Blueberry
Blueberry
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Same can apply to perks as well. Killer perks are held to a standard that survivor perks just aren't. Most killer perks have a cost, requirement, cooldown, limitation, etc or multiple at once. None of those standards apply to most the meta survivor perks.
Like look at all the second chance survivor perks like DS, BT or Unbreakable for example. All game swinging effects with no cost or downside, no requirement, zero skill needed, etc etc. You just equip them and do everything just as normally as you always would, no change.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1408792#Comment_1408792
What happened to Soul Guard btw? Did it become Meta?
(Just because I see you here)
For the SWF death squads, yeah, i'd say so. I never thought it would be meta for random solo's and what not.
Not sure how that relates to the topic here though.
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That's why most the people are much more critical on the forums during and before PTBs...because it doesn't happen.
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@JasonS said:
https://forum.deadbydaylight.com/en/discussion/comment/1408034#Comment_1408034
The killer sees the aura of the item withing 32 meters, so he can tell when it disappears. That's actually a buff.
Survivors always had the ability to see the auras of dropped items.
Just went back and read,
"Reveal the aura of items on the ground within 32/32/32 meters in a white aura. The aura of items fade to red until they are consumed by the Entity."
I assumed this was just adding the text to match its function already. It doesn't specify it's for the killer. I took it as a caveat for the killer to know for newer players.
If you are correct I suppose that is nice. I still don't think it's worth running, but nice for meme's.
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OP?
I wouldn't even call the perk good, much less "OP".
90 seconds is extremely long in DBD, it now loses no charges on hit AND you see the aura of them on the ground so they are easy to find.
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I'm confused what the issue here is.
Cages counting as hooks towards mori stages is intended. The killer has to do just as much work for the down as a normal hook and even more because he had to get the person Tormented as well.
If you wanna argue about mori's in general then that's fine, I think they need reworks as well, but in regards to cages counting as hooks I don't see the problem.
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@Almo said:
Ruin lasts until the end of a match somewhere around 50% of the time, last I checked. So no, it's not instantly cleansed every game. :)
We were testing one of the upcoming Killers, who was prototyped on an old build. Ruin was chosen, and it was the old one. Oh man I'm so glad we fixed this thing. It's way better now.
But that wasn't at just red ranks right? That was including the stats for all ranks? That would make that 50% very much less significant.
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Spirit doesn't need more nerfs.
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Here's a couple tips.
If you can't get a hit or a pallet in 15 seconds or less, it was a misplay.
You should be actively controlling what gens you want to give and which you want to keep as many maps are just too large to properly pressure them all. You want to be picking those gens, not the survivors.
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None of those fix the problems.
10 seconds isn't remotely enough, grabs don't work almost ever on dedicated servers for that to help and glass in the hand just seems out of place.
Just make any actions towards objectives or saves makes it deactivate, easy. If you do any of those things then you clearly aren't being tunneled.
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There's no way they are doing a complete rework on a perk just released, that just isn't happening.
That said, I do very much like your idea and I think it would actually be an alright perk.
Current Forced Penance is pretty awful.
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Grabs haven't been working for months. It's related to dedicated server ping. They really need to fix this.
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@Popcornchicken11 said:
Just because it was worse before doesn't mean it's still not bad now lol
^ This.
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Whispers is just universally a decent perk on everyone. Similar to Nurses Calling.
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@RockoRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1400245#Comment_1400245
This is what I'm concerned about.
I don't believed the game is VERY unbalanced, it's just not balanced for death squads. I suppose if the competitive death squads are at the top of the MMR though, there could be something like a debuff after a certain MMR level if you're in a team to make it more even. I doubt it's going to happen, but it's a dream.
However, that makes me wonder: If you go into an SWF with diverse 'skill levels', how will they be matched? Will they go against killers with the max amount of skill in the group, or will it average out?
How they will grade "skill" is the big question none of us know the answer to.
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MMR will not be a good change for killers.
Most people know playing killer in red ranks right now is exhausting to put it lightly. The game is very unbalanced at high ranks which is what causes it to be such a bad experience for killers. The issue is slightly covered up though because of the terrible matchmaking putting bad survivors at high ranks.
What this new MMR system will do is make it so now you'll be playing almost every game against the SWF deaths squads.
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I could be wrong on this, but I thought they were tossing around the idea of separate killer ranks to solve this issue. Something I would like as well.
They could even do something like making it so none of your killer ranks could derank further than 10 ranks of your highest rank one or something like that so you'd never go extremely too far back to where you're bullying low ranks.
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For the killer to be able to stop gen speed he'd have to have all chases sub 15 seconds and that's if he's on a good map. Seeing as most maps are bad for killer and the likelyhood of most your chases being under 15 seconds is low, things don't look good.
The survivors could literally do zero looping and just throw every pallet immediately and now you've lost the game because you weren't hitting that sub 15 seconds.
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It's because most people that get to red ranks on killer finally realize how unbalanced the game is at that level and it makes many of them not want to play.
On survivor when you lose it's because either you or your team messed up many times. Emphasis on the many.
Many times you lose at red ranks as killer when you didn't actually play bad and you didn't actually get outplayed, they just did gens fast. Losing when you don't feel like you messed up or were outplayed at all is a bad feeling. You feel helpless.
In other words, you feel in control of the outcome of the match as a survivor and you don't as killer. It's just a dice roll of how good the survivors are.
The amount of SWF at red ranks is also significantly higher than at the other ranks to exacerbate this.
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This is a joke right?
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"Good" is subjective. You have to define what you consider "Good".
I don't consider Clown good, but that's because my definition of good is rank 1 viable. My definition of viable is being able to have a fair chance of winning against a rank 1 swf squad that knows what they're doing with a few thousand hours each. (the death squads basically)
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Does it matter? Yes.
Is it a good representation of skill? No.
There will obviously be exceptions, but generally speaking you will find better players the higher rank you go.
So rank does mean something.
People just misuse the phrase by giving their own meaningless anecdotal experience of seeing some bad people at high ranks and some good people at low ranks. What they mean is that it has flaws in showing how skilled someone is, not that it is meaningless, even though they like to say that. It all comes down to poor wording choice in other words.
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Alien and Resident Evil are at the top of my list for licensed chapters.
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@GodNap said:
https://forum.deadbydaylight.com/en/discussion/comment/1392992#Comment_1392992
so i have to get gen regression perks, all right thanks all!
Basically yeah, that's why people run them, especially Pop. They don't solve the problem, but they do make it less busted...but it's still busted.
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"-game is unbalanced"
Yes.
People have done the math many, many times. If the survivors don't waste time, split up and just do gens you literally don't have the time even with sub 15 second chases when you add in pick up, carry, hooking, travel, search time, etc etc.
Bar some off scenarios, every 1 second you use, is 3 seconds the survivors have on gens. That's assuming you are chasing 1 survivor. That's why even a measly say 15 seconds of pick up, carry, and hook time which may seem minuscule is literally more than half an entire gens time...now multiply that for each downed survivor..with 15 second chases even.
This is also before you even throw in the multiple second chance perks on all 4 survivors....
The time for each sides objective isn't even remotely in the same ball park.
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@drimmalor said:
https://forum.deadbydaylight.com/en/discussion/comment/1392868#Comment_1392868
It's definitely tricky to find the balance between making people want to do it and not giving so many rewards to make it meaningless. I personally don't think I'd care about a glowing light in the lobby enough to spend time giving props (I often queue up and step away while the game starts anyways), and even then that leaves out the killer from the reward as well since survivors can't see the killer, and so there'd have to be another solution as far as that goes.
I was thinking we wouldn't even need a balance at all for wanting people to do it. It would just be because they thought someone was really nice or great to play with and wanted to give them a pat on the back if you will. I wasn't thinking of it as being something you're trying to work towards. It wouldn't be an achievement people are trying to get, it would just point out people that were nice to play with.
For the killer his glow wouldn't actually need to be on him. It could be something as simple as entity claws around the campfire, fog in the lobby around the survivors, a light shining down above the survivors etc. Basically just something that changes the scenery around the survivors to let them know that the killer lobby they're in is a nice guy! (hey this is a cool guy maybe we should put the keys and flashlights away guys lol)
Just seems like something small that would build a little comradery in the community. Something I think we can all agree would be a nice change.
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@drimmalor said:
Other games that use a similar honor system with rewards are often seen as ineffective. The two that come to my mind are Overwatch and League of Legends:
Overwatch - you can commend up to 3 players in a game per match, and you get a small amount of player XP doing so. There's no reason not to do it since it's free experience, but a lot of people just spam the most efficient option and don't put any thought into it. It's not an effective measure of how that person is to play with, as if you play a lot you'll get more honors just by sheer number.
League of Legends - you can honor one teammate per game, and if you get enough you go up an "honor level" over time with small rewards. Once again, most people will just randomly click an option since they also get a little progress in return for doing it.
I know another game (I think Gwent?) gave some sort of currency if you give a "GG", and it was considered bad manners to not give that GG. Incentivizing systems that are meant to show something good about a player hollows out any meaning it might have had. Granted, I do agree that giving props having some sort of meaning would be nice, I just don't think rewards like this are the way to go to maintain its integrity.
The issue those other games seem to have was adding an incentive to thumbs up people.
What if there was zero reward for doing it, so it would literally only be done because they really liked you and wanted to be nice?
(Obviously would have to be blocked from people that are queue'd together like swf from spam liking eachother, so only randoms in other words)
Also, an in game model like OP was wanting seems like a bit of extra work. I was thinking just a glowing light below the feet of those people in the lobby only. When other survivors or even killers saw it they would know that a lot of people liked them and assume they are probably a good sport to play with. A nice thing to see from either side in other words.
This may seem small but I think something like this would actually have quite an impact on player interactions.
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Agree with a lot of it.
Biggest thing for me is the perks. They release tons of just embarrassingly bad perks that should have never made it past the drawing board in those states. They need serious rearranging of the people on their balance team and have for years.
They are reworking a couple perks here and a couple perks there, but it isn't enough. We need serious massive perk reworks across the board and for the meta to be completely changed. We have had the same meta perks for years and this is because of the low quality of the new perks coming out and how many of the meta perks are way overtunned.
A lot of the weak perks we have don't even need heavy reworks. Many of them literally just need number tweaks or cooldowns removed/shortened..that's it! That isn't heavy coding work.
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I see 2-4 DS's in every single match still, nothings changed for me. Similar numbers of Unbreakables and BT's as well.
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Inner Strength seems like a pretty balanced perk overall.
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@shadow_wolfy5 said:
https://forum.deadbydaylight.com/en/discussion/comment/1390631#Comment_1390631
Think of it from both sides its just a minute and then you can come back to them what if they made it to where if you go down with DS the timer starts but doesnt tick if your in the TR but if there isn't one the timer ticks
I play survivor at rank 1 as well so I do see it from both sides and it's completely busted. A minute in DBD is insanely long.
I'm all for the timer pausing while slugged, IF it deactivates once someone else is hooked, you work on gen/totem, unhook someone else, get healed etc. Basically any of those things that mean you aren't being tunneled.
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@TheCursedTitan said:
https://forum.deadbydaylight.com/en/discussion/comment/1390631#Comment_1390631
DS now is currently really easy to counter all you do is just sit on top of them for a minute
So it's easy to counter, just throw the game? Ah it all makes sense now.
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@TheCursedTitan said:
https://forum.deadbydaylight.com/en/discussion/comment/1390560#Comment_1390560
To make it a little more fair for those who get tunneled, or camped
You think DS currently isn't good enough for camping/tunneling?
DS is literally one of the best perks in the entire game currently. You're wanting to buff that.
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@TheCursedTitan said:
https://forum.deadbydaylight.com/en/discussion/comment/1390478#Comment_1390478
The whole purpose of ds is to either waste time or counter getting tunneled downed and picked up again
That isn't what I asked.
I asked what the purpose of your change was, not what the purpose of DS is.
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@TheCursedTitan said:
https://forum.deadbydaylight.com/en/discussion/comment/1390458#Comment_1390458
Better than the timer and no I mean for as your in that killers terror radius if they leave or go back
What would be the purpose of this change? Any other changes as well?
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This would be an overall nerf to DS you know right?
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And deactivate if you leave the killers TR?
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Trapper does need quite a bit of improvements.
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If they made one hooking each survivor one at a time while taking turns viable that would be great and more fun for everyone, I agree. Unfortunately that isn't reality. The only way you win against good survivors is by slugging.
The forced slugging is a response to poor balance. If we balanced the game better it wouldn't be necessary.
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Most: Nurse, Spirit, Huntress
Least: Billy
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1389550#Comment_1389550
But you know whats crazy I wouldn't have to run ds unbreakable if killers didn't wanna constantly tunnel or slug. And both ds and bt have counters don't tunnel or slug, and even if they have unbreakable its a one time use and you still get pressure from the slug because you have one less person on gens actually its 2 people off gens if you are chasing one survivor at the same time. And downing and injuring multiple survivors is optimal not tunneling one out the game it just seems like you want to tunnel with no downside if so keep it real no ones gonna hate you just say it these two perks punish anyone that tunnels. And even though this is off topic the game is actually more balanced than its ever been but its just so unfun to play as survivor. The devs have started a trend of killers with no counter play to attract players ie. (pyramid head, deathslinger, spirit). And lets mention the constant bs hits through windows and pallets which consistently happen its almost every game I cant even vault without getting hit its so unfair and pushes me awayh from this game.
"But you know whats crazy I wouldn't have to run ds unbreakable if killers didn't wanna constantly tunnel or slug."
And why do killers tunnel or slug? The answer is that the game is unbalanced to where they are forced to if they want to win against good survivors.
"And both ds and bt have counters don't tunnel or slug, and even if they have unbreakable its a one time use and you still get pressure from the slug because you have one less person on gens actually its 2 people off gens if you are chasing one survivor at the same time."
No, they do not have reasonable counters. If you read my post I already covered the response to most this. Playing ina way that avoids DS, BT, Unbreakable from from activating loses you the game against good survivors. You literally do not have the time to pass around 1 hooking each survivor one at a time. You do not get pressure from that slug when they have Unbreakable because you wasted more time downing that 1 survivor while 3 other survivors were pounding gens, than he wasted getting off the ground. That is NOT a good trade for the killer.
"And downing and injuring multiple survivors is optimal not tunneling one out the game it just seems like you want to tunnel with no downside if so keep it real no ones gonna hate you just say it these two perks punish anyone that tunnels.v"
No, you are misunderstanding. Survivors will force you into a tunnel/camp because they abuse the second chances, not because you want to stand at the hook. Those perks punish killer many, many, many times when they are not tunneling or camping. If you played both sides at rank 1 you would see this.
"And even though this is off topic the game is actually more balanced than its ever been but its just so unfun to play as survivor."
The game is more balanced than it ever has been, but to say it is balanced, is simply not true. Unfun to play survivor? Seriously? I play strictly solo survivor at rank 1 and it is literally a relaxing and chill experience currently. Compare that to the current rank 1 killer experience and they are not even in the same ball park. Do you play killer at rank 1 at all? Survivor is currently extremely easy and you literally have to try hard not to pip. Survivor is the power role in this game.
"The devs have started a trend of killers with no counter play to attract players ie. (pyramid head, deathslinger, spirit)."
This is completely inaccurate. What are you even talking about. All of those killers have tons of counter play. PH and Deathslinger aren't even that strong.
"And lets mention the constant bs hits through windows and pallets which consistently happen its almost every game I cant even vault without getting hit its so unfair and pushes me awayh from this game."
This is literally just ping related to bad dedicated servers, that's it. It screws over the killer just as often as you feel it screws over you.
What rank are you playing both sides at? These opinions are not things that most people with a lot of hours in the game think. I am referring to high rank games as that's where the balance issues are. The game is relatively balanced at low ranks where the survivors don't know what they're doing yet.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1389130#Comment_1389130
Care to give me an example cause I need specifics if we are talking about ds in most cases it punishes tunneling killers, bt does the same the counter is not to tunnel.
I'm going to copy paste my response to this from another page as I've replied to this question a lot before and it's quite a bit to type up every time.
All those "second chance" perks punish the killer for playing well and reward the survivor for playing bad. They also all force the killer to play in the least optimal way in order to not get punished by them. Against "good" survivors, playing in that least optimal way loses you the game. In other words they force you into a lose/lose scenario. Those perks are "anti-pressure" perks, in a meta where the only way you win as killer is through pressure. They also aren't situational, because as I've mentioned, even if they don't activate, you are still getting extreme value from them because the killer was forced to play in a bad way to prevent them from activating.
Against "good" survivors, you literally do not have the time to 1 hook each survivor one at a time working your way around. The numbers are simply not even remotely there.
None of these perks have legitimate counters either. You go after the unhooked guy (DS, BT), slug the unhooked (Unbreakable), go for the unhooker (unhooked guy body blocks you with BT, DS, Unbreakable). Completely leaving the hook entirely and never going back means you are going for a pass around of 1 hooking each survivors one at a time, which is as I said earlier, a losing choice as well, as you simply do not have the time to do that with how fast gens are.
You also have all the random DS's you'll get hit with as you'll have multiple active at once and can't keep track of them all. They know how long it lasts so they will just refuse to heal and continue gen rushing.
Almost all of the meta killer perks have high costs, skill requirements, downsides, ask something of you, and have counters built into their base kits without even needing a perk as survivor. Meanwhile we look at all the meta survivor perks that almost all have no costs, downsides, skill requirements etc etc or anything of those same things that the killer perks have. The survivor meta perks also almost all stack together, whereas more and more of the killer ones do not stack. Survivor perks quite simply are not held to the same standards that killer perks are.
Just like killer I've played survivor at rank 1 as well for years and it's quite clear to see how busted many of the survivor second chance perks are, especially once you're able to see it from the other perspective.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1387476#Comment_1387476
So punish survivors for doing their objectively effectively?
I think NOED is unhealthy as well and needs changes.
However,
"So punish survivors for doing their objectively effectively?"
Can literally be applied to almost all the multiple second chance survivor perks as well. They all punish the killer for doing their objective effectively. At least NOED has counter play for its bad design. The counter play to most those survivor second chance perks is playing in a way that loses you the game..and there are multiple of them.
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@Zane said:
https://forum.deadbydaylight.com/en/discussion/comment/1387627#Comment_1387627
Actually DS stops tunneling, its a good perk just for that reason but if you wanna b!tch about it then leave them on the floor, I agree on the adrenaline part which is why I prefer not to use it.
And then they Unbreakable off the floor, that's a terrible counter argument.
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Instead of just blocking the hit, it should transfer the hit to the rescuer.
This preserves its purpose of preventing someone from getting tunneled off the hook while also having a cost and asking for a skillful play from the rescuer.
It's currently zero cost, with a game swinging effect, that asks nothing of the survivor.
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@Respectfulnancymain said:
No
Hex perks arnt meant to be reliable
there meant to be high risk high reward
And they're currently high risk, low reward. That's the issue.
Either the risk needs to be lower or the reward needs to be higher.
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I was thinking that maybe the smoke from his bottles damages any gen they come in contact with (meaning they just start regressing as if kicked) and the next time that gen is touched by a survivor it will make them cough and give a noise notification.
This does a few things. It would give him a little more map control without actually giving him more mobility and make him a tiny bit more time efficient.
However this isn't without its costs, because now he would be wasting bottles on gens as well if he so chose, meaning he will need to be reloading more often if he wastes throws willy nilly.
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I just think NOED should reactivate 3 random gens if all the totems weren't cleansed. In other words it forces survivors to do 1 extra gen if they don't cleanse the totems.
I like the idea of punishing "gen rushing", but I want it to punish it by giving the killer more time to make skillful plays, not just free downs, which is the issue with the current version.
This turns it into a slowdown perk instead of a crutch second chance perk. It's current version rewards you for the survivors being lazy and you doing nothing skillful. This new version rewards you, but only if you can make skillful plays.
Current NOED is a fair perk, it's just not a healthy perk for the game.
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@TheMythAJ said:
https://forum.deadbydaylight.com/en/discussion/comment/1388142#Comment_1388142
let’s not act like ultra rare add ons come at a rarity. assuming you’re a killer main they come pretty much in each bloodweb once you’re around level 35 and up. insta heals aren’t instant they require time for the heal to actually work, 16 seconds unless the survivor runs different perks than the ones i mentioned to start the post. also they’re once a game unlike mori’s which activate per survivor after one hook. so yes let’s consider mori’s in this discussion because, as the person who started the discussion, i stated ill mention ways around the survivor perks or counters per say.
in case you may have forgotten due to the length of the thread, my original perks mentioned were DS, BT, and unbreakable (or any other survivor perks you find utterly game breaking). all of those perks i would say would at least 50-80% of the time be revolved around someone being unhooked. i mentioned either Make Your Choice, or Devour Hope which have a distance from hook requirement. if you run either perk you should also pick a killer with good map pressure to actually get away in time
naturally every killer needs add-ons but there definitely are some make your life difficult add-ons such as legions add-on giving survivors the broken status for a period of time, in addition to the requirement of mending. if the myers perk is so bad then disregard it & imagine add-ons that are very good lmao.
also if your blood pressure doesn’t rise then so be it. it wasn’t an attack to anyone’s ego haha it’s just i get pretty annoyed when survivor friends hit me with some mean plays
"let’s not act like ultra rare add ons come at a rarity. assuming you’re a killer main they come pretty much in each bloodweb once you’re around level 35 and up. insta heals aren’t instant they require time for the heal to actually work, 16 seconds unless the survivor runs different perks than the ones i mentioned to start the post. also they’re once a game unlike mori’s which activate per survivor after one hook. so yes let’s consider mori’s in this discussion because, as the person who started the discussion, i stated ill mention ways around the survivor perks or counters per say."
When I say insta heal I am not being literal. I call them insta heals because that is what people know them as because that is how they were referred to for so long. Just because they have a timer before the heal now does not mean they are not insanely strong still. Yes, they are a one time use, because there are 4 survivors meaning you can have multiple of them in one game.
If you are honestly going to tell me that you consider "bring a mori" as a legitimate counter argument to preventing "second chance perks", then no one that plays killer and survivor at rank 1 with a decent amount of hours is going to agree with you. That is not a counter argument that almost anyone would agree with.
Survivors also get ultra rares in almost every blood web as well, so now anything a survivor would ever have an issue with in the future no matter how busted it is, you could just say, "bring a key". Problem solved. That would be illogical and would never be an argument I'd make.
"i mentioned either Make Your Choice, or Devour Hope which have a distance from hook requirement. if you run either perk you should also pick a killer with good map pressure to actually get away in time"
And here is where the issue lies, the vast majority of killers don't have good map pressure. The few top tier killers are the ones that do.
Are we mentioning MYC and DH as supposed counters to the aforementioned perks? DH is a hex perk and if you do play at rank 1 as you said, you'd know that hex perks are generally broken within the first minute or so of the game. They are not reliable perks. This is why you rarely see DH ran and when it is, it's mainly for the fun, not because of its strength.
MYC is a good perk, but as you mentioned, very few killers can make good use of it. Most of the ones that can make use of it, aren't the killers that need the help. MYC is also asking you to play inefficiently. You let them get a free save, then instead of pressuring gens you have to go back to the hook and hope you just happen to find the rescuer...who is probably hiding because he knows you have the perk and are gonna come back for him. There are just many cons to this perk as well as being a perk that very few killers can actually make use of. Just as with DH, there is a reason you don't see this perk ran often and it's because of the things I just mentioned.
"naturally every killer needs add-ons but there definitely are some make your life difficult add-ons such as legions add-on giving survivors the broken status for a period of time, in addition to the requirement of mending."
Legion is literally one of the worst killers in the game, even with that addon, so I don't see that as a good example to counter argue with.
"if the myers perk is so bad then disregard it & imagine add-ons that are very good lmao.""
You could put Myers best addons on and he's still barely upper mid tier, ie still not that great. At the end of the day he's still an M1 killer with no mobility and that is never going to be strong against good survivors.
I feel like you're trying to make a point that most killers have addons that make them extremely oppressive, of which I would disagree.
There are maybe a couple I think could use some changes and are slightly oppressive like Iri hatchets, but generally speaking the vast majority of them are not oppressive.
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@TheMythAJ said:
https://forum.deadbydaylight.com/en/discussion/comment/1388077#Comment_1388077
in a perk to perk war, survivors will more likely than not trump killers every time.... in a 4v1 queue the devs would of course rather on paper appeal to survivors first. what i see to be an obvious counter are:
-killer perks meant to punish survivors unhooking one another such as MYC or DH... maybe add nurses calling & haunting grounds to compliment one of those perks with a gen rush counter perk as the 4th
-really great add-ons which make survivors lives a tad bit harder (example: myers infinite tier 3)
-ebony mori’s... for some reason killers deal with make your life difficult perks all day but refuse to use their stacked ebony mori’s religiously
ive been rank 1 on both sides so i’ve had my fair share of michael jordan memes, but if you’re facing perks like these constantly why not run some perks, add ons, and offerings that’ll bring your blood pressure down?
"in a perk to perk war, survivors will more likely than not trump killers every time.... in a 4v1 queue the devs would of course rather on paper appeal to survivors first."
That's basically the entire point i've been making.
"-killer perks meant to punish survivors unhooking one another such as MYC or DH... maybe add nurses calling & haunting grounds to compliment one of those perks with a gen rush counter perk as the 4th"
As in they have a requirement and a cost, this is basically agreeing with my point.
"-really great add-ons which make survivors lives a tad bit harder (example: myers infinite tier 3)"
I don't really see this as a counter argument as the majority of killers are quite addon dependent. Most of them use those addons just to function at a decent level, not to really have an advantage per say as you are implying. Also, Myers infinite tier 3 addon is literally a meme. As in it is not a strong addon, it is just a fun addon. If you actually get to tier 3 before all the gens are powered you are either playing against low ranks or the survivors are just screwing around. Not to mention you are talking about ultra rares, should we add keys and insta heals to compare evenly here? You get my point.
"-ebony mori’s... for some reason killers deal with make your life difficult perks all day but refuse to use their stacked ebony mori’s religiously"
Why is this even worth mentioning? We are comparing problematic perks, this literally has nothing to do with mori's. They are ultra rare first of all, IE rarer and more expensive. Secondly, if you're gonna add mori's in, then let's throw in keys and insta heals as well. As I said, why are we even talking about mori's, this is irrelevant to the discussion. I personally think mori's and keys need reworks, but that's another topic.
"but if you’re facing perks like these constantly why not run some perks, add ons, and offerings that’ll bring your blood pressure down?"
I already addressed this in my previous post. Calling ultra-rare addons and mori's a "counter" is just illogical. Which perks are you calling counters? I do not believe there are any unless you have some examples.
Why the blood pressure comment? Saying something like that serves no purpose in the conversation other than as an underhanded ego jab.