to see in a PTB.

  • Corrupt isn't even that good, it just gets defaulted because it's the only early slow down that exists.

    If anything I'd give it buffs.

  • Without Stridor as soon as you run into an even semi competent group of survivors with Iron Will you're getting destroyed. You're essentially turning every single chase of the game into random guessing on your part.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207237#Comment_2207237

    The Devs also said that DS is not an Anti-Tunnel Perk. :) But obviously you ignore that. That DS deactivates on certain actions does not change the fact that most Killers dont care, if they want to tunnel, they will tunnel. Especially the strongest Killers have no problem to eat a DS, use DS on a Nurse and Spirit and you are down a few seconds later.

    BT is a funny example, considering it got even easier to wait out the timer. Sure, it got more useful against SOME Killers, but weaker against basically every Killer, since they only have to wait 12 seconds to still get a hit in. Let alone that the Survivor does not have any control over the Perks of their teammates (unless they are a 4 man SWF).

    "The Devs also said that DS is not an Anti-Tunnel Perk. :) But obviously you ignore that."

    They did not. They said it was for anti-tunnel.

    "That DS deactivates on certain actions does not change the fact that most Killers dont care, if they want to tunnel, they will tunnel"

    And they will get punished and then lose the game for it. What's the problem?

    "Especially the strongest Killers have no problem to eat a DS, use DS on a Nurse and Spirit and you are down a few seconds later."

    Your counter argument is really to bring up that 2 of the strongest killers in the whole game out of the entire roster that exists can still win after eating a DS? That's quite a pointless statement.

    "BT is a funny example, considering it got even easier to wait out the timer."

    How often are you really not able to get to a pallet or window in that timer? Rarely is the answer, hence why it's hard meta.

    "Sure, it got more useful against SOME Killers, but weaker against basically every Killer, since they only have to wait 12 seconds to still get a hit in."

    Something can be made weaker and still be too strong simultaneously.

    "Let alone that the Survivor does not have any control over the Perks of their teammates (unless they are a 4 man SWF)."

    Pretty irrelevant when you see at least 2 BT's in every single match even in solo queue.

  • @Bwsted said:

    I call it the I-can't-go-after-the-person-who-just-got-unhooked build.

    Killers call it second chances. Survivors call it give them a chance. Semantics, ain't it fascinating?

    Not that I'm agreeing with OP or anything, but to just say go after the unhooked is quite disingenuous. That's what most people would like to do until the unhooked abuses the BT to body block the rescuer.

    How about instead we make BT give zero collision? Now it still works just as well and even better with double hit scenarios like a bubba sawing you through the BT.

    Give it this and then most people can agree with you.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207237#Comment_2207237

    i'd add second wind to that list. if you activate it and survive chase long enough it'll be like a normal chase, because you have essentially an insta heal during chase to make things fair.

    Very true.

    There are technically even more "anti-tunnel" perks than those. I was just focusing on the more meta/extremely strong ones.

  • Activates only when unhooked, deactivates when touching objectives, and punishes the killer for picking you up within a certain amount of time from being unhooked. Also you know, the devs literally stating that's what it's been designed for.

    BT is also for the same purpose with the same reasons listed above.

    Unbreakable is one that is not specifically anti-tunnel but is made anti-tunnel when stacked with DS.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207085#Comment_2207085

    "more anti-tunnel perks" implicates that you think there is one. There is no Anti-Tunnel Perk, DS is not an Anti-Tunnel Perk and never has been.

    There are multiple and they are "anti-tunnel". Always have been.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207149#Comment_2207149

    Problem is DS was weak before nerf too. I know some SWF teams abused it so much and that nerf was needed. But my chases takes longer than 60 seconds. So how can i say DS is good perk

    Wow you thought DS was weak before the nerf? You are in the extreme minority with this opinion. The vast majority of the entire DBD community including all the high hour/high rank players agreed DS was busted before.

    If you want to get in the official DBD discord I can go into an in depth conversation as to why DS was completely broken before and is still very strong currently.

    If you actually ran the killer for 60 seconds after being unhooked then the killer has thrown the entire game already. Not to mention your DS will still be active on the next unhook. The perk is to punish the killer for tunneling, not make you immune to tunneling which is what you're wanting. In your case he is either being punished by the DS stun or throwing the entire game to kill you.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207106#Comment_2207106

    I am playing for 4 years + 3000 hours. For me DS is trash. Everyone have not think same. And tunnelling is legal tactic, like i said on post. Ofcourse killers can tunnel because gen speeds are insane. But i wanna more options against this tactic. Because survivors can play different games with only perks. So i wanna meta changer perks with this chapter, that's all

    I can't believe someone with that many hours actually thinks DS is bad. That is baffling. You haven't given me a risen DS is bad either. It does its job of preventing a tunnel attempt perfectly.

    There are already so many perks for preventing tunneling that you can't realistically do it and expect to win against a good group that's running those perks. Why would you need more?

    You change the meta by improving other bad perks, not making more second chance perks.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207085#Comment_2207085

    Thank you for opinion. I disagree with you. Ds is trash and we need more anti-tunnel perks.

    The only way you are winning against "good" survivors is some variation of tunneling, camping, or slugging. DS removes one of those win conditions. How do you think that is weak? Anyone with even a decent amount of hours into the game knows that DS is still very strong.

    Genuine tunneling isn't even that common. The vast majority of the time is the survivor playing badly and making excuses.

  • Not only is DS not trash but it's still one of the best perks in the game. We do not need more anti-tunnel perks, we already have plenty and they're too strong.

  • Early game slow down and shrink the maps. Not all of them need this shrinking, but there are a lot of maps that are ridiculously too large. Coal Tower should be their gold standard for map size.

  • So what's the point of making this change? Just give Twins more blood points? They already make blood points pretty easily.

  • Sooo where's the supposed buffs in other areas to compensate? Was that supposed to be the passive phasing? If so that's not nearly enough.

    Seeing as now you've added tons of counter play built into her power, lowered it's strength essentially, and nerfed her addons, how about we up the phase movement speed and reduce the cooldown?

  • I would rather face any killer other than DS. Such a boring match. Hag would be a close second.

  • @Artemisha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205237#Comment_2205237

    I also played Smite, a 5 vs 5 moba. Please check the BIG DIFFERENCE on my stats during 2 seasons.

    And like in DBD, gameplay doesn´t depend only on me. There are more players. But as I told before, proplayers, average veterans and newbies have a win rate around 50%, Not a 10% win rate like I have on DBD,

    People likes to win from time to time. It´s kind of a reward for their effort and improvement.

    Personally, at my level 6 survivor, game is punishing me in terms of a 78% lose rate and a 10% win rate. i think it´s not so hard to see my point here.

    Regarding to the MMR and ranks we have, idk. I´m not a top survivor. I don´t know if that´s my real level. But I usually play with purple and red rank killers and survivors. Even killers on green ranks have pretty beated my team as we had higher ranks.

    https://us.v-cdn.net/6030815/uploads/4RR81AWOCM15/image.png

    You can explain these discrepancies by looking at some of the flawed systems we have in the game. I linked it for someone else but I'll link it here as well since it explains what's happening here.

    "Solo survivor doesn't need buffs. This thought process is treating the bad solo queue experience as the sickness rather than the symptom.

    The reason solo queue is frustrating is because we have a poor ranking system, poor rank reset system, and poor matchmaking, which all 3 lead to you getting teammates that are realistically not your rank or the rank it says they're at. IE your whole team may say rank 5 when realistically they're rank 10's or lower. These issues give an unbalanced in skill match up and bad teammates. This is the actual sickness and what needs fixing.

    The reason these systems are kept this way is because they cover up the games balance issues. IE putting potatoes mixed in with the good players.

    How do we fix this?

    Well first we need to fix the problem that keeps the need for these systems in the game which is balance. Once we properly balance from the top down then we no longer have an issue that needs covering. Then we can fix these systems and vastly improve the skill level of teammates you are getting in your solo queue matches."

    Those flawed systems are what's causing the discrepancies, not a solo queue needing buffs.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205163#Comment_2205163

    Regardless of the strength of solos, the gap is a problem.

    This game can quite literally never be balanced as long as it exists. There will always be an overpowered role when 1 of the 2 sides can either be strong or weak from match to match based on something entirely out of control of the game mechanics.

    If the game were to truly be be balanced survivors would essentially need a base kit totem counter, basekit kindred, basekit 128 meter range bond, and base kit alert at the very least because that's all information a SWF group with 2 monitors has without equipping ANY perks by simply sharing screens with one another on discord.

    Of course killers can be buffed to compensate for this, but as it is right now. This is why SWF has a problem.

    We can agree that there is a gap and it is a problem. The difference is understanding what is causing that problem and how to fix it.

    "If the game were to truly be be balanced survivors would essentially need a base kit totem counter, basekit kindred, basekit 128 meter range bond, and base kit alert at the very least because that's all information a SWF group with 2 monitors has without equipping ANY perks by simply sharing screens with one another on discord."

    This is misunderstanding the problem and how to fix it.

    I'm going to quote a post I put on another page referencing solo queue so I don't have to retype it all. It answers how to fix solo queue.

    "Solo survivor doesn't need buffs. This thought process is treating the bad solo queue experience as the sickness rather than the symptom.

    The reason solo queue is frustrating is because we have a poor ranking system, poor rank reset system, and poor matchmaking, which all 3 lead to you getting teammates that are realistically not your rank or the rank it says they're at. IE your whole team may say rank 5 when realistically they're rank 10's or lower. These issues give an unbalanced in skill match up and bad teammates. This is the actual sickness and what needs fixing.

    The reason these systems are kept this way is because they cover up the games balance issues. IE putting potatoes mixed in with the good players.

    How do we fix this?

    Well first we need to fix the problem that keeps the need for these systems in the game which is balance. Once we properly balance from the top down then we no longer have an issue that needs covering. Then we can fix these systems and vastly improve the skill level of teammates you are getting in your solo queue matches."

  • @Artemisha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205130#Comment_2205130

    Balance is a statistical concept=50 %. Just that. Balance if terms of win rate would be 50% win 50 & loss. Or 33% W 33% L 33% T by any side.

    It´s just statistics.

    We are not discussing level of play by any side. I didn´t register that as that is subjective to judge. Just paying attention to statistics and information I could measure.

    Some games survivors would have played bad, some games killer would have played bad. But we are not analizing a few games. It´s almost 50 games so we can bear that possible variation with a big statistical sample.

    You are misunderstanding the statistics because your data is being drawn from an inaccurate pool.

    IE such as if you were collecting statistics on how much muscle growth you gain from taking a set amount of testosterone. You would gather completely different data if it was from a set of people that were also working out rather than a group of people just sitting on the couch the whole time.

    You are not strictly discussing the data either, you drew conclusions from that data.

    "- Solo Q is not balanced (22,5 % win rate for survivors). Balance would be around 50 %."

    If you said our win rate was (x) and our loss rate was (x) I would have no issue with what you said, but that's not what you said. You drew a conclusion that solo queue is not balanced from that data, which is an inaccurate conclusion to draw.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205130#Comment_2205130

    The problem is a lobby of 4 solo Q players are inherently not going to be playing well because literally not a single person has the full picture of what's going on in the match and aren't armed with the information to make the optimal choices. They could run perks to help with this, but meanwhile a 4 man SWF can run 4 second chance perks while not missing out of any information and having a complete picture of whats going on in the match. An extremely sweaty team with 2 monitors each can even run discord screen sharing on their second monitors to literally know where everyone is at all times and is something I've actually experimented with.

    "The problem is a lobby of 4 solo Q players are inherently not going to be playing well because literally not a single person has the full picture of what's going on in the match and aren't armed with the information to make the optimal choices."

    No, just because they aren't on comms doesn't mean they are inherently not going to play well. That's completely ridiculous.

    "They could run perks to help with this, but meanwhile a 4 man SWF can run 4 second chance perks while not missing out of any information and having a complete picture of whats going on in the match. An extremely sweaty team with 2 monitors each can even run discord screen sharing on their second monitors to literally know where everyone is at all times and is something I've actually experimented with."

    Just because SWF is better and has more information doesn't mean solo is weak.

  • @Mr_K said:

    350 hrs for this experiment or 350 hrs in DBD total?

    in DBD total.

  • A mistake I think you should be careful not to make with stats like these is drawing the conclusion of kills relating to balance.

    IE you look at high kills and you see "unbalanced". What if most those kills were the survivors playing really badly? What's more important, the kills themselves, or how/why those kills were acquired? The correct answer is the later.

    You don't judge balance by people playing stupid in other words. You judge it by people playing well to determine an objective balance. This is to say I'm not discrediting your data, but I am questioning the conclusions you are drawing from said data.

    You see what I mean?

  • Before the buff/built in j-flick I would put him low A. However after the built in j-flick they gave him that was a substantial buff. I'm still deciding between high A and S at the moment.

    I find it quite weird how they're willing to give such a substantial buff to an already strong A tier killer yet we can't get anything significant for killers sitting in the D or F tier. Quite weird priorities.

  • Twins: Corrupt/BBQ/Ruin/Undying

    Undying is garbage now but Ruin/Undying gets defaulted because ideally you're in Victor 90% of the time and Pop just feels very clunky with that. It forces you to waste a lot more time on Charlotte than you want to. Saving the kick time also ups your map pressure a lot on a killer that already excels in high map pressure. Stack that with Corrupt to amp the early pressure even harder. Most my rank 1 matches are 4k's at 4 or 5 gens still up.

    BBQ I generally don't run on most killers but it works really well on Twins. Victor has so much speed that it can guarentee you a continued snowball since typically by the time you are hooking in the first place you've already got at least one other slugged and the rest injured.

    I personally think Corrupt is highly overrated and not even that great but it gets defaulted as well since it's the only early slow down we have and works better with Twins than most since she can guard a few gens better than most.

    While Sloppy sounds good on paper with their slugging, you are realistically hitting very few people with the Twins making this not very good.

    People also like Thanata but it's honestly trash. It really is doing very little, the numbers are just too low.

    Discordance is a decent perk on her if you like it. You'd basically be taking a slightly weaker early game in losing Corrupt for a more consistent strength all game. I lean towards Corrupt because for most matches there is no late game with how much early pressure you do.

  • I just have fun and win the match. You'll never get there if you just suicide every time and learn nothing.

  • Balance the game from the top down.

    Now the poor ranking system, poor rank reset system, and poor matchmaking system are no longer necessary to keep in the game. IE now you will get much better teammates on average.

    The reason you have bad solo queue matches is because of flawed systems that are intentionally kept in the game because they cover up the games balance problems that exist from balancing around low ranks.

  • Funny for memes? Sure

    Actually good? No, it's bad.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/2202369#Comment_2202369

    Good on you. I realized the Twins were good as soon as I saw that Victor could counter looping. Which means he can slug everyone once all the survivors are injured.

    Yeah you basically have to play them very different than other killers. Feels like you're playing a different game to me.

    Playing the way the devs want you to play them is just extremely inefficient on time and simply non-viable. We however get around that bad time efficiency by being super time efficient with Victor. The time you save cutting out as many hooks, zooming around the map with Victors speed, and countering loops is tremendous.

    There's also the bonus that so few people actually play the Twins that most people don't actually understand how to counter them because they've had so little experience facing them. A lot of their counter play is also the complete opposite of what you want to do against most killers, IE grouping, healing, and slowing the game down. If you cut off their snowball potential they are significantly weaker.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/2201961#Comment_2201961

    So you play Twins now? I recall you saying they were fairly weak some time ago.

    Yeah I've changed my opinion on them.

  • Bugs? Yeah

    Balance wise? Very, very rarely.

    This is why we see less and less people bothering to test out the PTB.

  • One of my most played killers these days by far even after the changes.

    That said, they definitely did kill off quite a few of the Twins players (with what little there was already). Eating a DS every time you play well is flat out un-fun and very bad design.

    Are they still good? Of course

    Do they feel awful to play now? Absolutely

    They really need to revert the change. The Twins issues are camping and holding Victor hostage, not slugging.

  • -Quadruple the rate we are buffing/reworking perks. We're currently going way too slow and adding new bad perks faster than we're fixing old ones. Many of the reworked/buffed perks we've already touched are still bad as well.

    -Maps still need balance changes. Lots just need shrinking down, they're too large.

  • These hiding spots. 10/10

  • 1 second less of fatigue time and Deafened on the Deep Wounds effect. Raises Legions skill ceiling and potential for mind games.

  • @DudelPumaAce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2198012#Comment_2198012

    yah right, balance dead, MoM dead, DS dead meme perks, you dont even take them for fun because they are so bad usless xD and now please dead hard xD

    MoM is the only one of those that's dead. You are so wrong about all the rest of this. DS is still one of the best perks in the game especially.

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