Callmehandsome
Callmehandsome
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@GargledFire said:
It really goes to show how little people play and understand Billy's power when you have those saying his new update is because he was balanced for old DBD. Ok, now Billy doesnt have to deal with infinites and pallet vacuum lets destroy his power and all addons because we forgot to add "Does not stack" to his addons.
Against GOOD survivors Billy is C tier. Being able to get around the map quick so you can M1lly everyone doesn't mean anything. The amount of time and skill required to be able to curve anything consistently is the highest in the game, more than nurse or spirit. And all that practice and time gets thrown out the window because you hit a single invisible pixel on a collision box, and the survivor gets a 5 second head start. Even if you manage to down them, you can't down any of their friends nearby because you will overheat unless you wait 15-30 seconds, allowing the downed survivor to recover 9 times out of 10.
Billy was balanced, you could escape him if he messed up, and you could mindgame him as well and sidestep. His cooldown alone was long enough for survivors to make it to another loop. Now you get punished for mistakes twice, with cooldown and overheat. Survivors prefer autoaim m1 killers because you can be braindead and still win against them.
I'm tired of these M1lly mains thinking they have a say in how powerful his power should be when they can't even curve autohaven cars. And for those who think the overheat is the problem, It wouldn't be if his hitboxes worked like they used to. Now you literally SLIDE off survivors you would have snapped to and instadowned. Backrevving M1llys won't notice a difference.
For those who don't know Billy was nerfed twice, the 4.1 update and the 3.7 update. Both absolutely gutting what made Billy fun to play. Let's nerf huntress basekit because Iri head exists, and then remove iri head. Let's nerf Myers basekit because tombstone exists, and then remove tombstone. I wish half of the people thinking they know what is best for Billy would go and play him pre patch 3.7.
Very nicely explained. Most people who say billy change was fine cannot play billy any skillful way. Previously before his nerf you would see Billy in tournament level, but no tournament billys don't exist
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@Artick said:
Remember the asylum exploits where a lot of survivors got permanently banned for abusing it? You probably don't because it doesn't suit your agenda and the narrative you are trying to create.
Remember when the Nurse was bugged for a year and you could look up during fatigue, effectively making Nurse completely broken and removing any kind of counterplay? No killer main got banned for abusing it.
Nurse wasn't bugged for a year. She was bugged something between 1-2 months.
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I was long time sprint burst user for years until i switched to dead hard and boy it's definitely the strongest exhaustion perk by far. It allows you to play way more riskier and therefore you can extend chases and save high value pallets. But i don't know if it should be nerfed. Deadhard would be hard to nerf without making it useless. The only issue with dead hard is that requirement for it to work are nonexistent. If you look other exhaustion perks there are reguirements, you need to find window with lithe, sprint burst you need to walk everywhere or risk wasting it before chase even begins
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2146670#Comment_2146670
Do you think they should have increased the size of the skill check?
I've hit the skillcheck nearly always. I would say there are less than 3% chance that i fail it, but i wouldn't mind if it got larger because of nerfs. Maybe some other minor buffs like allowing healing like i mentioned.
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I still run DS in my every survivor build just to counter that. DS nerf was completely fine as it didn't make sense you could repair generators with 60 second immunity. Only change that bothers me that you cannot selfcare/ use medkit on yourself without de-activating DS.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2122144#Comment_2122144
No, I was November 2017. Around for double pallets, old-old-but-not-instant-5-second-DS, vaccum pallets, and god loops. But I'd still take a singular aspect of 2016 as a bug- and the least annoying bit- than anything else survivors could do back then.
So you didn't even play back then so you cannot tell your experiences. All of the infinites were already patched when you started playing. There was just some god loops left. Even survivors had more OP stuff back in 2016 it was completely different meta and style back then. Most survivors weren't rushing gens so you had more time for chases. A lot of survivors had decency not to use infinites and often infinite users got body blocked by other survivors.
My point was that playing killer back then hookless was manageable because if you slug 4 of them the game was over, now if they run no mithers or soul guards with perm broken hooks it's impossible to win.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2121734#Comment_2121734
I'd take them not being slugged than having 60 second gens with double pallet loops and an add-on that IMMIDIATELY REPAIRS A GENERATOR
Did you play back then? I did. Insta gens were annoing, but they weren't used very often. I started playing mid 2016
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2120817#Comment_2120817
you say that, there's no 5 second insta-ds, insta-gen bnp, insta-heals, double pallets, vaccum pallets, vaccum windoes, infinites, etc.
Difference is that back then there was no anti-slug perks. Now there are several. If survivors now days don't want to get slugged it will be nearly impossible if they pick the right perks.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/2100469#Comment_2100469
Wiki says 20% so either that's wrong or your information is (not trying to sound rude).
Either way, I get what you mean though. When comparing it to perks that add more bonuses then debuffs, it's only a minor convenience at the end of the day. Even if it was 20% or 15%, it's still not a lot.
I was wrong. I just checked it and they reduced it from 25% to 20%. But my point still stands that like old school ruin used to slow down survivor repair for several minutes in some cases. If you stacked other slowdown perks like pops, Freddys chains etc you could look very long game.
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Well ironically the best way to counter BT in late game is to hard camp and hit the savior. If you give survivor too much space to rescue the saved survivor will body block with his BT/ and DS.
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Perfectly explained the core issue with Dead hard. I had biggest problem with this because it requires no conditions to make it work. Most of other perks you have WORK otherwise they are useless perks. For example pop goes to weasel has many conditions, find and hook a survivor, then waste time finding the RIGHT generator to pop under certain timer. A lot of times i had no time to use pop on generator because i chose chase over it. Even more passive killer perks like rui, corrupt you have to put pressure on survivors otherwise they are useless. And you also can lose ruin first 20 seconds of the game.
Even zubatlel sarcastically says he got "outplayed" if he mind games a survivor in certain loop and they just press E to deadhard towards a window or a pallet, therefore restarting whole chase again. They are now moving on borrowed time, which is a deadhard, third hit for survivors. It's almost as bad as MoM once were.
But majority of survivor mains will make lies and excuses to say that other exhaustion perks like lithe or sprint burst are more oppressive.
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I would like to see trapper get some love. He is currently extremely outdated killer. I feel like i'm more powerful using Wraith. Trapper needs to carry at least 2 base traps and his traps should be more threatening, giving survivors passive debuff's if they get hit by them, like permanent mangled effect, slower repair, maybe even slower movement speed for short time.
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Sloppy is fine, i don't think it's even top perk for killer. Mangled effect is 15% btw not 20. It used to be 20 before they nerfed healing.
Base selfcare speed is 32 seconds + 15% so sloppy will add up another 4,8 seconds. Not earth shattering. With team heals it will add only 2,4 seconds. I think old school ruin, pop combo and then Freddy's slowdown addons were much more oppressive.
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"the 60 second really is a waste of time where you could be doing something valuable"
Which means you aren't being tunneled. Problem with DS was exactly the issue where it protected you for 60 seconds while you repaired generators.
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DS is fine now. Flashlight clickers are annoying yes , but i'm more afraid of gen drones. Even if they get 1 flashlight save during the match it would have been way worse if they spend that time repairing some generators.
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If you are getting tunneled as much as you say DS still serves it's purpose. If you had time to repair generators so your DS got de-activated you didn't get tunneled simple as that
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If you are still getting hard tunneled you can use DS. Nothing has changed, just the fact that you cannot use DS OFFENSIVELY. It just proves DS was never anti-tunnel to begin with and now when it is.. people complain
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Decisive strike was the strongest survivor perk with dead hard. It definitely needed nerfing. It still protects you from tunneling. What you now need is AWARENESS when you want to give out that 60 second immunity. It made no sense that survivor could just hop in generator and DS would protect them. I would have personally kept that you could selfcare yourself and it doesn't disable your DS. Otherwise the perk still serves it purpose
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For once i see statistics that match my experience. The statistics devs usually release seem bollocks, like selfcare being most used survivor perk in high rank and lithe most used exhaustion perk
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@Koukdw said:
https://forum.deadbydaylight.com/en/discussion/comment/2020392#Comment_2020392
It's literally 1 more loop stop crying about everything. Most of the exhaustion perk allow you to get that those kind of time advantage. If i drop a palette and use lithe to run to another loop, you lose the same amount of time if not more.
If i block the exhaustion to time my sprint burst i can do the same. Not everything that annoy you need to be nerfed.
DH saving one loop isn't why it's used. It's mostly because it can be used outside of loop to avoid hits. It's really versatile. There's way better exhaustion perk for looping.
What do you mean saving one loop? you literally are moving on borrowed time as you would be now down without borrowed time, giving you much more than "just" one loop unless you literally make another mistake 5 seconds later. It's problematic perk because it has no conditions other than "just press E to undo this mind game" I'm running DH myself because it's by far most superior exhaustion perk. Can you imagine if killer had such a perk like gain speed burst for pressing E anytime you want? it would be broken. I have no problem with other exhaustion perks because there are actual conditions other than pressing E when you are abaut to go down in mind game loop, no other exhaustion perk can do that for you.
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@Koukdw said:
It would literally kill the perk. And everyone would start using sprint burst instead.
The perk already have a good amount of counterplay. The fact that it's an exhaustion perk, the fact that you can bait it. It already require precise timing to avoid hits. I can dodge hit pretty reliably but thats absolutely not the case of most survivor. It takes some practice to get used to the distance.
There is no way to bait a good deadhard user unless it's in the open area. Most of the time when DH is used happens in mind game loops. You outplay them and they will just DH towards the nearest pallet or window. There is no way to counter that. Bad DH users obviously deadhard on walls and other objects but good survivors only get stronger because of the perk which is literally another extra hit.
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You really need to git gud if you think nurse needs more nerfing. She is really fun to verse now and you could meet actually god tier nurse now once every blue moon. If you aren't master with nurse yourself you have no room to speak
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1995865#Comment_1995865
Is it really a counter though? You can play stealthy against any killer so I wouldn't really call it counterplay but rather a specific playstyle for survivors.
It's not bullet proof counter but it is her weakness. You won't out stealth wraith who has power just for finding survivors easily. It's well known that most strong anti loop killers you need to be stealthy against. Cannot say how easy 4ks i got with the nurse just simply because they refused stealth even if they had good map for it like swamps etc.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1994566#Comment_1994566
Spirit is anything but fine lol.
Not everyone wants to always play stealthy against a killer with little to no counterplay.
To be fair you can't complain if you refuse to use one of the killer counters.
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I think DS will still remain one of the most used perks as it will strongly hurt tunneling. Some people will trade DS to adrenaline. Generators may slow down slightly but nothing major
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1960336#Comment_1960336
Sluzz has the DBD: Killer's edition game. It was only intended for internal use but seems to have leaked to the public, I'm guessing Sluzzy got a hold of this version of the game rather than the official version.
It's kind of the same except gens in this one take 10 minutes, killers all have instadown M1's and survivors die on 1st hook. That's why he's so confused about game balance.
Oh god ππ Almost spit my drink on keyboard. Yeah Sluzzy always talks how he never manages to escape and how killers can just play blindfolded and still win. It must be some internal issue that they made the game impossible to win for him. Not even DS can help sadly. Maybe bringing back old infinites could help fix the balance issues
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1959721#Comment_1959721
I don't know how many enjoy it. If you are not on a team of four superstars, there is no way to get the gens done. Killer is too easy.
What kind of god killers you play against? If i play just pure solo my escape ratio is roughly 40% i guess. If i play duo it's well above 80% when i've been burning keys with my friend. New DS nerf don't change anything much. If killer hardcore tunnels you he will get hit by DS regardless
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1942863#Comment_1942863
Survivor with DS thinks they are safe, tries to heal or help the team by working on a gen, and the spirit returns to the area and tunnels. DS is deactivated. That is still tunneling but survivor was punished for playing the game normally and killer was rewarded.
That's why it's no longer tunneling. If killer allowed you get saved, get healed and then had additional time to start working on a generator, this is no longer tunneling as you were given reasonable chance to survive and restart the chase. At that point you are just given free 40+ seconds of what you might have left DS immunity, it's just a crutch at that point
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1942715#Comment_1942715
Except the DS nerf will make it even easier to tunnel, and survivor can't do anything to help the team. That's a major change (killer buff).
You aren't being tunneled if you have time to repair generators/ clean totems. Only thing you should be able to do is selfcare and get healed by other survivors.
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@odra said:
https://forum.deadbydaylight.com/en/discussion/comment/1936306#Comment_1936306
like i said with good headphones you still could hear survivor. already tested no need to moving even stand still spirit could detect you.
the only way to counter this is no mither + iron will but yeah survivor need to adjust killer playstyle just use this 2 perks
Iron will always helps against spirit/ nurses even if they use stridor. Survivor groan distance is roughly 12 meters or less i believe, so with iron will vs stridor it will be half of that. You having more expensive headset won't increase the distance slightest
So you going stridor spirit working with 5 meters ish will have to cover a lot more distance to locate the survivor, it's common sense
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I think this is a reason why there shouldn't be DC penalty. If survivors don't like certain killer/ map or what ever they can just die on the hook which is equivalent to disconnecting. Personally if i saw auto haven offering i would just close the game during download screen to avoid situation like this
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You named A LOT of good perks there. For example i've had seasons where i just put on Plunderers to farm keys and i found a key from chest nearly every game, some games i found 3 keys from 3 chests. I believe the chance to get purple or skeleton key from chest with plunderers is 33.3% which is very good. But i agree with you a lot lower level survivor perks need buffs
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It still serves the same purpose as previously, it helps against tunneling. You cannot be tunneled if you have time to repair gens and do other things, at that point DS is just 60 second immunity. It still can be 60 second immunity but you need to make a choice if it's worth it
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I mean survivor mains are now in bargaining mode. They know DS is now getting nerfed but they want to keep it as strong as possible, now DS is true anti-tunnel and people have preached "just don't tunnel and DS won't be issue"
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@Sluzzy said:
Nerfed for the fifth time. It shows the devs will do anything in a desperate attempt to satisfy killers at the cost of the substance of their characters and content. Apparently they've made enough money on the Halloween chapter and a middle finger to everyone that bought it. I was already playing a lot less survivor, I will definitely no longer play that role if I am punished for doing the objective. A killer can hide and tunnel when survivor does said actions with no repercussions, killers have perks that punish survivor side for doing the objective. And the perk was not even buffed to compensate, they can still stare at you at the ground while it deactivates. Unbelievable how spineless the devs are in this game.
I told you earlier that DS nerf is coming and you didn't believe it. It was quite unbalanced perk when you could repair gens in killers face with 60 second immunity.
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It's good change but i would have kept feature that you can heal yourself and other while DS is active. The main problem with DS was that you could run straight to the generator with free 60 second immunity.
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You missed few things here. In these tournaments there was even 4 escapes against nurses. Secondly survivors got handicapped that they couldn't run usual 4 meta perks that are effective even against nurses. They also played in nurse favored maps like coal tower, which has very few hiding spots and it's extremely small map, it's literally the best map nurse can get. What tournament showed that there are just 2 killers capable of resistance to 4 skilled survivors; nurse and spirit. Before hillbilly "rework" we would see at least few billys even in top level but now billy is dead in top level as well.
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It wouldn't solve the problem with DS at all. Survivors would just bring broken keys or brown medkits every game. The change that DS needs is that it should de-activate if you go repair a generator. You could still heal yourself, others or clean totems but not gens.
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DS is getting nerfed. It's already announced
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Problem is that gens are so unrewarding to do for many players. They are boring to do AND give very little blood points. It doesn't make any sense that you get so many bloodpoints in chases yet generator points are just peanuts. It should be other way around that the more boring objective gets the bread and chases less points.
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If you buffed selfcare to 75% you wouldn't need to run botany with it
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If i see Claudettes or megs with pink shirt and flashlights i get the feeling that they won't be repairing generators barely at all, which means i need to carry their slack if i want to have any chance of survival. I don't mind repairing but i don't want it to be the only thing i do as a survivor. These same people have the nerve to insult me in post game chat if i stop repairing myself once i notice i'm the only survivor pushing gens.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1899141#Comment_1899141
God you are such a cry Baby. This is the typical, Mimimi survivor soooo bad mimimi Killer q times are instand mimimi so Nerf survivor mimimi.
That descripe you very good tbh XD
Hey I tell you something Survivor q times are also like 1 min. at Max. :P
I'm currently sitting in survivor lobby as a solo survivor +5 minutes already. Queques have definitely went down hill
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Majority of the players are survivor mains so obviously they are against changes that make their survival harder. That being said DS is currently quite busted as 60 second is LONG time if you are against survivors who know how to repair optimally. You can slug DS user that repairs gen in your face, but any second you spend chasing him could be potential 3 seconds on generator progress. So ultimately you are in lose, lose situation as a killer, either waste time slugging him (clock is not in your favor), or eat the DS. There are simple change DS just needs. Keep the timer same, but DS will de-activate if you touch a generator or at minimum goes double speed.
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@FrostySeal said:
https://forum.deadbydaylight.com/en/discussion/comment/1894209#Comment_1894209
Even though Billy got nerfed he's still really strong in the right hands and can beat good survivors, just because you haven't run into any good Billy's doesnt mean none exist.
I don't think that is true. If you go watch any recent dbd tournaments there are NO hillbillys, like literally at all left. Only killers you see now are nurse and spirit. Back before hillbillys nerf you used to see at least few billys even in highest tournament level. Now hillbilly cannot reach that level anymore
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1861705#Comment_1861705
I've played since early 2018 so no. Why are you so bogged up over this one small 3 second recovery change thing and completely ignoring every over killer sided change that's every happened. It's like that 10% change makes the difference between you winning and loosing?
Sorry but that is hard to believe.. this was not the only patch you "forgot" such as BT changes. I mean.. we can go test if killer is easier now or not. You face my SWF group, you can pick ANY killer and any addons, any perks. Random map. We can do this maybe on monday? I'm curious to see the results
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1861684#Comment_1861684
I'm interested in this 80% escape ratio because A) how long ago was it and B) the fact that you then said in the next line that kill rates were over 50% in 2016 makes no sense if escape rates were then also 80%.
And are you saying more people kill themselves on hook now than a year ago? I would beg to differ considering 5 blink omega nurse existed, moris were around and prayer beads was around.
I'm just wondering why you keep arguing with me if killer was harder 2-3 years ago when it seems like you didn't even play back then? you don't remember old patches like changing recovering from 85 to 95% which happened like 1,5 or 2 years ago or so.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1861676#Comment_1861676
Because it's utter nonsense to suggest killer was easier a year ago, if it truly was why have kill rates continuously been going up?
Just because one perk, ruin, was nerf but then technically buffed again and made even stronger with undying does not suddenly make killer 10 times harder unless you were relying on crutch things such as those.
Like i said previously kill rates doesn't mean much as there are multiple factors. If you remove ability to quit on hook the statistics could be more accurate, but right now most survivors quit if match is not going in their favor.
I asked you previously why rank 1 survivor once had 80% escape ratio and you left the conversation?
Also back in 2016 kill ratios were still above 50% lol so it's hardly indicator of balance ππ
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1859922#Comment_1859922
You're seriously acting like the game is worse for killers now than it was 1,2,3 years ago?
You have asked this same question over and over again. I've also answered it. Killer was easier 1 year ago yes, maybe not 2-3 years ago. Ruin nerf was major factor for it. Any small compensations buffs don't really cover it.
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@thrawn3054 said:
More than half the time the perk doesn't work and you're complaining about it?
Half of the time it doesn't work yet people STILL run it, speaks volumes how strong perk it actually is. It's literally a crutch when you can press a button and undo killers mind game