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@LuffyBlack said:
https://forum.deadbydaylight.com/en/discussion/comment/1727360#Comment_1727360
I'm trying to be cool because I don't want to be banned as I'm already probably not the Mods' favorite person, but this made me lose several braincells. Survivors are free to leave when they please.
Yes, but my point still stands, you still have the option to force them out. That’s literally the solution.
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@Hex_Llama said:
I mean, ethically, I think being toxic to someone who was toxic to you first is better than being toxic just at random.
So using flashlights to blind the killer is toxic? Ok pal
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killers complain about survivors not leaving, but then they don’t even force them out 🤔
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Something along the lines of:
tremendously increasing the time to stalk survivors
Leaning no longer gives bonus stalk
Stalk progress decays when not in night shroud.
If the survivor being stalked forces you out of stealth, you lose all stalk progress on that survivor.
While a survivor is exposed they can be killed by your own hand, perhaps had a unique mori animation.
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Never
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Nerfing Spine Chill will only cause more people to run the infamous meta build
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Just break the door. There’s nothing wrong with 1 god door in the entire map, get over yourselves.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1706107#Comment_1706107
Pop was guttted just as you claim DS would be.
How long does off the hook tunnelling last? If it's longer than 40 seconds you're in what's called a chase. Chases are normal and give survivors a chance to do gens while a team mate keeps the killer busy.
I actually don't take issue with DS... It doesn't affect me enough to care. But ignoring the pop comparison is blind🥴.
If OoO is just the "icing" why defend it?
Your whole argument smells of the entitled "but that's whataboutism" that Survivor mains use to negate a conversation everywhere.
Pop wasn’t gutted though, even on the lowest mobility killer it still has use. If you can’t find a gen to pop in 45s then you are the problem.
Hook tunnelling lasts as long as you are chasing the unhooked survivor, doesn’t matter how long the chase is, it’s still tunnelling.
How is ignoring the pop comparison blind? Pop vs DS is literally the biggest whataboutism killer mains have come up with on these forums. As I explained previously they are completely different perks.
About OoO, all I’m saying is that if it’s an SWF, it barely makes a difference most of the time. If OoO didn’t exist people will still be complaining about SWF’s relaying their position. To me, that’s no different to an OoO user relaying your position.
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@voorheesgt said:
The change to pop was even a surprise when they announced it... Even more so when their reasoning drew similarities to DS (with DS far more abusable) and they never responded about the similarities.
Fast forward to patch going live and we got a secret nerf to Discordance too. Because killers said it didn't make sense that yellow was better than purple, they just made them all useless rather than reversing the alert timer per perk tier.
And now they've officially said they aren't addressing OoO🤯.
Can an actual developer please explain any of this? Is it really this lopsided?
Is it because Survivor mains buy more cosmetics and battle passes?
That's the only reason I can even fathom of why this game would nerf 2 killer perks that never got complained about while ignoring an ENTIRE forum full of legitimate comparisons to DS and confirming (which is rare) that the most toxic perk stays as is?
1) Comparing DS & Pop again? The Pop nerf barely makes a difference most of the time while nerfing DS to 45s will make it useless. If DS needs a nerf it needs a full on rework, not a timer reduction which would make it useless.
2) Admittedly the nerf was unneeded, but now they made tier 3 useful. The 96m range doesn’t make a difference considering length wise each map is 128m maximum.
3) OoO doesn’t make too much of a difference. Chances are SWF will know your location and will be relaying it via comms anyway, OoO is literally just the icing on the cake. It only seriously negatively affects Trapper & Hag, while stealth killers are naturally immune to it when using their power. Also there’s plenty of perks that can give you the undetectable status effect & there’s third seal to counter aura reading perks.
4) Ah yes, the typical “survivors buy more cosmetics” argument.
5) “While ignoring an entire forum full of legitimate comparisons to DS” Again, not legitimate comparisons as you can’t just reduce the timer of DS without gutting it. It needs a full on rework.
6) How is OoO toxic? Using perks is toxic now? Just because some players play unfavourably with the perk equipped doesn’t make it the most toxic perk in the game.
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This at least gives survivors some counterplay against her. Before you would have no information at all while Spirit can see grass moving, footsteps, scratch marks and hear moaning to pinpoint your location. Only hope you had as survivor was a long wall or a pallet and hope you picked the right side.
But Don’t worry, she can still move at 100mph with her totally balanced Mother-Daughter ring.
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Of course, a 4K slug within the first 2-3 mins of the game is fine but when gens get done it’s “GeNrUsHiNg”.
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4 survivors = 25% workload each
1 Killer = 100% Workload
Ultimately killer is going to be stressful. It’s a 1 vs 4 so it’s naturally going to be difficult.
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It only really negatively affects Trapper & Hag. All the other killers are fine and it’s just a minor annoyance.
if you have issues with it you can use blindness-inducing addons, Third Seal, and perks that make you undetectable.
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To be fair you do highlight that The Third Seal is a crappy perk to deal with as solo survivor, while being useless against SWF. It literally has no other use than to be a dick & slug everyone with no intention of hooking.
I honestly hope it gets reworked to something else, I’m pretty sure a 4 man slug isn’t the gameplay that the devs are striving for.
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Don’t know dude, I’d say you’re trying to force DC’s. If you know what it’s like to be slugged with The Third Seal then you’d understand why people DC.
I mean, look at the guy above the person who disconnected, his points are in the double figures, props to him for staying and wasting 5 mins of his life to bleed out and get that many points.
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His changes sound ok on paper, but when I played him it has made nearly no difference.
You can still “Quick-scope” with the sword, which can force the survivor to not take the window or pallet, thereby giving you a free M1 hit.
Also, as others have said it’s a lot more painful to leave trails as you have to contend with the cool down after.
The only good to come of it is the reduced penalty for using POTD, I feel there’s a lot more freedom now when using it rather than only saving it for guaranteed hits.
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Good Riddance, it was way too annoying with high mobility killers immediately making a beeline for the gen being worked on by 2 survivors across the map.
Honestly there’s still no counter to it unless you split up, which ironically is bad for the killer.
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This change only affects PH players who only use his POTD on animation-locked survivors.
Now you can be a lot more adventurous with his POTD without having to worry about such a long cool down.
I wish that they had a look at some of his addons though.
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It’s a solid perk, but can it save your teammate against a proxy camping killer?
Or can it give you a second chance after getting tunnelled off the hook?
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I’d say this is more of a thriller than a horror game.
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Not trying to tar all killer players with the same brush but those who bring Moris tend to play sweaty & even play toxic, on top of the fact that it’s an OP offering.
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Not all SWF’s play the game to make a miserable experience for the killer, some just want to have fun.
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There is none, he creates lose-lose situations with his M2 when you are at a pallet/window. He will be getting some changes in the next update to address this.
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Just because you spent hundreds of hours on Nurse to master her shouldn’t give you the right to completely massacre anything short of a well coordinated sweaty SWF. That idea is just flawed and completely disregards the idea of fun for the other side.
Nurse is still OP, but thankfully she’s in a buggy state and very few players can play her well so she’s a rare sight.
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The strange win conditions are based on the lore of the game.
Entity feeds off survivors on the hooks and their hope. There’s not much hope going on when chases are very short & they are all killed within 3 mins, hence the low score.
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Probably because you given up trying and basically thrown the game?
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You don’t need justification, just do what you want....
But on the topic of Moris vs Keys:
How often do you see a 3 man escape via key? Probably not as often as you see teams getting wiped out by an Ebony Mori. But whatever, keep saying they are equal
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At the very least they can do a name filter for steam users, like the one on CS:GO which gives everyone random names like: Orange, Purple etc
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It’s funny, the “too much time” comment made by Almo doesn’t apply to DS, it’s far more complicated than that.
Lower the timer? This punishes players who can put up a chase against the killer & makes camping the slug a more viable strategy.
Lower timer + timer don’t go down while in chase? Chasing mechanics are still buggy, moonwalking still removes chase & stealth killers like Wraith can just cloak & follow you.
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Well you got:
Franklin’s Demise to knock their Medkits to the ground
Overwhelming presence and Coulrophobia makes healing almost pointless within the TR.
Sloppy butcher to discourage and slow down healing.
Nurses Calling to catch out those who dare heal within 28m of you.
Take your pick
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On the contrary it would be interesting to have failed killers become survivors. Rin’s (Spirit) father comes to mind.
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Please, I don’t want to play M1 simulator. 5% is fine. Also you can just pair it with sloppy butcher and you have to take into account perks like Dying Light which stack with Thana which is probably why devs are reluctant to buff it too much.
Huntress Lullaby hasn’t been nerfed. In fact it got a slight buff.
Mindbreaker is a tough one to balance. Why should survivors be exhausted for doing their objective? On top of that it’s a passive perk with a potentially powerful ability.
Cruel limits is just a badly designed perk, the devs ought to go back to the drawing board with this one.
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Not sure what the point of this thread is? More propaganda against survivors?
I and many others could go on & on about all the times killers have brought moris with Iri huntress, tunnelling, camping, killer BM etc...
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Literally DS is there to stop survivors from getting back on the hook in less than 60s.
Is it fair? Yes, considering I’ve seen games where the killer just proxy camps the hook & tunnels the survivor out of the game in less than 60s.
Doing gens in your face? Lunge at them
Unhooking in your face? Again, lunge at them. They might get the save but then they’ll be slugged on the ground, and chances are they haven’t got much time left on their DS.
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@DaKnight said:
So i'm in a really good mood today. I decided I was going to play as fairly as possible.
No camping / tunneling and keeping the slugging to a minimum. No slowdown perks. Just wraith and my skill attempting the 12 hooks in 4 minutes.
First game: Someone DC's after the game loaded in cause they didn't like my Hawkins offering. You sure showed me dude, except for the whole screwing over the other 3 people part. Gave the the last guy the hatch.
Second game: Literally get DS'd by some goon just running at the hook (full health cause he got healed) and doing gens in my face. Lose to the BT/DS combo.
That's it. Goodwill wrecked within 15 minutes. I almost have to laugh about it before I go back to my normal playstyle.
It’s pretty obvious that they want to use DS so why not slug? chances are they probably only had less than 20s left of the timer anyway.
Doing gens in your face? Just lunge at them.
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@Lmronby said:
https://forum.deadbydaylight.com/en/discussion/comment/1649344#Comment_1649344
So.. you magically just can't grab the people who tbag at the hatch, so they can be toxic before the killer can get close enough to close it?
Lol get a grip. If something like T-bagging gets you wound up then online gaming may not be for you.
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It’s not going to work unfortunately. The timer not ticking down in a chase just won’t work during endgame. Any unhooked survivors will be guaranteed an exit.
While with current DS if you down them far enough from the exit gate you still have a chance of securing the kill.
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It’s like she’s the sister of Quentin.
I really hope they fix her face, she was beautiful in-game in Silent Hill.
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@JimPickens666 said:
https://forum.deadbydaylight.com/en/discussion/comment/1648776#Comment_1648776
OR maybe you're a short sighted survivor main celebrating a nerf that you literally just explained why its pointless. Yet you're going to go off and complain about NOED and Moris and ask why the devs aren't doing anything. Its because they're nerfing Pop and buffing Slippery Meat.
I forget how people are on this forum, I need to use really neutral language or people just read far enough to know if its in favor of the side they exclusively play and then leave an insult and remark how X side are a bunch of crybabies
The slight nerf was to prevent constant chains of PGTW, which I can understand.
Typically there’s no urgency to use PGTW so you can chase a survivor and down them in that 60s. Then proceed to use your previous PGTW, hook the survivor and then use PGTW again. That’s like 50% gen regression within the space of 10-20s.
Yes, survivors should be punished for their mistakes but that’s a little too punishing. In some cases if the killer has good momentum the match literally becomes unwinnable for solo survivors.
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Most killer players won’t be satisfied until they have total control over other survivors...until survivors are literally made to be helpless Damsels in distress against the killer.
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@Pawcelot said:
Killers getting the short end of the stick again. Surprise, big not.
I guess you conveniently forgot to mention the map reworks & some of the newer maps which actually favour the killers more.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/1643975#Comment_1643975
Isn't that part of being a Killer? You are literally going against 4 other people. If you are a Killer aren't "doing other things" you are going to lose. But perhaps that is the goal here.
Some chases don’t last close to 60s. So by the time you down another survivor you’ll probably still get to use your previous PGTW and then hook & use it again. Sort of creates a snowballing effect against generator repairs.
Their intention was to probably reduce the potential constant chain of PGTW.
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@Nazia said:
https://forum.deadbydaylight.com/en/discussion/comment/1645607#Comment_1645607
And then they jump into a locker. And if there's a mori they just ragequit at the load screen.
Being in a locker isn’t invincibility. You aren’t doing anything productive just hiding in the locker.
Also, assuming you didn’t just hard tunnel that person off the hook you probably only have to wait less than 15s for their DS to deactivate.
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What is this, like the 20th thread created on the same subject?
Somehow DS is being compared with PGTW, even though they are completely different perks.
The main issue with PGTW is the easy chains you can get with it. Within that 60s you can down another survivor, pop a gen, hook, then pop another gen...this change at least alleviates that.
The last I checked you can’t chain DS’.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1642926#Comment_1642926
Exactly, people want D strikes anti-tunnel buffed even more, and its 60 seconds of immortality nerfed.
It’s not 60s of immortality. The survivor can still be slugged and even killed via Mori.
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Funny, the same people justifying tunnelling are the same people calling for DS nerfs on PGTW threads
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@MegHasCuteFeet said:
https://forum.deadbydaylight.com/en/discussion/comment/1645515#Comment_1645515
If they came to the conclusion that pop needs a nerf over ds then the devs might not have been paying attention to the last years of this game lmao.
No need to bring up salt 'argument' because most of the community is pissed atm of the poor decision making.
Yes, because the devs should totally listen to the community on all balance changes /s
If that happened survivors would have been made unplayable years ago.
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I don’t blame the devs for not commenting further.
They’ll get nowhere justifying their actions as it’s clear what side the majority of this forum is buttered on.
Hell, people still think Ruin was nerfed because of its high usage rate despite the devs having 3 reasons for its change. People just twist what the devs say and just use it against them.
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@Pior_Morte said:
they mean to nerf it to 45 seconds cuz as right now it would be better than 60 seconds of invulnerability
You don’t seem to think through this. This is why you can’t just nerf the timer of DS. THEY ARE COMPLETELY DIFFERENT PERKS.
You reduce the timer of DS to 45s and it will be gutted and will just encourage using DS ASAP. Not only that but if I’m tunnelled and lead the killer on a 30s chase, they only have to wait 15s to pick me up again.
60s is the right spot.
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@handfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1643975#Comment_1643975
God, if only that line of thought was used for DS. Funny how that works, huh?
Yeah sure, let’s just nerf DS to 25/35/45s timer instead. Ez tunnels.