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CheyeneKL

CheyeneKL

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CheyeneKL
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  • @The_Krapper said:

    Dc'ng because they didn't like the map that was randomly picked with no offering

    What makes it extra annoying is that it usually seems to happen only at night when the survivor queues are long. So now you have to wait ANOTHER 8 minutes before you get another match. Better put on an Azarov's Key to make sure you don't accidentally get Haddonfield or Fractured Cowshed and risk another killer DC LMAOOO

  • @[Deleted User] said:

    Yeah I feel your example, survivors shouldn't be forced to take a perk that makes an obsession just so they can make sure they have a fun match, doesn't even have to be DS

    I'll never respect players that hardcore slug for a 4k. You are just wasting your time and the time of 2 players while everyone has to play in the most boring way possible

    The MOST satisfying key escapes have been the ones where I find a key while the last other person match is slugged, I find hatch, tbag and motion on it so that they get the idea where it is, pick them up, and then escape with them.

    Like, nice job wasting 2 or 3 minutes going for the 4k. You Get Nothing.

    I get it when the killer is perhaps going for adept- you might need that 4k if you want the achievement. But if you're some random Doctor running NOED, Unrelenting, Overcharge and BBQ? I'm sorry but I'm not interested in helping you get your 4k LMAOOO


    @jester20k said:

    When I run the killer for forever and they finally get me, and start nodding like they won an Olympic medal. Bro, you're supposed to catch me get over yourself.

    That rarely happens to me, but holy cow is it annoying when it happens (sometimes). Especially when they committed and had a chase that was WAY longer than it should have been. The funny part is the majority of players who do this, still don't end up killing me/whomever they shook their heads at in the end. At that point, they DEFINITELY get tbags at the gate. What's sauce for the goose, is sauce also for the gander, you know? My boyfriend and I actually played a match last night where he ran a killer for... 4 gens (with the fifth one being 75% finished). When he finally got downed, the killer shook his head at him, took him in the basement, and proceeded to face camp. Unfortunately for him, I run BT and Deliverance, so I wasn't stressed about making the save. As my boyfriend just barely ends up making it to the gate, he starts tbagging and the killer instantly DCs LOL

  • The "survivor community" put up with old pre-nerf moris for years, which handed killers many a free win (especially if it was an iri mori). Keys, at most, are basically a (slightly weaker) survivor version of old moris, and they're allegedly getting nerfed.

    In case you didn't know, hatch will only spawn at these numbers:

    4 survivors- 5 gens done(just circumvents the exit gate)

    3 survivors- 4 gens done(the most hated key escape number lmao)

    2 survivors- 3 gens done

    1 survivor- any number of gens/0 gens

  • RA is... good... but like... it's one of those perks that honestly doesn't have a reason to be used in many games. At least, not in my experience. Maybe I would feel differently about it if I played with it more often than the couple of matches I played with it when the Silent Hill chapter came out.

    I CAN think of many games where RA absolutely would have saved/won the game for us, but many, many more games where another perk just came more in clutch to warrant taking that one off for RA.


    If RA gave you an option to end gen blocking early if you were the one to place it on the gen, then I might actually consider taking it over perks that I personally find more helpful (I run BT/IW/Deliverance/DS. I'd love to take DS off but I feel like it goes hand in hand with Deliverance, especially after the DS nerf). It feels like there are a lot of times where RA lasts just a little bit too long and ends up helping to screw you over instead of help, especially if you get chased away from the gen and someone comes up to it very shortly and still has to wait 20 more seconds before they finish it.


    As a side note, I figure that part of the reason that Pop got a timer nerf was due to this perk- of course not the entire reason, but it would be insensible to make RA even longer than it already is, and yet Pop being 60s made it virtually useless- just go finish another chase, come back to pop the gen, and then go and hook their latest down, ready to Pop again LOL

  • @ItzPixelYT said:

    People in this thread don't realize how much time survivors waste to go out of their way to take 2 protection hits, never mind 3...then heal up as well so playing in the sweat fest that is Rank 1 against Killers like Spirit, Nurse etc...who can gain a lot of map pressure, it doesn't make sense for me to go and try to take protection hits while someone is being carried etc..just to get a stack on a perk that can stop me from going down once in a game. I'd have to waste quite a bit of time doing that which in the long run of the game will make us lose.

    If it was dropped to 2 hits it would be more balanced and you know if the protection hit actually worked...which 50/50 chance without someone being carried you take a hit next to a survivor you generally don't get the protection hit in my experience.

    Actually you know what, since Ash has the perks for the whole dying state like Flip-flop, Buckle Up. With a Mettle of Man rework, give me a stack for getting someone off the ground whos being slugged and that way you can have another way to earn a stack but keep it at 3.

    Exactly bro, the majority of games players don't even get a single protection hit score. You have to actively be looking to get them, and even if you try hard to get them, you often still miss out on them because protection hits are finicky things.

    The few times I've SUCCESSFULLY run MoM I've had to work my @$$!^;## off to get the 3 hits, and it basically ended up throwing the game. It's been a while since I've run the perk (since I only had it on Switch) but I honestly don't recall ever winning any of the games where I got MoM to activate.

    People don't think about how MoM is:

    - Time wasted off of objectives (a LOT of time wasted- you basically have to follow people getting chased around to farm hits)

    - THREE different heals (a minimum of 48 seconds, not counting all the time it takes to run away and find a heal if you didn't bring a purple med kit with good add ons)


    Old MoM was broken because you basically got it activated simply by existing in the gameplay and participating in normal game play. EVERYONE could take it and activate it for free. With current MoM, it would be virtually impossible for more than one or two survivors to activate it once per trial. I can't even imagine a game where you get it to work twice with one survivor.


    I truly don't think that cutting it down to two protection hits would make it busted- I at least think it would be a fair thing to trial in a PTB sometime in the future. Your aura being shown is a downside, you wasting time to farm those protection hits is a downside, bla bla bla, it's definitely a piece of work to activate and even just having to get two protection hits instead of three of them PROBABLY wouldn't be a big deal.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2129634#Comment_2129634

    "Mori's were never intended to make a huge impact on the game,"

    Can you please source this?

    Every ######### survivor main I have come across has told me moris were not intended to do this.

    yet literally day 1 of their creation they were doing the exact opposite of what you claim

    Did you play early DBD? I probably would have defended moris vigorously back in the day of fast vaults no matter where you were at the window, double pallets at jungle gyms, literal god loops and god windows, old BNPs, etc.

    Just cause moris were broken in the beginning doesn't mean they deserved to stay broken. Or else you'd have to give up your right to complain about broken survivor stuff. Survivor gameplay has gotten nerfed enough that moris getting nerfed is totally fair.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126283#Comment_2126283

    Or you're not very good with him?

    I think you're just jaded, watched another match where you tunnel bill, immediately complain about "SWF" in end game chat, one of the players came to your stream and told you they weren't SWF and you still complained, even when told you're not going against SWF you ignore that and continue to say it is, I'm pretty sure nothing here will change your mind and you'll always just blame your losses on SWF.

    Senzu... I just want to say that I've always loved your energy here on the forums LMAO

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130571#Comment_2130571

    Yes but high rank killers like myself can spot solo survivors, swf, duo, trips pretty successfully due experience and the survivors playstyles in that match. If there was any doubt I would not accuse as I hate being accused of things I am not doing myself which happens on a regular since most do not know the difference in camping, tunneling, slugging, proxy, or securing a kill in end game.

    Yeah, I figure you more than likely are right about the Yui, and I'm not really picking at you in particular for this story, considering she was a streamer and you more than likely could have just checked to be sure there.

    Even if she was with the low rank, doesn't necessarily mean that she was with her to bully low rank killers. But again- not picking at you for your story, I totally believe you and at the very least it sounds like she knew what she was doing as far as bullying a low rank/low skill killer she came across (until you got on the sticks and showed her the rules, that is LMAOOO) even if her intention wasn't to queue up with a low rank just to find bully-able killers. I guess I'm more pointing out for anyone else who reads through the thread that not every single rainbow rank lobby was intricately designed to make Baby Killer #2749 have a miserable and unwinnable game haha.


    I think a lot of people on the forums here don't play enough survivor to realize that it just seems to be a genuine feature of the game's match making that survivors will be thrown into a lobby together without a care for their ranking LOL

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130593#Comment_2130593

    Zanshin is actually fine now imo since it’s meant to be a training perk

    Cruel limits is just a bad concept. Why punish survivors for getting gens done?

    I mean, I don't think that means anything. Most killer perks are supposed to be anti survivor. Cruel Limits just sucks anyways LOL

  • @chargernick85 said:

    TTV's bring out the worst in me. Right of the start I'm guns blazing and if I get the sense there in it to bully for their fans I will do everything in my power to make there stream miserable or hilarious depending on the viewer. My wife had a TTV yui in her game 2 nights ago flashlight superstar and she is rank 17 and I just couldn't watch anymore I knew something wasn't right so I had her pass the remote. She fell for the fake pickup every time which got her out in open and I took them out with 3 gens remaining. Made sure to pick up the yui off the floor last possible second and chainsaw her until she touched the angels in the sky. She was a rank 4 with a purple, green, and rank 20 teammate abusing the system to bully killers. Sometimes bullies need another bully.

    Cute story!

    But I personally hate it when people assume that a red rank with a low rank is abusing the system. Unless they actually tell you that they queued up with the low rank, you are only making an assumption that it was what they were doing. I'd assume that you knew for sure the Yui was doing it, but I'm just saying for anyone else reading (because it's incredibly annoying to get accused of abusing the rank system whenever I end up facing a low rank killer as a red rank)

    I literally have gotten matched with rank 20s in solos and in duos (with a fellow red rank) or with a green and yellow duo while duoing with another red rank. In fact, I get matched with rainbow ranks ALL the time when I duo with my red rank boyfriend.

    On a similar note, red ranks can't control the fact that playing with their new friend will bring them low rank killers. They're not trying to game the system there, they're just playing with their friend and taking it as it is.

  • @indieeden7 said:

    If every buff for one side came with a buff for the other side as well, this game would be unwinnable for killers, have you ever seen gameplay of the beta? I really don't want to come across as rude but your logic is seriously flawed.

    Side note: The survivor meta is significantly smaller than the killer meta, unless the devs start looking into making stronger perks for survivors, killers will just be stuck playing against the same perks all game every game.

    100% agree. If the Lucky Break buff goes live (not sure if it will- I see a lot of complaints from people who haven't even played against it, which is fair enough as the change sounds incredibly good and borderline busted if you aren't too good at predicting survivor pathing) then it will finally be a perk that could shift the survivor meta a bit. First time in a while, you know?

    Might even shift the killer meta a bit if it becomes a survivor favorite- Sloppy will be even more common (as unless you run Inner Strength or a particular fast self healing build, it will eat up 20s of your LB timer) and Nurse's might see more usage as many a survivor will be eager to stop the timer on LB, going so far as to heal in places close by to the killer to save time.


    More than anything, though, I assume that Lucky Break will have its timer cut down to 60s rather than the 90s it currently has in the PTB- which would still be very good, but not too crazy?

  • It's like y'all are forgetting that

    1. Killers got perk buffs in older patches (Lightborn was made 100% immune to flashlights, Tinkerer was buffed into a GREAT perk that is worth taking on any killer now [and was literally meta along with Ruin+Undying- I STILL see it a ton now], etc.)

    2. One of the most complained about survivor perks JUST got very heavily nerfed.


    Neither side HAS to have equal treatment each patch. It's undeniable that a good portion of changes in recent patches have been very favorable to killer (map changes, perk changes, killer buffs, etc) just as much as it has been favorable to survivor.

  • I thought this was gonna be a post about how often the game has been DCing people over their own server issues. It didn't matter yesterday when the server itself went down, because the server was down long enough that a DC timer didn't matter. But the day before, both my boyfriend and I got DCd a couple of times (and before anyone asks- no, it wasn't on our end- we don't even live in the same area and both of our internet connections were perfectly fine with absolutely zero interruptions) altogether and we of course got the DC timer. The fact that their server went down temporarily the next day leads me to believe that it 100% was on their end that we both randomly got DCd

    I had just gotten unhooked from a face camping Bubba and was running away when I got DCd and the horrible timing on it ended up killing the entire team lmfao



    Anyways, yeah, more on topic. I hate the DC timer but I love that it adds incentive for random solos to not DC. It's unfortunate but really the only way to heavily discourage the more casual DCs that would otherwise happen- getting a penalty for legitimate DCs or DCs that happened through absolutely no fault on your own and were in fact the fault of BHVR's servers/game is an unfortunate side casualty of making games a little bit better by keeping as many players in as long as the trial goes on.

    I'm in it with you when I wish that they would somehow find out a way to not punish the players when it is their own game forcing a DC. I just don't think there is a way for them to do that without it being abused for more "selfish" DCs, though, unfortunately

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2127494#Comment_2127494

    I would not say that BL is useless, in fact it is pretty strong on maps that have some sort of elevation.

    Until Smash Hit was added, BL was 100% the worst exhaustion perk in the game (ignoring Head On- that's very obviously a meme perk LOL). You literally have a map where it can't be used, and multiple maps where, if you want to use it, you have to pre plan out your chases and stick to a certain area. BL is the least versatile exhaustion perk- maybe even less versatile than Smash Hit, for how inconsistent Smash Hit is as an exhaustion perk. SB, DH, and Lithe are leagues better than BL.

    @mouse0270 said:

    The problem I see with survivor perks when compared to killer perks is, well, killer perks are a lot less situational. What I mean about that is this, for a perk to be strong it has to see use every single match and well survivor perks are designed in a way that doesn't happen often.

    If playing survivor why would I choose to run something like

    • aftercare? This is also a strong perk, but the minute I get hooked I am set right back to default... Empathy can see basically the same information.
    • autodidact outside of the meme? Its honestly a great perk, but its rare to get 5 stacks quickly unless I am running in a 4 man SWF. I've tried this perk many times because its a great perk. But running it solo or a 2 man SWF, I rarely get 5 stacks in a match.
    • Boil Over? This perk is only useful if multiple players play the hook separation offering and even then it still usually requires a survivor to take a hit or the killer to get screwed over by a wall. Or another survivor to be running breakout?
    • Breakout? Basically useless unless the survivor is running boil over or multiple offerings to space out hooks were played. And still usually requires me taking a hit for the carried survivor 
    • Buckle Up? Like why would anyone run this?
    • Deliverance? Oh you got found first, guess you just play with 3 perks this game
    • Flip-Flop? One the killer has to slug you and two, guess what unless the hooks are really far, still most likely going to get hooked.

    I am not even half way through the perks and most of the are just pointless. I skipped most of the new perks because honestly I have no idea what they do, I never see them in my games. I am not saying make survivor perks OP... but make them so they can be used once per game. Could you imagine running pop but only get to use it 1 every 5 or so games? Could you imagine running BBQ but you only proc survivors once ever game? Like killer perks are strong and have a Varity of uses per game.

    Take starstuck for instance, I run it on my demo, I've knocked down one person with that perk, but the value it gives me is stupid. No one attempts to take hooks or sabo them against me, because they are insta down. I get value from that perk 1 of 2 ways every game.

    This is a huge, huge part of why the survivor meta rarely changes once all perks are unlocked- survivor perks are MUCH more situational. Even the strong ones are situational. As killer, you can force usefulness out of any perks you take. As survivor, you might not even interact with the killer, or if you do, it might be in the form of getting tunneled out before you even get to use your fun altruistic quick healing build. Take it from a Deliverance user- it's tilting to bring certain perks out of the old tried and trues and have them be rendered completely useless due to killer behavior. Those "16 perk slots survivors have!" might as well be 8 or 10 in some games- you could have an entire lobby of DS+UB survivors and not even realize until you see the perks in the post game lobby. Take it from a Deliverance user- there are plenty of games where I end up using only 2 or 3 of my perks because I got found and hooked before anyone else. So all of that is why I don't tend to take the "16 perks!1!1!!!" schtick too seriously half the time it gets brought up.

    Solo survivor is forced to have a slightly different meta than SWF (gotta give up a perk slot for Kindred so that you don't die on first or second hook!), but once you get to the point where you constantly are up against good killers, you have to shed all the fun but less useful perks if you seriously want to try escaping more often, have better games, or be more useful to your teammates.


    As survivor, you're basically obligated to take perks that you might very likely not even use during the trial. I hate feeling required to bring BT and DS (used to not take DS- but after the nerf I quickly learned that I HAD to) because it makes games feel stale pretty quickly when you can only bring one or two "fun" perks if you care about being a good teammate, but the stale flavor is infinitely better than staring helplessly at your teammate getting face camped, or getting hard tunneled because it turns out nobody brought DS (or the killer didn't care about risking DS). I guess the killer equivalent of survivors feeling forced to waste perk alois on BT/DS/etc., would be having to bring some form of gen regression like Corrupt, Ruin, Pop, etc.

  • Pleaseeeee yes LMAO, it took me literally over 30 games to finish the 12 pallet stun challenge. And that was WITH 3 of them being farmed with a farming killer.


    I actually have clipped so many recent moments where I have gotten CLAPPED through pallets. It's actually insane and in nearly all of the clips, the killer DOES NOT get stunned. I even clipped myself as killer the other day- I didn't think the killer would ever see it as weird on their end, but I hit someone through a pallet, and did not even get stunned. I traded them a free escape for that BS lmaoo

    Aside from that, unsafe pallets are complete garbage at the moment. If you're injured and NEED that pallet stun to eek out that last little bit before you go down, you're completely out of luck. When I play killer I literally just have to stand there in the middle of the pallet to get stunned. It doesn't matter otherwise- it's like the stun hitbox is only in a very very tiny little line right in the middle of the pallet or something idk lmao

  • @AgentTalon said:

    I've been jumping on TTV survivors streams while I'm in their survivor group and some of the excuses and chat they spew are hilarious. I'm watching them try to loop and getting smacked and of course, it's just a litany of excuses that vaults don't work, the killer is lagging, the lunge was longer than it could be, and so on.

    Or they are sitting in a corner doing jack all and complain that their team is trash for not doing all 5 gens while they do nothing but run in circles and chat to their 3 viewers about their thoughts on the new killer or patch.

    It's becoming one of my favorite things about the solo survivor.

    My favorite TTV moment was the game where a TTV spawned next to my boyfriend on the Corrupt Intervention side of the map (I spawned on the other side and was immediately working on gens with a Cheryl) and ended up being the first guy chased by a Trapper. He would have gone down within literal SECONDS of the first hit if it weren't for my boyfriend running around in the chase with him and disarming traps.

    This was at a time where some of Trapper's traps were glitched- you'd randomly be unable to untrap certain spots at certain angles (perhaps not at all in some spots). My boyfriend tried to untrap killer shack pallet for him unsuccessfully and the TTV ended up going down near him (after an ok chase, literally ONLY thanks to my boyfriend for disarming a trap seconds before the TTV would have ran through it) after my bf didn't run in to take a protection hit (IMO... you're not entitled to a protection hit, especially if it's the very first chase.)

    Anyways, after he went down, he loudly whined and complained about my boyfriend not doing enough in the chase, not disarming the (glitched) killer shack pallet trap (the funny part was that the trap placement sucked and the TTV had an easy opportunity to just throw the pallet down, vault over it, and run to another part of the map without traps), not taking a protection hit, missing the flashlight save he then attempted (LOL), and for not being on gens if he was such a garbage player. (Keep in mind, Cheryl and I had already popped a gen together, Corrupt was still up, and my bf knew from my communication that Cheryl and I both were steadily working on gens while everything was happening... so it's not like nobody at all was doing gens LOL).

    Anyways, I start over for the save as my bf ran the killer away from the hook and the gens that were being worked on, but the TTV immediately suicided on hook before I could get there LMAO

    My bf and I were immediately disturbed by that (I HATE hook suicides) and later went to go check out the stream to see what gave.

    We got to hear his tirade and my boyfriend made a snarky comment to him while I asked why he thought that my boyfriend was the crappy teammate when HE was the one that left us a man down so soon in the game... and he went on another long tirade about how horrible my boyfriend was as a player and teammate, and how stupid we were for caring that he ruined our game and that "it's just a game, grow up and get over it" (WHICH IS SO FUNNY because he was the one throwing the big baby fit and leaving the match early 😭😭😭 LOL)


    The worst part was that when my boyfriend got hooked a second time (he got viciously tunneled off hook for no reason) his controller disconnected so he ended up being unable to struggle on hook. And despite all this? Cheryl and I got it down to one single gen- we definitely would have all made it out if the TTV didn't ruin our game by tossing a fit and throwing so hard in the beginning.


    The irony just was so funny to me- here is this TTV, losing his mind over this random teammate rUiNiNg his game by not perfectly holding his hand throughout the chase to make sure it is extended past the couple of seconds he ALREADY extended it (the trap disarm), only for him to actually be the one who ruined the game by his childish and unsportsmanlike attitude. Surprisingly, his chat seemed to be divided on whether his hook suicide was epic gameplay or not- twitch streamer chats usually have everyone simping hard for their streamer boy/girl LOL

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2127440#Comment_2127440

    https://www.youtube.com/watch?v=TspJ47SwN9c&t=803s

    (If the video doesn't automatically jump to the timestamp, please do so yourself, at 13:23.)

    Here you can see how little the Killer can move left and right in the doorway.

    I'm not on the PTB myself so i can't say yes or no to this, but it seems very worrying.

    I also ended up skipping this PTB, but I've seen a lot of people mention the basement doorway on that map. Just such a weird decision to me that they would decide to go in a direction that they seemed to previously be against- I also am having a hard time believing that nobody on the team looked at the final design for the basement entrance and thought, hey, this is Literally The Worst Basement Entrance Ever Designed In This Game LOL

  • Or you could just play him the way I saw every single red rank Trickster main play him within the last week- get one down and then continuously hang around or return to the hook to make sure you get to spam your knives on a non moving target for an easy second down. Or tunnel the guy who just got off hook, that seemed to be a common play that worked Really Well 🥴

    I think Trickster is cool in concept and design but I really am not enjoying the playstyle people have adopted with him- it works really well in solo queue because people constantly make horrible decisions there and force altruism at stupid times (mostly due to lack of communication, I guess) all while working like snails on vacation when it comes to gens. In my 4 man SWF? He gets maybe one or two kills, if he is good. I've yet to go against a Trickster that doesn't heavy proxy camp hard enough to ALWAYS see someone go for the unhook and make sure he is there for it.

    I've only played him a few times and he definitely seems like he has a high learning curve- I suck at FPS games anyways so I wasn't expecting much, but geez some loops are REALLY hard for him to deal with lmao

  • The worst thing about it is that they're not only NOT addressing it in the Coldwind update, but making it even worse on some maps. The basement in Rancid Abattoir has an even smaller doorway, judging by pictures.

  • @Harold_Shipman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125015#Comment_2125015

    Yeah nothing better than slowly walking away from shack and then hearing a distant "HRAAAH!" as she hits at the window then watching her run around it from 30 meters away trying to find you because they cant possibly comprehend that you didn't want to stick around for the 50/50 coin toss game

    Literally one of the most entertaining things in the game for me LMAOO

    That whole "is she phasing or not?" sucks at a short and small pallet loop where you can't break line of sight (think Ormond picnic bench pallet loop, Blood Lodge middle pallet loops, etc.) but is so much fun anywhere else you can Just Leave.

  • @Gylfie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124971#Comment_2124971

    I somehow oneshot every single killer challenge despite never playing Nurse or Oni because I lack the skill. That 'demon dash for 10 seconds and down someone' challenge was looking really scary but I went up against a potato Jane who made it possible. Shoutout to potato Jane!

    For the reset pallet stun challenge, I recommend throwing down the first pallet you see when you spawn in and resetting it. The notification will draw the killer towards you immediately. You just camp it, get hit and slam it down on them for an easy stun. You waste a pallet and you get hit, but that's your challenge done. At least that's how I did it.

    Man, I managed to get the Nurse challenges done (shoutout to the game where I literally only got two hits but they were exactly the two hits I needed LMAO), and a couple of the Oni ones, but I still have "hit 4 survivors with the oni crushing smash attack of death" or whatever and the one you mentioned.

    I tried for hours yesterday to get the pallet stun one- trying to get that challenge legit made me want to quit the game for the first time ever so I just decided that I'll spend a buck or two for my own peace of mind and take a break from the game for a few days. Kind of sucks when you get hit through the pallet, throw it down on top of them, and then they STILL do not get stunned. Also, of COURSE I would get a ton of Tricksters, Nurses, etc.- just killers who wouldn't normally have the pallet thrown on them too often, let alone in a pallet pandemic.

    I appreciate your tips, though!! I'm gonna grind the last 2 or 3 generic killer challenges and I'll probably only have to spend about 5 bucks finishing out the pass at that point 😩

  • Southeast North America, 1500+ hours, rank 1 survivor. I almost never get first hook face camp Bubbas, but if I get a Bubba, there is a very good chance that he will end up face camping at some point, especially if he has been getting his butt kicked all game. I think the last time I went against a Bubba who started face camping immediately was a few months ago- back in 2020.

  • I had someone on Reddit try to tell me that the bug was fixed and I just "needed to adapt to it" and I was like... yeah. No. LMAO

    I've been playing a ton of killer lately to finish the rift pass up, and let me tell you... I practically have to GIVE the pallet stun to a survivor for it to happen. I constantly am hitting them through pallets, too (I kind of feel bad about it but I've never been much of a pallet respecter- I'd have to change up my whole playstyle from "I'm probably gonna get stunned here But I Think I Have A Chance To Get This Hit" cheeser to "I Like My Pallets Like I Like My Women- Respected").


    I figure it is from them adding Smash Hit- I bet some of the spaghetti code fell out of their pocket when they put it in the game hahaha

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125015#Comment_2125015

    I had someone tell me I was carried by red ranks by freddy. I had him and his friends scrim me. I proceeded to 4k them as wraith, blight, nurse, and demo 😂

    LOL, I wish I could run into a killer that would scrim when I ask. I only ask when I KNOW my friends and I got unlucky or the killer got lucky but they always say no, even when I offer them the map pick LMAO



    But I do feel like Freddy is different than Spirit- Freddy still has to use the basic game sense and mindgames that any other killer would use to get a hit or down at a tile, while Spirit really can just stand there. Spirit plays the game pretty differently than other killers so I feel like she is the killer most able to "carry" someone to red ranks without them actually being able to translate too much of the skills they have with her to another killer.

  • @Harold_Shipman said:

    I fear a red rank demo/clown/wraith much more than a spirit in all honesty. If somebody has travelled to the red ranks on those killers, you know they know how to play. Sure, you can maybe win by being coordinated and efficient, but in a chase they will absolutely wreck me. Against a spirit, there's a good chance that actually they are only red ranks because they play spirit.

    I've met a fair few red rank spirits that were actually pretty damn terrible and you can see how they made their way to where they are. I tend to have a much easier time against these.

    (Of course there are also very good spirits who will also absolutely destroy me, but its never as clear cut)

    I LOVE playing against red rank Spirits that got there just cause they were carried by Spirit (been there, done that LMAO). I played against a Spirit the other day (without Stridor, bless her) and I would just walk away as soon as I realized she was phasing. In every single chase I had with her, I'd hear her yell and smack at a pallet that I was NOT at, all while I was simply and casually walking away from the loop.

    I don't tend to go against good Spirits in my region (southeast NA) for some reason, so I'm completely warped in my opinion on her and personally love going against her. I really think I haven't gone against an actually good one, though, and if I regularly did, I might change my opinion pretty quickly LOL

  • @Hoodied we need to start a Twitter campaign. Either for your hashtag, or for them to add at least one (1) snowflake to his Ice Capped Pants cosmetic. Take your pick, we ride at dawn.

  • @Gylfie said:

    What do you mean? I had great fun unhooking 25 people, healing 15 people, helping 9 people escape after me and stunning the killer 12 times while pallet stuns were bugged.

    /s

    And I'm nowhere close to tier 70. I completed every single challenge and I'm at tier 61. I'm aiming for 62 so I get a little more of my money back (I bought the rift for the Felix outfit) and that's where I'll throw in the towel.

    I kid you not, it took me THIRTY PLUS games to get that stupid pallet stun challenge. I know I'm never gonna get the "stun the killer with a pallet you reset with Any Means Necessary" before the rift closes LMAOOO, I'm gonna have to throw a game to complete it tbqh


    I've probably played about 20 hours per week and I'm still only tier 61 on the pass with very few challenges left to complete. This rift pass is just a mess considering the amount of bugs survivors were forced to put up with (current pallet stun bug, the desync bug, etc)... and then you couple it with the fact that BOTH of the killers featured in the pass are ones that require a bit of skill and finesse to complete their challenges. Not a good time for those who main survivor LOOOOL

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940405#Comment_1940405

    this has made me envision Billy's legs and that is a image i would like erased from my mind

    #GiveBillyASpeedoCosmetic

  • Nah, the pallet nerf isn't that big of a deal. Going from 10 to 7 is honestly whatever. The add on nerf is what made me go ❔❔❔. Making... grunts of pain... and... footsteps... louder...??? seems pretty darn useless lmaooo

    Like Forever Freddy was super annoying, but I genuinely think the add on nerfs are weird as hell. Just seems so lazy to make survivors louder for Freddy LOL, like??? Why would he care??? He already has an easier time spotting survivors due to the outline and how the realm looks different in the Dream World, so I really don't see how making their footsteps louder is worthy of being a PURPLE ADD ON


    @EntitySpawn said:

    Purely because the devs have no actual idea what made freddy good, all they see is him averaging 3 kills not even looking at the hooks etc. Just the kills and thought oh best nerf a bunch of stuff. Like seriously when people complain about his addons that slowed actions by 1% like #########, freddy has only ever been good and I mean really good when you had the ole undying stacked with ruin and tinkerer. That's it, freddy isn't op just bad survivors as usual.

    Ok, let's be fair. Freddy is a very good killer and performs really well, even without the R/U/T meta (which was TOXICCCC to go against lmaoo). I'm not the best killer but when I'm matched with survivors equal to my skill level as killer (I can handle red rank survivors individually but a full team of very skilled ones is really tough- a mixture of reds and purples is usually OK), I can very easily 12 hook (or 11 hook since I like to give the hatch) WITHOUT playing scummy, bringing NOED, or using meta perks (no gen slowdown or regression, no BBQ, etc.- I am waiting for cross progression from Switch to get all the perks I've unlocked on my killers there!). I imagine it would be even easier if I had access to Ruin, Corrupt, Pop, etc.

    He may not be good enough to play against a super sweat tournament team (although Otz DOES have an older video where he used Freddy to completely shut down an Object team that kicked his butt a few months before he got the rematch against them) but as far as pubs go, he's more than just good.

    I think Freddy will still be really decent even with the number nerfs because you only really need, like, 2 snares to get a hit in a chase on a pallet that you otherwise wouldn't get a hit on. The big nerf with the snares is the movement speed debuff as he places them- that's honestly one of the biggest nerfs to him IMO (aside from add on nerfs, maybe- and the BT nerf although I think that one was 1000000% necessary)

    The number one thing that makes him stand out above other killers to me is his unparalleled ability to apply pressure across the entire map within seconds of hooking someone. They didn't take that away from him, so he will stay one of my favorites to play as. Being able to hook a survivor in a corner and then teleport to a gen across the entire map that you KNOW people are working on is just too good. I know from playing a lot of survivor that having to go for that corner unhook is also a big waste of time for survivors, too

  • @truegod_10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2115603#Comment_2115603

    Yes, but DWM lasts for only 3 seconds every 40 seconds, assuming you can meet the activation condition and choose to use it.

    This means that it takes DWM activating 30 times to get roughly equal value to new lucky break (30×3=90), and this would take 1200 seconds minimum (40×30). This is equal to 20 minutes minimum to get the same value out of DWM as new lucky break. Lucky breaks timer is now way too long.

    I don't entirely disagree with you, but Lucky Break has a very high potential to be used up in a single interaction- most likely 2-3 interactions (which lines up fairly well with how often DWM could help you lose the killer, if not even less often) You have to factor in the heal time along with the time it takes to get away from the killer to heal- you probably won't want to heal within range of Nurse's Calling, for instance. If you bring a really good med kit, you'll get more use out of LB. But on average I would reckon that by the time you get away from the killer and heal (IF you brought a medkit or a friend to communicate with that you need a heal right then and there), you've used up about 30s of LB, which leaves about 2 more uses if you utilize it in the same way. Many chases can take longer even with no scratch marks (you don't need scratch marks on a loop with very short walls, for instance, and you often don't need scratch marks on loops where the survivor is zoned in a corner or there are windows that you constantly regain LOS [T&Ls, for instance])


    Honestly, I do see them reducing the timer on LB. 60s seems reasonable to try on live servers, and if it shows up that it is way too overpowered, it could be nerfed by the next patch.


    I'll be honest, I'm willing to give LB a chance on live servers just because I'm excited for a potentially amazing counter perk to Spirit LMAO

  • @Mr_K said:

    They made a perk that interacts with exit gate switches. It's only logical that they break everything associated with it.

    This is more than likely it, lmao, especially considering I remember reading a tip where Plague would crash the game when she vomited on a stop sign in Badham during playtesting before she was ever even released on a PTB. Her power seems like it was challenging to get to work properly!

    I assume the pallet stun bug that has resurfaced since the All-Kill chapter patch is also related to the fact that they added a perk connected to getting a pallet stun, yeah?

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2109116#Comment_2109116

    Don't feel bad, back when I first tried out killer, I thought I was smart by camping the basement as an invisible Wraith. I was thinking to myself "stupid survivors gonna regret coming for the rescue". To make matters even more pathetic, I used to run Insidious on Wraith too. I was so bad 😭

    LOOOOL, early killer days are so funny to remember. The funny part about your thing is that I KNOW you probably had games where nobody even came for the basement save, since some low ranked survivors don't even understand how they get into the basement, or if they do, they are NOT planning on going on down there LMAO

    Insidious on Wraith though... 😭😭 LMAOO

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2109051#Comment_2109051

    thanks for the summary. I just expect there will be headless rough scenarios to counterargument :/

    most of all, I don't see how such a change like "just after finishing healing" would be abusable. no one who criticises here gives some idea about this, just the regular "you are not tunneled, per my definition, so deactivate DS"

    I don't think that even fully healing yourself should deactivate DS. Healing a teammate, yeah I can see the argument for why it should be deactivated on that. But yourself...? DS is more than likely going to be gone by the time you go down after a full heal, and if not, it's not like anything changed in the match- the unhooked guy with DS active still spent at least 16 seconds healing himself. The only thing I can think of being an issue is a self-healed, recently unhooked guy taking a body block for another teammate, taking the chase, and then still somehow having DS when he goes down and gets picked up but like... that's so far fetched and requires a lot of coordination and lucky timing, along with poor decision making on the killer's side.

    Staying completely on topic, at the very least, it shouldn't deactivate upon a single heal tap upon yourself.


    But yeah. Many killers I run into on DBD say they weren't tunneling when they get called out for it in post game chat by other players- even when it is the most blatant and defined type of tunneling, so I wouldn't expect too many people here to be very tolerant of any definition of tunneling that includes examples outside of the most absolute and rigid definition of tunneling.

  • @Huge_Bush said:

    The only time I think Spirits are boring are the lazy ones who don't patrol gens and just camp hooks from a distance and tunnel them the second someone unhooks. Unfortunately, many of them do this and it gets tiring.

    That was me when I first started playing the game on switch 😭😭😭 which is funny, because I REFUSED to face camp, but still immediately phase walked back to the hook LMAOOOO

  • @Zixology said:

    "If you can heal, you're not being tunneled" -People who've never played Survivor

    You can either start healing, or move away a bit and start healing and not yet know that the killer is already gunning for you. Walking takes a few seconds. You won't know right away. Stealth killers also exist.

    Now, if you can FULLY heal, then yes, you're not being tunneled. But if I've just started healing and now I see the killer coming straight back to me, yes I'm most certainly being tunnelled.

    Shout out to every survivor that immediately left the hook area for a safer area, started healing, and then found out that the killer has Nurse's Calling and knows exactly where they are. But they're definitely playing bad and not getting tunneled, right? Can't believe they didn't know they weren't safe smhhh

    There's also killers like Spirit who can just show up out of nowhere and clap you 💀 and you're right about stealth killers, especially on indoor maps (or indoor maps with most aura reading perks/add ons)


    A lot of people run DS as the insurance that they won't get immediately tossed back on hook if a teammate makes a bad play, or to make sure there is an obsession in solo queue, etc., so it's not like they're wanting to walk around for the entire 60s doing nothing before they heal up. Plenty of people look around, check to see if they're good to go, and then go and heal so they can get back in the game. But now they're screwed if any of the situations I or other people in this thread mentioned come up- and they're all reasonable situations that aren't out of the ordinary. I just don't understand how healing yourself should deactivate the perk. Healing others, sure- the killer can come back and instead of two injured people, there is one healed guy and the injured guy has DS and isn't worth picking up. But healing yourself? 🤨

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095176#Comment_2095176

    @Aven_Fallen

    I was thinking the same thing 😂

    Maybe if the devs would actually invest in giving survivors options outside of a perk that doesn’t even deter killers from tunneling, we wouldn’t see that many people doing it.

    I’ve literally had killers say this to me in post chat after making sure they tunneled me out “Nice DS you got there” because it literally doesn’t do anything impactful to really make them not want to eat it.

    Seriously LMAO

    I'm honestly just mad that for some reason, even though DS basically functions the same as far as what it does to the killer, killers seem to care even less about risking it now. I hate that I have to waste a perk slot on a perk that I used to not even take even in solo. I still will run plenty of builds without it (NEVER in solo queue right now, though) but I find myself feeling like I NEED to take it just due to killers realizing that there is less reason to fear it now (mainly because a lot o people dropped the perk as a knee jerk reaction to the heavy handed nerf).


    But let's face it, killers ALREADY often tunneled through DS, now they tunnel even more often through DS because there is even less to lose by continuing after you. If they got hit by DS, they know they don't need to go check on the gen near you, because you definitely weren't on it. What does it mean to them to go immediately chase your scratch marks as soon as they come out of the stun? Nothing, really. They're free to have that lightly extended chase with you as long as they want because you definitely didn't just spend 59 seconds working on a gen- you haven't been doing crap LOL

    I think that if they keep DS as is, they should add just a bit of time where your scratch marks are hidden after hitting it- just about 3 or 4 seconds, maybe. That way, you'll actually be able to get away on most maps, and it will seriously discourage a killer from specifically targeting a recently unhooked survivor rather than going after someone else (like the unhooker) as now he has lost both survivors and has to spend time looking for someone to chase.

    New DS is just even less likely to discourage tunneling now. There's really no reason not to tunnel after the DS if you have the opportunity tbh

  • There isn't much to say without knowing how the match went. If you played in a super annoying way (to them, at least), that's reason enough for some survivors to DC, whether or not you support it- some people just don't want to play against certain killers or playstyles and they'll leave the match over that. I've had killers do the same over being frustrated over a chase not getting over quickly enough for their taste, or for really silly reasons.


    Regardless of them saying that they did it to try to make you depip, they probably would have DC'd together anyways and it was just what they came up with as their petty reasoning LMAO

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095385#Comment_2095385

    Given most killers can find hatch instantly and after you "die" on hook it take 10s for your body to travel to the sky that's 25 seconds which is enough time for any killer to get anywhere on the map, it effectively kills altruism for hatch

    Exactly. This change isn't BAD- I've had plenty of games ruined from just one friend accidentally dying during struggle thanks to the unforgiving nature of it + sudden unexpected frame drops LMAOOO, but it's frustrating thing bit annoying that you won't be able to help a teammate out with giving them hatch by letting yourself go. There are plenty of games where there is nothing left and the best thing you could do is not extend the game any further and just allow the last guy to get hatch when he obviously found it. I certainly don't care to stay in a match where there are still 2 gens left to be done and there is literally no way that the random solo and I can complete them and escape together LOL

    Any killer main who doesn't spend much time on survivor is 100% wrong if they think the current hatch mechanic is balanced 50/50. I don't think that it is something that BHVR really cares that much about, though, tbh. Which is fair enough, I just wish they would ensure that there were better exit gate spawn logic happening each game if they were gonna make hatch even more difficult to have a chance at getting LOL

  • It could be your internet? One of the killer matches I played yesterday had an Adam Francis who never seemed to make much distance, and once I got a little closer to him, I noticed that he kept lagging backwards just by a bit. I gave him hatch along with a cute Jane with a key because I figured he probably was having horrible matches with that internet LMAO

    Lagging back/running a little bit more slowly is usually the survivor's internet connection being iffy.

  • @tippy2k2 said:

    ...what an incredibly dumb challenge

    Like...I get that the "finish a gen 20 times" challenges aren't all that exciting, this one just seems dumb for dumb sake...

    They had to figure out SOME way to get survivors past rank 15 to use that perk..!

  • @Malum_Midnight said:

    Maybe something could also be done in end game? Because if I hook a survivor when all gens are done, and down them again when their unhooked, I don’t feel like that’s tunneling. If I hit another survivor, they get a speed and all get out. If a survivor is slugged with DS, they can either crawl out of the gate or be picked up and use DS. Not really anything a killer can do there

    What's the point of the perk, then? At this point, the best use of DS is ensuring that you make it out at the end. DS got nerfed to hell to bring it in line as the anti-tunnel perk it was proclaimed to be by the community, and yet it isn't even good at that tbh- if a killer is hell bent on tunneling you, DS doesn't do anything than set them back around 10s (or even less- Spirit, Blight, Nurse, etc., kind of especially don't care about DS because they can very, very quickly catch up by following scratch marks)

    ___________


    In my personal opinion, if they want DS to be this anti-tunnel perk, then they should consider actually making it an anti-tunnel perk, rather than this "Spirit downed and picked me up 10 seconds after my unhook, ok great I hit her with DS now just let me run away for a few more seconds until she catches up with me again anyways and downs me again, all within less than a minute". I think DS would be fine with the very heavy nerf it received if they added a couple of seconds of no scratch marks, because honestly? At this point, it really isn't doing that good of a job at getting "actually tunneling" killers to leave you alone.


    I think that if you had those 4s of running away+3s of no scratch marks, DS would actually do its job of discouraging killers from tunneling survivors, without it being broken.

  • @OBX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2029142#Comment_2029142

    Frederick was top tier due to the tinkerer/ruin/undying combo. Now that that is nerfed, he’s not nearly as strong. Unfortunately the devs can’t understand that fact and will nerf him when he really doesn’t need it. He is a jack of all trades, master of none but really maximized that combo due to his kit.

    The stats that put Freddy as "wow this guy is REALLY over performing compared to what we want/how other killers are performing" were actually released BEFORE R/U/T was a thing, IIRC, but I agree that he was top tier while that was an unnerfed perk combination in the game.

    Freddy is due for a nerf just thanks to how brainless he is. I don't heavily mind him as a survivor because even with his powers, he is pretty basic, and I'd rather go against a good Freddy than a good Spirit or good Nurse anyday, but it's amazing how he plays basically the same at any skill level. I honestly don't think he needs much of a nerf, but I'd love if they made it so that he didn't have absolutely FREE hook camping against BT (one smack and you just farmed your teammate!) and perhaps made it so that he had to get that first hit/manually pull the survivors into the dream world for their falling asleep, rather than it being automatic from the get-go.

  • Nah. He will definitely get buffed. He is universally considered to be pretty bad by even the most entitled survivors and most optimistic killers, so I don't doubt for a second that he'll get something more within a patch or two.

    His power is scary. I don't blame the devs for being nervous about making it too powerful. But he absolutely needs something more- he's literally better played as an M1 killer than ever using his powers or his Main Event- and that's just crazy considering he is only 110% movement speed instead of 115%.

    IMO, I think they desperately need to tweak Main Event (like... if they only change one single thing about him... make it THAT) and perhaps lower the amount of knives it takes to down or injure. I hesitate to say that he needs to have his movement speed upped, but that is also a reasonable option if they didn't choose to lower the amount of knives needed for a down.

  • Nobody read the bottom of the post lmaooo

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064114#Comment_2064114

    It was common but personally I see DS+UB more. Plus, it can be neutralized by an SWF or detective's hunch, but DS+UB is basically impossible to counter.

    DS+UB IS very difficult to counter, there is no arguing against that- but speaking from personal experience, there were many matches where I would have had no idea that those perks were even present outside of the fact that perks are shown to you in the end game screen. Therefore, it wasn't quite as passively active as Ruin+Undying was, if that makes sense? Like, survivors basically HAD to take action from the very beginning of the match to neutralize R+U(+Tinkerer, commonly) but a killer might not even have an issue with a full SWF of UB+DS if he was lucky enough to be involved with the right survivors at the right time. (Of course, chances are, any game with more than one DS+UB bringer could give you issues with at least one survivor and it could snowball the entire match out of your favor)

    I don't disagree with anyone who believes that Ruin+Undying wasn't all THAT powerful in SWF, but I think the main issue was that it was extremely oppressive in solo queue. The fact that Undying showed auras made it difficult to cleanse hexed totems, and not being able to notify another survivor of its location further made it difficult. Combining Ruin and Undying with Tinkerer further added to the solo queue oppression- because then you also couldn't tell a teammate to finish the last 20% of your gen that you were working on before you got pulled up on.


    And again, as far as the commonality of either build, that's definitely personal experience- both as killer and as a survivor when I played solo queue, I rarely tended to see DS+UB (my swf doesn't use that build, so I definitely never saw it there!) but I would say that a very high percentage of killers that I went up against used Ruin+Undying(+Tinkerer) pre nerf.

    I kind of wish devs would release a stats list of what perks were most commonly used+what perk builds were most common, tbh

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063363#Comment_2063363

    You dont know what is point lol

    Old DS was also useless. But you never know is survivor has DS or not. That was scary for killer. That is why tunnelling was less. Survivors were using that because they knew they will be safe for minute because of DS. But now if you use this perk you cant do anything. So it is waste of slot and there is not point keep it on builds. And killers also know that, that is why they are not scaring from this perk now. Because it is just one stun they will lose. After this they can kill survivor and DS cant save them anymore.

    And for SWF. This perk nerfed because of them. But surprise they still using this perk. When one of them get unhook they trying to force killer to tunnel. Others fixing gens. And ofcourse they are safe with 4 DC. They are just wasting killer time. And there is still Unbreakable + DS combo. So really DS nerf solved what? It made game worse for solo experince and solo exp was already terrible.

    People aren't going to get it, but you're right. This DS nerf didn't change much for SWF DS abuse but it 100% nerfed it to hell for solo. SWF is still going to use that minute to harass a killer and deny him the hook by hitting him with the last seconds of DS, but that's not really happening in solo queue LOL

  • Yes, just yes. Ruin and Undying was probably the most common killer build I saw pre-nerf, and considering it requires no survivor behavior to be active, it had the potential to be very oppressive (at least in solo queue- not so much in a decently coordinated SWF).

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063947#Comment_2063947

    I can assure you that i barely ever saw Ruin+Undying before the nerf.I see Ruin WAY more often after the Undying nerf.

    DS+Unbreakable is definetely more common

    That is your own personal experience- because I can say with assurance that *my* experience was the opposite of yours. Ruin+Undying+Tinkerer was the number one most common build I saw for killers for MONTHS, especially if they were a killer that could take great advantage of it (Spirit, Freddy, Blight, etc)

    And when I played killer at red rank for a few months (no longer red as I took an extended break) I very rarely saw DS+UB (same goes for my boyfriend who has steadily played killer at red ranks for nearly a year) and when I did I can't say that it often negatively affected my games. I also rarely saw the combination in solo queue.

    I definitely play more survivor than killer, though, and I would assume the opposite might be true for you, so that would partially explain our different experiences (as if I'm correct on my assumption, I'll see more killers than you do, and you'll see more survivors than I do). But I 100% saw a very large percentage of killers using the R+U+T build before the nerf.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063947#Comment_2063947

    Its almost like survivors are more vocal since killers are at a all time low and theres 4 survivors and 1 killer. And its almost as if undying ruin could get cleansed 5 seconds into the match while ds unbreakable you had to force out in some way.

    I'd bet money that devs were much quicker to nerf Ruin+Undying because they most likely had statistics that kill rates were going up exponentially with it while also quickly becoming one of THE most common perk combinations. That would have been hard data that a particular perk combination was too strong in an unnerfed state, instead of DS+UB being a slew of complaints without so much of the hard data that it was somehow causing killers to lose games in droves. I don't think that complaints (regardless of how valid they may be) speak as loudly to devs as hard data does, and you must admit that it is most likely much easier to pinpoint why kill rates are going up due to killer perks rather than why a killer isn't getting as many due to survivor perks (for instance, until the community screamed and hollered very, very loudly, there were initially no plans to nerf OoO because OoO users did not show increased rates of escaping, and perhaps still overall kept the balance of 2-2 when it came to escapes-kills. This of course ignored the common feeling that OoO is often very unenjoyable to go against)

    Undying+Ruin COULD be cleansed within the first 30s of the game before you got any use of it, but in my experience it was just as, if not even more, common for it to last for a long time in the match. In solo it was absolutely unbearable because you could NOT coordinate with 3 other solo players to cleanse a totem that showed your aura and very often caused the killer to start a chase with you before you could finish cleansing it. If the killer had Tinkerer, you basically HAD to stop all gen work to find up to five totems because Freddy, Billy, Spirit, Nurse, Blight, etc., were all Headed To A Gen Near You as soon as they got that notification that they needed to go get some gen regression going and you couldn't tell another survivor on the team that they needed to get that last 20% of the gen finished while the killer chased the guy who got it to that point.


    In a decent/good SWF, sure, it wasn't THAT overpowered. If you got chased off of a totem, you could call out the location to a friend while in chase and get it gone regardless. You could finish a gen someone got Tinkerer'd off of. But solo queue? Or even low skilled SWF? Nah. And like I said, bet money the devs noticed that it was too much just based on their statistics

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063934#Comment_2063934

    To bad though undying ruin lasted 5 months while ds unbreakable lasted 4 years. Unfortunate lol.

    Almost as if Ruin+Undying was more powerful AND more common than DS+Unbreakable.

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