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ClickyClicky

ClickyClicky

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  • I think this will get changed once the new dlc is out, and I'm not going to give my thoughts on the balance of this, but lets look at it objectively...

    The problem isn't with Undying. Nobody is complaining about Undying + Devour/Lullaby/Third seal etc

    It's specifically the way Ruin interacts with it since it's a continuous effect. There's no downtime after cleansing a totem it's just always active at full strength.

    Undying is great as it makes the other totems more viable and gives them a second life potentially if they get a bad spawn. I would hope that if any changes were to come it would be to Ruin rather than Undying.

    What they would do I'm not sure other than making Ruin token based. Regresses at default speed at base and then just increases from there etc It would still need to be strong for people that take it solo without Undying.

  • Blendettes are weird. There are the ones with the brown jacket that are trash and then there are the ones with cosmetics that always know how to abuse the worst spots and always have all the crutch perks.

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649488#Comment_1649488

    Those are good suggestions for sure. I respectfully disagree on the BT aspect. Being able to situationally circumvent it is one of the very few upsides they have. Saving in the face of the Killer solely carried by a perk is questionable enough as is apart from niche situations. The unhooked survivor will have DS up anyway and the Killer will be forced to chase the unhooker that farmed their teammate.

    but they don't have DS and the issue there is if you unhook them expect them to DS, you're still going to take a huuuuge penalty to altruism points for an unsafe unhook.

    The problem is that stealth killers camp the most just because they can lol

  • @Alphasoul05 said:

    Exhaustion perks. They reward mistakes, reward you for playing greedy, and are far too strong when every survivor tends to have one, that will be up for, most likely, every chase.

    The single most busted tier of addons in the entire game for survivors currently, but no one really talks about them.

    I completely agree. I think DS is nowhere near the issue they are. Mindgame a survivor to close distance, press E to undo. Catch a survivor out of position? spint burst to the nearest jungle gym. Then of course you have all the times you're chasing a survivor towards the exit and that little push from dead hard is what gets them out. That happens to me so much meanwhile I can count the number of times I've been screwed by endgame DS on one hand.

    Depending on where exhaustion perks are used and what the survivor is near they can easily extend a chase by 30 seconds with no skill required.

  • I tried it on The Game map after reading a thread on here.

    • Hit a survivor
    • - They run past pallet, pallet is blocked
    • Feels good man
    • They keep running, dead hard for distance to a window
    • Feels bad man
  • Its the survivor vs killer sides to the game that causes the issue. One side finally has their grievances addressed but the other doesn’t.

    For example everyone hated old DS and rejoiced when it was changed but survivors felt upset when NOED was left alone.

    Now killers are annoyed that Pop which wasn’t even seen as a major issue gets changed, but DS which has the same problems remains untouched.

    Or for people like me Pyramidhead gets changed due to lose/lose situations and “no counterplay” but the lose/lose situations and no counterplay on the survivor side aren’t addressed.

    There will be an uproar like never before if moris and keys aren’t both changed in the same update.

  • Legion and Ghostface.

    Legion = Hold M1 all game, less counterplay to his frenzy than all the other “no counterplay” killers people talk about.

    Ghostface = Just fees very cheap. The whole I can stalk you but you cant reveal me thing, the perfect stealth with no penalty to speed and can freely attack. He’s a strong killer but I wouldn’t say OP, very frustrating to play against though.

  • @Clockso Thats where McLean was having problems too next to Badham school

    @ElementDoom Apparently there was a change to Blight but he wasnt sure if it was in the most recent hotfix or the one before, and I cant remember what he said exactly so i dont want to misquote but I think they were unsure of the effects of that. Maybe it is that change afterall.

  • @Skelemania said:

    If they nerf Undying, Blight DLC becomes a waste of money.

    Yup so enjoy the combo while you can before it gets nerfed in December when they’re trying to sell you new dlc

  • If the survivor has a key hatch standoffs still exist.

    • Moris
    • Hawkins
    • Stealth killers being able to bypass BT
    • Freddy being able to bypass BT (but in return make it so that OoO doesn’t destroy him
    • Legion - Full rework
    • Totems - Notifications when a dull totem is taken out
  • @LittilAvindar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649432#Comment_1649432

    It activates twice, and can only actually be used once. Yes, multiple players can have it, but again, thanks to the ranking system, it's every man for himself. Survivors aren't working as a team, so much as they are all working for themselves, because winning is irrelevant, as long as they can achieve that pip. They have to compete against the killer and against each other to rank. As for your 1v4 argument, I repeatedly have to remind people that 3 other survivors isn't necessarily an advantage, unless you're a SWF. More often, it's the other survivors, not the killer, that ruin my matches. Most of the success survivors see in matches revolves around them coordinating successfully enough to finish the gens and get out. If your'e all solo, you have to do that without being able to communicate at all. The end result is survivors running the killer at you while you're working on gens, sitting in a corner doing nothing, pulling you off hooks in front of the killer's face (without borrowed time), walking up to the gen you're almost finished, blowing it, and then walking away, etc. Your math seems to argue around the coordination expected of a SFW team that is actively communicating throughout the match. Very rarely are a group of randoms coordinating and splitting gens. People like Otz are the best of the best, as it is, and are typically matched with red-rank full SFWs, and he STILL wins 90% of his matches. Using people like Otz to make an argument goes both ways, since the guy makes most survivors he plays against look like absolute tools, which people like me could argue as justification to actually buff many of these perks, not nerf them.

    It doesnt take a swf to take advantage of an exhaustion perk like DH.

    If you force the killer to spend an extra 20 seconds in a chase, that’s an extra 20 seconds of time you just bought the other survivors. If at least 2 are on gens thats still 2 x pop value.

    If none are on a gen then thats an issue with the ranking system and potatoes.

    The majority are playing swf in some form, whether its 2 man, 3 man or 4 man.

  • @LittilAvindar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644016#Comment_1644016

    Ds can only be used once. Pop is not a one time deal. I'd settle for reducing the timer to 45 seconds, like pop, and even cancelling it if I jump on a gen, if I get to use it every time I come off a hook.

    I dont really want to compare DS to Pop so heavily, but DS isn’t a one time use. It can activate 4 times. I saw Otz take 3 DS in a Trapper game yesterday.

    I think people can get so focussed on the 1 vs 1 they forget it’s a 1 vs 4.

    For example if you’re going to get hit but use Dead Hard for distance to make it to a pallet/window, and its an area where you can add an extra 20 seconds to your chase, then thats 20 seconds of time you just bought for your team.

    If the other 3 survivors are on gens thats 20 charges across 3 gens. Thats 25% of 3 gens you just bought them. That’s 3 x PGTW with one press of the E key. Remember DH can be used at least 3 x per survivor, across 4 survivors thats 12 times just like Pop.

  • You’re not alone in this. Tru3 keeps saying it as well.

    Good news is it happened to McLean on stream and he says he will improve it when he’s back from vacation whenever that is. So they are aware that there are improvements to be made.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646582#Comment_1646582

    Stop being dramatic in all of these PH related posts, we get it, you don't like the change to end free hits, wait to see how it plays before acting like the sky is falling

    btw people didn't say that about spirit, the collision change was a concession given to those upset but did little to actually change her.

    People did say that actually. They said a nerf would be enough but nope.

    Tell me, why aren’t killers allowed to control the chase? Why must the 4 control the chase against the 1?

  • You not remember the tournament games where everyone missed the POTD attack and the hosts start saying its not worth using just bait into the M1? Yeah I’m sure people that practised PH religiously intending to win $10,000 dont know how to use his power properly.

    Also why is it always the killers that need skill? Meanwhile as survivor I just can tap e for distance into a strong window then run around it 3 times wasting a minute of the killers time while he cant do anything about it? Why can they just sprint burst to the nearest mega loop? Why can they burn an ormond offering and just run from safe pallet to safe pallet to safe pallet to safe pallet? Or why can they run to spots like Badham school and waste of minute of time by just holding W and god pallets?

    Both sides should require more skill but its always killers that expected to put in all the skill while survivors are asked to use little to none.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649022#Comment_1649022

    You know what Pyramid Head players are saying while they chase you?

    Ahh #########.. i can't do anything until they are locked in an animation, how boring.

    Playing as pyramid head is equally as boring and frustrating as versing one. his power is ######### tier and the dev's failed to fix the reason why nobody uses it outside of an animation lock and just focused on the complaints from survivor mains.

    This update makes all situations a lose lose for the killer and survivors will fully dictate his power now.

    And that last line is exactly the reason I’m so annoyed. As a PH player I can see how this will go. The control goes to survivor now which is why I’ll be ditching PH. I got tired of killers like that. Wouldn’t be so bad if I wasn’t tbagged into oblivion by toxic swf and then told post game “your family should catch COVID”.

    Everyone wanted PH for years in DBD. We finally get him but this is the worst slap in the face to the franchise since the borked HD collection.

  • @MadLordJack said:

    Indoor maps: where you have to hold-W because taking a shortcut might lose you the trial.

    Aint that the truth. The amount of times I’ve tried to take a sneaky shortcut only to be met by a locked door.

  • @DoctorMadness said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644647#Comment_1644647

    Since when does any of these perks win survivors games?

    Dead hard? A perk killers can easily wait out and counter

    SB? A perk survivors use to gain some distance and can't use it again unless they get unhooked or standing still for 40seconds assuming the killer gave up on them which is the killer fault or he lost them

    DS? DS doesnt win you games lol if your team is ######### your not winning, if your not getting gens done your not winning and if the killer is pressuring you well then ds isn't gonna magically make all 5 gens pop

    Unbreakable? Lol really a perk that only comes in handy when your slugged and can only be used once HAHAHAHA I barely see this perk in red ranks because killers dont slug like that

    Adrenaline? A perk that works in 2 sistuations, when all gens are done and by then the survivor have won or hatched closed which means the killer has won

    BT? THIS is a fair ass perk that stops some killers from legit tunneling you off hook and it can be countered by waiting it out

    Except you make it sound like you dont play red ranks.

    Dead hard is used for distance by good players. There is no baiting it out because people use it ahead of you to give them enough distance to make a window/pallet safely. Its only used in the open as a last resort or if you’re chasing a rank 10 potato.

    Sprint burst extends a chase by at least 20 seconds with zero skill required. I see people who cant loop very well at all but they can extend a chase just by using sprint burst hence outplayed by perks.

    killers dont slug at red ranks? Lol are you kidding? Watch any good player and they slug here and there because its necessary against good teams.

    You try to downplay all these perks yet you see many good players with 5k+ hours being “outplayed” by them. its easy to dismiss them one by one but in practise it goes something like this..

    • Chase injured survivor, he’s about to go down, dead hard for distance and now he makes an ultra safe window that you gotta run around 3 times if you want to catch him
    • ”Hmm this is gonna take too long I’ll just go back and pick up the guy I left slugged”
    • Slug gets up without any help due to unbreakable
    • ”hmm that sucks, oh well I have one on hook so at least the 4th survivor must be going to rescue him which keeps him off the generator”
    • Survivor on hook uses Deliverance
    • ”Oh damn I wonder what the last guy is doi....”
    • Last gen pops everyone gets instahealed with adrenaline

    There are so many situations where it feels like you’re going up against perks rather than people. Even people like Otz have commented on this so how you can say it doesn’t exist is beyond me.

  • @BigTimeGamer said:

    Huntress: can pull hatchet at pallet to try for a free hit, Survivor can keep running if they think you are going to pull- Mindgame/Outplay potential on both sides

    PH: Do either and you get hit

    there is a clear difference, the changes sound good for the game

    Those situations werent as common as people make them out. As survivor you could loop the pallet the correct way which makes it hard for him to get the angle, or not be greedy and drop the pallet early like you would against certain other killers.

    Love how Dead hard can create some lose/lose situations too but of course it’s a survivor perk so its fine because legacy survivor perks can’t ever be touched.

  • Easy for you to say this when you were cheering for some of the changes.

    Had they gutted something you paid for and enjoyed I think you would be singing a different tune.

  • @Taiga said:

    Pig tunnels the most.

    When they spend the game tunneling the one person that isn’t trying to work on generators 😂 classic Pig

  • They don't care. They've had 3 months to take on board all the feedback but the only feedback they're taking on board with these changes is the survivor feedback. I know people will defend them and say they aren't bias but in this case it's 100% true, the only thing being addressed with these changes are the complaints survivors have had, case in point everyone here telling them his power simply isn't good enough and that the cooldown was never the issue but these people basically get the finger.

    The only reason they left PH as he was is to sell the dlc. Now that a new killer is out they can just nerf PH into the ground and leave him with all the other discarded killers.

    People wanted this license for ages in the game and this is how Behaviour Interactive treats the IP. It's disgusting. No wonder nobody takes them seriously.

  • I had hawkins and it was the longest room on the map. an entire side closed off. Its like a rectangle, I have to walk across the long side, then the short side and THEN there's a door. Enough for the survivor to finish the generator. Fun. Not frustrating at all when you're losing generators just because of bad map design that teases you with the aura and sounds of a generator but won't allow you to enter the room to defend it.

  • @Sluzzy said:

    I would like to remind everyone that PH can hit through walls. That alone is enough for his power to be more than useful. His torments also allows him to bypass all camping perks which is unfair. They are more than likely not going to be nerfing him enough.

    lol you can tell who has played PH and who hasn't.

    The aiming is terrible, the attack is fully telegraphed and even has travel time, the hitbox has to be very precise as well. A survivor just doing a slight wiggle to the side is enough for it to miss.

  • spirit, deathslinger, trapper, wraith and freddy all come to mind.

    I think spirit and DS take the top spot. As soon as you unhook a survivor whoosh along comes a craptastic spirit for the tunnel. Every single time.

  • @Xpljesus said:

    I'd move Trapper up a tier, usually ends up similar to Hag, probably Doctor too asDoctor players seem to play very sweaty in my experience. Agree with the 'controversial' Bubba pick - as someone who loves the insidious Bubba meme, sadly only like 5% of Bubbas I face actually camp

    I'm the same, somehow despite insidious bubba being the most toxic of all camping builds it's the only one I don't hate 🤣 its best when they give you the nod too. You know you're done for its just a question of how many souls are going down with you.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646777#Comment_1646777

    Ok explain to me this though, how did you go from believing the devs are killer sided to the devs are survivor sided? I'm honestly just curious.

    And lets be fair, some killer perks are getting nice buffs as well. I'm particularly excited about the Thana buff. I don't think the reason they nerfed Pop but no survivor perks is because the devs are survivor sided.

    The devs are killer sided, the upper management just wants the game to make money hence the orders coming down are to please the people buying all the cosmetics.

    Thana would be good but I have a feeling it won't last long as long as Legion exists. If the numbers are high there will be more disconnects and hook suicides against a forever legion build than before.

  • @madamretto said:

    I don't know about anyone else, but on the EU server I meet such SWF teams quite OFTEN 🙄

    Survivor playtime starts at like 2,600 hours all the way up to 6,500 hours. This is most lobbys.

    When you watch a streamer in the U.S you see there is a much larger and more casual playerbase there.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647399#Comment_1647399

    Well you shouldn't be comparing them because that's where this whole argument gets caught up. PP heads power is more to help in chase rather than carry him in chase. Remember he can still do all the mindgames a normal 115 percent killer can but he has this extra ability. Huntress on the other hand relies on her hatchets and thus they need to be stronger, because she would be nothing without them. Can you imagine if pp head's attack was as strong as huntress's? Also just don't use ur power at long ranges its not hard to catch up when you are 115%.

    When you refer to him as "PP head" it kind of gives off an air of bias to your argument.

  • I'm in the UK on the EU servers.

    Camping Myers are few and far between for me, very rare. Blight....ok I've barely faced Blight so hard to judge him.

    Deathslinger - to date I haven't had one that didn't proxy camp the hook. Not a single one. I'd remember because with Ghostface there has been maybe 3 or 4, so few thats why I remember but with deathslinger I can't recall a single one that ever went to chase another survivor somewhere else, all of them just stick around. I get it he's slow lol but still.

  • https://www.youtube.com/watch?v=Ua_Rn2TN208


    Couldn't find a good video that was just gameplay and no talking but here's one from October 2018. The chase music isn't as loud in relation to all other sounds.

    Also you can't tell in here but footsteps have definitely never been as good as they were in 2018 ever since they first changed them in the Legion update.

    On a side note it's interesting how the corn is so much easier to see through there. It too was changed in the legion update I believe. That update ruined a lot lol and gave us the worst killer. Dark times.

  • @Sandwich_Jesus said:

    They are trying to prevent using his ability to zone ,which is basically what his ability is only good for besides the ability to hit survivors stun locked.

    They want people to use his ability more ,but ignoring the reasons why people use his ability the way they do, they have not bothered to adjust what makes his ability so damn punishing to use and they are nerfing the only main other viable way of using it, they need to fix or alter his ability to make it viable to use out of two scenarios ,but nope they are nerfing one of those scenarios. Yes scoring hits through walls and stuff like that his fun and requires predicting survivors movement but effectiveness is often altered by luck and survivor skill.

    They ignore the simple fact his m2 just sucks.

    The sad thing is they'll go through with this and then leave him this way for about 2 years.

  • Outside of basement bubba which is extremely rare I have to say a lot of bubba's dont camp. In fact bubba's been weak for a long time so like clown a lot of the people that did use him were pretty good players.

  • Got it first try. You don't need Devour active to do those actions, you just need to have Devour equipped. I used Ghostface with a mori.

    Kill 1st survivor hooked, that takes care of the kill and slows the game down (to the Jake I apologize).

    I actually managed to get the devour stacks but I was stalking them anyway so that took care of the exposed, then just go easy on them to make sure you get the 5 hooks.

  • Years back you used to be able to hear injured survivors and footsteps very easily. Then they broke them (when Legion came out) and they've never really been the same since. I think there was a brief period where they were very audible but it got changed shortly after.

  • Yeah if the attack isn't that great what does a shorter cooldown matter?

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647392#Comment_1647392

    So now we lying I dont play blendette I play shmockette. All jokes aside I dont play blendette I havent done that in years. Also if they have OoO and click I'm gonna put them in their place as oni and teach them to have respect.

    lmao well at least you're honest.

    That's what I mean it's annoying lol. It's why I try not to do it to other killers, and why I don't make survivors suffer through a Legion game outside of dailies/archive challenges.

  • @gibblywibblywoo said:

    Being completely honest? Me. If I'm solo and get a Legion with a meta legion build I know the game will last upwards of 20 minutes and end with my teamamtes probably just killing themself on hook. I absolutely hate playing against Spirit/Slinger/PH but I don't DC against them because at least the match wont be just sitting on gens/healing for 20 minutes.

    Legions weak but if your solo team has a weak link that doesn't immediately make tracks and waits for him to get close in his frenzy instead of running the second they hear the heartbeat its over. He can absolutely stomp you with the right slowdown perks and 1-2 crappy players. It's incredibly boring and a waste of my leisure time.

    There's nothing fun about filling bars with the occasional skill check as survivor. It's boring. I'm fine with a little slowdown to give the killer the breathing room they need but when it reaches into absurd territory. For example, a forever freddy or thana/sloppy/ruin/undying legion on wreckers yard I'm just gonna dip and either play killer or play another game.

    Slowdown builds are required against good swf but against solo they are absolutely unnecessary and make the game incredibly dull. I went against 4 forever freddys the other day in a row. All different players. All solo teams. I decided to play Mordhau and CK3 for the rest of the day instead.

    I feel the same way. Legion is the only killer who causes a stalemate. You get some situations where he's constantly injuring everyone but isn't getting any hooks, meanwhile the survivors are constantly mending/healing but aren't getting any gens done. It's the most boring thing in the entire game by far. At least with a god tier Nurse, spirit or Billy you're gonna die quick.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646889#Comment_1646889

    Yeah I run a perk in swf that I also run in solo. Am I supposed to take my perk off? I don't even really call out because I use it for my benefit.

    Also clicking your flashlight is if you didn't know gets the killers attention. I dont mind the anti momentum part being removed but I do mind that now that DS will lack another effect you should have to pay for an anti tunnel perk it should be free considering killers can tunnel for free.

    Music nerd said it best rank 4 oni main. Gonna hit 1 today so my opinion can be even more valid.

    /s

    But seriously I'm gonna get rank 1 today. You really think I've spent 3k hours on nothing but survivor.

    Just curious what do you feel when you come across a player like yourself? say a p3 blendette with OoO clicking their flashlight at you?

    • Dead Hard, at least the distance. Imagine this you're chasing them as a standard M1 killer, you can tell by the distance they're going to get hit as they vault, they tap e for that extra distance and now they make an extremely strong window where you have no choice but to either break chase or follow them around 3 times until the entity blocks it. An example being mothers dwelling bottom floor or crotus penn asylum. It's overpowered against the weaker killers, one tap of the E button and you either just lost the chase or have to waste a full minute trying to catch them in the strongest areas.
    • Object of obsession (we all know why)
    • Rework some maps. Very strong vaults on mothers dwelling, crotus penn, pale rose etc and some maps just have a billion pallets like Ormond, or then you have some maps like meat plant where 4 ultra pallets spawn within range of each other which is strange, and then you get places like Badham where the school wastes so much time just by holding W and god pallets.
    • Sprint burst as well. Yeah they have to walk but it's a free escape.

    So for me basically its addressing the bad maps and the exhaustion perks that really allow them to make it to the safest areas on these maps. Just things that greatly extend the chase with minimal skill required. It's why I don't like using wraith, pig or leatherface for example and prefer spirit, pyramidhead and clown.

    The second chance perks like DS, BT etc don't actually bother me too much. I feel like if chases weren't artificially being extended then there would be less pressure to "play dirty".

    My favourite part of the game is the chase which should be evident in the killers I play. So perhaps thats why my focus is on maps and exhaustion perks rather than all the second chance perks.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647001#Comment_1647001

    If we're going to have "anti-momentum" perks we should have them for both sides. Like one where if gens get done too quickly then it just regresses an already completed gen back to zero. If this is the sort of fun and balanced gameplay we're aiming for.

    We have one kind of, it's called Hex:No-one escapes death.

    All the survivors love that perk.....oh wait.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646242#Comment_1646242

    He's so strong, he got curbstomped in the last tournament, against survivors that weren't even allowed to go full meta, lmao.

    Please, just stop. You clearly have no idea. If you have problems versing Pyramid Head, it's completely on you. ;)

    People with 5k hours+ missing every POTD shot by an inch as the survivor shifts one foot to the side.

    Ironically many of the hits came from the lose/lose situation....almost like his power isn't too good so people resort to using him other ways because of that.

    What good is a shorter cooldown when it's still so easy to juke the attack?

    PH OP BTW 🙃

  • Pyramidhead. It takes forever to catch up when they're running around there.

  • @xenofon13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647127#Comment_1647127

    Mr. Pinky and ebony, billy is my main killer, still play him and he's the most fun killer to go against while no one plays him anymore.

    How is Pinky finger any different to Hillbilly? you have to get up close and its actually easier to avoid a direct bottle throw than a chainsaw. Its basically the same thing, killer walks behind you and tries to line up their instadown.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647114#Comment_1647114

    @ClickyClicky

    Did you also read the part where he explains what happens when the killer finds the survivor who still has DS?

    He didn’t say they wouldn’t be able to use DS because it is strictly anti tunnel.

    What did he say? .....

    He says "But ultimately, we have tried to mitigate the amount of time DS wastes in respect to the killer"

    Which combined with the previous answer makes it sound like "the perk is designed as anti-tunnel, there are some situations where it may not work like that however we have tried our best to mitigate those circumstances".

    Because making it purely anti-tunnel would be hard to do and may make the perk a little awkward. For example people use the "pause in chase" suggestion but that can also be worked around.

  • People consider Pinky finger OP because of how drastically it changes Clown.

    When you consider someone like Hillbilly has the same instadown as soon as they get up close it changes your outlook lol

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646283#Comment_1646283

    Only on killers who don’t have an anti loop though, and lets face it most killers these days do.

    No I had a survivor get Hope and they made it all the way around dead dog saloon. At that point there's only 8% speed difference between you and the survivor.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647087#Comment_1647087

    @ClickyClicky

    It still doesn’t state that DS is strictly an anti tunnel perk. That is something the community came up with.

    QUESTION: WHAT LED TO THE DECISION TO PUT THE TIMER ON DECISIVE STRIKE?

    Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed

    "where it no longer serves the purpose to protect you from being tunneled/ farmed"

    "the purpose to protect you from being tunneled/ farmed"

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