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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1643792#Comment_1643792
Clearly you don’t understand the changes. He still moves faster while he has his sword in the ground and survivors still need to dodge preemptively so in a sens she still has some form of bait. The difference is you now have to hit with your power like you would when baiting with huntress rather than just going for the m1
Except hatchets travel almost instantly when fully charged, have a wide hitbox and can be freely aimed. Pyramidhead turns like a shopping cart, has a very thin hitbox on POTD, and the attack is telegraphed and takes a second to travel towards the end of it.
Hence why it's junk and people relied on the bait. They could have tinkered with any one of those issues and instead they focused on.....the cooldown. Well that's great now you can spam attacks all day as the survivor takes a slight step to the left or right to completely avoid your attack.
As others have said they listened to feedback sure but they definitely only listened to feedback from one side.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1644662#Comment_1644662
After seeing the devs's response, I'm glad that i opened this discussion lol...
I never expect devs to dig their own grave by saying that, and expecting people not to feel the same about DS, which is even more suitable for that statement.
The thing is I'm not even that fussed about DS and I get why it exists but that explanation was a very poor one they gave as it perfectly sums up DS.
The other day I had 3 gens left on pale rose. Hook a survivor. He's unhooked and I don't go near him, he's healed and I don't go near him, he has nothing else to do so he continues playing the game i.e. finding a gen to work on, I go over to the gen on the pier because I want to check on it and as I walk up I see him bolt for the locker, pull him out and yup I take a DS. I wasn't even looking for or after this guy I was just trying to defend the generator which as killer is my role.
How is it not the exact same problem that they had with Pop goes the weasel?
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1644677#Comment_1644677
This is what all the reasonable players have been saying. His zoning is annoying and BS, it needed to be changed, but he also needs a faster shockwave, or his punishment needed to be easier to hit to compensate.
But sadly the developers despite claiming they listened have not.
All these videos posted of how “broken” his zoning is seem to ignore the fact that in all of them he tries a shot and a survivor moves an inch during it and it misses lmao
The developers dont care. PH is another killer that will fade into irrelevance except by the most nasty of tunnelers.
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The only good thing about this is if survivors are forced to heal against Legion they will complain more than ever and finally get that sloppy mess of a killer gutted completely and reworked, since we know full well the developers give them whatever they want.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1644694#Comment_1644694
Isn't that what killer slow down perks do but on a more consistent basis?
Pop has a small effect throughout the game, it doesn't have a major effect like the survivor perks do. Popping a gen will very rarely if ever manage to have the same impact a well timed survivor second chance perk will have.
The only killer perk that is really comparable is NOED but I don't think you will find anyone defending NOED. At least not me.
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@th3 said:
I would expect more balancing to happen as they rework the graphics for each realm. They did that for springwood so I would expect some changes in Macmillan when they do those reworks.
Its funny they reworked springwood twice and it's still garbage. Too many hold w zones, not very interactive and quite boring.
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It's a killer issue so I'm guessing maybe 4 years from now.
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This is exactly it what all the PH haters are failing to see. You can clearly tell this was done to appease survivors as only their complaints were listened to.
A decreased cooldown does very little for PH and now he's going to be much weaker for this and probably not very fun to play. They should have increased the speed and turning if they're going to compare him to huntress. They clearly couldn't care less though.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1644647#Comment_1644647
Half of those are situational 1-time use and depends on what the killer does.
I don't think you grasp how they effect the game though. They keep the entire game rolling on and in some cases can even reset it.
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I forsee it getting nerfed to when the survivor taps the gen or when you hit a survivor, rather than the dying state.
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What good is the decreased cooldown when the attack itself is so easy to avoid due to a variety of reasons?
Also let me ask you this - can you name me any other killer who has a 1 second cooldown on their power?
In fact let me put it this way, a missed M1 attack has a 2 second cooldown. Do people really think POTD will have anything less than that? lmao. I'm going to guess 2.5 seconds maybe.
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I appreciate your opinion.
The increased delay is nice, removes that BS zoning by doing nothing. However that is quite the knock against his viability. They tried to balance it out by reducing his cooldown but that doesn't feel like enough. Perhaps they could increase the speed of his wave a small bit and maybe better turning to compensate.
This comes across as someone who disliked how Pyramid was played but understood why he was played that way. Because POTD itself isn't a very good attack, addressing the cooldown only does nothing.
Sadly the balance team have made their intentions crystal clear no matter how they sugar coat it. It's a nerf to appease people that were unhappy (survivors).
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1644659#Comment_1644659
What is wrong with cowboy Jake?
Haven't met a single one that wasn't toxic but also extremely good at looping. A deadly combo.
Cowboyjake is to jake what pink hair is to nea.
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@WestX said:
https://forum.deadbydaylight.com/en/discussion/comment/1644381#Comment_1644381
As a PH Main I will say again, I never use his ranged attack because of how awful it is. It was only useful in ONE SINGLE CIRCUMSTANCE and that was when survivors were locked in an animation. Its too slow, has too little range, and while they reduced the recovery period it won't solve the other two issues. Its just too easy for a survivor to either sidestep it, or as I have encountered on several occassions due to the long ass animation, even flat out outrun it at times. Similar to how awful the cages are at the moment, POTD is also pretty awful both powers being far too situational now. When I play PH I pretty much just use the trails and torment to score executions because the rest of his abilities suck.
Yeah I know he's going to feel clumsy, survivors will find it easier to bait pallets and then stun you and tbag while you can't do anything.
I've given up on killers like wraith and pig. Its just exhaustion perk to strong window, run around 3 times, then from safe pallet to safe pallet. You spend all game feeling like you're up against perks rather than people. If they were chill about it maybe it wouldn't be as bad but it's always awful map offerings, OoO, tbag tbag, flashlight clicking, and then enough verbal abuse post game that it makes the chan message boards look wholesome.
I'll just bite the bullet and go Spirit. Dabbled in her before and she's fun but not quite my cup of tea like Pyramidhead or Clown was but whatever, I want a killer that can actually stand a chance against the 6000 hour survivors the game seems to match me up with.
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and just think, some people have been looking at months of data like this and come to the conclusion that "yup, Pop needs a nerf".
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This thread in a nutshell..
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1644613#Comment_1644613
Ormond is one thing, but at least half the time I can 3 gen and maybe make something happen, if I'm not entirely outclassed.
Haddonfield on the other hand...
Also - sigh. This is what I'm dealing with. Decided to try a last game. On loading screen for this horror right now. Full 4 man, of course toolboxes pop out at the last second so I can't run Franklins.
https://us.v-cdn.net/6030815/uploads/COEGRUQIYJJE/premade-jpg.jpg
2 p3 claudettes and a cowboy jake. If cosmetics could tell a story...
This is why moris exist. All my games are bad too, 5-10 mins for a queue and then its gonna be a combination of map offerings, keys or Ooo.
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@Grimmy_Bluues said:
https://forum.deadbydaylight.com/en/discussion/comment/1644603#Comment_1644603
His 50/50 is the only thing that kept him good. I really hope they do more for him.
His cages can be useful, but survivors are in control of whether they get tormented, the killer instinct from trails is just alright, and Final Judgement is just cage 2.
Just sucks how 2 strong killer things are getting nerfed while no strong survivor thing is getting nerfed.
Yeah the BOTB final video I posted in another thread shows just how bad PH will be. They keep going for attacks but survivors easily avoid every single one. Only way PH gets a hit is by holding M2 at shack window, then cancelling when they go for the pallet. Now he won't even do that the survivors will make the pallet guaranteed.
They aren't going to do anything else for him. If they had any intention they would have mentioned it now. This is solely to appease survivors that wanted to loop him rather than dropping the pallet earlier.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1644536#Comment_1644536
I complained because there's another aura reading perk and now it is tied to slowing the game down. Killers depending on such perks to win means they are not winning, the perks are winning the game for them. If killrates are very high, which I can guarantee they are, then these kind of perks need nerfing. It's also too oppressive on fast killers.
A fast killer with an aura read is going to be oppressive to play against, guarding a totem all game and that's exactly what is going to happen. Will they nerf it, I'm already hoping so. If the hag can still cross the map is 45 secs then it isn't a nerf at all. It just means she can't stop and get a drink on the way.
I actually played killer when the game first came out when kills was actually no easy feat, so you might want to stop there. I remember when all four had sprint burst that replenished mid-chase, self-care was faster, insta-heals, insta-gens, and before DS was ever nerfed (3 times btw). Borrowed time protected the unhooker. Jungle gyms all had two pallets each and they were all vacuums. And maps had several jungle gyms. Every building had an infinite window. You killers have no idea how easy you have it now.
Perks are winning the game for them?
You mean like DH, Sprint Burst, DS, Unbreakble, Adrenaline, BT etc etc?
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/1644281#Comment_1644281
Nurse's kill rare increased in red ranks after the "nerf"
PH will require practice to be good now, just like Nurse.
And Nurse is still the best killer in the right hands.
Please stop saying he could never compete, do you honestly believe the devs will nerf a killer if he's having a hard time with survivors?
The Pig right now
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1643875#Comment_1643875
Seriously what good is an 8m increase to Cruel Limits when the fundamental idea behind the perk is flawed?
So they can point and say "look guys see? we buff killer perks too".
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The game is catered towards these people. That's an undeniable fact. Hence why any killers they don't like? - nerfed. Perks they don't like? nerfed. Meanwhile the BS maps they send you to remain unchanged, OoO remains unchanged.
If I get these teams I play as toxic as possible too. Your objective isn't to win, it's to suck the fun out of the game for them as much as they do for you. They come in so cocky tbagging with OoO and their Ormond offering then when you camp and tunnel them and hit them on hook it's hilarious watching them dc and rage post game like you were the bad guy. Some people have no self-awareness.
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@Grimmy_Bluues said:
Unless they make the recovery of PotD like 1.5 seconds or something, he will need more compensation for the nerf.
They don't play him so they don't know.
Wider hitbox, better turning, faster attack speed, it's going to need some changes to the attack to make it viable everyone that plays PH knows this. Less cooldown means nothing when the attack itself is still very, very easy to avoid.
Of course that's the point though. He's not being change to change his playstyle, he's being changed so survivors can loop him easier.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1644523#Comment_1644523
because its a videogame and its meant to be for fun
i play huntress and still slam people, even tho she isnt "top tier" which for some reason matters to people
Yes playing an M1 killer have a toxic swf send you to Ormond tbag you at every pallet while your unviable character can't do a damn thing against the umpteen thousand safe pallets and loops in the game and then being told to die of cancer post game is so much fun.
It's meant to be fun sure but it's only fun for one side unless you play a very select minority of killers. Pyramidhead wasn't the best but he was "good enough" to have fun with. Now it's back to the top 3 or so.
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Really wish I could get a refund, especially since his perks are garbage. Guess I'll have to settle for leaving a negative review and hoping other people don't get suckered by such a disgusting business practice.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1641723#Comment_1641723
https://www.twitch.tv/zubatlel/clip/DignifiedSplendidAdminMcaT
If he dropped the first pallet, he'd get hit but lucky because PH was bad. 2nd, if he vaulted, he'd be hit, didn't, still got hit.
Nope, no problems here, totally no issues with him
/s
He could have dropped that first pallet instead of being greedy. That's how all the good survivors get hit, only when being greedy and overconfident. The 1 relies on the 4 to make mistakes balanced.
Also I like how you ignore how all the survivors have to do is wiggle to avoid POTD. Reducing its cooldown doesn't do a thing. The speed, hitbox and aiming could be buffed and maybe this change wouldn't be so bad but nope he's still going to have a very easy to avoid, fully telegraphed, limited range attack. The cooldown means nothing when you can spam them at survivors for 5 minutes and it's easy to avoid every single one.
This is why PH is dead. People that play PH understand he is dead. You clearly don't play him.
https://www.youtube.com/watch?v=KGlKlpjc4aMWatch the second half. Look how unviable POTD is as an attack. There's a reason people used him in a certain way, because that was his major strength. Even the hosts are talking about how it's not worth trying to do a POTD attack. A lesser cooldown won't change all the reasons why it is weak.
Also look at the timestamp 1:26:33, the shack play.
Yes Pyramidhead gets the hit. The 1 has the advantage vs the 4.
Now however with the delay the survivor will be able to drop the pallet in that situation and tbag from the other side. The 4 now have the advantage in the chase.
That's all this is about really. It was either the killer had the advantage in the chase or the survivors did, survivors petitioned hard enough and now they control the chase. The 1 once again relying on the 4 to make mistakes.
He's dead. Without any other changes to his power he is no longer a viable killer.
You don't see the big picture here. Silent Hill dlc sales have peaked and now they can nerf the killer to appease the majority of the playerbase. That's how BHVR rolls now.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1643979#Comment_1643979
Not related. The only people that want a reduced timer on DS are tunnelers and entitled killer mains. The nerf to POP won't even affect anything, it just means you have to POP the gen instead of downing someone else and even having time to hook someone else. Nobody needs 60 seconds to POP a gen. Tunneling and slugging is a huge problem and they would be silly reducing a timer on DS to make matters even worse. If anything, they should buff it so it doesn't count down while being chased or when slugged.
I’ve seen you complain about Undying/Ruin. If you nerf Pop what do you think killers are now going to be more likely to run?
You’ve even said before about Hag being able to run across the map and Pop a gen within 45 seconds. It she does that shes giving up all existing pressure she may have on the map. Its not worth it at all, that was the issue with Pop in its original form.
And no if you take a DS it doesn’t mean you’re winning.
I dont like to accuse people of only playing one side but from all your arguments I cant come to any other conclusion.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1643149#Comment_1643149
For context, read back a few comments ago.
I compared them in a very specific scenario, which was when a survivor is at a pallet and Huntress or PH are right behind. There is literally nothing you can do, except for maybe fake it or use an exhaustion perk.
Basically this:
https://media2.giphy.com/media/Jh1e2Wkp27UvXC05qk/giphy.gif
I wasn't saying they were completely similar, but considering most of the PH complaints have been "Well I can't throw the pallet because I get hit either way".... So it's basically describing Huntress while she winds up her hatchet and can hit you through window or pallet?
That is the point I was trying to make.
Yeah they arent too different in that regard, although its actually easier for PH to miss since theres a slight delay to his attack and the hitbox is tiny, whereas hatchet hitboxss are huge and they travel almost instantly.
People compare him to huntress and say “well huntress cant m1 straight away so why can ph”, except they ignore the fact that hatchets are much, much, much, much more lethal than a POTD attack due to aiming, speed and distance.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1644304#Comment_1644304
I think they're going to make a change that is good for balance and that is more fun for both sides. If they just caved to survivor complaints NOED wouldn't be in the game, Spirit would have been nerfed into the ground, etc. Pyramid Head was actually in a bad place and I'm glad they're making these changes.
There is absolutely no equivalence between any of the things you mentioned and tweaking Pyramid Head's power. If you want to submit respectful and measured feedback about Ormond, or Dead Hard, or whatever else happens to bother you, go right ahead. I am sure they will continue to make balance changes, and over time I bet some of your complaints do get addressed.
This isn't even supposed to be a nerf, though. At least wait for the PTB before complaining about nerfs that haven't happened yet.
Lol
DH has been unchanged for years, its never getting changed. Ormond was ignored in the last map rework so any changes are still likely a long way off and look at how some of the maps they tinkered with are still garbage. Spirit did get nerfed and she will have another coming again soon.
PH only out 3 months and now hes being gutted because survivors dont control the chase 100%
I added some more explanation to my post. His POTD wasn’t viable and was mostly used while the survivor was animation locked due to a number of reasons, they’re only addressing the long cooldown which does nothing for the attack itself. Without more changes hes going to be garbage and another killer who becomes a survivors toy in a chase. Which is what they want.
In fact im going to go out on a limb and guess this will be a lengthy pause to canceling M2 but only fractions of a second taken off his POTD cooldown.
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This puts all the power in a survivors hands, which is exactly what they wanted.
Once you put that sword into the ground you’re locked into committing. Survivors can just run past the pallet then turn back, you wont be able to get a hit while they drop the pallet on your head and tbag you. Or likewise they run at the window, you press m2, then turn away, you cancel, they they spin back and vault while you’re locked out of doing anything.
PH will need to be psychic I’d say but not even that, survivors will be able to react to whatever you’re doing. If you dont press M2 they vault, if you do press M2 they run away, or run away and then turn back.
Think of shack. They run in towards the window, you press M2 then they turn to the pallet instead while you let go and get locked out of attacking. If you dont press M2 in time then they take the window.
This is survivor sided because all they are doing is addressing the cooldown on his attack. Thats 1 part of the complaint killers had.
Reason PH had his sword in the ground in the first place was due to the delay. If you see a survivor vaulting you dont get the hit. You need that POTD prepped and ready to go, thats why he had to have his sword in the ground early. You cant do it as a reaction to a survivor vaulting because then its too late.
Secondly if the survivor turns from the window to the pallet you’re probably thinking “well just turn and POTD attack them” nope, the whole attack is telegraphed, the damn floor lights up and the hitbox is tiny. All it takes is the slightest wiggle from a survivor to make it miss. It doesnt matter if the cooldown is shortened when its still so easy to avoid.
So kilers dont use it because speed of the attack, the fact that its telegraphed, poor turning and long cooldown. Thats why it was used when the survivor was animation locked. Meanwhile only 1 of these gets addressed, the cooldown. So its not going to be viable against good survivors.
They compare him to Huntress and Demo, make note of how survivors can pull off these tactics against them. Except the difference is Huntress can freely aim that hatchet once its drawn, unless they give PH better turning and a faster shock then he’s dead. These changes will make survivors control the chase which as we all know is the death knell for any killer at the highest level.
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@skarsguts said:
DS and UB can only be used once per match, if even given the chance all.
PGTW can be used every time you hook someone. Why is this even something to complain about? You can't walk to a gen within 45 seconds?
I can foresee DS being nerfed to 45 seconds now because of the crybabies in this thread.
Also, did you really just say Tunnelhead's lose-lose scenario is good? You really think a killer that you can't vault or throw a pallet down against is good? A killer that can get away with hitting you no matter what you do? Please stop playing the game.
And if you go watch the game from the last few days of the tournament you’ll notice consistently that good players aren’t getting hit at a lose/lose situation at every pallet. Imagine that, people that are good at the game find out how to play around it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1643135#Comment_1643135
The PTB isn't live yet and they've explicitly stated they do not intend to nerf PH. Survivors were of course complaining louder about him because he's currently a lot more fun to play as than to play against. That says absolutely nothing about the upcoming changes.
Why is every change and rework met with "BHVR only listens to [killers/survivors]"? They have every incentive to make sure their game is both fun and balanced. Catering only to one side does not accomplish that goal.
Because 99.9% of complaints were coming from survivors, and they’re changing him for those people. What exactly do you think the outcome is going to be based on that?
People don’t like PH but DH for distance into loops like mothers dwelling or crotus penn. can still royally screw over M1 killers but nobody complains. Swf still burning Ormond offerings all the time for 10 thousand safe pallets which makes M1 killers not fun to play but no changes.
Killer actually has a chance to get hits at these bs locations though? Gotta nerf because survivors arent having fun.
I argued with a lot of killer mains when I joined here but they were right. Its the survivors that want to bully the killer and be the power role that are making these complaints. Just look at that guy here that was ripping on PH yet runs OoO as Claudette and clicks his flashlight at the killer. Thats who the developers are pandering to. I’m sure when PH is locked in animation and cant attack they’ll love slamming a pallet on his head and clicking the flashlight.
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I’ve always dislikes the saying that they balance for rank 20’s......but in this case I can’t think of anything else other than a rank 20 saying Pop was too powerful. Like they do with BBQ.
I used to use Pop back when it was 30 seconds on low tier killers like Clown. Yea there was urgency to using it. Often you would be hitting a gen within the last 10 seconds of the perk. You had to ditch chases to hit the gen. It was either chase or Pop, and while Pop can be like that now you didn’t even stand a chance before.
The problem is many of the weaker killers need all the pressure they can get. Often spending 20 seconds travelling to a gen just to kick it and save 20 seconds wasnt worth the trade off considering you just allowed them to re-group and do whatever. It was often more impactful to just go straight after survivors and keep up pressure.
All I can see this doing is making killers feel a little annoyed and just pushing more people to the Undying/Ruin meta. Then we know for a fact you’re going to nerf that by the December update. People can bookmark this now, undying/ruin will be getting nerfed within months and Almo knows it but wont say it.
So either theres a new regression perk that will come out which keeps up Behaviours recent business practise of making adjustments to one thing to sell something shiny and new or we’ll just head into dark times again.
Also lol at the fact that their Pop explanation sums up DS. I wasn’t even mad about DS but theres no denying the same explanation applies. Its like they look at things in a vacuum.
Glad Pop got adjusted though which almost nobody had an issue with but OoO is still untouched even though if you read the other day that it actually ruins the game for many people as its such a toxic and abused perk. Priorities.
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Interesting how Pop went from irrelevant to “OP” just because they increased the timer.
I’m guessing this is the “the other side keeps using this and im sick of it therefore it must be OP” mentality.
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I cant believe people are comparing Huntress and PH.
One can freely aim, has a lot of range, and at full charge those hatches move extremely fast. She can then also quickly combo into an M1
The other has very limited range, turns really badly, his attacks are telegraphed by the damn floor lighting up, and he cant do anything for a little while after.
Theres a reason Huntress has limitations whereas PH was given a little something to help him out.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1643074#Comment_1643074
Why is this a nerf? They explicitly said this is not intended to be a nerf.
They said it was to address issues coming from both sides but thats a lie as 99.9% of complaints are coming from survivors. This is being done to appease survivors, it’s going to be a net nerf.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1643090#Comment_1643090
You don't compare normal DBD with tournament DBD.Those guys were playing a completely different game
Lmao no they weren’t.
Genrushing swf vs camping, tunneling, NOED killers.....in the EU we call that just another day.
Being smart enough to walk out the gates instead of dying to rescue 1 person was different but besides that its the same game. Do your objective as fast as possible. The survivors on the EU server have thousands and thousands of hours, many are tournament level.
This isnt like where you watch your typical U.S streamer and its all potatoes. Bigger playerbase there. For us many of the survivors are high level, they dont mindlessley camp pallets.
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/194247/rip-ph
Haven't you read the whole thing? Survivors were stuck in lose/lose situation. Either drop the pallet and get hit, or continue to run only for PH to cancel his attack and M1.
There was no counter to that, how is that fair?
https://forum.deadbydaylight.com/en/discussion/comment/1642963#Comment_1642963
What are you trying to prove by posting this?
That Spirit is still an op killer?
That you only enjoy playing with broken killers that need nerfs?
Says more about you than anyone else tbh
Lmao. I love this rank 15 way of looking at the game.
Everyone with a lot of experience has always said that at the moment theres pretty much only Nurse and Spirit that are viable at the highest level. Maybe some would throw Hag or Billy in there but thats about it.
I mean we just saw a tournament with players with thousands of hours where all the “op” killers like Doctor, Freddy and even PH got completely crapped on, even Spirit was made to look weak, but sure lets ignore all evidence and claim they’re just overpowered and only exist so bad players can win.
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@KettleWettle said:
Omg you guys are such babies, Pop needed to be nerfed and it's still a good perk, It barely even got nerfed and all of the killer mains always complain when their meta perk that carries their hand 24/7 actually gets dealt with. Stop saying " Why would you even think of nerfing pop without thinking of nerfing DS or UB " because first of all, UB is perfectly fine, the perk is literally a one-time use throughout the whole game whereas pop can be used infinitely throughout the whole entire match. Now for Decisive Strike, yes It is due for a change, but you guys always complain when an overpowered killer perk gets nerfed and expect the devs to nerf every semi-decent survivor perk.
Pop needed to be nerfed? Lmao since when was Pop ever overpowered?
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1642961#Comment_1642961
I would say that It depends on how much of a chance increase is it.
With luck offerings and ace’s perk its guarenteed pretty much. Ace’s perk only gives a small boost so im sure whatever they give this it will be enough
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I’m just gonna switch to Spirit lol. Enjoy another Stridor Spirit guys 😚
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Slippery meat + luck offerings = 4 x deliverance guarenteed, no unhooks required.
I’ve messed about with current slippery meat and luck offerings/perks and every single time I try this build I get off the hook. When its buffed its going to be very powerful.
The developers balance for solo and SWF is the elephant in the room to them.
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If thana numbers are high get ready for even more hook suicides vs Legion. Just rework this chump already.
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@SadLegion said:
Im ok with this changes but they shouldve added Exhaustion addons when survivors step in the Trail for example. Because DH is braindead easy vs Punishment of the Damned
And thats the point really.
Survivors complain PH was “braindead easy” so he gets the nerf hammer, but something on their side is “braindead easy” and apparantly it’s fine and balanced
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@Deathstroke667 said:
Because deep downs devs are survivor mains and they hate people who main killer in DBD, thats why they're always plotting against you guys... That's what you wanted to hear?
On a serious note DS has already been nerfed twice due to killers complaints and guess what... They are still not satisfied with it so yeah.
But i agree Pop did not need a nerf at all.
Doubtful the balance team actually wants one side to be stronger but very possible the message from the top is to keep op things strong to keep the majority of players (survivors) happy and spending $$$
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I'm just glad Object of Obsession didn't get changed. My friends and I rely on this perk to share info on the killer and I would hate to see them unbalance the perk by nerfing it.
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The worst part is the excuse they gave for nerfing Pop. It perfectly explains the situation with DS too. They've opened Pandora's box there.
Not that it matters, I'd guess that upper management has them keeping survivor perks overpowered for the $$$
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lol of course not. The dlc is old news now, there's no big money in it anymore. Just gut the killer now so survivors stop complaining.
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@skarsguts said:
https://forum.deadbydaylight.com/en/discussion/comment/1642662#Comment_1642662
What does Dead Hard have to do with anything? I never even use that garbage perk and it's easy to bait anyways.
Also, yeah, that's what a proper mind game is? The survivor is actually able to bait the attack and not be punished for it AKA hit with an instant M1.
We're talking about when it's used for the distance boost to a window/pallet. There is no baiting it in this situation, and it's not a mindgame. It's just "Tap E for extra distance" with no counterplay.
You sound like you're going against green ranks who just use it in the middle of nowhere and go down.
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@BubbaMain64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1641985#Comment_1641985
Survivors have plenty of counter play. It's all about forcing them into mistakes.
Yes you need them to make mistakes whereas killers just have much more counterplay.
The 1 needs the 4 to make mistakes. That's why so many of the killers are unviable.

