Callmehandsome
Callmehandsome
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@SewerSwans said:
If DS is an antitunnel perk, I'm sure nobody will object to DS no longer losing timer in a chase, heavily punishing tunnelers, but ending rapidly if you start to repair a gen or assist a teammate. Which you cannot do while being tunneled. Hell, give it other buffs if you want! You can have a free no exhaustion Sprint Burst after you stab the killer. Simply make it a real antitunneling perk.
Current DS is the ability to make high risk, high reward plays into low risk, high reward plays, converting the killer's pressure on you into your pressure on them. Using active DS to unhook aggressively or work vital gens in the killer's face is a staple of skilled survivors.
A killer is spending precious time to chase you off a gen just to get a slug they can't pick up that's in a gen area where your team wants to go anyway; 'just slug' is a shallow answer.
There can be 4x DS, 2 unhooks per DS, 1 minute of DS per unhook, meaning the killer who doesn't tunnel at all is subject to 8 minutes of this. 8 minutes of someone who can work on gens with low to no risk. That's not antitunneling; that's a punishment for playing well. The killer is up against a team who can do all the gens in 3 to 5 minutes; how do those numbers sound? Compare if you actually tunnel. 2 minutes of DS. Possibly 10 seconds of DS if you just eat it because you must. Is the killer actually being punished for tunneling? Or is the killer being forced to tunnel?
Thats the thing. A lot of players know DS is not just anti tunneling perk, but free immunity for 60s 2x during the match. That's why they are so heavily against changing the perk. To add insult to the injury there are no longer soft counter perks either, such as enduring, unnerving, skillcheck is larger.. Currently DS is just another crutch which punish the killer for doing well and having good pressure going with multiple hooks.
Make DS timer stop by all means if you are in chase, but the timer should move rapidly if you are repairing generators, healing etc.
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@BigBrainMegMain said:
DS was already reworked.
Leave it alone. Go for another survivor, as shocking as it is, there are 4 survivors in the match.
And OoO is a bag of mixed feelings, it's high risk high reward. It can get the survivor killed or help him live.
If you get fully healed and can repair generators while DS is active.. you aren't being tunneled. That's why DS need to be changed to be actual anti tunneling perk instead of crutch
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I've played this game almost 4 years and DS has always been too strong. It were actually weaker 1 year ago when survivors had to wiggle to get effect of the perk. Back then enduring and unnerving gave it soft counter and also the skillcheck is now bigger what is nearly impossible to miss. Every survivor main knows how bs the perk is. I'm using DS in every survivor build i have, becouse it often gives free escapes specially in end game, while killer cannot do anything.
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Only thing DS needs is that if you start healing or repairing action the timer should move 2-3x faster. If you can repair generator you aren't being tunneled but just carried with a perk.
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Decisive strike is one of the most brain dead perks in the game. It serves you 60 second immunity if you get hooked (failing) and punishes killer for having good snowball going and multiple survivors hooked. Sure you can slug them, but you aren't guaranteed to find new survivor and you essentially avoided one hook stage because of perks passive ability.
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@Blendette_will_Evade said:
https://forum.deadbydaylight.com/en/discussion/comment/1339945#Comment_1339945
Both are get out of jail free cards, both reward bad players, both have counters even if they aren't the best counters, both waste your time, both have huge impacts, seems PRETTY Comparable if you ask me.
Noed isn't nearly as strong as DS. With DS you need to avoid freshly hooked survivors for the ENTIRE round if you want to "counter it" shooting yourself in foot basically. But if it means that DS would be more balanced i'm more than happy to nerf NOED as well. Becouse right now DS is anti tunnel, anti snowball, free immunity for 60 seconds.
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He shouldn't have tunneled /S
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You seem to forget what killer nerfs there was before they nerfed survivor toolboxes and insta heals. Last year was mostly killer nerfs and survivor buffs, becouse of this survivor queque times are horrible again.
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Decisive strike is strongest perk of the game. As a killer, i would be willing to trade 2 of ANY killer perks just to get rid of DS. Sure it's anti tunnel perk but it's also anti snowball which punishes me if i have multiple survivors injured, multiple survivors hooked in short period of time. I can slug the survivors but that time still allows the survivors to recover and they avoided another hook stage becouse of one perks passive ability threat.
But as a solo survivor it's amazing perk, like i said it's strongest perk in the game. Not any killer perk comes even close. If devs asked tomorrow to delete any killer perk of their choose in trade of DS.. they wouldn't accept it.
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I'm not sure how behavior math works but if i'm right before the patch 2 survivors working on gen took 44 seconds (without great skillchecks) and now after this patch it will take 46 seconds.
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Usually person who runs OoO wants to be chased, so i avoid chasing him most of the game. Sometimes if he gets too close i might try to get hit in, or at least make him waste few pallets that are close. In these games i usually play as dirty as possible, since they clearly don't respect my fun either. I try to find weakest survivor and chase him down, most of the time OoO user doesn't like to repair gens so i can keep 2 survivors busy most of the game.
At worst scenario OoO user escapes, but i made sure he didn't get any chases (most fun part of being survivor) during the match. And he had to be m1 gen drone in order to win the game, which is win for me even if he escapes.
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Except a lot of the loops don't really have mind game potential. Survivors have been heavily against making loops taller in a way that you cannot see the killer to get mind game potential. Such as pallets between two rocks. L wall loop is also good example of a loop which you CAN mind game.
Bloodlust was added to punish survivors who abuse certain strong loops, RNG is still horrible sometimes when it can spawn shack window facing - jungle gym window with long wall. These kinda loops are nearly infinites for good survivors and bloodlust helps to defeat them, and it still wastes a lot of time.
Examples like this https://youtu.be/NGcVXsOC_Zk?t=110
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Honestly if you slug third survivor for 4k it's extremely sweaty, so don't be surprised if other party is using sweaty tactics as well. I personally think survivor should have option to die in that situation and take their points and move to the next game
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New DS is stronger than the old one in many ways.
- the skillcheck is larger
- Enduring no longer gives soft counter to reduce the stun
- No dribbing counter
- Lockers are guaranteed safe (unless waste 60 seconds to work araund it)
- Passive buff to survivors (you need to handle every survivor who recently got unhooked as potential DS (either eat the stun or waste that 60 seconds slugging the survivor, while other survivors push gens)
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@BabyClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1217174#Comment_1217174
You must not know what an infinite is...
Would you prefer god loop or semi infinite? some of these loops were broken and reguired very little skill to waste tremendous amaunt of killers time
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Last year was nothing but killer nerfs. If you don't remember them then you just choose to ignore them. Ruin nerf was massive nerf specially to all slow killers. It's not uncommon now that first chase could cost several gens. You simply don't have enough map presence in large maps if all 4 survivors are spread to repair optimally.
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Old Freddy was only threatening if you had class photo. Otherwise he was garbage. If you didn't have 4k by the time 5 gens were completed you literally had no chance to come back from that. New Freddy is much stronger becouse he actually has map pressure, teleports and snares to slow god loops down. This thread is like made by a survivor main
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@Murd3rousClyd3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1192839#Comment_1192839
Yeah, but how many survivors on your average team know how to abuse that window without making mistakes? 1? 2?
I've found that if they make it through twice without being hit, I'll peel off, hook another survivor, put pressure on, and use this time to pull the good runner out of their safety net.
It works MOST of the time.
The biggest mistake I make seems to be chasing one person for too long. I've made a 30 second rule... If I haven't at least hit then in 30 seconds, I peel off and patrol gens.
Trust me i know how to play killer. But the thing is with that window is far too easy to use, it doesn't take much brain power to run loops araund it. And more skilled survivors can absolutely wipe the floor with you if you dedicate your time chasing them araund it, they combo using that window and close by safe pallets, jungle gyms and repeat that. So anytime you see skilled survivor runs towards that window you have to drop the chase, otherwise it can cost you several gens or the whole game. So it becomes very frustrating experience always dropping the chase, wasting time to find new survivor, chasing and if they also end up abusing that god window. It's good it's toned down
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@Murd3rousClyd3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1191072#Comment_1191072
This!
Us killer mains have had it great lately. Ruin is better than before and has more synergy perks for any killer complaining about that.
I've been a killer main long enough to remember double pallets at every loop, as well as vacuum pallets. As soon as those got changed, and then DS got changed... This became a killers game.
I personally think that any killer main complaining about the state of the game, hasn't been playing long enough to know how good we have it. 😂
I've played since 2016 and i get as much kills as back then. Difference is that survivors sweat today much more. In 2016 chases took much longer but it wasn't unordinary that first gen took 3 minutes to pop. But yeah devs have definitely reduced stress from the killers side because it's generally harder to bully killer. I still think that is good change because survivors who knew how to abuse that window could cost you the entire game. It should be called either god loop or semi infinite
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I think you got answered by a lot of survivor mains. Personally he is quite fun to play as, strong but not oppressive. He has decent ability to slow looping and also map pressure. As a survivor he is quite annoing to play against IF you get bad team, but then again every killer is hard if you have potato team.
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I disagree. Killer would perform better in no perk mode. Perks like SB/ DH, DS, adrenaline, unbreakables and BT make much bigger impact to gameplay than killer perks. If they added vanilla mode i can almost guarantee we would see more killers playing it than survivors
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No. I've had games as a killer where survivors ACTUALLY took my game hostage by hiding for 10-30 minutes in large map. Back then swamp was much larger map. According to survivors this was perfectly fine. Killer slugging may be annoing but you know you WILL die in few minutes.
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I think survivor perks are too strong when you can combine them to a point that you have a counter to every situation possible. Back in 2016 you slugged every survivor and the game was over, but now even if one of them is running unbreakable it can turn the game araund completely.
Same thing even one DS can make a massive difference, combine this with 4x survivors running it. DS gives survivors generally insane passive buff, becouse you cannot rehook freshly unhooked survivor for 60 seconds (without tunneling this happens often). To me DS is more like anti snowball perk, which punishes you for doing well, similar to NOED.
Then we have perks like Deliverance to give 100% chance to unhook yourself, giving another second chance perk if you really mess up. I don't see this perk really problematic with solos, but in SWF groups it can give yet another safety net. Killer doesn't really know when the game is truely over until all the survivors are actually dead.
I believe if there was no perk mode. We would see more killers playing it, becouse survivor perks give far better game changing effect compared to killers.
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@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/1115857#Comment_1115857
I didn't say it was balanced then.
Also the devs placed swf on the low priority list. As a solo q survivor I'd get games relatively quickly, but wait ages in swf.
The issue wasn't lack of killers.
It was solo survivor as well. We couldn't even derank becouse the queque times were so horrible for survivor. Killer queques were literally instant. When they added exhaustion a lot of survivor mains quit playing or kept break from the game. That fixed survivor queques instantly to the point that killer queques were actually longer lmao. How do you explain this if it wasn't lack of killers?
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@Groxiverde said:
My main criticism of his video is that I think bamboozle is 5/5 and not 3/5. Yes, maybe Bamboole is trash on the nurse or the spirit, but on m1 killers it is GOD tier. Just my opinion.
God tier? cmon bruh. 4/5 at best when you get favorable map for it. I would rate DS maybe 5/5 and old ruin when it stayed up long enough
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@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/132446/this-forum-is-so-biased-towards-killers
I love those 'I play both sides equally' players, like you said it gives them pause to launch into 'the problem with survivor is....'
Quick history lesson :3
Since release, killer has been buffed, survivor nerfed. This is important to understand and through examples you’ll see why that has happened. It shows you why the game has had the trajectory it has and why we are now in our current quagmire, as you said the biased forums.
It all started at release with the introduction of swf and the 2 escapes, 2 kills devs unit of metric. You don’t have to like the metric but it’s whats given the survivors all their nerfs and all the killers current buffs.
The devs failed to understand that people would want to play with friends in an online game (serious), what we got was ‘lobby wars’. Where survivors would join different lobbies looking for their friends and leave if they couldn’t find them. It was horrible trying to find games. Hence why we got swf, that completely unbalanced the game by creating coordinated survivors that could communicate. The devs have been nerfing survivor ever since and completely crippled solo survivor play.
It also important to mention marketing and advertising. There’s nothing special about survivors, they are just reskins with some new perks that all play the same. THATS IT. EACH killer has its own unique play style and as you see from their advertising, its always new killers they promote. Survivors get a mention, but its never really the selling point.
DBD reddit, back in the day was all about poking fun at survivors and giving you the impression that every second game is SWF and heavily biased against killers. Which was a lie. OP SWF games are maybe one in 30 games with most swf games being friends who are just wanting to have fun and usually end up wiping. But there was no push back, the killer echo room there would down vote anything survivor sided.
Killers now are up around 70% kills due to the trajectory of the game and the devs metric system.
That coupled with the points I mentioned previously meant that a lot of survivor mains left the game. Which is kind of obvious, I mean you understand the devs unit of metric, sure, but you just watch nerf, after nerf, after nerf as it all gets taken away. Why would you stay for that?
Its kind of miserable.
What has this created? In short. Entitlement. Killer mains know if they whine, they get what they want.
THIS is the environment the devs have created and what you see on the forums.
I played back in 2016 and i remember i waited 45 mins in swf lobby to find a game. There was serious lack of killers. Most of the time we saboed all the hooks and killer couldn't do much of anything if we stayed away from the basement. You may call it balanced but even most survivor mains admit it was quite broken time
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Hillbilly is where every killer should be. Strong but not oppressive. Good survivors can still easily stomp good hillbillies. But yeah bad survivors get stomped by bad killers, that's how it always goes
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1103612#Comment_1103612
This conversation, in its current state, indicates that you had no rebuttal or viable argument, so you tried to throw shade on the dude/ette by bringing rank up.
I don't agree with @SenzuDuck's assessment, but I wouldn't engage them in such a petty way :-/
How is this "shade"? I'm not going to waste time talking abaut balance with somebody who is obviously biased. Showing your current rank is best indicator that if you either play both sides as you claim. :))
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1103592#Comment_1103592
No one cares about rank.
I can only imagine that you brush using a REACH toothbrush.
You are right. Rank doesn't mean anything, but it does indicate which side you favor clearly.
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This could be old screenshots taken ages ago. I reached rank 1 survivor back in 2017. Then i stopped playing survivor for 1 year. and now i've been mostly survivor main for 1 year again.
Posting old pics doesn't prove anything, just that you ONCE reached certain rank. I want your CURRENT killer rank
Equip trapper with diamond stone and stitched bag addons. If you take screenshot of that i will believe you. You can name then character and addons you want me to take screenshot of
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1103545#Comment_1103545
Wow, the flashlight changes were what, 2 years ago and only lasted 3 days, and mom only lasted 2 weeks.
SO MANY CHANGES THAT WERE SO AWFUL, it's almost like they fall into the 5% of changes that were actually bad that I was talking about.
Yeah and it doesn't take einstein to see how new sabo will break the game, just like MoM was absolutely braindead perk everyone knew it would become a new meta once reading what it would do.. just like DS remained almost the same for several years.
Can you show me your killer and survivor rank? i would gladly show mine to prove i play survivor much more. But it's quite obvious
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1103532#Comment_1103532
Or, I've seen how reactionary everyone is to changes and like 95% of the changes the devs have done have been so far from as awful as the forums will say they will be that I'm more inclined to trust the devs over someones reactionary statement.
Yes, becouse people were wrong abaut absolutely broken mechanics like flashlight/ pallet saves without ZERO timing needed. Or perks like MoM, which gave survivor insta heal without any conditions. Who would have known those things would break the game?
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@Seanzu said:
I am 100% certain we should try it out first.
- Sabo is 2.5ish Seconds
- Sabo is disabled for 30 seconds after use
- Saboed hooks are only gone for 30 seconds
- It's a perk slot not running "meta"
- There's a heck tonne of hooks, once you know they're saboing, look at your two closest hooks
It will be broken perk. 2,5 seconds is far too generous. You must be full survivor main if you think otherwise. I'm also 90% survivor player and i can see problems with this perk lmao
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I think fair trade would be nerf both of them hard. Sounds good right?
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DS is by far the strongest perk in the game.
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I've been running DS now for three years. It has received multiple nerfs, but it's still as strong as previously. Sometimes i just feel dirty using it, specially during end game collapse. Killer cannot do much of anything. It should be named "anti snowball" perk rather than anti tunnel.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1077901#Comment_1077901
Cant take you serious after your first point. Because well, I expect humans to remember things for one minute.
Would you accept challenge if i offered you to face my 4-man SWF group with 4x DS and unbreakable? I will prove you that games are not so black and white as you make it seem. DS is far better than just "anti tunnel" perk lmao
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Decisive strike is currently strongest perk of the game. If i offered survivors to delete ANY killer perk in exchange for deleting DS, they wouldn't take this trade.
DS should be reworked to be anti tunneling perk as they claim it is, but it's much more than that.
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I think DS needs rework, becouse it's used as much as ruin was in high ranks.
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@RobMeister88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1070183#Comment_1070183
I can tell you play against a lot of potato survivors and don't know how to loop. If you honestly think survivors have been consistently nerfed then that's just plain survivor bias. Most of the few nerfs survivors received were necessary because they had no counter play to them, where as killer nerfs already had counter play yet nerfs were rolled out anyway. Survivors have and always will have the most safe role. They have plenty of loops which don't even have any mind games (god loops) and still have quick gen times. The only way to "control" a match as a killer is if you make the survivors 3 gen themselves, otherwise you won't stop the gens from getting done (at least not with a low mobility killer). Most matches where the killer wins is due to incompetent survivors who run around doing nothing and can't dedicate to gens. At rank 1 as survivor the game is too bloody easy. Doesn't matter how much skill a killer has, if I'm at a safe loop he's not getting me until he makes me drop the pallet, and by then there's gonna be gens popping like crazy. Not to mention survivors still have toolboxes (with BNP's) and the ability for them to work together on a single gen. The games I lose are almost always due to teammates who don't save people off hook until they're in 2nd stage or are incapable for whatever reason of doing gens. But there's always hatch and keys, which give me free escapes. Bloodlust is literally useless 99% of the time because by the time a killer receives bloodlust, it's a sign that they've already wasted too much time on a single chase. DS needed to be nerfed, if you can't see that then I don't know what to say. Literally being incapable of putting people on hooks was unbalanced as hell. Anyone who had trouble playing survivor back then or now is just a complete potato, plain and simple. Looping still exists and always will.
He mentioned survivor nerfs like jungle gym and selfcare nerf which happened like 3 years ago lmao. Every basic jungle gym were near infinite. You must be full blown survivor main to call them "balanced"
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Wasn't it obvious that killers would start slugging more becouse of ruin nerf? I've been running unbreakable ever since. It's very underrated perk.
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@Colton147 said:
Games are much more killer-sided than survivor-sided.
Depends how good teammates you have. If survivors have know any basics of looping and are capable of holding m1, definitely not killer sided
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From survivors side i would remove DS, becouse it's strongest perk of the game.
I would let survivors choose any 2 perks deleted from killers side in exchange, and they still wouldn't take this trade. Survivors ultimately have stronger perks.
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I would delete 2 any killer perks in exchange for deleting DS. It's just too strong
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@OperationMintyHippo said:
https://forum.deadbydaylight.com/en/discussion/comment/1045872#Comment_1045872
Apparently you've not bothered to read literally any other comments 🙂 and I'm tired of repeating myself 🙂 but my point was not "I'm mad I went down" 🙂 "...after 1.5 minutes of time wasted" 🙂 I am mad that I went down to bloodlust 3 🙂 and not a real outplay 🙂 plus a bunch of other things I have mentioned probably at least 5 other times. 🙂 but yes, make killers weaker. He had no alternative but to wait 1.5 minutes to catch me. Killers really struggle and need bloodlust to achieve that outcome. Is that what you want??? He needs to learn pallets to break. But thanks to bloodlust 3, he didn't have to think at all. Can't believe so many people's horrible perspective on this lol. Just think! You've made the point of me wasting his time and complaining, but think about what the issues and real complaint is here. Ffs guys. You're exhausting.
Also, I play killer and have never used bloodlust 3 and never even came close to it. It is highly unnecessary. People seem to be confusing me saying tier 3 should be removed and not the whole thing. People are gonna read what they want to though. As you saw in my video, it only ended up hurting the killer. Why are other killers pissed about asking for this to be removed lmao.
What you are saying doesn't make much sense. Sorry bud
-You are complaining that killer used bad tactic against you
-You want to make killers stronger by nerfing them?
I already said: rework badly designed windows that still exist and you can delete the bloodlust all i care, but it's still needed in certain maps and bad RNG which heavily favor survivor. Sometimes dropping the chase is not option when every survivor runs towards the god loop.
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Bloodlust is mainly to help with certain broken window loops what we still got (asylum, ironworks). Rework them to weaker and we can concinder removing bloodlust (which has been nerfed like 3 times now)
I cannot believe you are complaining abaut you wasting that much time on a single pallet and still want killers to be weaker? okay lol
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Does survivor need perks to do fast vaults, drop pallets as well? let's add perks to every mechanic there is.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1039013#Comment_1039013
Rank 1, currently.
Could you release stats what perks are most used in high ranks both killer and survivor?
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@Almo said:
Self-Care is far and away the most commonly used Survivor perk. Dead Hard is common, but it does not appear to be in an unhealthy position.
Could you release stats how often DS is used in high ranks particularly? I genuinely believe it's used by 70-80% of survivors in there
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@ClickyClicky said:
I agree with you totally. Very well thought out post, you put the argument across really well.
Firstly I need to clarify that this isn’t a co-ordinated campaign to get killers nerfed. I know it looks bad after Spirit and Nurse got hit but the DBD community is not a hive mind we all have our own opinions. I was actually defending Spirit before her nerf on other websites however I’ve always thought Billy needed a nerf. As for Nurse I was in the camp that would have been happy if they just tweaked her add ons. People that wanted Spirit and Nurse nerfed aren’t always the people that want Hillbilly nerfed.
As you say Hillbilly is probably the easiest to use out of all the strongest killers. He has too much strength for how easy he is to use. Nurse takes practise and Spirit is slow, Hillbilly is a bog standard killer so lag and bloodlust mean even if the player isn’t a pro he should still be able to do relatively well. Add to that his extreme mobility and camping potential.
I’m glad you mentioned he has the potential to be the strongest. It’s that potential that is the problem. Hillbilly can put a survivor into the dying state faster than anyone else in the game. Will he always do it? No, but it happens more frequently than you think. Just zoom over to a survivor, catch them out of position and then instadown. The fact that a killer can have a survivor on the floor 15-20 seconds into the game is absolutely ridiculous.
His snowball potential is too high and too frequent too. He has no cooldown on his mobility or instadown. So at a moments notice he can instadown one survivor, sprint across the map and then instadown another and suddenly the survivor team is in a lot of trouble. These kind of situations happen far more with Hillbilly than any other killer.
Theres no respite in a Hillbilly game. He zooms on top of you within seconds and you better pray you’re next to a pallet otherwise you’re going down. Then he just swings and swings and swings that instadown until he hits you because theres barely any punishment to missing it. If you manage to make distance he just chainsaw sprints back to you and then its swing, swing, swing with the chainsaw again. There’s no break for the entire game.
Oni was a much better design. He zooms around the map slugging survivors and building pressure like Hillbilly.....but then he goes on cooldown, and it buys the survivors a chance to make a counter attack. Theres a better flow there.
Hillbilly needs something so that he cant zoom anywhere he wants with no cooldown and then just keep swinging the chainsaw until he hits someone. Either give him a stamina meter or something so he cant go from one side of the map to the other and then immediately back again, or give him more of a penalty for chainsaw misses or slow him down a bit while charging like Leatherface.
I think you are just a bad survivor. I challenged you earlier to down me with your hillbilly, which you declined. So clearly hillbilly is not as easy as you claim (and you know it). My challenge is still on the table. I can run most hillbillies easy specially if there are god loops