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Brokenbones

Brokenbones

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  • I was playing rimworld recently and in that game there was a thunderstorm and one of the distant thunder noises is literally one of the boon lit sound effects. I realised and couldn't help but laugh

    Same thing happened with Project Zomboid, in that game there's a distant ambient 'dog howling' sound effect that randomly plays and you can hear the exact same soundclip in Dead Dawg Saloon.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143541#Comment_3143541

    Thank you for validating how I’m feeling cause no one else seems to really care that I’m new and on a ######### console. My biggest problem is when there actually isn’t just a pallet but they’ll work on a gen , run off WAY before I get to the gen and then loop me around a large building or structure that might/might not have pallets but will forsure have multiple windows and loop spots they know how to exploit .

    I don’t get a hit , time is wasted , they go right back to the gen and finish it while I’m trying to find other surv who don’t have as good of a spot .

    Multiple matches where i have zero options cause they’re all loop God’s with lithe, or some other type of exhaustion perk. True they run out , and true hag (who I usually use) can trap to outplay them but it never works for me.

    Trust me I felt the same way when I was new to Killer, It's very intimidating for a good while because it's 4 v 1. People think Killers like this power fantasy but sometimes it's legit one of the most stressful experiences sometimes. The recent changes have helped with this lately though

    I'm sure the problems you're having is stemming from matchmaking and just needing to practice more. You mentioned you play Hag who is really tough for a newcomer. Especially if you're trying to get better at chasing because hag is slower than most other killers which makes chasing very painful

    What other killers do you play?

  • I'm frustrated that some matches are over before they start

    Be it because one dude quits through hook suicide or DC

    Or because the Killer legit tunnels the dude who didn't bring anti-tunnel perks and was proxy camping him. His fault for not running SB/OTR/DS I guess.

  • The people saying killer is "easier than ever" likely aren't talking about people still learning, rather the people who are experienced and know how to play Killer.

    Learning and getting the experience to be good with Killer is still as hard as ever, don't let people diminish your feelings by going "lol its so easy now". This is like saying survivor was easy before even though inexperienced survivors get mopped up super easily by even medicore killers.

    My honest advice at dealing with problem structures is either: Just ignore them whenever possible, I've won so many games on Dead Dawg and Garden of Joy by just ignoring the main building. Let them have the gen there.

    Alternatively, brute force a pallet out of someone then leave, you'll eventually widdle down the resources and create a deadzone. Still sometimes not worth it though.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143081#Comment_3143081

    Which killers? I can’t think of any killers—not a single one—where survivors constantly healing is somehow worse for them than survivors actually just completing gens. Survivors really waste a lot of time healing when they should just be on generators—injured or not…

    Any killer who relies on a hit and run playstyle will be insanely hindered by the presence of medkits, but Circle is an infinite medkit for all 4 survivors so it makes sense to say that people who play certain killers like Ghostface, Wraith, Sadako and play hit and run are countered by it.

    It is really difficult to split pressure in any meaningful way when after you hit a survivor they can be healthy again faster than the time you invested in injuring them.

    Also survivors constantly healing and being healthy counters many killers, especially m1 killers because committing to chases with healthy survivors can be a big time investment.

    Here are some examples of killers who are hard countered by Circle (This applies to medkits too:)

    Twins - Healthy survivors cannot be downed by Victor, he can also only damage 1 survivor at a time if everyone is healthy unlike when people are injured where he can tag multiple people for a snowball

    Hag - Many hags play territorial so having a circle away from all of their traps lets survivors play extremely safe and not give her an easy snowball

    Spirit - Being injured vs a decent Spirit is a death sentence. You want to be healthy as soon as possible whenever possible and CIrcle makes this easy.

    Legion - Their whole power revolves around stall via mending and faster chases because people don't bother healing since it's a time sink but Circle lets people work on gens and heal themselves in basically no time at all

    Blight/Nurse = These two killers can dish out health state damage extremely quickly and having multiple people injured vs them can easily result in a snowball

    The stigma that healing is a waste of time no longer holds true in the current state of the game - You can forgo healing and focus on gens but then you will go down much faster which collectively buys your team less time in the long run. Before healing wasn't as needed because old DH acted as that second health state for the majority of survs (Going from it's 70% pick rate as proof here)

  • @HugTheHag said:

    I'm pretty sure this is considered hostage taking on the killer's part, regardless of if the other survivors (you) were alive and did gens. This Feng was still prevented from engaging in the game, so the blame would still be on the killer for all of the time she was kept bodyblocked.

    https://us.v-cdn.net/6030815/uploads/UIWSI3W1BHTA/mandy-hostage-survivors-png.png

    "It's immaterial that there are other survivors alive in the game, the killer is preventing [this survivor] from taking part in the game in anyway and they can do nothing about those circumstances."

    Huh I had no idea this was their stance, I've always been under the impression that the devs never considered a match being held hostage if it can end but I guess that's no longer the case. Good to see tbh, glad to be wrong

    Well, if Survivors/Killers do this report them with proof, they'll probably get a day ban or something

  • A lot of people are experiencing faster early gens likely due to perks like Corrupt not being ran as often

    Pair this with spawn RNG, you could have 3 diff survs on 3 seperate gens even before you start your first chase. I don't sweat the early gens popping tbh - it is inevitable unless you have an insane start, like pressuring 3 survs who all spawned together kind of start

  • I think the devs don't consider it hostage taking if the game can end, so if survivors are the ones not opening the gates to make the game end - they might be at fault

    However if you bodyblock the last survivor in a corner like this, then it's on the Killer.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142994#Comment_3142994

    COH is the most overrated perk in the whole game. The self heal speed is so slow and you actually need to go out of the way to go in the range of the boon to get value out of a small difference. With 90 second gens, it’s just a waste of time for the survivors.

    https://forum.deadbydaylight.com/en/discussion/comment/3142993#Comment_3142993

    Yeah it was QoL for camping and tunneling, making it way easier and more frustrating for the survivors to do so.

    My guy, Circle counters entire killer playstyles and powers. It is essentially an infinite medkit for your team. The range of the boon is also bigger than you think

    It is far from overrated.

  • Typically I do this if I didn't really do much in the match and the survivor on hook did

    I'd rather the person who did the harder part of the match be rewarded. Dying's no big deal if I didn't really engage in chases much


    Besides, I know how it feels to run a killer really well then eat dirt in the endgame. It's nobody's fault but it def feels bad.

  • Run whatever you want, whenever you want - Don't let other people dictate your perks. Run No mither every game for a month if you want to.

    Just be conscious of time management, Self care even in it's butchered state still is a decent perk for the endgame I think since gates are done quickly and being healthy is top priority

    Also yeah, medkits and circle are a thing.

  • Basically any killer apart from Artist and Twins. I'll explain why:

    I like Artist and Twins I just haven't faced them enough to be confident against them, the counterplay I am aware of is either reliant on communication (Twins), reliant on my teammates knowing it (Twins + Artist) or generally doesn't work out for me (Artist). Nobody plays them really so it's hard to build up experience

    It's partially why I've been playing these 2 killers myself, to see if I can get a better understanding of them. I did the same with Hag - I played her for a while and understood her strengths and weaknesses and adapted my survivor gameplay to it. Sometimes there's only so much I can do on my own tho, if my team flops then I flop too yk.

  • @FFirebrandd said:

    I have no idea what that picture is from, but yes. 100% yes.

    It's (edited) lyrics from a boss fight theme and the picture is said boss from Metal Gear Rising: Revengence.

    It's a banger of an OST, look it up. Game's great too


    Also on topic:

    My guess is Slinger's killrate didn't drop too much after his nerf, which is why he hasn't got any changes yet. Personally I think he's in a okay spot because the basekit buffs actually helped him out a decent bit but he's far from perfect.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141365#Comment_3141365

    I missed the part where the bug was defended with that argument.

    The OP of this thread

    Basically saying it's a waste of time for the devs to fix it because it's "weaker than bump logic" and "tremendously easier to counterplay than bump logic" basically

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141274#Comment_3141274

    It's not even about them being exploits to me, the argument is ridiculous altogether because as long as those mechanics exist(ed), you literally have bump logic plus them, they can be used simultaneously, so if the argument is that bump logic is already plenty strong, the obvious conclusion is that those mechanics are over the top.

    While it is possible to hug something on your last rush and thereby combine "100% pure" bump logic rushes with hug tech, the idea that bump logic can do everything on its own just fine is simply false altogether. Hug tech enables Blight to do stuff he could only dream of without it, and that includes being able to get around tiles and making hits happen that are otherwise basically categorically impossible or at least otherwise leave much more room for survivors to make plays, as well as being able to get hits while spending less rushes, which is obviously highly impactful because you will be able to rush again earlier.

    But here's just one common example of hug tech doing something that bump logic cannot nearly as well:

    https://us.v-cdn.net/6030815/uploads/NBKNNYSWTM4Z/hug.png

    Red is Biight, blue is survivor. With hug tech, we simply bump once and then hug all the way around shack, flicking around the second corner. We spend 2 rush tokens here and we get to the survivor as quickly and reliably as possible, flying around the corner.

    https://us.v-cdn.net/6030815/uploads/KLYKMGKHNRYQ/bump.png

    Bumping our way around this same scenario means that first, we need objects around shack to bump off of to begin with (corner bumps on shack have weird collision and this changes depending on shacks as well, plus at most we could be bumping off of the first corner, and would then also need to spend quite some time in the bump window to edge past it). Not only does that mean we are spending 3 rush tokens at least here, but the further away from shack our bump points will be, the more time we are spending getting around it, i. e. the more distance the survivor will be able to make from their current position. We won't get there as quickly, we will be spending more rushes, the survivor will make more distance such that we might need to spend even more rushes or just simply cannot get to them anymore, and on top of that we are also way more predictable, because the survivor knows that in order to get to them around back, we will need to utilize bump points, so they can prepare for that much better in advance as well as tell in advance that we are actually coming around back rather than cutting through shack for example, whereas with hug tech we could be coming flying and flicking around the corner already. And of course, we can also combine the two to achieve maximum potential:

    https://us.v-cdn.net/6030815/uploads/JB7QJZCSSQUB/bug.png

    Here we utilize hugging to get around shack in one rush, and then bump to reacquire our target and prevent a preemptive dodge.

    https://us.v-cdn.net/6030815/uploads/L0HTUGS4XYRP/bugg.png

    Here we bump first, then hug around shack to be able to flick around windowside corner.

    https://us.v-cdn.net/6030815/uploads/TV7LITX4Z9IU/buggg.png

    And here hugging enables us to quickly intercept a vault, as well as to hug back inside if no vault happens, either by bumping again windowside and hugging back along the side wall, continuing the hug around windowside to bump somewhere palletside, or even reversing the original hug when we hear no vault notification.

    Hug tech opens up options and opportunities that don't exist without it, and that's not even talking about tiles where there just isn't a way around without eating collision, and external bump points too far away to catch a survivor out. That's the case on a lot of filler pallet tiles, like MacMillan rock pallets or Autohaven junk ones for just two common examples. You can't bump logic your away around those without regularly giving the survivor a pretty secure pallet drop or vault, whereas with hug tech you can be getting around the tile before they are even able to react. Gyms can be a nightmare to bump around as well, since you will be spending a lot of rushes just turning corners and will have to do so in quick succession; bump logic regularly dictates that on tiles like that you should catch up to the survivor with W first such that you can get them by bouncing only once around one corner. With hug tech on the other hand you can be getting around the entire gym in one rush.

    Any Blight main arguing that someone that utilizes hug tech is a weaker Blight than someone that only uses linear bump plays is either being disingenuous with ulterior motives, or just has a pretty limited understanding of Blight. Yeah there are situations where players go for hugs and flicks that can allow survivors to spin or otherwise dodge them in which a pure bump logic Blight could have gotten a more or less guaranteed hit, but the better the Blight player, the more they will be aware of when to utilize which, and when to combine them for the best results. Besides, the mere possibility of utilizing hugs means survivors often find themselves in a dilemma of needing to play around both. So you preemptively DH or dodge anticipating a hug into flick, but the Blight simply bumps and you look stupid - or you hold W expecting the Blight to bump and needing to spend every millisecond you get making distance such that you can potentially get away from the next rush, but the Blight hugs the wall and comes around the corner swinging. Without hug tech being a thing, it's possible to anticipate much better what the Blight even can do, let alone potentially react in time to it.

    Insanely detailed response, thanks for taking the time and effort

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141277#Comment_3141277

    Alright, I'll let this one go just because you're a Mod so you work hard to keep the forum safe.

    But no one else! Just Mandy and Huge_Bush!

    I did not look but I did upvote.

    I hope this is acceptable.

  • Not necessarily

    CJ tech for example isn't a bug, it's more of a technicality about certain things in the game I.E A killer can't break a pallet that's being vaulted, so when the player presses space, they pick up.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141308#Comment_3141308

    Those videos are correct though. Hug tech, j flick, etc does have some counter. A good blight or Lillith or me doesn't need hug tech, j tech, anything. Them removing it won't impact a good blight. That's why these threads are always amusing. Because according to some. Half the hits a blight get. Are all from hug tech

    Yeah but it's a weak argument for keeping the bug unfixed though

    And the weak argument of "bump logic is just better" makes no sense to me, bump logic is how he's designed to be played so why are they (in those videos) acting like Blight's only playing that way is a bad thing?

    If they want to keep a bug around because they like it, think it's cool, enjoy it or whatever that's completely fine. I don't even mind it that much, even if I think it probably should get fixed in one way or another.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141215#Comment_3141215

    I don't know. He seems to know his stuff. I guess we'll see won't we?

    I think the strongest argument he put forward was the sliding/hug tech thing helping people learn Blight or have a better time playing him with controller/on console. If that's true, I think he should def get some QOL changes to help those people

    But from a balance POV I really don't understand the logic of defending a bug with the logic of "it makes blight players play less effective, it's just to show off"

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141215#Comment_3141215

    Hang on a second

    Wasn't that the exact same argument for keeping j-flicks? And moonrushes? And every other Blight exploit under the sun?

    "X exploit is fine because it's actually weaker than bump logic" is such a funny argument to me

    Yeah I watched Lilithomen's video about the whole hug tech thing and it is almost word for word the same arguments as keeping jflick. His video is basically the same as the other Blight main who made one for Jflick, Ascension I think his name was.

    "Bump logic is better and has less counterplay"

    "It has counterplay"

    "Unintended mechanics blah blah Combos in fighting games"

    "Survivors will hate bump logic Blight"

  • @Phasmamain said:

    Can’t legion get stunned out of fatigue? If he can nurse should be able to as well

    Blight too, pretty sure if you drop a pallet on him while he's in fatigue it'll stun him again

  • Because her red puke exists

    If you use your red puke well and get a down or two then it runs out, why shouldn't you be able to infect them?


    You can't really avoid infection if you have to unhook an infected survivor either tbh. Someone has to unhook and it's typically a bad idea to let injured already infected people save unless the killer is playing super fair

  • Stunning a Nurse with a pallet is pointless since it starts her blink cooldown instantly even if you time it right

  • @drsoontm said:

    A very good Blight streamer has argued that fixing "hug tech" will make Blight stronger.

    Beside the obvious risk to break every collision in the game, I'm not worried too much.

    His argument essentially boils down to

    "if you remove it, more blights will use bump logic aka playing him the way he's intended to be played and survivors will hate this because it has little to no counterplay/it's more effective than hug tech"

    Despite the fact that normal Blight is pretty balanced and has counterplay so...

    ???


    It's an extremely weak argument

  • Old Haddonfield.

    Disturbed Ward is def one of the worst offenders. Even Father Campbells Chapel can be pretty bad

    Grim Pantry if a corner gen decides to spawn


    The most disgusting 3 gen set up I've ever seen was on RPD, there were 3 generators in a straight line near the S.T.A.R.S office. One in the locker room (Which always spawns p sure) and two gens in the corridor outside the office itself.

  • I love the whole "it's not actually that effective, it's just to show off" defence people use to argue why it shouldn't be removed

    legit the same argument was used for jflicking


    Personally I hope they fix it but make Blight's collision better. The argument I heard from that one Lilithomen video where he's like "survivors will HATE bump logic blight" - like if a killer being used the way they are supposed to is problematic, it'll be changed regardless of if they leave in these bugs.

  • Yeah I mean Nurse is pretty common to see for me but you're def gonna see way more bc page 3 of the tome has a Nurse specific challenge

    Hell I've been playing Nurse a bit to practice since I knew I'd have to play her at some point this tome

  • There's a few

    One of the versions of DS that let the obsession escape for free

    and if you weren't the obsession, you'd get the DS skillcheck after a certain amount of wiggle. I think like 1 person could take a hit for you then you'd be guaranteed the skillcheck

    I'm also glad original Undying got changed before Pentimento made it's way onto the scene, oh boy that would have been hell.

    Hangman's Trick became one of the most OP perks in the game for a single PTB, It showed you the auras of any survivor within 16m of a hook while carrying and it was map wide so you'd basically see everyone, was crazy.

    One final one: Breakdown when it was bugged. It permanently broke hooks and you can bet money that people abused the hell out of it once they realised

  • If anything, The killer is more likely to slug survivors they don't have hook states on to focus out the ones who do

  • @_kostas_pap_207 said:

    So basically it starts fro, 0 and goes to 20 percent regression max based on the time it's been worked on so now there is no guarantee 20 percent regression at all times

    Damn dude even with this example I barely understand it .

    They should really change the perk description. When they nerfed it they only change a word and that's it

    I'll try to make it simpler, it is a bit confusing:

    Old pop:

    25% of 80 (bc 80 second gens) = 20 seconds removed no matter how much repair progress it had. This is why if a gen had less than 25% and you popped it, it would go to zero

    New pop:

    20% of the repair progress itself. The regression itself is based on the progress and not the complete amount. This means that the more a gen is closer to being finished, the more regression you will get from pop and vice versa

  • Alright think of it like this:

    Pop's regression is a percentage of how much progress the gen has at the time of the kick

    So let's say it's at 50%

    you take off 20% of 50 from the generator which would be roughly 10 seconds (maybe about 12 ish if you add the 2.5%)

    Let's say it's at 99%

    It'd take off 19.8 or about 21 seconds with the added 2.5%


    The more progress a gen has, the more Pop will take away from it. Vice versa, if you have a gen at 25%, you're only taking away about 5 seconds

  • Jolt doesn't knock survivors off gens so it wouldn't trigger DMS

    Pain Res and Infectious Fright would because they cause the survivor to scream and interrupt whatever interaction they were doing

    Dragon's Grip causes a scream but doesn't interrupt the survivor's actions

  • You're entitled to your opinion, just like I am mine :)

    Have a nice day

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137588#Comment_3137588

    So... do this amazing thing called stay out of that range until the hook happens and then go back in if necessary to do a gen or something? Wow, amazing how that works.

    https://forum.deadbydaylight.com/en/discussion/comment/3137611#Comment_3137611

    The cognitive dissonance is hilarious. "free killer pressure" for using a perk. Quick question, what do you think the word free means? Maybe it's almost like giving up a perk slot for a perk that grants pressure in a specific situation... is supposed to do exactly that? Wow, amazing, who could've guessed? It's almost like that's what equipping a perk is for.

    20m is insanely small. Her default TR is 32. With Agitation it's 44 which is only 3s extra of running to get out of the distance.

    Gee, it's almost like using a perk that's literally made for anti-stealth is meant to be anti-stealth. Wow, amazing how that works. Gee whiz, it's almost like there's still the most reliable method called DON'T BE IN THE AREA.

    https://forum.deadbydaylight.com/en/discussion/comment/3137628#Comment_3137628

    Not sure if you're joking or if you genuinely don't realize Starstruck is a gimmick perk on most characters. But hey, buzzword bingo time, "free" marked off again I guess. So much for knowing what a word's definition is nowadays I guess.

    "I didn't leave the area, and so I got affected by the perk that affects said area." Wow, amazing how that works. It's almost like if you literally don't do the counterplay built in, that's on you. If a perk still wasn't useful despite people not doing its counterplay, it would be literally garbage. But yes, it's clearly oppressive because you fail to actually do the counterplay.

    lol cognitive dissonance my guy we're making posts on a dbd forum it's not that deep, there's no need to act so emotionally invested and start pulling the caps lock and italics out

    I call it free because you don't have to do anything to the other survivors for them to get hit with it, the only pre-requisite is picking somebody up which typically isn't hard for Nurse. Then once you're hit by it, you have to either hide or go to the other side of the map. Which yes is the counterplay to avoid getting downed by it but you also cannot do anything useful in that area either. That's what I mean by pressure, the threat of being instadowned just for being within 32m or 40+ meters is huge pressure.

    Anyway I'm not interested in playing semantics with you it's kinda pointless.

    There are situations where you can't avoid being in Starstrucks range, due to the shape of a lot of maps.

    Also you just proved you didn't read my post whatsoever because I quite literally said the phrase: "It's not oppressive on 80% of killers, It's a nurse problem not a starstruck problem".

  • If you want to heal after unhooking, bring We'll make it. Sometimes if the killer is planning on coming back, it's too late and you'll finish the reset

    If you want to make sure it's as safe as you can, bring Kindred and Open Handed - Kindred will reveal the killer if they are within 16m of the hook and open handed extends it to 32m. If the killer is more than 32m away, then that unhook should basically be 100% safe. With this combo you can 100% guarantee safe unhooks

    Pay attention to the HUD, if you see another survivor take damage shortly after a hook, it's safe to assume they're committed to the chase. You can run teammate aura perks or kindred to make sure the killer is still on them

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137611#Comment_3137611

    Your "free" scenario uses 3 perks slots on a killer that's already pretty damn slow to begin win.

    That new perk will be good against scatterbrains, nothing more.

    Oh no the free pressure thing applies to the perk itself.

    It's just enhanced by perks like Agi and SA, Starstruck on it's own gives free pressure/slowdown

    But at least on 80% of Killers, Starstruck isn't as oppressive. Like Nurse IS the problem with this discussion. Maybe you could argue another Killer is just as oppressive with it but I can't think of one off the top of my head

  • Hold onto it until they make it give you 50k compensation BP since you already owned the cosmetic

    😃


  • @drsoontm said:

    Getting hit by a Starstruck is not exactly something that happens often. Usually survivors run and hide when they get the notification. (Except of course scatterbrains who don't last very long ...)

    It will be the same with that other perk. There is ample time to get some distance.

    Besides it's like BBQ : the perk exists so players need to take it into account. Discordance is a thing btw.

    The problem I have with Starstruck is the perk generates free killer pressure/slowdown just for existing

    Like a nurse with a 40M TR picks someone up and now moves from the pickup spot to a hook, anyone within that 40M range is now exposed just because the Nurse picked somebody up. It's 20M but it's a moving 20M which is a lot when you consider how far a surv with agi can be carried

    This is why I think stealth is an important way to counterplaying it and SA removes that

  • Solo Q being worse than usual in multiple ways; the DCers/rage quitters, the frustrating changes to some things and so on.

    More people playing Killer than before

    That's my guess

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137559#Comment_3137559

    Why are you in the area in the first place? Even without AA you should not be nearby against a Starstruck Nurse who probably will also be bringing Infectious Fright. That is literally on you for making the dumb call of staying there, ESPECIALLY if you're dumb enough to stay in the 20m range.

    There are a ton of different reasons you might be near, a lot of maps have corner gens so if the killer happens to hook someone in the center, you quite literally have nowhere to go so stealth is your only option.

    Survivors don't know ahead of time the perk is there, you only realise when you're hit with it the first time. A lot of times you simply won't be able to go anywhere.

    Idk your argument might as well be "just don't get downed and starstruck will never trigger"

  • If off the record didn't exist, tunnelling would basically be uncounterable without good teammates having good perks

    DS was reduced to such a non threat, nobody respects it anymore.

  • @SuzuKR said:

    The complaints over AA are hilariously overblown paranoia.

    It has a 20m range. If you are still inside the 20m when the killer stops carrying, there's 2s of extra aura-reading. READ. As in, if you are not in the 20m, there is no lingering aura read.

    Nurse fatigue is 3.5s after two blinks into a hit (the standard). Picking up takes 3s. Guess what you can do in that time? Run 26m. You could literally start close enough to physically hug the Nurse, and you would be out of the 20m before the pick up animation even finishes.

    Amazing. Wow, so busted.

    The perk completely nullifies stealth which is one of Nurse's forms of counterplay, It doesn't matter if she can't see you once the hook happens, if she knows you're in the area close by - she can get you and with Starstruck/Agi it's an insta down

    So not only is Starstruck Nurse still as powerful as before, with this perk Stealth is no longer as viable of a method of counterplay meaning running to the other end of the map is the only thing you can do


    Or just do what I do and run vigil every game because it counters starstruck

  • @ThatOneDemoPlayer said:

    What even got posted? What kind of code?

    People were posting amazing prime codes for the newest prime gaming DBD cosmetic because it's a recycled plague outfit most players already have lol

    That's why people are annoyed with the whole prime thing

  • @dspaceman20 said:

    Save the best for last because of how many killers can cheese the perk to prevent themselves from losing stacks

    Also makes camping super easy

    Like basically unable to mess it up easy

  • Probably Bamboozle

    Not because it's strong or OP but because it promotes boring gameplay

    Instead of trying to mindgame you, they just vault the window basically every time and it's really predictable. It's a necessary perk on some killers and I don't blame people for using it but I just find it boring

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135710#Comment_3135710

    An extra 40% movement speed in phase absolutely shouldn’t be a thing without a reasonable downside. And no, scratch mark removal isn’t enough.

    The problem is the scratch mark downside is only there once you're actually phasing

    You still see scratchmarks from before you started phasing, which makes the downside barely noticeable during chase


    If they really want to keep MDR, make it remove scratch marks the second you start holding m2, like how Legion's Frenzy works

  • Do it again BHVR

    PROPERLY THIS TIME

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135509#Comment_3135509

    But you gotta think about the hard of hearing people as well. It’s hard enough to play Spirit for those people as it is.

    That's true, I never thought of that to be honest. 🤔 A decent point.

    But tying accessibility to a purple addon isn't exactly good either idk.

    Spirit is a very audio reliant killer, maybe there's other things they could do to help out with all killers and not just her. That'd be the best way to handle it I think

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135490#Comment_3135490

    Dried Cherry Blossom isn’t a good add on by itself but you have to agree it’s too much with MDR.

    An addon that gives spirit more tracking while phasing shouldn't exist imo

    Grunts of pain and scratch marks are all she should really have outside of perks like Spies/Rancor and such.

  • Dried Cherry Blossom is even worse than Father's glasses, it's nonsensical that they changed it

    At least Father's Glasses didn't work on healthy survivors, hell there's perks that hide blood but at the moment there is 0 perks in the game that can hide killer instinct

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