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DaddyMyers_Mori

DaddyMyers_Mori

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  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400747#Comment_3400747

    A large number? I can think of a few, Haddonfield and Azarov's are pretty heavily encouraged to 3-gen in their current state, but it's definitely not a large majority. Three or four at most. Even so, that doesn't really mean anything, you can hold a 3-gen on those maps without CoB/Overcharge and that combo of perks allows you to hold a 3-gen infinitely on any map, so... surely you're not saying CoB/Overcharge were fine and shouldn't be changed because of a handful of maps having kind of poor generator spreads?

    It would be a problem if old killers needed to tunnel someone out ASAP. Good thing that's not the case, eh?

    Okay, we're on firmer ground comparing regression perks to progression perks, so this is where we can start having a conversation. Now, nobody's going to deny (at least, nobody with any sense) that certain elements of generator progression are overtuned; some red herrings are thrown up that really aren't a problem, like Prove Thyself, but if we're in the realm of talking about toolboxes and Brand New Parts, yes, those things do need to be nerfed. IF this patch had taken a broad sweeping look at slowdown perks, not nerfing toolboxes as well at bare minimum would be a massive oversight, to put it mildly.

    However, what people keep ignoring is that this patch isn't touching all slowdown. It's fixing CoB/Overcharge, that's not a net loss for killers that aren't forcing infinite 3-gens, and it's touching Pain Resonance. All the other slowdown that exists in the game - Corrupt, Deadlock, Plaything/Pentimento, Eruption, Jolt, Gift of Pain, etcetera - they're all still there. That doesn't mean toolboxes aren't a problem, obviously, but it does make the one-to-one equivalence of "if slowdown is being nerfed, progression should be nerfed too" not apply, because slowdown isn't being nerfed. Three perks are being nerfed, and two of them obviously need it.

    Finally, I was never making any comment or reference to what CoB's new pickrate will be. I have, this whole time, literally just been acknowledging the basic fact that it has always had two effects.

    Corrupt, Pop, Pain resonance, Eruption, CoB, Overcharge were nerfed. Probably some others, but those I remember.

    Jolt is decent, but m1 killer only.

    CoB, Overcharge were not fixed, they were destroyed. That's very different. They are useless now. I will rather use Oppression than those.

    Pain Resonance wasn't touched, it was nerfed hard. It's not dead perk tho, but you need to use some synergy with it, not alone use perk anymore.

  • @Stroggz said:

    if a survivor is dead on hook, he instantly dies with a hit instead of entering dying state. 

    what is "dead on hook"?

    Hooked two times already, next hook will kill you.

  • Basically making Breakable god windows.

    It's annoying to deal with breakable door. They are just predropped pallets, who are used to nerf broken setups.

    Most killers don't have time to predestroy them and it slows you down doing it during a chase.


    You wouldn't fix breakable doors, you would make it worse.

  • Breakable door sucks. We don't need more of that.

  • Can it be abused?

    Yes

    Should it be nerfed?

    No


    This perk is currently preventing full face camping strategy, just by existing. It's not really used that much.

    If you nerf it, it will come back. Noone wants it back.

  • I would rather not.

    1) it's not really an easy feature to make (time wasted)

    2) people won't use it much, only to trashtalk other side (so nothing good for the game)

  • @Blueberry said:

    This is way, way, way over complicating something with a simple solution. The devs typically don’t do changes this extensive either. These level of reworks are usually reserved for killers with fundamental flaws like Skull Merchant, Pig is not fundamentally flawed in design.

    All she needs is her crouch move speed increased, increase the charge speed of her ambush and it’s move speed, remove the sheathing sound of her crouch, and finally move the roar to the end of the charge bar instead of the beginning.

    That’s really it. If you wanna get extra snazzy she could use some addon changes. Her core issues are just how bad her crouch and ambush is.

    finally move the roar to the end of the charge bar instead of the beginning.

    don't you dare to touch my roar

  • None of killers who are good with STBFL is top tier.

    Why the hell would you make them worse?

  • You can hide end game chat, so just do that?

    You have an issue, you have an option to fix it.


    I like end game chat.

  • Since when you lose Bloodlust with stun?

    From what I know, you lose it from:

    -kicking pallet

    -hitting survivors

    -using your power

    which all three makes sense

  • @chibizodo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399834#Comment_3399834

    im not saying its an anti tunnel camping perk; im saying killers will want to avoid it so they will tunnel out the unhooked to not have to deal with it, the very reason they change it to be the person who was unhooked can use it and not needing to perform a safe unhook. like you said killers find the perk very annoying so they'll want to avoid it just like DS was getting avoided by just slugging to not get hit by it etc; sure make DH have some kind of task to do before you can use it, but pairing it with a hook isnt the way to go.

    but tunneling is not going to get worse.

    By your logic, I am so worried survivor might have DH, I am going to always tunnel first survivor, wouldn't it make more sense to target unhooking survivor, who I know for 100% can't use DH?

    Ok, then why should that be more frequent than tunneling after I saw that survivor use DH on first chase? In order to avoid it, I should tunnel him asap, right? Which is not really a thing right now.

    So again, DH nerf doesn't change a thing for camping / tunneling.

    This nerf might help to those, who really want to use DH for their montage and have fun with it, survivors are going to use it less, so killers are going to respect it less.

  • Workshop is always good thing for any game, free content, yay


    but game feels way better than used to be imo. How did it go?

    If I used mori, it was super easy, if I didn't, it was super hard. Keys, insta heals, Brand new parts, broken perks. Just no, you think this is sweaty?

    Try to play killer against OoO SWF team with key. Hell no, it was annoying time to be a killer.

  • @chibizodo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399821#Comment_3399821

    thats what im saying tho if they cant mend they cant use DH being prime targets for tunneling to avoid the perk altogether

    with current dead hard you can use it first chase, this update you cant; if DH didnt help them then why is it getting nerfed yet again? killers were upset bc they had to wait out a hypothetical dead hard and wasting their time, sure they may still go down if used properly but the time was one of the biggest concerns for killers; with this version they wont have to wait it out and just get rid of them without worrying about dead hard.

    So your issue about nerfing DH, because you think it is undeserved? Like lot of nerfs BHVR did, so get used to it.

    Fact that it didn't help against tunneling / camping doesn't change anything.


    DH is good for different reasons, camping and tunneling prevention are not one of them, but that doesn't mean how good that perk is.

    By your logic every perk that doesn't help with tunneling / camping don't deserve nerf no matter how good it is?

  • Sure, wouldn't really care about hiding it in lobby to prevent dodging. Survivor's queue times are long enough.

    I usually don't pay attention to lobby while playing a killer, so wouldn't affect me.

  • @chibizodo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399807#Comment_3399807

    they can use dead hard later after they mend, they changed DH to be the user who is unhooked can use it rather than unhooking which promoted tunneling the fresh unhook to prevent dead hard. killers will want to avoid dead hard and and the clear simple way to do that is to tunnel off hook. you cant get hit with dead hard if you dont you tunnel them out. as you said killers find DH annoying, so why wouldnt they resort to this to make sure they dont have to worry about it.

    Later, after they mend... When I am tunneling them? There is no later.

    What you think are killers going to do would work even with current DH, right? So nerf doesn't change anything.


    Maybe may promote going for unhooking person, because I know he doesn't have DH yet, which is what they want by that change. In reality, it won't change a thing. If I want to tunnel, I will tunnel. Old DH didn't help them, new DH didn't help them. So nerf doesn't change a thing in this aspect.

  • They didn't want players to use them for 3-gen, but were too lazy to rework them, so made them useless, so they don't have to worry about it anymore.

  • Nah, I want to flex with my useless Prestige.

    If you are so worried about other player's opinion, you can turn off chat.

  • @chibizodo said:

    killers get so upset with dead hard, its a joke saying they changed it from unhook to getting unhooked to prevent tunneling the fresh hook immediately...you just changed the target to the person using dead hard who dies; you cant get dead hard if you smack with them with base kit endurance(cant use DH while having to mend) and down them again and put them right back where they were. this is still going to encourage tunneling..

    Ok, how is it going to affect tunneling in any way?

    From what you said, even current DH is useless when you get tunneled. So nerf doesn't change anything.


    Btw I didn't really care about current DH, it's fine. I just disagree with statement DH nerf is going to promote camping / tunneling. It's not going to change anything in this aspect imo.

  • @VaporLion said:

    It will all come down whether or not dead hard will still see play as a 2nd exhaustion perk. If it does, it will change the playstyle because it makes camping / being near the hook more profitable.

    How so?

    If I want to camp, I am more worried about Sprint Burst than Dead Hard. How do I care about DH?


    DH didn't counter a specific playstyle, it's annoying perk overall for killers. Ok, maybe hit&run because survivors didn't worry about being injured, but not camping.

    Reassurance and basekit BT helped against camping a lot and it's kinda last resort for most killers now, because of those.

    Have you seen more camping on first nerf of DH? Current DH and old DH was big nerf, this nerf is nowhere near close to that.

  • Well, if you need 4k and don't want to gamble, this is way to go. Simple as that

    what is worse imo are two last survivors hiding, ignoring gens and hoping I am going to find other survivor first. I have been stuck in games like this several times. Record they had was almost 40 minutes of hiding. I was just watching anime and randomly running around map...

    As a survivor, you are going to at least bleed out, so it will end quite soon.

    We definetly don't need keys back or anything like that. That was so annoying time to play killer.

  • I got back after two years and killers feel better to me and it's going to get even better now.

    Medkits got nerfed, DH got nerfed, CoH got nerfed, gens got nerfed, killers basekit got buffed, more BP, SoloQ improvements, Nurse nerfed, camping nerfed (Reassurance), BT basekit etc.

    Game seems way better to me compare to time when I left.


    Sure killers are still way more stressful to play as, but you are playing against 4 different players. Of course it's going to be stressful. There is not much BHVR can do about that.

    I would love to see some QoL changes for weaker killers, but I am fine with killers overall.

    We need also more addon pass for killers (start with PH and Nemesis) and don't try to nerf few decent addons when all rest are trash (looking at poor Billy)

  • @VaporLion said:

    the reason it got changed in the first place is beacause it was considered too strong. and youre telling me its not a big deal to wait? bruh. And its not even about full face camping from the start. There is a strategy called " proxy-camping " which is essentially defending the hook while preventing generator progress near the hook. And that got buffed too, because you now get the info on who did the unhook which tells you who not to go for because dead hard is considered the strongest exhaustion perk.

    It's not strongest, Sprint Burst is. It's easiest to use. You don't need to play around it as survivor, just press button.

    It's not big deal gameplay wise for me. Counter play for it is dumb, where you basically play waiting game with survivor.

    I am not going to miss DH at all, but it's nerf is not going to change anyone's playstyle (except for survivors). Killers are going to play still exactly same as they did.


    Only thing you are going to see more are hit&run tactics, because medkits and CoH killed it before. So that sounds as even less camping.

  • So you just want weaker Blight? Why?


    Seems like a bait to me, or titled survivor. I am Oni main and you want to remove what is most fun thing about him.

    He is not best killer, your game usually start when there are 3 gens left, unless survivors screwed it.

    His snowball potencial is insane, but he is mainly fun to play and he is not too much oppressive.


    There is a counterplay against him. So why make A tier killer, D tier just because you feel like he doesn't need it (which I doubt).

    You know what? You like information over opinion. "your whole post is opinion btw"

    Show us some recorded games.

  • So for players who don't know how to play Plague:

    -don't cleanse till you are dead hook if possible.

    -once someone cleanse, everyone should cleanse.

    -if she is close to you and want to vomit, crouch next to her.


    It's not really hard.

  • It's so long I have seen someone facecamp from start. You really think they are going to start again, because of dead hard nerf?

    They were doing it when Dead hard was strong, it didn't stop them. You know what did? Reassurance

    Why would I care about nerf of a perk that didn't stop me before?

    Dead Hard nerf is not going to change much for killers. It will save us few seconds where we don't need to stare at survivors, which is good. But it's not that big deal that I would see it as a buff for camping.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397426#Comment_3397426

    Tunneling is a made up concept.

    Survivors rush gens and as a response killers have to rush survivors out of the game.

    You get nothing for getting all gens to 33% progress. You get nothing for hooking three people one time each.

    See the problem?

    Tunneling is a thing, survivors just use that term way more than should.

    Gen rushing is a thing, but killers are using that term way more than should.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397394#Comment_3397394

    Eruption is dead and lost 2/3 of its effect.

    PR is dead and only working once per player per game is not worth it.

    Pop is dead. As I've said before it used to give me 2-3 minutes of extra time and now it's more like 40 seconds per game.

    The PTB notes want to nerf CoB by 75% and OC by 70%.

    Is there any survivor perk you would continue to use if it lost 70% of its effect?

    They are not dead perks by any means, just because that effect can't save your gameplay, it doesn't mean it's bad.

    I have been trying builds without PR and it's fine. Eruption, Jolt, Deadlock, No Way Out, Pop are still valid perks.

    PR with Floods of rage too.

    Pentimento can work on some killers too (with Plaything), Plague is best for it.

  • @DjEnderFox107 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397430#Comment_3397430

    Yes and I can absolutely see this as an issue with all survivors carrying a flashlight along with a medkit to loop killers the whole game, for another survivor to have a toolbox to repair a generator and then have a medkit later for when they get injured off the gen. For this idea just to come out as is would be a bad idea, that’s why there would need to be changes to make it anywhere close to balanced!😁

    You would basically have to nerf them a lot, where they would be next to useless.

    I will rather have one useful item.

    It might work if you give Frenklin's basekit, it would suck for m2 killers tho.


    It would be funny to have new mode where they would try those time of shenanigans. Like two items, 6 perk slots, etc.

    But their queue times are already bad enough, so I doubt we will see another game mode in dbd. They would die fast, so it's not worth an effort.

  • There is already some level of height difference POV. 

    Sadako's POV is definetly lower than Nemesis. It's not taken to extreme level tho.

  • @DjEnderFox107 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397420#Comment_3397420

    Yup😋 I’m not being too serious with these discussion and making them into more as an idea then a need

    Bad idea, just 4 items per team is annoying, 8 is hell.

    But that Franklin's value would be nice....

  • @Archael said:

    I have few other solutions for tunneling problem:

    1. Make hooks works like Pyramid heads cages - surv is relocated and killer dont know where.
    2. For every killed survivor, gen repairing speed is increased, but decreased for every gen compleated.
    3. Remove "killing" aspect. Entity feeds on emotons, fear and pain. Let the survivors play whole game. I have posted a more detailed description of this Idea:
      1. Trial is time-limitted
      2. There are no gates, but two switches
      3. Switching both before time limit banish killer and survs won
      4. Not switching both before time limit makes a dawn and Entity consumes survivors.
      5. Hooks just reduce survs ability to finish gens, without removing them from the trial
      6. Also, survs will really be dead by daylight if timer would count down to dawn.

    Only 3 simple solutions, and all better than straight free gen repairs.

    1) You know where tho, it's not really hard to find them. It might help, but you can as well remove basement.

    2) might work, but 3-gen would be pain to deal with again. It would promote slugging, so you keep gens slowed. Just fix to create more issues.

    3) sounds like new mode, nothing to do with normal game. People wouldn't like it. Don't change core gameplay, which is reason why people started to play in first place.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/371662/idea-to-make-the-tunnel-more-difficult

    You forgot to account for Survivors tunneling Generators.

    What punishment do they get for tunneling gens?

    What is your idea about tunneling gens?

    Is it just counter false argument so survivors have something to tunnel too, or what?

    You are scared that all survivors are workign on one gen? I wish they would do it...

  • BHVR is going to nerf The Pig again, because of this post...

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396734#Comment_3396734

    There will be no good kick perks after this patch. Overcharge is getting a 70% nerf and CoB is getting a 75% nerf. Nobody will ever use either of those perks again.

    Nobody is using Pop so what kick perk do you think people are using?

    The only perk people are using is a detection perk not one that focuses on gen regression.

    People are going to use pop instead of Pain Resonance. It's not dead perk, pain resonance was simply better.

    Eruption is still good if you combine it with Nowhere to hide for extra value.

  • Never? They would have to remove an option to leave lobby first...

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396591#Comment_3396591

    -"I am all for this. Something like Grim Embrace effect would work."

    Here's the paradox : Anything less than 9% penalty to all survivor actions for each first hook means it is better to just tunnel one player out.

    You can't give that much of a buff because survivors would whine. Since they won't give that much buff I will always tunnel one player out asap.

    "Deadlock is currently one of best slowdown perks in the game and you want it basekit?"

    If we nerfed every exhaustion perk except smash hit by 75% it would very quickly make smash hit the best exhaustion perk. That's not really saying much.

    Deadlock base kit would be roughly equal to survivors getting free base kit BT. The survivors get +1 perk and the killer got nothing of equal value in trade. Deadlock would give killers gen tunnel protection - which is what survivors got for free.

    -"For this you would need to rebalance everything. Good luck with that."

    Generally speaking there are about 10 "ok" killers" and 2 "working": killers. The list should be more like 2 great killers and 20 "good" killers.

    Or we could just have tiers of gameplay. If you are playing without perks , not in a SWF then you can see Pig. That's an oversimplification but you get the idea.

    There is no world where player 1 picks Pig and player 2 picks Nurse and that choice is equal.

    If we nerfed every exhaustion perk except smash hit by 75% it would very quickly make smash hit the best exhaustion perk. That's not really saying much.

    Deadlock was never bad perk. It simply doesn't work well with kick gen meta, which was dominant play style last few months.

    You still have some valid kick gen perks and deadlock would screw it. Deadlock base kit is bad idea for both sides.

  • @DjEnderFox107 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396318#Comment_3396318

    Yes and I completely understand! That why I mentioned that killers would have to be changed in some way to fit a three health state system! With Nemesis I would either add more zombies or make it where his whip/tentacle always brings a health state down. Otherwise if you did just add a three health state system without any change the game would be terrible and hard to play😅

    So you would basically have to rebalance whole game...

  • I would be fine with hiding deathbar if you show hook states of survivors to killer.

    I can guess by death timer how many times that survivor was downed and can choose to hook or slug based on current situation. It would be annoying to play without any info.

    Why would entity give all information to survivors, but none to killers?

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396075#Comment_3396075

    What I have been asking for is for the game to be slowed down. Slow down survivor gen rushing (maybe those perks need a 70% nerf since cob/overcharge are getting that). Slow down the game so the killer can go for lots of chases instead of needing to tunnel the first person out every time.

    Give Killer Deadlock Base kit. Give them a base kit reward for hooking each unique survivor once before anyone dies. Make that reward "better" than tunneling out one player. We will see longer games with 4 people alive for longer - with harder to complete generators.

    Give the killer a reward better than tunneling and they won't. If necessary make it so you get one reward or the other; so if you start by anti tunneling and then tunnel the reward for not tunneling goes away.

    The problem is that many survivors seem to want quick easy games where they don't really feel much pressure and have easy escapes. How fun is that to play against as killer?

    I am killer main and what you want is broken. Like a lot.

    For this you would need to rebalance everything. Good luck with that.

    For any basekit changes like that, you would have to first nerf the hell out of Blight, Nurse, Spirit, Wesker, Artist, Oni, Huntress and probably some others. Basically all good killers right now, because they would become super broken.

    Give Killer Deadlock Base kit. 

    Deadlock is currently one of best slowdown perks in the game and you want it basekit? That's a no from me. It would actually screw lot of killer builds. Any gen kicking build don't want to see Deadlock.

    If you chose corrupt interventation, so chase starts faster (make it go away when chase starts instead of dying). I could kinda get behind it, but Deadlock is too much.


    Give them a base kit reward for hooking each unique survivor once before anyone dies.

    I am all for this. Something like Grim Embrace effect would work. I would increase hook stage timer to deal with camping and kinda balance it.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396486#Comment_3396486

    Well can you honestly tell me what is wrong with my idea? (apart from Genrush)

    1) it's impossible to define "tunneling" code wise. It will either be too vague or too strict.

    2) your effect seems weird to me. So many effects for survivor who is getting tunneled, basically make it harder for them in exchange for whole gen.


    How it would look -> First survivor gets hooked. During that chase, it's possible to get 1-2 gens. So let's say they are at three gens, while you have one hook.

    When that survivor gets unhooked, he will bodyblock the hell out of you, actually wanting to get downed, because it will finish whole gen for his team while he is still alive, then killer would actually be forced to tunnel him to compensate for you fix.

    You never, ever, want to have system, where survivors want to die. It's supposed to be something they want to avoid.

  • I don't think it can be addressed. Most of fixes would only cause more troubles.

    Fact is that current queue times suck for survivors and you want to nerf killers?


    Only way to help with tunneling would be to create incentive toward spreading hooks.

    BBQ was doing this, but it was nerfed. Right now there is not really a reason hooking new survivor if you have already hooked others. It gives you very little pressure and you risk Deliverance.

    It might be good to make an effect by Entity that triggers when you manage to hook all survivors or something like that. Kinda like Grim Embrace (which is bad tho). If you make spreading hooks rewarding, you can counter balance it with longer hook timers to fight camping etc.

    Developers currently can't straight nerf killers at this point, because they don't have enough of them. Which is kinda funny to me.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396337#Comment_3396337

    Well, the tunnel is an effective strategy, as you will only face 3 survivors, and this makes it much easier to pressure them

    So the tunnel is focused on one survivor (let's say it's Bill) and trying to get him out as quickly as possible (all this once the survivors save Bill from the hook)

    You say that what if all the survivors were on a hook, and Bill was put on a hook until he reached the second stage, but he did not take any Conspicuous Actionsyet, so is this considered a tunnel?

    Fortunately there was a system in the PTB where he was known as "The Last Standing" where if he was down it was game over.

    It can be used so that the game does not consider that you have tunnel Bill because he is (the last one standing) and you have nothing to do but kill him

    Well, the tunnel is an effective strategy, as you will only face 3 survivors, and this makes it much easier to pressure them

    This doesn't mean anything code wise.

    You need to define what is tunneling so it can be coded as a trigger for your system.

    Issue is your defination will be either too vague and can be abused (it will trigger when it's not supposed to) or it will be too strict (can play around to ignore it).

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396436#Comment_3396436

    Well, yeah- they're meant to have RNG. This change isn't supposed to eliminate that, it's meant to make up for bad or mediocre RNG, and let you play with more of the map available.

    I don't think the killer should have that much control over the placement of scourge hooks, but I do think the ability to cycle them around would be both useful and in keeping with their intended effect.

    If I want to decrease RNG, I use agitation.

    This could screw me a lot, basically rolling a dice all the time.


    With Pain Resonance nerf, scourge perks are overall less interesting, so not sure if I would go this way with rework.

  • That effect actually brings more RNG for scourge hooks.

    With this you need other scourge perks, but because of this perk, you will probably lose your best scourge hook spawns.


    What might be good:

    You start game without scourge hooks, but each time survivor is hooked for first time, that hook becomes scourge hook for rest of the game.


    Removes random effect from scourge perks and promotes going for different survivors.

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396396#Comment_3396396

    Oh so if I use let's say Object of Obsession and Blood Pact to gain infinite wallhacks it's not my problem and should not get banned? The fact that Merciless Storm is bugged is well known by now so people cannot use excuses by abusing this perk. People got banned for combining OoO and BP because it was exploiting and the same thing applies to Merciless Storm especially if it's run on the impossible skillcheck Doctor.

    I don't remember any news about players being banned for that combo. It was annoying to deal with for sure.


    Your issue is that you can't prove someone is abusing it on purpose. It's single perk that was used before in builds.

    Merciless Storm is perk used in some builds for Doctor, Artist or Knight. It's showed in several Otz's builds, which lot of players use.

    If you don't care about dbd forum (most players don't), from Killer's POV you have no way to know it's broken atm.

  • Depends how much you want it.

    It's possible to get your hands on steam CD keys, but it's expensive...

  • It's good system for some perks, but shouldn't be major system for all perks at all. Some effects simply don't deserve that restriction.

  • Punished for using a perk? Really?

    It's not their problem. Most players probably don't know it's not working properly. It's just decent perk on Doctor even if it's not broken.

    Bugged game is not player's issue and there is no reason to punish anyone.

  • Yeah, she looks like some car mechanic.

    It's really ugly imo, she has like one good skin, I hope there will be something decent in next rift for her.

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