C3Tooth
C3Tooth
About
- Username
- C3Tooth
- Joined
- Visits
- 19,511
- Last Active
Comments
-
@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594994#Comment_3594994
Why dont you injure the combo user before you down someone else?
idk how this argument makes sense to people.
Does the perk combo fair? Not.
But its not "0 counter play". Making the user not able to use the perks (they're busying go for unhooking another teammate, injure them, slugged, they're being on hook, or killed) is the counterplay. Anything that not leaving them being healthy running right behind you unnoticed.
Sadly, BU change is not in the live update until June 2024.
-
Only 1 player can interact to a window/pallet at a time, and there is a small cooldown on it. Survivors cant vault while killer is interacting with the pallet, also there is a slight cooldown on the pallet, it should be enough for Legion to hit. Because Legion's power cant down, it should work of Legion.
Killer in general should not able to vault pallet/window as fast as survivor and instantly hit them after, then what's the counter to them?
Killers' vaulting power arent good against pallets at looping, but definitely useful against god pallets when other killers forced to kick before continue.
-
@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594994#Comment_3594994
Wouldn't injuring the combo user would earn the time for the survivor who was you were chasing first, letting him/her to run away and hide, which would call the similar result of letting the combo user successfully use the BU & FTP?
Most killer who tunnel a survivor, their teammate can take a hit and killer can still able to find the the tunneled one.
You hit the combo user will get into weapon cooldown. However, the survivor youre chasing doesnt get speed boost because they dont take a hit like you injure a healthy one, so earn the time to run and hide is not possible. Or you can simply tunnel the combo user out
Injure the combo user is how you counter it. It is not “0 counter play”. The most powerful use of the combo is using on the first chase (because first chase is important), and not knowing someone has the perk combo. Once you know, there are plenty counter play.
-
@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594987#Comment_3594987
talking about you down someone ( when it end game or anytime) someone uses for the people+buckle up they both have endurance if one or both have the new MFT and I hit one or both they get Deep Wound with make them faster with MFT.
and when it end game they be nothing you can do.
- Why dont you injure the combo user before you down someone else? Or because you dont know combo user follwing you?
- Why dont you know someone else is following you? Or may be you dont know the user has the combo so you ignore the follower?
- Then why dont you know that survivor has the combo? Unless they never use the perk combo once until end game.
Then if someone doesnt use 3 perks an entire match, manage to stay alive and make a single use in the end, that's pretty much well play on survivor part.
- If you know the combo user is following you, injure them, or simply change your target to the combo user and hunt them down.
-
@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594870#Comment_3594870
that what I'm saying MFT nerf + FTP + BU =nothing killer can do and endgame going to suck with that 3 combo.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594903#Comment_3594903
after this update Stbfl wont counter it.
What if MFT + FTP + BU user injured ?
-
@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594774#Comment_3594774
well think of this after MFT nerf when endurance/ Deep Wound makes you faster soo MFT and buckle up plus for the people going be a pain.
Isnt MFT 3% active when you injured? Which mean you can get 3% by the moment using FTP anyway, no need to take a hit for Deep wound for 3%.
You said it like MFT nerf make the FTP + BU work better...
-
@Venusa said:
I main Yun-Jin and people who know lore tend to assume I'm selfish... but I'm not just selfish, I'm also gorgeous. 💋
I always portrait YunJin being selfish
And look at us like peasants we are
-
@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593850#Comment_3593850
To be fair it just sounds like a killer version of hope that only works near generators. If hopes fine. I don't see how batteries would be horrible. Its just a end game bonus without a instadown unlike noed.
If killers dont reach to end game (Gates powered) means they won.
If killers reach to end game (Gates powered), end game perks are mean to make a big comeback. I have power trip using Bloodwarden, Remember, Rancor, Terminus and turn many 2-3 hooks matches into 3 kills.
If survivors reach to end game, they're already winning and have high chance to escape, their end game perks do not matter, unless they're just down and the last Gen done to active Adrenaline while killers on weapon cooldown, which is very rare case.
If survivors not reach to end game, they dont have a chance to use the perk.
If survivors who reaches to end game but their teammates do not, they should've use other perks so their teammates a chance to reach to end game and escape.
The nerf on BI is bad though.
-
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593720#Comment_3593720
Its as much of an "outplay" as insta gen BNPs.
Nobody is getting "outplayed" when the killer has no possible counterplay to FTP+BU allowing insta pickups with free 10s of endurance before killer even finishes wiping his weapon, or just the mere fact that he can't predict a survivor coming from one edge of the map to the other at mach 10 with BP to pallet stun/flashie save.
These perks are fundamentally busted and demand a revert.
Have you try to injure the FTP + BU survivors? It works well for me, should be for you too.
-
@mustdogen said:
I think perk should having a cost system.
Like a perk cost 1~5 point, people can bring more than 4 perk if the total cost is not more than 12.
So perk will be more easier to be balanced.
Or if it is too difficult to coding, just make it that people can still only bring 4 perks.
But match making system depends on the total perk's cost
I have that idea for a verylong time since I play Hollow Knight that how the charm slots system works.
It could be weak perks taking 4 slots, decent with 5, and meta with 6 for total of 20 slots. So using completely off meta should give player 5th perk. That would increase the usage of weak perks just for the 5th perks, as well as meta can only use 3 perks.
-
@Aven_Fallen said:
How do you know that you are going against 4man-SWFs all the time? I am pretty sure you are not.
And you also dont know an MMR. You can be on low MMR. For a bad player mediocre players seem too good...
A survivor team skill of 5 can beat a killer skill of 3 as hard as a team of 10 beat a killer of 8.
We will never know how high/low MMR of theirs, we only know survivors are better.
-
I injure the FTP + BU survivor.
-
It should work back then, when perks/killers have a single power.
But now they're mostly mixed. So its hard to put them into category. It may be reasonable to pick between Desperated Measure and Botany that both giving healing speed (eventhough it will create more meta since perks in the same category will have the most powerful strength). But perks like MFT that have multiple effect, should using MFT alone disable OTR, MoM, BU, WGLF (Endurance) and Hope, Lithe, SB, Balance landing (Haste)?
For Gen slowdown, Im fine with buffing slowdown perks if they're only allowed to use 1. The problem is stacking 4 of them. Even if 1 perk buy extra 45 (sound little), but stacking 4 to add extra 2 Gens time isnt fine.
-
2.5% losing progression doesnt change Gen tapping problem. Bring it back to 0% and add 2sec startup animation so survivors have to sit 2sec to stop the regression.
Or the Devs want survivors/killers to make strategy decision, risking to tap as survivors, and either taking advantage of it/or losing distance as killers.
-
@RpTheHotrod said:
If you don't tunnel at higher MMR, you tend to lose. That's generally a problem with the game design as a whole. Tunneling is just so strongly incentivized - especially since many killers don't have much of a choice. It's either stacking as much gen regression as you can, or don't and tunnel. Survivors just have so many second changes and tools available to them to the point where in this game people can literally bully the power role.
For me, 2 sides have equal skill, fair play should result both side have the chance of 50/50. One side has to try harder than other side to not make the chance 50/50 but favor leaning on the try hard.
@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592595#Comment_3592595
Can you post videos for the matches? I think I asked this before and you posted it but you uploaded only one.
I've been off from the game a week or two after 50 matches rush. May be I will try again, but I dont have much time to record, edit, upload/share every match, especially sharing by thought during a match (that vid alone took me 3h to edit).
Since MMR is more strict and streamers are more struggled, I wonder if it would make my game alot harder. But I will try again one day, with less rules on my side.
-
@Rickprado said:
I really would like to see your matches where you "tunnel" then get a easy 4k. Focusing on one person is an easy way to get a 3 man out if they focus on doing gens while the tunneled person drops all the pallets in the map.
Hardcore tunneling is not always the best idea, specially since you can be slowed down with Off the Record, Decisive Strike (a smart usage of Decisive can turn the tide of a match), Dead hard and other anti-tunnel stuff. If you don't use Corrupt Intervention or Deadlock, the gens will go even faster.
Tunneling without reasoning is a recipe to get a 3 man out
Me play as Myers without slowdown with 73% killrate seeing other killers struggle for a win.
-
Killer side
- Slow down
- Aura
- Chase
- Hex
Killers dont need much info, only survivors' aura needed. Mean they only pick 1 single strongest info perk, still have 3 slots for others.
Chase perks if being strong will be insanely oppressive. Survivors can not recover before killers turning back to them. Devour hope is one example that giving Exposed, survivors fall hard after killers have 3 stacks. And that is 1 perk, being a Hex. Image 4 chasing perks, then how long a chase will last?
Not talk about HexSlowdown, in fact, are quite safe to balance of them all, add extra few seconds or take away will not hurt. Plus it doesnt force killers to play a certain style, just chase-down-hook however killers like and the perks work along with it. Simple to use and balance.
On survivor side
- Aura
- Chase/2nd chance
- Gen buff
- Healing buff
Healing buff is pointless if killer tunnel, other wise, they're nice. There were healing meta (CoH), was it fine? Not.
Aura, there are so many useful aura perks yes, but survivors need alot of difference aura perks for all the info they need (able to see teammates, pallets, Gens, Killers, Totem, Chest...) Should those perks get buff to make it meta? And how much buff to make aura perks replace the current meta? Then everything become useless with Ultimate Weapon in play.
Should they make Gen perks meta? Certainly not.
A survivor may not do Gen/Heal an entire match, but they will always getting chased. Chase perks will always be meta, unless it get totally destroyed like DS
-
@HugTechLover said:
I’m going to be toxic because I’m a Nea with neon colors.
That I’m a super sweat for playing blight. I mean…..
Both statements are correct
-
Bring back to 5sec.
DS should also give you no grunting and scratch mark for 5sec.
DS and OTR should be disable when become healthy so no such thing as OTR body block 3 times then give you DS.
-
@Fërgesë said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591549#Comment_3591549
Yes, but don't you get my point? They nerfed this perk PRE-Launch. They took 6 MONTHS to nerf MFT. Get it? And the kicker is, no-one asked for Batteries Included nerf. Why? Behaviour will never respond to that.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591551#Comment_3591551
Same goes for not nerfing kick gen meta for months on end. This is why I lost all hope in this games balance.
There is a different. Devs didnt know the stack from MFT and Hope made it a huge issue. They learned it but they cant constantly change a perk, but rather watching how it perform before deciding.
After 6 months learning, they think BI is not fine when paired with Noed giving 9% Haste and Expose.
Balancing is to make sure the gameplay is balanced on both side, not balance the time suffering to the players.
-
@IamFran said:
Another reason you didn't mention is Windows of Oportunity. Any scrub who doesn't know the maps, mindgames/jukes and didn't explore the current RNG of any given map can make you waste a lot of time by just running and predropping pallets. And there are still people saying it is a balanced and healthy perk, lol.
I play Trapper and have to use Zanshin tactic because I dont know the layout anymore with constant maps update.
Killers in general no need to learning layout. A survivor lead killer to a title (gym, pallet gym, TL, 4 lanes...) and mind game from there.
Survivors need to know the layout to chain title effectively, same as Trapper to know the chaining path to put traps.
-
@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590865#Comment_3590865
I mean Trapper is the worst killer in the game and has been for years now. Making his traps both visually and physically 20% larger seems perfectly fair.
They reduce the grass, bright up the realms, made choke points larger (the door outside Racoon for example). I dont think they want Trapper to play pre-setup anymore, the traps are so obvious. But likely to put 10 obvious traps like these and hope survivors run into it for a free hit, otherwise you will see their teammates constantly disarm traps.
I miss how Trapper played back then, 5 traps, all are almost invisible, less traps but more quality. Especially thats mean you spend half your time to setup traps.
-
Its only if that random teammate downs on the other side of window/pallet and you're healthy.
Most of the time, I barely able to use the perk. Especially STBFL is accumulate with 10% reduced base cooldown M1 makes the perk so popular, I could use the perk but unable for both to reach to the next loops.
FTP alone is hardly used. Though with BU the protection to both is too much, combines with MFT is more fair.
I think Buckle up should give both Haste instead of Endurance. So to make the combo useful, it should be FTP (to instant heal) + Buckle up (for Haste) + WGLF / MFT (for Endurance either you or teammate), or both perk to protect both of you.
Haste buff also fit with the perk name.
-
I think that 8% debuff should be action speed, not movement speed. Even 15% debuff to force survivors doing spray is still better than movement speed.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589840#Comment_3589840
Calm Spirit and Distortion needs to be deleted, reworked, or heavily nerfed. Excessively hiding survivors are a major game problem.
-
@Krazzik said:
It completely shuts down any attempt to be stealthy unless you're running one specific perk. There's is zero basekit way to deal with it. If you aren't running CS you literally have an entire part of the survivor 'kit' completely nullified.
Screaming in general isn't an issue, it's just this perk that gives the killer easy access to a big, lingering AoE scream that they don't have to 'earn' in anyway. It's unhealthy for the game and I would say also makes most other form of 'info perks' for killer redundant.
Blindness is a huge issue, especially Solo. Deny over 20 perks is one thing, its also deny survivors "basekit" that ability to see slugged and hooked teammates.
Take away blindness, Nurse, Wesker, Blight still have a huge use to the perk. But it would make completely useless on others.
Its going to be hard to balance this perk. At least I would take a slight nerf that Blindness dont affect basekit aura for survivors.
-
Everyone stand back, let him do the job
-
@Nazzzak said:
He didn't have a good game and is lashing out. I wouldn't have even bothered to reply. Just go next.
I really think it so. If a Blight without perk and able to down everyone with no chance, its not a good game on survivors.
Some still find a reason to complain. Just move on.
-
@Venusa People are busying about FTP + BU; WoO ; Sprint burst, Lithe nerf. I think using Calm Spirit will be fine.
-
@Nun_So_Vile said:
Man oh man. That Lung reminds me of Blanka's Crouch + Fierce Punch poke.
How did you see it from this
to this?
-
Finally there will be nothing left to stand between Wraith and the tunneled survivor.
-
@Ink_Eyes said:
To be honest the counterplay for being tunneled is getting better at the game, get good at looping. I have gotten into 5 gen chases because the killer wants to tunnel me so hard that we end up winning with the killer getting nothing in the end. But it seems like ''get better at the game'' is an impossible task for some people especially for this community.
Getting better is an impossible task, which is why killers tunnel at 5 Gens.
The killer tunneled you and end up all 4 escaped was probably the tunneling it self brought them into higher MMR where they should not be.
-
@Seraphor said:
Sloppy doesn't need to lose Haemorrhage. But Haemorrhage could do with a nerf. There's really no reason why it has to deplete health that fast, from 99% to 0% in about 3 seconds, it's nuts because it gives you no time to react, any break in healing is a total health reset.
It would still be effective at what it does if it depleted at about 5% a second. This would take 20 seconds to fully deplete, and it would make perks like Solidarity still useful as you'd finish healing the other survivor, then they start healing you, and you've lost maybe 10-15% health instead of the full 50% you just gained.
This would still make Haemorrhage a Medkit killer because any loss of healing progress is a lost healthstate from a Medkit
If you stop healing, the progress cut down by half. No regressing. Tada!
-
Solidarity, Reactive healing, Resurgence need a checkpoint at their healing, no regressed further than that.
Those perks are weak, then Hearmorhage totally remove them out of the game.
-
I have a speedo Quentin one too, but....
-
Insert a random drawing of Quentin...
-
@Xernoton said:
I wouldn't say he is the weakest anymore. Not when Freddy exists in his current form.
Regardless, Trapper is in a tough spot. All the buffs he has received certainly help but his real problem wasn't tackled at all. It doesn't matter, if you have all your traps or not, when they won't do anything and traps won't do anything when survivors can easily see them from a distance. Trapper used to be pretty nasty because he could place his traps in spots that would make them completely invisible. This naturally felt terrible to play against.
But now we have the exact opposite with most maps making your traps stick out like a sore thumb. I'm sure gonna catch a lot of survivors with a trap that could have a neon sign next to it, saying: "Definitely a safe spot right here. Not trapped at all. First one to step on this mark gets a free medkit." and would probably be more hidden than it is now. They know the issue but for some reason they keep making the same mistakes. They delete any and all grass in their map reworks.
It's not true, that he has no chase power at all. In fact, his might the strongest chase power, theoretically. Set up a trap and suddenly the safest of loops becomes a death trap. But this is not going to help him all that much when he still needs to catch up and deal with the next loop. If his power were to work outside of chase, then this would not be as much of an issue but here we are.
Trapper also isn't useless on indoor maps. I'd say that Midwich (for all the wrong reasons) and Hawkins are some of his best maps. Midwich allows him to lean into his nastiest play style (lockdown Trapper) more strongly and with the latest buffs to his kit, he can perform fairly well on it. Hawkins has some spaces where traps are quite hard to see and similar to Midwich there are some spots that you can trap to shut down a good part of the map, which forces survivors into hit or hit scenarios. It's more that maps like Ormond, The Game, Badham, Eyrie of Crows, Haddonfield, Lery's, RPD, all Coldwinds, Borgo and now even Mother's Dwelling and Temple of Purgation are quite bad for him. There is no way you will catch a survivor by surprise with your traps.
The devs said before, that they don't want to change Trapper too much (understandable as he is symbolic for DBD) but all of these buffs don't fix his issues. Because the issue isn't Trapper so much as the game that has changed around him. He is one of those killers, that suffer from the game's old age. Survivors have learned to look out for traps and to avoid common trap spots. With the lack of other spots to hide traps in, there really isn't much he can do, other than playing lockdown Trapper, which I think most of us will agree is neither fun nor healthy for the game.
YEEESSSS.
He had 6 traps, but each of them were really deathly that there were so many spots that completely hide his traps, making each setup was valuable. Once I have 6 traps finished. Game on.
But now he has 10 traps, I dont know where to set them anymore because the lack of grass and choke points. 3 traps on the North side, then you move to the West to set up and hear disarming sound at the North. Making all those time you spend to setup becomes a waste.
His power meant to making 6 strongest loops heavily weakened. Now you have to use them like Artist, put it down at loops mid chase and get Haste from it. Or trying to lock down a part of a map. Smart pre setup no more work on him.
-
- Full number of pallets
- 4 survivors
- 12 hooks
- 8 health states (all being healthy)
- 16 perks
- 7 items
Drops down to
- Fillter pallets left
- 3 survivors
- 5-6 hooks left
- 4-5 healthy states (given 1-2 survivor injured)
- Less than 12 perks because 1 death and probably some perks with a single use
- items depleted
I understand why killer tunnel, but look back to understand why survivors rush Gen. Their resouces are constantly dropped down through the match, unlike Killers keep the strength the same, some even stronger with Tier up.
The nerf on survivors early game has to be done together with buffing survivors when they're losing resource (especially teammates)
It could be started with cut down 4 pallets, and given 4 woodtools around the map to help survivors build them. Give survivors something else to do without directly nerfing them.
-
@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587250#Comment_3587250
https://us.v-cdn.net/6030815/uploads/F4DGJTA7GBCL/ekran-al-c4-b1nt-c4-b1s-c4-b1-jpg.jpg
https://us.v-cdn.net/6030815/uploads/820LIRWMWCKX/ekran-al-c4-b1nt-c4-b1s-c4-b12-jpg.jpg
https://us.v-cdn.net/6030815/uploads/4V0X8XNM5GYT/ekran-al-c4-b1nt-c4-b1s-c4-b13-jpg.jpg
https://us.v-cdn.net/6030815/uploads/61CRHYADO7JX/ekran-al-c4-b1nt-c4-b1s-c4-b15-jpg.jpg
Just a couple of them I found after a few simple scrolls... :) All recent. You can see them too if you take a look. It's unrealistic for me to copy every single "survivor nerf" thread here. You can find a nerf suggestion about any perk.
The point is that both sides have an ongoing "nerf witch-hunt" just for the sake of nerfing the other side (you should be able to see this unless you have a bias) and blaiming only one side for this like the comment I replied to is nothing more than hypocrisy.
(PS. I'm not saying the users in screenshots shared don't have valid arguments, it was just to prove that these discussions exist since you claim you "haven't seen anyone asking for nerfs for any of these perks")
-
@Fërgesë said:
Cool another nerf for trapper. What's next?
Give him a before the Fog skin to earn profit
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587261#Comment_3587261
This will never happen sadly.
Devs loves to add op perks to new chapters, sell them as you can and then nerf them to ground.
The buff on Eruption within RE2 DLC to re-sell RE1 DLC was insane...and it took them...9 months (?) to nerf it
-
@Reinami said:
Both perks are fine. NWTH is much better than UW and STBFL is really only good on the killers that need the most help. On nurse/blight/spirit it aint doing #########. On demo/neme/wesker they want to use m2 anyway, so only bad players rely on STBFL. But on trapper/myers/doctor/Deathslinger? Those killers that need it the most are the ones that benefit from it.
Spirit phase attack is M1. She's still get the benefit. Blight can M1 then use the weapon cool down buff for M2 to shorten the distance even more. Its not like they need the perk. But aint doing s is wrong.
On M2 killers, If they miss M2 trying to save STBFL stacks, its on killers' fault. Not "nah STBFL isnt good on Demo because I miss alot of M2" on another topic. Its the lack of counter to the perk (by Obsession taking a hit to reduce stacks) against actual good M2 killer players.
-
Artist Cute_C3 (Not me)
-
@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586452#Comment_3586452
I have played against Residual and it is annoying. If it were to activate on a hook, even with a long cooldown implemented, a 4 man squad running the same perk would shut down a Killer running an Aura reading build. Do you actually think that’s a good thing?
So what would the Killer do in response? Bring more Aura reading perks? No, they would bring gen defense or “unfair” perks that assist in tunneling. Because if the Killer can’t even see the gens because of Blindness, they won’t even know where to patrol let alone find other Survivors. That means more proxy camping and tunneling. Then survivors would cry and scratch their head wondering Killers aren’t bringing information perks and leaving the hook.
That’s why Residual Manifest is tagged to blinds. The Killer can bring lightborn to avoid it, look at walls, bring franklins to disable flashlights etc.
Your perk suggestion would give even the Killers who dont tunnel and leave the hook less incentive to leave because they don’t know where to go.
As for Boil Over, it can be worked around by looking around for hooks before picking or dropping the Survivor and leaving them slugged if no hooks are nearby. Once again, if the aura blocking effect of Boil Over was much more easily applied/common, what would Killer players do? Walk till the Survivor wriggles free? They would leave them slugged, and we’ll get more cries of slugging and for BHVR to implement basekit Unbreakable.
How does it activate on hook?
-
@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586431#Comment_3586431
It’s called Residual Manifest. You don’t even need to get hooked to activate it, you just have to blind the Killer. There’s even a guaranteed flashlight from the chest!
It is not the same. You dont need Gen/Hook, your Hex, other survivors' aura in chase. You vision is only on the chased survivor.
Why is Boil over hook aura annoying? Because you need it when you hook a survivor. Image the perk if they remove the wiggle buff effect but totally removing hook aura. Does it sound fine on killers? Struggle to find hook everytime they want to?
I would like a perk on survivor that if killer hooks them, killers will get Blind status for 30sec.
Thats why I think of this perk, after a hook, most killers needed aura is Gens, being denied
-
@Aven_Fallen said:
Several things:
- It is basically a Killer-Power (Doctors Static Blast) available for everyone
- It almost has no counters. Equipping Calm Spirit is the only counter, a Perk which is very mediocre and even applies Debuffs to Survivors. Way less counters than are available for Aura-Reads
- It lingers for 30 seconds. So you can scan a very huge portion of the Map with it
- It is very strong combined with Dead Mans Switch and, unlike the Pain Res + DMS-Combo, not really anything the Survivor can do against it. With Pain Res + DMS the Survivor can stand up, which will already waste a few seconds. But with Ultimate Weapon, they will just scream at a point and the Gen is blocked
- It is stronger on the strong Killers compared to the weak Killers. In theory, every Killer can get really good value out of Ultimate Weapon, but if used on a Nurse or Blight, it becomes oppressive
- And on top of all of that - it adds Blindness. Which is not the strongest Status effect, but since Windows of Opportunity is one of the most picked Perks, it still has impact. And honestly, it is a Bonus which is not really needed for a Perk that strong.
IMO the lingering for 30 seconds is the biggest issue. The Perk would still be strong if it would not linger and just be available when opening a locker or for a smaller amount like 5 seconds.
Even with a perk that allow killers to sprint at Blight speed. Doctor is still not as broken as Blight.
I would like a perk on survivor that if killer hooks them, killers will get Blind status for 30sec. Then Im sure killers understand how annoying Blindness status is for survivors.
The constant Blindness that deny over 20 survivor' perks is one thing. But the biggest problem is deny the aura from slugged and hooked teammates, those are build-in aura for a reason.
Ps: I dont think 5sec activation is a nerf to the perk. Blight can cross the map and make a use on you within 5sec. Other killers are fine (not the Blindness though), 5sec would make the info part almost useless on them.
-
@Basti2k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586400#Comment_3586400
It's supposed to be fun, always chasing the same thing?
For killers, yes, their game play is a loops of "find survivor - chase - hit - chase - down - hook" and repeat
The fun part is depended on how many loops killers can make. The more the better. Tunneling a survivor will take down half the job required to "chase - down -hook"
And human always try to do stuffs less effort for the same result.
-
Hitting
ona survivor just off from hook takes skill -


















