Callmehandsome
Callmehandsome
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1645235#Comment_1645235
Maybe I should use the argument "killers should never always feel entitled for a down"
DS is stronger than DH, that can be used multiple times? I think you just like to tunnel, sorry a perk helps with that.
Well it's funny because my suggestion actually helped to make DS stronger against tunneling. You obviously aren't tunneled if you can repair generators 😂😂 If you fear that ghost face is lurking around the corner find a safe spot to heal or repair the generator with LOS. Using brains is allowed ya know and not being carried with just perks
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1645161#Comment_1645161
Is that so you can hide as ghostface, let him touch a gen and then tunnel scott free? I don't think a perk should deactivate for doing the objective.
Then maybe you shouldn't run straight next to a generator next to you once you got unhooked and maybe heal first.. crazy i know. Survivors should never feel completely safe and DS gives just that. I've been a survivor main for over a year and it's definitely the strongest perk there is
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@Endstille said:
You know, pop is earned as a reward by the killer, it is weaker compared to ds, yet the survivor does not have to earn ds, he/she/d gets it for free like how is that fair? I suggest we remove the requirement to hook somebody in order to use pop, maybe make it a hit or something and in return reduce 25% to maybe 15%.
Where are all the survivors who always cry, nerf "insert random killer here" because it doesn't take skill. What skill does ds take? There is a big diffrence between the two and it is completely unfair and busted perk, look at the endgame, when you get hooked in endgame and have ds it just gives a free escape. I feel ds needs another requirement in order to activate besides getting hooked and it needs to deactivate when you either get healed a full healthstate, do cleanse a totem,do repair a gen, unhook another survivor and try to open a door.
This is definitely the biggest issue with DS. It rewards survivors for FAILING and punishing the killer for doing well (assuming you aren't tunneling every survivor) who thought it would be good idea to give DS 60 second immunity once you get hooked. There are simple ways to fix DS but most survivors mains are against it, because it takes the oppressive features out of it. I would first change DS that it will de-activate the second you go touch a generator. When people compare DS and pop together it's hilarious because DS is exponentially stronger perk. Pop has requirements, hook a survivor, find the RIGHT generator and waste time going there to kick it.
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@Customapple0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1643948#Comment_1643948
Sure, if it’s a well coordinated SWF that’s on a competitive level, but for most, if not all of solo games that is not the case
Balancing perks based on coordinated SWF teams isn’t the right way to go.
You don't need to be top tier 1% to know how to repair generators. I've had multiple solo games when you actually get good team and killer got dominated because every survivor knew how to repair gens efficiently, then the killer accused us random solos for being SWF
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@Almo said:
Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.
So are you going to change DS because it just gives 60 second immunity without conditions? Like turn the timer infinite in chase BUT DS-deactivates the second you go touch a generator etc.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1644363#Comment_1644363
If a killer is getting hit with DS when he wasn't tunneling, it is still his own fault and he is already winning. Guess what you can do to prevent the PGTW regression? Nothing, just watch it happen. Several times a match too. Comparing a perk that has a chance of never being used to a perk that slows the progression on a consistent basis is disingenuous.
People comparing DS and Pop which is hilarious because DS is monumentally stronger even if Pop was 120 seconds of use. DS needs to be looked at and hopefully it will
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It's definitely annoing, but you can counter this by using whispers. However i don't run whispers with every killer build. What you can do to counter this is go somewhere center where you are decently close to all of the remaining gens, then just go to your desktop to watch videos from youtube or what ever. In this scenario you have the advantage because survivors are forced to move constantly otherwise they get crows. Then just come back check if they have started repairing generators or not every few minutes. This has worked for me every single time survivors have pulled this off. After i finally get them when they get bored i will slug both of them and let them bleedout
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@xenofon13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1574307#Comment_1574307
It is problematic yes, but who runs OoO anyways.
And if they did, play them like every other survivor, or tunnel to death.
Instead of nerfing SWF they should nerf OoO. SWF is already extremely strong on coms and if they also run OoO it becomes easy mode against most of the killers. Solo players get very little benefit from OoO
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Well it depends what kind of looping we are talking abaut. Looping the killer is easy if you just burn pallets like no end, run 1 loop and drop it. But mastering pallet loops when you can maximize killers time waste takes time to learn. To be fair there are some dirty RNG sometimes where even bad survivors can take advantage of it. I've seen sometimes long jungle gym window facing another long loop, which then faced shack window. Locations like these are gold mine for half decent survivors.
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I love how people are now turning to say "oh DS was never supposed to be anti-tunnel perk" when there are countless scenarios posted that it's a crutch for 60 seconds. Either way DS needs to be looked at since it's obviously the strongest perk there is. There is not a single killer perk survivors would be willing to trade DS for. Delete noed for for DS? Deal Or ruin, bbq for DS? Deal. It's simple too strong perk at current state. You literally have no conditions other than failing (get hooked) here get 60 second immunity. Most of the killer perks you need to make them work, like ruin put pressure, pop goes to weasel; hook a survivor and find a progressed generator under 60 seconds.
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They should just change it that if survivor performs action which progresses their game, such as repairing generator, unhooks the perk de-activates. I would still keep the action that you can enter lockers and heal without-de activating. If you can repair damn generators you obviously aren't being tunneled, just carried with 60 second immunity. They can buff the timer then to 2 minutes all i care but you shouldn't be able to use DS as an offensive perk when you can run next to the killer repairing generator practically in his face.
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@999 said:
https://forum.deadbydaylight.com/en/discussion/comment/1572399#Comment_1572399
I agree it is the strongest, when it works. But at most it just buys you a couple extra seconds or helps you make a window or pallet for an extra loop or two, by no means would I say it needs to be nerfed or is OP in any way though
I disagree. How does it buy "just" couple extra seconds. If i mind game you at shack or jungle gym for example, then you just deadhard towards the window or a pallet. Then i'm forced to break the extremely safe pallet, therefore reset the whole chase and you move to the next loop. You are now moving with borrowed time.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1572452#Comment_1572452
I'm one of those typical "I play both sides equally" type of guys. It's strange, because I agree with Survivors but I also agree with Killers. I just can't deny anything. DS, DH and all of these perks are annoying, but I use it too. SWF are really annoying, but I play with friends optimally, too. It's strange.
strange comment indeed.
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@Godot said:
Dumb question: Wouldn't nerfing SWF make the game unfun for people who love playing with friends? I remember people suggesting to remove overall SWF which is the dumbest idea ever.
I think most people want SWF to have drawbacks, since you literally gain like 10 perks for free with voice communication. Even if you aren't using coms SWF is still very strong, because you know you can depend on your teammates. Everything you do as a survivor will be enhanced, even the perks. I've played 4-man SWF and it honestly feels quite dirty how much information you have the entire game. Only way the killer could have defeated us was if he did good snowball at the beginning but even that could most of the time be avoided by spreading out and doing 4 generators individually.
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@999 said:
https://forum.deadbydaylight.com/en/discussion/186091/you-want-nerf-the-killers-nerf-the-survivors
If anything Dead Hard needs to be fixed not nerfed lmao the amount of times I've been exhausted in the dying state is ridiculous
Let's be honest Deadhard is the strongest exhaustion perk there is. Majority of high rank survivors still use it when apparently it fails 50% of the time. It's problematic perk because it allows you to undo killers mind game just by pressing a button. There is no outplaying deadhard in certain situations
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1548242#Comment_1548242
When the point being made is that they're more powerful now than they've ever been before, it is absolutely fair to bring up the many, many examples (these only being a few) of how they were significantly stronger in the past. If you want to say that you still think they're too powerful, you can definitely just say "In my opinion, survivors are too strong right now" and that's totally fine, but exaggerating for effect doesn't make the argument any stronger.
So are you going to balance DS in near future such as disabling it when you go perform action like repairing generators (obviously not being tunneled if you can repair gens)
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@HarlowXRaven said:
https://forum.deadbydaylight.com/en/discussion/comment/1569984#Comment_1569984
ds doesn't need nerfing tunneling is apparent in a lot of killers but as i've been playing killer i haven't seen many ds at all. If anything ds should be activated if a killer is tunneling you but still work tho.
You aren't being tunneled if you can repair generators. It's very obvious. The reason survivors are against my change because they want the free 60 second immunity to do what ever they like.
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I would just nerf DS and OoO. It would make killer games much less stressfull. For OoO complete rework and only change DS needs is that it de-activates if you go touch a generator.
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@Endersan said:
https://forum.deadbydaylight.com/en/discussion/comment/1561337#Comment_1561337
My only problem is that everytime they see someone using ds they make a post about it. I never make anypost about tunneling,camping killers. So why can't they do the same? And if they don't tunnel=no ds no bt.
They just have to change the way they play so we won't use ds and bt. In the current state ds and bt is necessary.
The only survivor perks i have problem with are DS and OoO. DS is not anti-tunneling perk but anti-momentum perk for the killer and 60 second immunity. I would be quite happy if they just changed DS so that it deactivates for touching a generator. If you can repair gens you obviously aren't being tunneled..
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I dont think deadhard is OP on it's own, but it's definitely annoing perk. Problem with this perk is that it really has no reguirements for massive benefit. Sometimes i do great mind game as a killer like in a shack or jungle gym, but the survivor has deadhard and just presses a button to undo that mind game and potentially extending the chase for +30 seconds or even a minute.
Most killer perks reguire you to actively make them work. BBQ, pop goes to weasel, ruin don't do anything unless you go attack, down and put pressure on survivors. Can you imagine killer perk like deadhard where you pressed a button for short sprint. It would be broken as hell.
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I usually get 15-20k as a survivor no matter how i play. Sometimes even 20k without escaping. If you really struggle with blood points you can try prove thyself
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1546635#Comment_1546635
Devs never said DS is an anti-tunnel perk, this was invented by the community to fit their narrative :)
They have said that actually.. =)
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1544713#Comment_1544713
Using in game mechanics as intended is not harrassment. A killer who brings a mori is not a bully, neither is a team with PT and BNPs or a key. Play how you want within the rules of the game, these imaginary honor codes people come up with are simply fake and can be manipulated over time to fit people's narratives. Stick to the facts and you'll never steer yourself wrong.
You are wrong. Obviously there are perks and mechanics also in dead by daylight you can abuse. DS is complained because it gives you 60 second immunity after you been hooked when it was specifically designed that you wouldn't be tunneled. Devs have also said you can abuse mories by targeting a specific player over and over again. How would you feel if you played in small region area and some killer decided that he will bring ebony mori in every game when you are in it. Object can be abused as well in SWF games when 4 players know the killers exact location at all times.
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It would be difficult to play 12 hours as a survivor and NOT finish that challenge. I cannot believe what you were doing.
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Billy nerf was once again over done. Main problem abaut him was his cooldown and charge addons previously which allowed him to get close to the survivor and charge his chainsaw without giving survivor any chance to reach loop next to him. Now using his chainsaw is wayy too punishing for mind games and trying to curve hits araund the loops which takes ton of skill.
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@Nanglaur said:
Map rng is the most unbalanced aspect of the game. In a few words the same map can be survivor sided one round and the next totally killer sided based on how certain windows or pallets appear in the game and how certain tiles connect each other. I dont mind the rng but the way pallets, vaults and tiles works right now is not perfect and can sometimes bring some really bad "unique" tile chains that are not balanced at all, giving a massive advantage to one side each time.
Some people will say that some perks are overpowered and such, I personally disagree a bit with that, some perks are useless and others are very solid, in my opinion we dont have game breaking perks right now.
I think the RNG is really silly sometimes. When i'm a killer the survivors sometimes get insane RNG loops where it's nearly impossible to catch them without costing the game. For instance a long wall jungle gym where the window is directly facing another loop, which leads directly to the shack window. A good survivor can keep normal m1 killer busy in location like this the entire game if the killer commits to the chase, so what ends up happening is that you need to drop the chase EVERY time a survivor runs to this loop mess.
I also never understood how RNG build in the game. When i'm survivor i often get only short wall window jungle gyms, which are significantly weaker than the window which has long window.
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DS should be changed that it de-activates once you go repair a generator. If you can repair gens you aren't being tunneled. It just becomes 60 second crutch when u can repair generator right beside killers face. Then he cannot slug you either because of unbreakable or locker close by..
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You are asking to buff the strongest perk of the whole game.. honestly since they reworked DS like over 1 year ago i have missed skillcheck maybe less than 10 times TOTAL. It's super easy to hit
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The only thing that bothers me abaut deadhard that it literally has no reguirements and if you mess up a loop; just press a button to extend the chase. Without deadhard you would have been hooked. Even zubatlel sarcastically sometimes says "oh deadhard, just press a button to undo the mind game"
Most killer perks don't work like that. You need to actively make them work; pop: hook a survivor and find generator under 60 seconds, ruin is useless without pressure, thanatophobia becomes stronger then more you hit survivors. Even survivor adrenaline has requirements that you need to repair all 5 gens and it only works once.
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Most of the perks just need simple number rework. It's kinda silly that tier 1 discordance and MYC are stronger than tier 3 version. Monstrous shrine is prob by far the weakest perk in the whole game and needs completely whole rework. I mean even camp face bubba doesn't benefit enough from that perk in perfect scenario.
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It's true that 2 kills 2 escape was the golden standard, but it's very flawed statistic. I've played since 2016 and as long i can remember most killers had already 2 kills back then when survivors very extremely broken; super fast vaults, killer vaulting time was 3 SECONDS at the beginning+ pallet breaking speed 3 seconds.. even common jungle gyms were near infinites for semi decent survivor.
If we strictly looked at the stats of the killers, survivors should never have been nerfed. But we all knew how broken time it was. The only reason i got any kills back then wasn't because of my skills, but survivors played very cocky, taunting and eventually they made too many mistakes.
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I partially agree with you, but the problem with these squads are that you already know the outcome. You will lose, even if you sweat yourself camp, tunnel slug. They can counter all of that.
Your argument was that these groups shouldn't be nerfed, because they are rare? But look what happened to nurse. They nerfed her even she was statistically weakest killer and hand full of nurse mains kept defeating survivors. Now nurse is so rare i have seen her less than 10 times since her "rework"
You can make changes to SWF without gutting solo play easily, but often times survivor mains use the "poor victim solo players" as an excuse why something broken shouldn't be touched. Firstly i would nerf OoO as it gives SWF groups far too big advantage. Also DS needs to be looked at to be more actual anti- tunneling perk
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1502161#Comment_1502161
DS, the most easily abusable perk in the game, amd OoO, the most ridiculous info perk in the game. It's been my experience that even the most "fair" DS users still stab you if you pick them up within 1 minute, regardless of what happens in that minute.
And OoO is just nuts. Free, detailed info whenever you want it. Massive headstart if the killer ever comes for you. Absolutely destroys stealth killers. Its at its most ridiculous in a SWF, but even for solo players it is insanely good. Most people dont run it because the killer will likely tunnel you for extremely obvious reasons.
Yeah the least devs should do is nerf OoO if they don't dare to touch SWF. It just becomes such a broken perk when 4 survivors know your exact location at all times with literally no drawbacks.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1490553#Comment_1490553
The funny thing is that I'm also a killer main.
And I never find issues with DS.
I know how to count to 60, I'm aware who wants my attention, I'm aware who's trying to body block, I'm aware who's been recently unhooked.
Every person in this forum claims to main killer or survivor. So it's completely pointless. I'm currently rank 4 survivor and rank 10 killer, and i can prove it if you like.
But i want you to prove in exchange. Post a picture of your trapper when u have diamond stone and stitched bag equipped. This way i know that you don't post your killer rank from 1 year ago.
I reached rank 1 survivor already in 2017, but i still mained killer at that time. So posting old pictures is pointless. But i want to see your current killer and survivor rank.
For survivor you can take jake with commodious toolbox.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1490477#Comment_1490477
Another parrot.
What about We'll Make It? It's enough time to pull off a heal even when the killer is on his way back.
What about Inner Strength? Is it fair that DS deactivates when you're hiding in a locker and you manage to pull off the heal?
What about an Insta-Heal during a chase that you managed to pull off while the killer is still chasing you?
If you felt comfortable enough to repair generators you aren't being tunneled. Simple as that. Also maybe you shouldn't heal in same place where you got hooked. You can also 99 the heal if it comes to that. DS is 60 second crutch immunity which is poorly designed.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1490314#Comment_1490314
Name 1 killer perk that deactivates when you do your objective.
You people will complain about anything, and what about End Game?
If someone has DS available End Game will you still complain?
Of course you would, because you're changing scenarios by the day.
First of all you need to work to make most of the killer perks to work. For pop to work you need to hook a survivor, then find a generator under 60 seconds, STBFL you need to hit multiple survivors.. there is absolutely no reguirements for DS. Here you got hooked (failing) get this 60 second immunity (which is supposedly anti tunnel perk).. The fact that you are arguing abaut this speaks for itself. DS would be still strong if it de-activated if you go touch a gen
And when it comes to killer perks. For example sometimes with pop goes to weasel you need to make a choise if you use the pop, OR chase the survivors. This additional time you spent kicking a generator for pop could give the survivors extra seconds to reach a good pallet/ window. Same thing should happen for DS. You should make a choise if repairing generator is worth it, if you feel safe enough to lose the DS timer
DS is literally as crutchy as NOED.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1490331#Comment_1490331
Speed limiter has always been there, most killers have an addon that makes them worse but gives them extra bloodpoints. They are there to handicap yourself for a challenge and aren't going anywhere.
I was using lopro chains and it damaged the survivors only 1 health state no matter where i hit them. So it seemed to be have build in speed limiter. That's why it was useless
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@CLAUDETTEINABUSH said:
I believe they're fairly balanced tbh. They're not the best by a long shot, but definitely not the worst.
They are quite bad. Specially the speed limiter one lmao. Base billy is stronger without that addon
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1488777#Comment_1488777
Because I don't believe him.
I don't believe anyone who says that this is common in their games.
It doesn't happen to me as a killer, it's not an issue to many killers on this forums.
I honestly feel when something frustrating happens ONCE, they make it out to seem like it's an on-going daily issue.
DS needs to deactivate if you perform action which progresses your game as a survivor such as; go repair a generator to save other survivor. If you can repair gens you aren't being tunneled, just carried with 60 second crutch. Otherwise DS would be fine
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How many counters you need for one perk? 5+ is not enough? Even if the killer comes to you, you can still loop him lmao. What do you have to say abaut perks like OoO?
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Hopefully soon. I think easiest solution is just to disable DS if survivor performs action which progresses their game, such as repairing generators. It's absurd that you can repair a generator practically in killers face while DS is active. You are not obviously being tunneled in situations like these
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I actually troll the killer sometimes when i equip broken key as a survivor. Then the killer equip ebony mori, his strongest addons and potentially a map he prefers. He wasted all that just to get rid of me and a broken key 😂 I had funny reactions from couple killers as they were quite salty 😂😂
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Let's be honest that survivors often find killers boring that have any anti-loop abilities. But in my opinion pre nerfed hillbilly and Freddy are where the balance should be. They are threatening in chase and still got reasonable counterplay. Sadly hillbilly got omega nerfs in PTB and even leatherface looked stronger lmao
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@ClickyClicky said:
NOED needs to stop rewarding bad players. You see so many bad Wraiths/Spirits/any killer really commit to multiple gen chases in an effort to tunnel one survivor because they know they have NOED coming along to help them out at the end. I’d make NOED something that rewards hooking each survivor.
Dead hard - the distance needs to go. You shouldnt be able to add so much extra time on to a chase just with the press of a button, which you can easily with dead hard depending on what kind of safe zone you make it to. For people like myself who learned how to keep the killer going without perks and without any mistakes I wonder why I bother when I could just take this and make up for any misplay.
Sprint burst - Just needs to go. Its between this and NOED for the biggest crutch in the game. Just urban evade around the map as P3 claudette all game, and if you do get spotted here’s a perk that grants you a free pallet/jungle gym and add so much time to the chase just by holding forwards.
I think Noed should be reworked to similar system what STBFL is. If you attack multiple survivors, it will reward you.
I don't understand why you want sprint burst nerfed? I like to use it tactically so i don't need to crouch everywhere. Usually i just 99 it so i can run araund. Bad teammates will be bad no matter how much you nerf urban evasion, spine chills they often like to use
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I cannot think how the perk could be any weaker than it currently is. Maybe monstrous shrine could take the medal of the worst killer perk
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Just fix the problem and force people to play both sides equally? That will remove the mains. I personally don't even bother talking abaut balance with a person if you main either side since they are obviously biased
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I'm a former killer main that now plays mostly solo or duo survivor. Killer is definitely less boring, but it's also far more stressful experience in the long run. Facing t-bagging SWF survivors with OoO will burn you out eventually. I've seen survivor main streamers say to man up and "why are you getting mad of ctrl button" but anytime they happened to play killer daily and got t-bagged, they started camping and tunneling the survivors instantly, basically the biggest hypocrites.
Survivor overall is less stressful but also more boring if your team doesn't want to repair gens and you need to carry their slack. I can also listen music as i don't have to focus as much on surroundings as a killer.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1460838#Comment_1460838
This begs the question: Why is the killer expected to work for their perks, but survivor are not? Decisive Strike (the skillcheck is laughable easy if your framerate exceeds 30), Borrowed Time, Unbreakable all work automatically. Basically for survivor the strongest perks require the least effort and input from the player.
This has always bothered me with the game. Devs have become obsessed lately to make killer "work to make their perks work" like new ruin etc. But most of the survivor perks work passively or just pressing a button. Ds gives 60x2 free immunity just for getting hooked (failing) and killer has to work araund it often by shooting himself to foot. Also deadhard by pressing a button. Nothing more annoying than doing good mind game on a survivor in loop and they just press a button to undo that mind and chase starts again.
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Let me guess another "no counterplay" killer 😂
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You are asking to buff the most toxic perk of the whole game. Personally i hate playing with teammates like you who don't repair generators and just looking for chases. This means that remaining survivors have to carry your slack and hold m1 entire round if they want to have any chance of winning