Callmehandsome
Callmehandsome
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I have over 80% escape rate if i bring key in duo SWF, even higher if 3 or 4 man. Nearly impossible to kill all SWF survivors if there are key involved, as you cannot protect the generators, key, hatch, and then hooks simultaneously. It's not uncommon to lose first 3 generators beginning of the match if survivors spread out to repair gens, after that they need just one gen and it's guaranteed 3- man escape.
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@BigBrainMegMain said:
Oh stop being so dramatic, Jesus Christ you killers.
I'm a killer main and I've had 0 issues with keys. My GOD you overreact.
In almost every post you bring up Jesus or god. Are you very religious person? 🤣🤣
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/1805814#Comment_1805814
But moris were more problematic. The survivor isn’t going to open the hatch with the key every single game. With a mori, it was guaranteed to get you a minimum of 1 kill. That’s assuming that the killer is bad by the way, a decent killer could 4K every single game with the old moris. Just because Moris were more powerful doesn’t mean that keys aren’t a problem. The mori change was literally just changing a number from a 1 to a 2 whereas keys will likely require a full rework. That’s probably why the mori change has come first. I hope that keys will be changed to do something else entirely but you never know. Tbf items should be stronger then offerings but yeah I hope you’re wrong.
You greatly underestimate strength of keys. I play mostly duo SWF and if one of us brings key are success escape rate is definitely above 80%, in 4 man SWF it's almost impossible that none of us escapes specially if keys are involved lmao. The thing is that if 4 survivors repair to different generators to eliminate killers chance to put pressure, he will lose 3 generators first 2 minutes of the game. At that point we only need to repair ONE generator to guarantee that 3 survivors escape with the key (if killer manages to kill one of us). So yes keys are quite OP
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Franklins does nothing to keys if multiple people bring it, as it's impossible to defend gens, keys and then hooks, and potentially hatch as well. Much easier just to dodge lobby as queques are instant for killer
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1805814#Comment_1805814
Won't happen. The 'where did they go' achievement wouldn't be possible anymore and they can't change them on some platforms.
Best guess is a shortened open timer or a few seconds animation to open.
KEys aren't as big of a deal as a match has to be practically over for it to take effect. Still a problem though.
You are right the achievement prob wouldn't make it happen. But no, keys are problematic in situations when survivors have already repaired 3-4 generators (the game is still far not over) and by that point if killer kills 1 or 2 survivors hatch will appear and remaining survivors escape.
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/212112/how-to-give-keys-the-mori-treatment
That would certainly be fair and balanced in comparison, they should never be allowed to escape early if you can no longer kill them early. But watch it simply be just another tender slap on the wrist, especially for the swf. I'll bet $100 usd the keys 'nerf' will amount effectively to nothing more than a slight slap on the wrist at least for swf. The only way you will make your disapproval of their clear bias unable to be ignored is if enough people simply stop queueing as killers, even better if enough of them pile onto survivor queues at the same time they deprive it of a substantial amount of killers. If that doesn't happen, your game is fruct for good at this point until they give you a wayt o avoid dealing swf. the game needs killers more than it 'needs' swf, they cana ll quit and you'll still have a functional queue with reasonable wait times. Fewer would have difficulty adjusting to playing survivor sometimes than they would jumping headfirst into the deep end of the killer pool trust me. The loss of swf would eventually even itself out, it would just mean a lot less money for them, while the loss of killers before bots means a dead game once people get sick of queues pushing 30 minutes or more even for solo at some points throughout the day.
Exactly this. I can already bet money that key nerf won't be anywhere near how mori nerf was dealt. I mean mories are bordeline useless now that it's only usefull in last hook stage when you can avoid flash, pallet saves and avoid the last DS. Maybe solos will feel the impact but SWF will feel it barely. Well next month we will see i guess
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@dugman said:
Peanits already confirmed their key change is in the pipeline to come out soon. Whatever they're planning to do with them is already on the way.
If you read closely what they have said here, like defending that keys aren't as problematic and suggesting that mories were much stronger.. you can guess that key nerf won't be neaarly as severe as mori nerfs (which are bordeline useless now lmao). You want my guess? keys work exactly the same, but less survivors can escape at once. Maybe something like purple key one survivor escape, skeleton key two survivors escape.
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Yes, but they should have released key and mori nerfs same time. This makes them look obviously very biased.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1804245#Comment_1804245
It is very rare in my matches that I see Key + Mori being played, the difference is killers can back out of a lobby if they see a key, survivors who bring nothing in have nothing to do against a mori besides "don't get hit" .
and when I do see Key + Mori, the killer doesn't care who has it, they'll mori everyone.
You are going full force now defending keys lmao. It's only fair keys get gutted as well. I don't mind mori nerf but they are now just glorified kill animation.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1803735#Comment_1803735
I agree. That said, I don't expect new perks to be as strong as DS and DH; just viable, which removing the advantage of running Flip Flop with Power Struggle removed; it's now just a wasted perk build when you could just run Plunderer's Instinct with Appraisal, or even use Deception by itself to fool killers in niche situations...or, as you say, DS and DH, which are the strongest perks in the game for survivors.
That said, the new perk Coup De Grace is a killer's version of Dead Hard but with limited uses. I've had it erase so many successful mindgames that caused a killer to swing and been able to swing through Dead Hard without having to think about it as a result of the extended lunge.
Right. Anytime they release new perks i can read just the description without even testing them and i can tell if they become meta or semi meta perks. I understand certain perks are more complicated to balance specially for killer side, because powers can be really different, so it could be really OP perk on one killer and trash on the rest. But survivors are just skins, i don't see good reason why they cannot give simple buffs at least to certain perks with number changes and after that we can think if we need to nerf meta or not.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1803127#Comment_1803127
No, it's not. The wording is a bit confusing, but basically the 'once used, it deactivates' refers to the fact you have to get the wiggle bar back up to use/activate it again.
This perk is 100% intended to be useable multiple times in a match, however it would be insanely rare to get even one use out of it.
@Callmehandsome this doesn't work anymore; they specifically added a delay after being picked up so that you couldn't instantly save yourself when using Flip Flop. Which, honestly, I think was the wrong call, since it was already going to be incredibly niche to run that combination of perks, and frankly having a reason to run off meta would give a ton of killers a lot of slack in that they'd have to deal with aggressive DS uses a bit less.
Some perks can never be as strong as DS no matter how much you buff them. Thank god DS is getting slight nerf to remove abusable side of it though. But i agree with you that devs keep releasing trash tier perks for both sides. If you look at survivor side for example why wouldn't you run Deadhard and DS? they are multiple levels above other survivor perks. Some perks need simple number buffs to make them more viable and it should be easy to do.
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@MadLordJack said:
Her counterplay doesn't exist if the Nurse knows what she's doing, and if she doesn't then I see no reason to use her as a barometer for what can and cannot be done agaisnt a Nurse.
This is not true at all. Have you played nurse in lerys? she takes insane level skill in indoor maps like that. Literally every blink there is LOS break, so unless you can read survivor mind 24/7 nothing is guaranteed hit.
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@Freddy96 said:
It's already situational to use it once, i've never seen anyone using it in both my games and the streamers i watch, so it should be unlimited.
It would be broken as hell if it were unlimited. All survivors need to do is go down on pallet, your SWF teammate reveal themselves to killer and he cannot pick you up. Soon enough you are recovered enough so killer gets stunned if he picks you up at all.
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@Clockso said:
https://forum.deadbydaylight.com/en/discussion/comment/1802579#Comment_1802579
I'm very unsure if you're trying to defend him or support his upcoming changes, you call him powerful and very easy while calling "Majority" of survivors bad, also nurse is an exception because her kill rate isn't as low, it's a 46% iirc, 4% off the preferred percentage, instead of being 20% off the preferred percentage
I just looked recent statistic and her kill rate was 40%. You keep spewing 46% which is old
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@Clockso said:
https://forum.deadbydaylight.com/en/discussion/comment/1800774#Comment_1800774
Playing dumb are we? nurse is an exception, her power is very different and unique and wasn’t her kill rate something like 46%? which is like 4% off the wanted percentage, unlike Mr.Fredrick here with his 70% kill rate, 30% off the preferred percentage.
he literally sticks out like a sore thumb it’s hilarious people still have the audacity to call him balanced.
30>4
Her kill rate was 40% if i remember correctly. My point was that you cannot just cherry pick statistics how you please. You know what is funny fact? killers had already 2 kill 2 escape ratio back in 2016 when survivors were pretty much gods, but according to the statistics survivors shouldn't have been nerfed. Also last thing. 50-70% is now 30 % difference? how does your math work
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1801106#Comment_1801106
Really? Fron what I have seen, good players barely ever need to care about the overheat mechanic. His addons surely were nerfed, but many people agreed that he needed that.
And that‘s just one single killer, who is arguably still a top tier killer.
It's pure lie if you say that good players do not notice cooldown, because you definitely feel it. Good billies fake the chainsaw in loops constantly which makes survivor question if they can take another risky loop or not. This builds chainsaw cooldown tremendously, also curve billies are literally dead now which took major skill before. Now the safest (and often most effective) way is to play billy by using chainsaw for fast transport, walk behind the survivor in open area and chainsaw him. Even then you need to watch that your chainsaw doesn't overheat
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1800896#Comment_1800896
I was ignoring your example because it made no sense in the overall context of the discussion wherapon the person I was replying to was claiming that it's basically unfair because it means they cannot hardcore tunnel good teams.
You said in your other comment that tunneling doesn't work against swear 4-man squad. When in fact, it's the only way you can pretty much beat them. Like i said, no brainless tunneling without zero pressure doesn't work, but smart and calculated tunneling does when you also apply pressure. There also few examples against legit teams
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1800866#Comment_1800866
That doesn't work against good teams, I'm not talking about letting yourself get looped into oblivion. DS alone buys two whole gens worth of time.
I think you missed the part where i exactly said that if the survivor who is dead on next hook HAS NO ds timer left. They become high priority. This is common sense. When i take that person out now i have to deal with only 75% of their original team.
You want good examples?
https://www.youtube.com/watch?v=q5uUUAz7m1U -
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1800816#Comment_1800816
Please point out, in great detail, where I somehow contradicted myself and said that 12 hooks was reasonable?
Tunneling is literally just you giving up on trying to win, it's not very effective against exactly the kind of team you're talking about. It's pretty much just BM. The other three have plenty of time to do gens and leave. If it's working for you against these sweaty 4-person squads, then I have some real bad news for you: They weren't a sweaty 4-person squad. You just bullied some random person trying to have fun.
There are three ways you can put more pressure on good survivors. Camping, tunneling or slugging. There are also different ways to tunnel, tunneling you are describing is what rank 15 killer does chasing a looper entire game while putting zero pressure on the map. Smart tunneling is when you switch targets when you see a survivor who is dead on the next hook and got no DS timer left. When you eliminate a survivor it's much easier time to slug and control remaining three survivors.
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@Clockso said:
Why is OP defending freddy so hard like it’s the last thing in their life? he’s getting changed and it’s been confirmed on the dev stream, 70% kill rate is NOT OK.
According to the kill rates nurse needs massive buffs
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Toolboxes were nerfed because gutting of ruin. Gens go quite fast already without them. I think you are better of bringing key or medkit with you
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1796646#Comment_1796646
What if it a stealth killer hiding waiting for you to touch a gen and then tunnel? Why should a perk be disabled for doing the objective? Very counter-intuitive. Killer perks are awarded for doing their objective, failing to do their objective, the survivor doing the objective...
Because killer perks work like that as well. Ruin does nothing unless you put pressure on survivors. Old school ruin was more like current DS, it slowed down game without killer doing anything special. You mentioned tinkerer earlier, which is nothing like DS, because often times you are already in chase, so you need to make choice if you keep chasing that survivor (your objective) OR go try to prevent that generator from being repaired. DS literally have no conditions other than (here you got hooked, get free 60 second immunity, oh and you can also go repair gen in killers face). DS will get nerfed like it or not, it's in the end a crutch.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1796605#Comment_1796605
It is only strong if the killer allows it. A small protection against tunneling is why it is used. Because someone abuses DS by committing suicide doesn't mean it should be nerfed. Every killer is guilty at abusing their perks to gain an advantage. There's nothing different here with DS.
Great. We can make it true anti-tunneling perk then that DS-disables or at least halfs the timer if you go repair gens. (Cannot be tunneled if you are repairing generators). If you look at killer perks for example you need to make choices to make your perks work. You cannot stack Pop with other slowdowns like ruin etc, STBFL you need to choose if you want to save stacks by not attacking the obsession. It doesn't make any sense you get 60 second invincibility if you get hooked and you can run straight to generator and killer cannot touch you.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1796567#Comment_1796567
What makes you think DS is strictly anti-tunnel?
For the record, they are invincible if you choose to tunnel. If survivors are magically disabled for doing actions, then so should killer perks. It is amazing killers think Tinkerer is fine as it is, a perk that literally PUNISHES the other side for doing the objective. No counterplay.
Not a single killer perk is close to strength of DS. So if you want to nerf undying, bbq or what ever in trade most killers would take it in heart beat. DS needs more drawbacks because it literally gives 2x 60 second immunity during the match. It was made to be anti-tunnel perk, not free invincibility for failing
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1796478#Comment_1796478
The devs actually confirmed that they never intended DS to ba an anti-tunnelling tool, that's what the community inferred from its rework.
It wouldn't be first time they contradict their previous words. My point is that they literally said that it's intended as anti tunneling perk when they DESIGNED IT, so 2 years later now they say it was never intended to be anti tunneling perk? cmon now 🤣🤣
Let me give you some examples. They called infinites "mind games" later on they said they are bugs, exploits etc. Killers ability to see survivors hook aura was a "bug" few patches later they allowed killer to see hook auras again. Survivor needing to time flashlight saves were a "bug" which once again got reverted few weeks later.
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@Mooks said:
DS is designed to be an anti-momentum perk and it worked exactly like that in your match (based on your description, didn’t see the clip)
why should there be a perk that is ONLY meant for anti-tunneling?
That's not true. They did QA abaut DS rework over a year ago and they said something along these lines "we originally intended DS to last longer than 1 minute but it didn't no longer serve as anti tunneling tool" I can send link to this if you really want it. It's tricky to find though
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@GoodBoyKaru said:
Now the real question is: Did you win this game?
If you did, then it's not like it helped them much? And if you didn't then you must've ######### up horrifically later on to not win with that much pressure at 4 gens.
The devs are aware that DS lasts too long and they want to change the more abusive side of it to prevent situations like this, btw.
I've beaten omega blink nurses who had ebony mories. Doesn't mean that it's not OP combo. I would like to see DS reworked such a way that it de-activates if you go repair a generator OR make timer move 2-3x faster so your DS would last 20-30 seconds if you repair gens. I would still keep your ability to jump into a locker if killer is proxy camping basement so you can jump into locker without risk killer slugging you while you are in the basement
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Why would you use such trash tier perk? if you are prepared to lose 5 generators to get 5 lunge tokens you could as well run NOED, which has much higher chance to snowball the entire game. Maybe if you gained one token from each hook it would be more viable
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Sabotage is a perk that is impossible to balance. Either it's completely broken perk for SWF while remaining somewhat good for solos OR remain somewhat good for SWF and bad for solos. Back in old days when it was meta killer had option to slug all survivors. Now survivors have like 3 or 4 hard counter perks to slugging and 5 soft counter perks to slugging, bringing old sabo back would break the game
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1793848#Comment_1793848
I would argue that only an organised SWF can beat a half decent Freddy if he commits to those cancerous stacked slowdown builds. Also taking the most boring part of DBD and extending it further (gens) isnt exactly fun to go against. The weirdest part is that freddy doesnt even need that slowdown. His snares cna be insanely strong when placed properly and he has free map wide mobility. I feel like most freddys are just sadists who want to troll.
You definitely don't need 4 man death squat to beat average Freddy. I've beaten decent Freddys even in solo. He is quite annoying to go against as a solo survivor if he teleports to your gen when its like 95% and you cannot inform to your team to go finish it, then it keeps regressing as he chases you. Problem is when other survivors just give up and die on the hook, they aren't even trying to survive, so kill ratios will stay very high against him
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@jotaro said:
https://forum.deadbydaylight.com/en/discussion/comment/1793701#Comment_1793701
Did i ever say YOU said that? i literally said KILLERS in general complaining about them. By overperforming i mean kills, chase length and everything about him. The overpowered survivor perks and stuff have already been reworked. Funny how you only mention and rant about survivor sided things, almost as if you are biased..
You need to look at Freddy and stats in general with grain of salt. He is quite easy to use and quite strong, that's why his kill ratios stay up always. But Freddy even in current state struggles against top survivors no matter how good you are, more nerfs to him and you can forget him being viable against strong survivors.
Back in 2016 when survivors were OP as hell survivors defended that they shouldn't be nerfed because killers were getting 2 kills 2 escape ratio, so according to the stats everything was balanced (even when it clearly wasn't) I had to wait 45 mins to play with my friends because survivor queque were so horrible because of lack of killers
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Well key balance should depend what kind of mori nerf there is. If mories would get completely gutted, then keys should be obviously gutted as well. Maybe simple change could be that just one survivor can escape with purple key and 2 survivors with skeleton key. Broken key should be buffed somehow because it's useless item
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@BioX said:
I dont understand how you can have 4000 hours and actually see this combo as a problem....
It's pretty obvious that OP wasn't being completely truthful. Claims to be huntress main and says that tinkerer gives him too easy wins? Much better perks out there to run with her. Also she's 110 killer so i don't know if ruin, undying is even that good because she cannot apply enough pressure due slow movement speed
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1784310#Comment_1784310
Again, giving me excuses.
Why are you chasing the survivor that's going in the locker? This forum is riddled with terrible killers who whine about DS all the time and they all have simple solutions.
How do you think I deal with DS+Unbreakable at Rank 1 and still manage to 3-4k each game?
DS+Unbreakable doesn't mean a free escape, either eat the DS early, or go for someone else.
Jesus Christ.
Problem is that DS allows you to repair generator right next to killers face and jump straight into a locker when he tries to chase you off of it. There is no counter to that, you either. Waste time chasing the survivor, eat the DS OR let him repair the generator in your face. Most people suggest that DS-de activates once you go repair generator etc (you cannot repair gens while being tunneled)
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If you want faster survivor queques you need to play earlier of the day, because at evening people want to play with friends so queques are much, much longer for survivor. It doesn't help that there has been 1 year of nonstop killer nerfs. Every patch there has been 2-3 killer nerfs in exchange for 1 survivor nerf, you can make conclusion from that
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A lot of loops still don't have any mindgame potential at all. Blood lodge is best example of this when you can see the killer 24/7.
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@pepperoninipples said:
https://forum.deadbydaylight.com/en/discussion/comment/1778993#Comment_1778993
Dh is not the most common exhaustion perk used. Sprint burst takes that. To say dh is that strong is laughable. You may find 1 out of 4 survivors running it. Unless it's a squad that uses it. Even then it's easy to tell. And so what if they dh for distance. Run that new coup de grace perk. No dh will be safe even with dh for distance.
Sprint burst? yeah if we take all ranks combined sprint burst could be most used. Dead hard is definitely most used exhaustion perks in rank 1, i can go back to check perk usage if necessary. Coup de Grace works only 5 times, DH works multiple times per SURVIVOR. It's not a counter to dead hard lmao, but i'm sure you already knew that
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@pepperoninipples said:
https://forum.deadbydaylight.com/en/discussion/comment/1774988#Comment_1774988
No difference than some 99 a sprint burst. Some times it stuff. Trust me I know. But I can't tell you home many times I used dh to avoid a hit. Start the animation only to still get hit. And having exhausted status on the ground. I know I I time it right but still get hit. Kinda bs.
People always complain how often DH fails, yet they still run it, which speaks volumes how strong the perk actually is.
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@Flownominal said:
There's a lot of people putting DH way too high up on a pedestal. It's strong only when the circumstances allow it to be and there's plenty of counters to it. If there's nothing to DH to, then you still go down. If you angle wrong and get stuck on an obstacle, you still go down. If you're exposed or facing a chainsaw/IRI hatchets, you can't even activate it. After you do use it, it's gone until you're hooked or escape long enough to get it back. Often when used you get exhausted and still take the hit. Smart killers can just wait it out and stab you almost immediately after. Some killers and perks also exhaust (clown and huntress add-ons, mindbreaker, blood echo, etc).
And after all that it's somehow too powerful because it allows a clutch save? That's ridiculous. And I say that as someone that plays both, with SH in my main load out and a killer that sees it's use regularly
DS is by far most superior exhaustion perk, because you can literally extend chase 10-30 seconds just by pressing a button. There is no counter to it if survivor has window or pallet available. Even zubatlel says deadhard is "press a button to undo the mind game"
All killer exhausiton addons are hated just because of the fact that they counter dead hard, not so much of other exhaustion perks. It's problematic perk because good survivors use it when it's already hard to get hits on them. Sprint burst have far more strict conditions if you want to use it.
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Dying light is trash tier perk, no matter circumstances. You start getting benefits from it when you are ALREADY WINNING. You don't want to run perks that help you win game that you would 99% likely win without.
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@Felnex said:
https://forum.deadbydaylight.com/en/discussion/comment/1777173#Comment_1777173
No fun allowed for anyone! That's balance, right?
No but really, nerfs make everyone unhappy. maybe if core issues with the game were addressed (lack of survivor objectives leads to genrushing which leads to undying+ruin, camping/tunneling/slugging sucks so much survivors will always use DS+unbreakable so they can get back to playing the game) instead of just nerfing everything we'd all be happier
Players always run strongest perks they can get, so if few perks are overwhelmingly used, so they should get nerf hammer then. This is how it's always done in DBD. Now every survivor under the sun runs DS, because it gives 60 second immunity no matter what happens. Like wise undying and ruin need to be looked at as well then
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No perks weekend for either side. Then we can see which side actually has stronger perks
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I think undying nerf would be reasonable if DS gets nerfed as well
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1773553#Comment_1773553
T walls Semi infinites if you don't mindgame at all, have awful pathing and are playing an m1 killer. If you break any of those conditions its one of the weaker loops in the game.
Also what classifies a semi-infinite to you? A loop which you can't catch the survivors in 10 seconds? A loop which you misplay or play poorly so the survivor is able to hold you there for a long time? If you could have actively done somethign to change the loop and end the chase ealier, it's not an infinite i'm afraid.
T- Walls can become semi infinite if you combine them with other strong window like long wall jungle gym window. Best example of these problematic T walls are in Suffocation pit imo (not every map rotation, but sometimes)
Most people con cinder semi infinite a loop that will cost you the game, if you decide to pursue the chase, essentially making it a safe zone
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1771811#Comment_1771811
IMO it helps more at unsafe Loops than safe Loops. For safe Loops, you should break the Pallet anyway. I mean, you can play that Longwall with Bloodlust, but you will have to reach at least Bloodlust 2, probably even Bloodlust 3 to have a chance to get a Hit, and at this point you would have been better with breaking the Pallet anyway.
But for unsafe Loops, even Bloodlust 1 allows the Killer to get a Hit in without needing to do stuff like faking the direction or baiting the Survivor into a mistake. And this is what bothers me the most, you can play unsafe Tiles perfectly as Survivor like faking the Pallet vault and stuff like that, but Bloodlust ruins it.
In general, I think that the number of safe Pallets should be reduced and the number of overall Pallets should be increased. Currently Maps have like 8-12 Pallets where most of them are safe. This creates two problems:
Killers have to break the Pallets or get to Bloodlust 2 or 3 to get a Hit. Breaking the Pallet is pretty boring if the Survivor plays completely safe and does not really loop the Tiles and getting to Bloodlust 2 or 3 takes a huge amount of time and also feels kinda cheap.
The other problem is that with such a low amount of Pallets, if there is a Rank 20 Meghead on the team who somehow made it to Red Ranks and throws every Pallet early, there are not many Pallets left anymore and the rest of the Team does not have ressources.
However, if we have more Pallets, like 3 or 4 safe Pallets and then 20+ unsafe Pallets, you would not have either of those problems. The Killer can play unsafe Pallets, because those are fair for both sides (except when Bloodlust kicks in, then they become unfair again). And with a huge amount of Pallets, the "bad teammates" cannot really "ruin" the game for the other Survivors.
Of course Killers who are not able to outplay Survivors at unsafe Tiles would suffer at the start without Bloodlust, but they will learn as well. And you would not need to break every Pallet immediatly as Killer.
I guess overall that would be a more fun experience, because then it actually matters who is better. Like, when Bloodlust was turned off, I got most of the Survivors on those Tiles next to the Badham Preschool Main Building. And then there was a Laurie who played both unsafe Pallets perfectly, I was not able to get her, so I had to break those Pallets, because she was better than me. With Bloodlust, I would have simply gained a Speedboost after a few seconds and would have been able to hit her, despite her being better than me.
No i think miminum pallet number there was is 11 or 13. I've seen pallet number go as high as 20+ is maps like blood lodge. If killer wants to cheese his bloodlust to get first hit in with bloodlust 3 +45 seconds the survivors got insane value out of that one particular pallet. Where i think blood lust is necessary is for the bad RNG's and still certain windows.
Asylum windows are best example of this which are problem even with bloodlust as the survivor can do 2 loops araund the window, killer starts building bloodlust and smart survivor would use one of the safe pallet down or upstairs, killer have to break it and you can go back to downstairs to one of the windows and repeat the process. Without bloodlust this would be even easier as you could just alternate between two of the downstair windows. Sure you can "chase somebody else" but problem is that this main building is at center of the map, so good survivors will always start running towards these windows if they have chance, so you need to drop multiple chases during the game.
So i think bloodlust is there as a tool to fix problematic RNG and remaining windows, as we know devs will never release perfect maps that are fair for both sides. Scott jund made good video on this how RNG can be incredibly favorable to killer, or to survivor.
As what comes to adding a lot of unsafe pallets i don't think that is good idea. Pallets should be skillful resource that you need to think twice before using. You are old school dbd player right? do you remember time when blood lodge had like 30 pallets before even buffing pallet vacuum? survivors barely looped them, but sheer amaunt of them kept you occupied long enough if even one or two survivors repaired the gens while you were in chase, it was like never ending resource. So just sheer amaunt of pallets 30 x base pallet breaking animation 3s was shocking 90 seconds just spent of breaking pallets alone, combine this with additional running, windows etc.
I think perfect spot is to have both unsafe and safe pallets. Safe pallet is there to give you enough distance so you can lose the killer if he is for instance hard tunneling you.
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I dodge lobby if i have trapped equipped and i suspect it's sweat SWF squad with OoO, key, horrible map and other tools that give them advantage. You already know it won't be fun game so why bother. Their object eliminates your chance to place any traps so your best shot is just to tunnel and hard camp the object out and hope that you didn't lose too many gens while doing it. So in order to have any chance of winning scummy players you need to play scummy yourself. Most of the time even if you pick mori offering one of these players will quit the game when reloading so you need to find new game anyways
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There are a lot of strong loops for survivors. But shack? really? I actually like shack because you can mind game it, unlike many other loops where survivor can literally see you 24/7. That's why i think a lot of the loops should be changed to higher obstacles. Survivors always talk abaut mind games, but vast majority of loops have none because they can literally see you, so only thing they need to do is judge the distance how many loops they can do, in other words they have upper hand in chase mechanic. Other thing with loops are that windows shouldn't be possible to spawn perfectly in line to each other which can become near infinites even with weaker windows. Best examples there are when shack window is facing long wall jungle gym window
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@Aven_Fallen said:
I keep an eye on it and see that I almost never reach Bloodlust 1. During my first game I was not even sure if they really enabled it again.
But I notice that most of the Killers I see at Red Rank seemed to have missed Bloodlust. The amount of stubborn Killers who dont break Pallets or dont even try to outplay a Survivor is huge.
Bloodlust barely helps with any loops. Where it is useful then when survivor cheeses strong RNG or like windows of asylum
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1771731#Comment_1771731
Is that a joke? Cause if it is then I laughed lol.
It's reasonable suggestion. DS is prob strongest perk of the whole game currently, much stronger than ruin actually. Ruin rewards killer for putting pressure on survivors, DS rewards survivors with 60 second immunity for getting hooked. But i think some form of base BT or kindred would be better than just slapping DS on every survivor.
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@Aven_Fallen said:
You know what a "no DS"-weekend would do? Killers would tunnel the ######### out of Survivors, meaning that it is quite clear that a Perk like that is needed.
We can also do a "Anti Slowdown"-Perk Weekend just to see who gets carried by slamming on 3-4 Slowdown Perks because pressuring Gens without is too difficult? :^)
But on a more serious note, I am always for reasonable tests like the Bloodlust removal. It is an outdated mechanic.
I wouldn't mind to see no perk mode, people always cry which side has stronger perks. Remove all perks from both sides and we could see