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Demogordon_Ramsay

Demogordon_Ramsay

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  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221474#Comment_1221474

    I play on console so things are different, but a good Deathslinger is still going to get a hit on you unless you have a very large object inbetween you.

    Oh, don't get me wrong, I think Deathslinger is completely effing broken in a chase. I'm just saying, the fact he has NO counterplay is really pushing it in my opinion. I do agree though that there isn't ENOUGH counterplay and he feels like old Legion with a gun because of it.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221468#Comment_1221468

    I have yet to see this outside of players using macros, which as I said shouldn't even be a thing because it's basically cheating. If you watch any YT'er or streamer this almost never happens either (again except macros). So you are doing something wrong or you get a lot of cheaters.

    Or the Survivors just don't know how to work with the altered movement and break the chain. There are STILL people at red ranks who don't realize that holding S makes the chain break faster. I think the only time that the chain really is completely unbreakable is low-wall loops with a lot of LoS.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221349#Comment_1221349

    No.

    If the spear did straight damage, the initial problem of not being able to do anything against reeling would be solved (as there is no reeling) but now there is a new and even worse problem that the hit is unavoidable. His power would be completely overpowered. It's like saying "if Frenzy just downed you like a normal hit then old Legion wouldn't be a problem". He still would 100% just not in the same way.

    The reason that it's acceptable for Huntress to have hatchets that inflict straight damage is because there is a wind up time, and the projectile moves slow enough that you can dodge it after a few meters.

    What's annoying about Deathslinger is he spears you, and as he is reeling you in you SHOULD have some ways to counter play it but you really don't. The down is inevitable, and it's lame. FOR THE SAME REASON that old Legion being able to hit you with Frenzy and just follow you until you go down is lame. Because there's no way to counter this tactic. You could argue that if you dodge before he shoots it's fine, the same way you could argue that you could dodge Frenzy hits, but it doesn't solve the initial problem of what happens after the hit. Furthermore, dodging the spear isn't as realistic a counter play as dodging a hatchet. You have time to react to a hatchet and Huntress has to start leading her shots past like 3m because of travel time. Spear at the same range has 0 travel time, hence why I say it might as well be hitscan. It's only at the very outer edge of his range where he needs to start leading his shots, and even then not by much. It is infinitely easier in the ranges most chases occur to popshot the spear and get a hit without the survivor having a chance to react than it is to land a hatchet at the same range as Huntress.

    There is also the issue that Deathslinger controls your movement and position way too much. Huntress hatchets you, that's all there is to it. Deathslinger spears you, not only do you get hit but you get pulled WAY out of position allowing for an easy follow up.

    What I'm saying is that survivors should have more control during the reeling period. Again I'm fine with buffing Deathslinger in other ways to compensate, maybe allow him to break pallets by pulling you up to them, or increase the range of the spear, or maybe allow him to walk forward while reeling to close distance, or something else I'm not sure what. But right now, you get speared and there's nothing you can do, when you should be able to do something that isn't based entirely on luck that the nearest object is just big enough he can't swing around it. THAT is the problem.

    Sounds to me like it's a you problem. I've seen and experienced instances where Survivors have plenty of control and I as the Killer feel like I was punished for hitting my shot. The fact that I even have to do more than hit my shot to do damage to the Survivor already feels annoying as is. Hell, the fact that the chain can break at all results in instances where I land absolutely sick shots worthy of an Overwatch Hanzo montage but it just doesn't result in anything substantial.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221158#Comment_1221158

    The thing is you're supposed to have some counter play options when he spears you but it doesn't at all feel like it. I just want more wiggle when speared as a means to avoid the hit, or requiring Slinger to either reel or reposition not both.

    https://forum.deadbydaylight.com/en/discussion/comment/1221192#Comment_1221192

    If you read my posts I already went over how it's not the same.

    So if the spear hitting you just did straight damage, you wouldn't be frustrated at the lack of avoiding damage, but because it DOES have a way of avoiding damage, you're mad that you don't get to avoid damage as often as you feel you should?


    That's... just plain illogical. There's no other way to put it.

  • Much like Cruel Limits, this seems very situational and still suffers from the same flaw as current Fire Up of only being good when shouldered by other Perks, which I greatly dislike. Perks shouldn't rely on other Perks to be useful. What if I want to run OTHER other Perks instead? Screw me, I guess.

  • @thesuicidefox said:

    What bothers me about Deathslinger is that when he spears you there is basically nothing you can do. You just get hit. It feels a LOT like old Legion, and it's lame.

    "What bothers me about Deathslinger is that when he shoots you with a gun, you take damage."

    So... Huntress?

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219972#Comment_1219972

    what about Frank's Mixtape? what horrible taste in music might that madman have!!!

    I think the only one with horrible taste in music here is you. 90's hardcore music is lit.

  • I propose giving the same buff most people are suggesting for the coin: Reduce the requirement to 12 metres. More if you're feeling generous, but no less than 10, otherwise it's just Iri Head without the hatchet reduction punishment.

    As for the iron, rework it entirely. Not only does Deathslinger have a small terror radius, but his ability to look around and see the auras is reduced while someone is speared, making the addon even more useless. It's a very poorly-designed addon. Not sure what I would replace it with, but here are some ideas:

    -Healthy Survivors who assist in breaking a speared Survivor's chain become injured.

    -Reeling a speared Survivor into a dropped pallet will instantly break the pallet.

    -The aura of all Survivors in your Terror Radius are revealed to you when a speared Survivor is put into the dying state.

    -The Deathslinger can fire two bullets before needing to reload.

  • Right now, Deathslinger.

    I think he's a terribly designed Killer with absolutely broken chase potential and zero map pressure which makes him ungodly boring and frustrating to go against, but if BHVR are going to give us a Killer with a gun, you bet your bottom dollar I'm playing him.

  • I think Spirit takes no skill whatsoever and anyone who says otherwise is mentally challenged—and I'm not saying that just to say it; I well and truly mean that. I genuinely think it takes perceptive disabilities to think Spirit is hard.

  • If the Killer tries to pressure that one gen, he's shooting himself in the foot by leaving all the others completely open for repairs. Realizing you should just migrate to a different gen for an almost free repair shouldn't be a hard piece of advice to understand; that's basic game sense.

  • Ever since Stranger Things, new Killers have had an issue with their custom Terror Radius music being too quiet. Demogorgon isn't so bad, but Doctor and Oni have TR themes that really struggle to clue the Survivor in on the Killer's distance from them. Deathslinger (or as I like to call him, Ghostface with a gun) especially has this issue, to the point where the mere equipping of Monitor and Abuse turns him into a better stealth Killer than Amanda. Do you ever plan to adjust these audio issues?

  • Fun and engaging challenge: Oni, Demo, an okay Nurse

    Standard M1 Killer: M1 Hags, Bubba, Wraith, the average Billy, Myers,

    Standard M1 Killer with an extra layer of annoying gimmicks: Pig, Trapper, Clown, Legion, Faceghost, Doctor, Plague

    Frustrating: Huntress, Deathslinger, Spirit, a good Billy

    I want to DC: Spirit, Freddy, a good Nurse, a good Hag

    You don't deserve to play the video game: Oni with Scalped Topknot

  • Honestly, I don't see the Ebony getting too insanely nerfed—not because it doesn't need to be, but because it's meant to be really powerful; the idea is that it's a rare treat that makes you feel like an unstoppable monster. I do think it could use some tweaking, however.

    If I had to change every single mori offering, it would look like this:

    Cypress—No longer kept a secret; it doesn't need to be and only encourages Survivors to get upset since they think it will be an Ebony.

    Ivory—Only works on a Survivor who has been hooked twice.

    Ebony—Only activates when ALL FOUR Survivors have been hooked at least once.

  • @Almo said:

    Sometimes they green keys >:)

    Thank you very much for not answering the question, Ethan.

  • Julie is just Frank with tits, Joey went from a forced diversity joke to a bad stereotypical urban black kid with the addition of one cosmetic, and I know they’ll just make Susie the generic shy uwu girl. Frank is the only one worth caring about lore-wise.

  • The map changes feel aesthetic at best and backfired at worst (see Marth's video about the Ironworks window getting buffed), the Rift is by far the laziest one so far with mostly recolors and what few original skins there are looking like piles of flaming garbage, and the tiny little QoL buff will probably just end up giving BHVR a platform to say "We buffed Legion so shut up" when people tell them he's still one of the absolute most garbage Killers known to mankind.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204881#Comment_1204881

    I DID NOT HEAR THE FAT LADY.

    In other words, the game is not actually over until it's over. It doesn't matter how much it looks like you won. Until that results screen pops up, the game is not over.

    -Someone could use DS (which is what happened).

    -Someone could have Unbreakable.

    -He might not have had any free hooks when picking up one of them and they wiggle free.

    -He maybe doesn't find the last one, the other 3 die and then the last one gets hatch.

    -Same as above, but killer finds hatch and the last survivor has Adren.

    -Someone could kobe.

    There are multiple what-if scenarios where the game is not actually over. Stop saying it was over. It's not.

    By this logic any group of survivors that get to gates and open them only to get sucked into an altruistic vortex of saves and die should have actually won the game. Because they were standing in the exit gate ready to leave, the game was basically over. SMH.

    https://forum.deadbydaylight.com/en/discussion/comment/1204882#Comment_1204882

    You made a mistake. You're right in that they didn't outplay you, but you are wrong to say DS was used "outside it's original boundary" whatever that means. DS isn't explicitly anti-tunnel. The sooner you realize that the sooner you will stop hating on a perk that has easy counter play.

    And with the exception of not being able to find a hook, all of what you described are examples of the free second chances I described above that, if the game were actually balanced, would be erased entirely. If the game isn’t over, that’s cool and all, but you should have to earn your victory, not have it handed to you on a silver platter. In all but that one instance, these are all cases where the game SHOULD be over, but the Survivors were given a free “No” button. The fat lady has already started singing by this point and I hear her loud and clear; if the Survivors want her to shut up, they should have to fight her and wrestle a bag over her head, not tell the developers to shut her up for them.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204804#Comment_1204804

    OMG

    No victory had not been achieved. The only way you can confirm victory is when the results screen pops up.

    The killer DID make a mistake by picking up the ONLY SURVIVOR WHO COULD TAKE AWAY THE WIN.

    Killer did not already win if the survivors were not dead and one had DS active.

    In all reality, the survivor was probably more like...

    https://youtu.be/WiY9DDyQfUk?t=23

    ... just replace the words "signing it" with "picking me up".

    All four Survivors are completely disabled, unable to work on their objectives, are reduced to a pitiful fraction of their base capabilities, and are going to all die anyway; hooking them will only speed up this process for the sake of pacing.

    In any other game, this would absolutely be considered a loss. But because the devs have coddled Survivors with free second chance after free second chance, they have the power to say, “No, we haven’t lost” without actually mustering up any sort of merit to certify their point.

    Notice how I’ve never actually denied the Killer made a mistake. He absolutely did. But my issue is not the repercussions of the mistake he made. My issue is that the game is so poorly-balanced that the “mistake” was even there to make at all.

    In a war zone, placing your nation’s flag down on a battlefield with no enemy soldiers capable of fighting back is not a mistake. But in this game, it apparently is. That’s where my complaint lies.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204788#Comment_1204788

    No all the examples are of a player assuming victory when victory has not actually been earned, then making a massive mistake and basically handing the win to the other side, who capitalized on that mistake to turn the game.

    Downing survivors is not winning the game. KILLING survivors is winning the game. Downing a survivor is not the same as killing them.

    All he had to do was go pick up someone else. JUST ADMIT THAT HE MADE A MISTAKE. You won't even though it's clear as day.

    The difference is, victory HAD been achieved here. The Killer did not make a mistake by picking up a Survivor to end the game that he’d already won. The Survivor simply got to look him in the eyes after they’ve proven themselves to be unable to best him and said, “No.”

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204753#Comment_1204753

    LOL "doing his job as killer" does not mean making a dumb mistake like this. "Doing his job as killer" would have been picking up another survivor. He didn't beat anyone until the game is over. Like they say I DID NOT HER THE FAT LADY. Assuming you won before the actual end game results screen pops up is the perfect example of a player with too much ego. Let's apply this logic to other games....

    We had 2 outs and 2 strikes, bottom of the ninth, we should have won. It's unfair he hit a grand slam and got 4 more points to win the game.

    I put you in check 10 times in a row and you never put me in check once, but I lost because you took my queen and put me into checkmate in the same move? UNFAIR!

    Ryu had a pixel of health left, I had 100% health. The game is broken when he can do 3 mixups in a row that I could have easily countered and a few grabs to take my health down to 0.

    I had 2 X's in a row and was about to get a third X for the win, but then he put an O and blocked me which set up for him to get 3 O's on his next move, and even though I could have put an X to block it I put it here to be tactical, I totally shouldn't have lost that game.

    Like you really can't be serious with this? Unbelievable.

    The difference is, in all the scenarios you described, the opponent you are facing went from almost losing to victory because they pulled their ######### together and pushed themselves to win. Their skill and their prowess at the game allowed them to gain a clawhold and, ultimately, being better than you at the game. It was a matter of mustering up the skill to outplay you.

    DS is not a matter of skill. It is a matter of pressing a button. The Killer has proven themselves to be better than you by bringing you inches within loss, and you have done nothing to be better than them, yet despite that, you still get a second chance. DS is bringing a Perk and pushing the space bar when the time calls. There is no skill, no outplaying the person about to beat you. In all the above scenarios, winning when you’re about to lose is a matter of “I earned a second chance for myself by overcoming the obstacle presented before me using my own merits at the game.” Decisive, however, is a matter of “I get a completely free second chance because screw you, I said so.”

    Huge difference there.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204729#Comment_1204729

    Anti-momentum is exactly that. It's there to stop the other side from snowballing. Again the OP made a very clear and obvious mistake, yet none of you want to admit that. You'd rather point at a perk that has easy counter play and say "BROKEN".

    The fact you defend this just proves how bias you are. You don't care about balance, you want free kills. Argue it all you want but that's the truth, especially when the OP could have VERY EASILY avoided DS by simply going to pick one of the other two downed survivors first. By the time he picks them up and hooks them, Jane's DS would be out and he could hook her too. That's a GG.

    Of course killers can never make mistakes though right? It's always because the game is unfair and unbalanced that they lose right? Yep, never because the killer made a bad play, nope nope. DS is broken even though he could have picked up another survivor. He claims that he did that to get BBQ on the other two, but no I don't buy it. The other two were downed near the hook no less than 15 seconds ago. He could have EASILY found one of them and got the hook far away for BBQ on the other one.

    HE MADE A MISTAKE. Just admit it. Stop denying it. Stop trying to paint the game's design as the problem. He messed up and paid for it. It's as simple as that.

    Any time I get hit by DS it's either, 1) because I messed up and lost track of when the person was last hooked, or 2) because I knew they had DS and decided to eat it anyway because I could afford to. Know what I do if I can't afford to eat a DS? I SLUG THE SURVIVOR. Or go for a new target if the opportunity presents itself. Again this isn't rocket science. If you play like a bot you will get played like a bot. If you play with a little thought you can avoid DS very easily.

    But go ahead, tell me how broken the perk is and explain to me what anti-tunneling is even though that's not actually what the perk is.

    You have just openly admitted that doing his job as a Killer extremely well was a mistake on his part. Beating his opponents, being better at the game than them, was an error of his ways according to you.


    And you call us the biased ones.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204708#Comment_1204708

    DS is actually anti-momentum perk. So no it doesn't need to be fixed. OP made an obvious mistake if you can't admit that there is no discussion here.

    If you can’t admit DS was designed to be an anti-tunneling Perk but right now is far too available to use to be that, then yes, there is no discussion here.

    ”Anti-momentum” is just a euphemism for “Punishing the opponent for outplaying us too hard” and even someone like Almo would have enough of a brain to realize that’s godawful balancing. If that’s what BHVR intended DS to be, then they’re even less competent at making a video game than I thought.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204502#Comment_1204502

    https://forum.deadbydaylight.com/en/discussion/comment/1204508#Comment_1204508

    https://forum.deadbydaylight.com/en/discussion/comment/1204514#Comment_1204514

    https://forum.deadbydaylight.com/en/discussion/comment/1204556#Comment_1204556

    Perfect examples of killer bias right here.

    1) He made a very bot move immediately picking up the ONLY survivor to have been on a hook in the last 60 seconds.

    2) DS is not explicitly an anti-tunnel perk, stop thinking like this and you won't get as mad at it.

    3) Jane was NOT trying to take advantage of DS, she is actually trying to get away but she did a piss poor job of it.

    4) DS does not need to deactivate for any dumb reason. It's 60 seconds, just wait. If you down the guy leave them on the ground. Slugging creates as much pressure as a hook, why do you think top killers slug so much? If they jump in a locker or do something to force you to grab them, again slug or just ignore them if you can't do that. If they are screwing around with a locker for 60 seconds they aren't doing gens.

    I swear you people are so blind to the obvious. He made a bad play. PERIOD END OF STORY. Had he picked up one of the other 2 survivors that would have most likely been the end of the game right there. Even if Jane had Unbreakable, he would have had so much pressure she wouldn't likely have been able to save everyone. At least 1 person was dead right there, and 3 survivors on death hook with 5 gens = GG.

    DS was designed explicitly to be an anti-tunnel Perk and any scenario where it isn’t is an error in design that needs to be fixed.

  • @OtakuBurrito said:

    I had a killer who tunneled me and post game the told me that if I didn't want to get tunneled bring DS. I ignored it (I don't like DS I prefer head on) and I continued running into this killer. I got so sick of him tunneling me I took DS just to get more than 6K points in the game. I then proceed to get tunneled harder than before. Turns out it was the same killer. He then told me he's tunneling me because I brought DS and he needed to tunnel me out of the game so he didn't have to deal with it anymore.

    Can yall please explain this logic? I'm a red rank survivor that permanently runs Spinechill, Head On, Self Care, and BT to thr point most killers who run into me again know to avoid lockers during their chases and I'm not afraid to slam pallet with us on thr both side and vault (I just find this funnier especially if I get chucked by enduring mid vault). I don't get why I got tunneled outside I play Claudette but if you can't find me with a bring pink jacket and red hair then idk how to help you.

    i spot a self care gamer.png


  • @xTalon32 said:

    As far as I know Legion isn't nearly as weak as you make him out to be. In fact, I'm pretty sure most killers find Legion pretty good, and most survivors think it's too overpowered.

    Do you know what the W key is?

  • @Bradyguy99 said:

    It sounds more like you want a remake of the game. They removed huge loops and replaced them with unsafe ones. It may not feel super different but trust me. They are. Just need to time to see them.

    The thing is, a lot of the maps are still full of safe tiles, especially MacMillan and Coldwind maps.

  • @Mikeadatrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199527#Comment_1199527

    But golden ones sure work for a few updates and limit migraines! Don't look a gift-horse in the mouth and all that jazz.

    @Awkward_Fiend said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199527#Comment_1199527

    This really wasn't a band-aid fix. This was a direct fix to certain map tiles. Issues like the Ironworks loop and the Thompson House's upstairs were directly tampered with, obviously they're still not perfect but you also don't instantly fix a 'bullet hole'. Strong pallet loops should also exist, just not in a large quantity, which is a large part of what they've changed.

    Thompson and Ormond, which now have a lot fewer junglegyms, LTs and Mazes, aren't simple bandaid fixes. They both still contain some very solid loops, however the normal tiles don't string together into absolutely ridiculous levels.

    This feels less like a major patch and more like a bundle of hotfixes. That’s how little I noticed the changes in terms of balance.

  • @Mikeadatrix said:

    https://forum.deadbydaylight.com/en/discussion/142452/the-map-updates-feel-like-new-coats-of-paint

    Considering the quantity of changes here, I'm willing to support the Devs with this call over one map getting tweaked to higher quality. Over time, all maps will get facelifts but this is like a golden band-aid that will tie us over for a while.

    Band-aids don’t fix bullet holes.

  • Dear BHVR:

    If AAA companies working on actual competitive first person shooter games struggle immensely to balance sniper characters, what in the name of all that is holy made you think you wouldn’t struggle to balance a sniper character in your casual melee-based asymmetrical game?

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/134854/shelter-woods-is-a-survivor-sided-map-change-my-mind

    I just checked the stats. It's in the top 25% for high kill rates. So it's not "Survivor sided". :)

    You mean the stats that a different developer put emphasis on not paying a grand deal of heed to because they, you know, suck?

  • @ZoneDymo said:

    idk if you really dislike legion that much, just dont play them I would say, I dont play nurse or freddy for example.

    https://forum.deadbydaylight.com/en/discussion/comment/1195994#Comment_1195994

    a good legion can still use that stun time to zone out a survivor by body blocking an escape route, just saying, it can work really well, its not like the nurse who is practically frozen in place during the stun.

    Yes, it can work really well... if the Survivor corners themselves like a moron.

  • Extremely unfun and uninteractive to play against his dream snares and constant sleeping.

    ”Haha loser, I put down three dream snares, now this loop will kill you.”

    ”Well maybe if I run to this one instead—“

    ”Haha no, I don’t suffer from any penalties while placing a dream snare so I can punish you for abandoning the loop that I turned into a death trap by holding M2 three times. Don’t you feel so outskilled?”


    Add on to that his formidable map pressure and it’s a cycle of him constantly getting you into a chase and said chases not lasting long at all because Dream Snares are so brainless. And THEN you forever Freddy who slows down the gens by an insane degree by just playing the game and... it’s not fun.


    Playing as him is just as boring. Why go through the effort of mindgaming or anything like that when you can just hold M2 near a loop you don’t like and win for free, then teleport and do it all again?


    Overall, boring as hell to play as and against.

  • What if—and hear me out here—I WANT to be able to browse the forums without needing to squint to be able to make anything out?

  • I sure hope not.

  • At least with p2p, I can only get screwed over as Survivor. Now I get screwed over as Survivor and Killer.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179773#Comment_1179773

    Only disagree with autodidact (as it could be too powerful if the skillcheck buff is to high) kindred, as it's already incredibly good now, and would remove other people's need to run it creating a weird niche situation where you want one person to run it as then you don't have to. And surge, as 33% decrease on all surrounding gens would be broken. Instead, allow pop to be applied even if a gen is regressing.

    https://forum.deadbydaylight.com/en/discussion/comment/1179994#Comment_1179994

    I'm sorry but 50% increased efficiency would make toolboxes better then they already were post update, expecially paired with streetwise. Drop that number a bit and remove the speed increase due to already having the silencing effect and that's a very good perk buff.

    https://forum.deadbydaylight.com/en/discussion/comment/1180285#Comment_1180285

    I'm gonna actually stand by my position on break out here. I have consistently gotten it to work, And in swf squads it can be nuts with people taking hits etc. Hook blocking is a thing you know, so it doesn't require bad pathing, just poor downing of a survivor in an inconvenient spot, and taking a hit under the hook. Can shorten the time to carry a survivor considerably, expecially with sabo being buffed in speed so much. Is it always useful? No. Is it always wise do to so? No. Can you make it impossible for a survivor to be hooked if your good? Yes. Expecially in a team with leader-sabo-breakout and something to heal. Leader from someone and a sabo box to insta break a hook after taking a hit, leave and heal up and the carried survivors out. Both manage to escape (hopefully) and you can heal up and repeat. Even if the killer gets one of you, the increased speed from breakout can make it a bit easier to get into position for saboing.

    And I'm going to stand by my position that without a full sabo squad, Breakout is literally useless. No one else is going to come help you free the carried Survivor in 99% of situations, and the distance between hooks is far too short for anything you can do to ever matter.Unless the Killer misses three or four swings on you and then lands the fifth, the carried Survivor isn't breaking free. The Perk is trash, just like the rest of Yui's loadout.

  • Definitely Demo. His Shred hitboxes can be the most bullshit ever but aside from that he's one of the most balanced Killers in the game. He also has cool custom music.

  • I've said it before and I'll say it again: You lay a finger on Nibbles and I'll make you wish you were trapped in the Entity's realm.

  • This post literally made me fart in my pants.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180870#Comment_1180870

    You can't avoid the first hit, without some ridiculous outplay like baiting him with sprint burst or a locker. It is literally like you are exposed the second he sees you. The fact people consider him weak is laughable.

    Ok, so he injures you, then eats a Decisive Strike because that's all his power is, and now he's the most M1 Killer in the entire game.

    So hard to loop.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180854#Comment_1180854

    I just want to point out how braindead and easy it is. There's plenty of other killers who are much worse, but keep playing legion.

    Legion holds W to hit Survivors.

    Survivors hold W to get away.

    It's a simple formula.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179622#Comment_1179622

    Break down even with just me running it has saved teammates countless times. Popping that on, and taking a hit, can deffinately save a guy from being hooked if your good about it.

    Only reason I said the brutal strength requires a timer, is because it's not really a gen regression perk, and making it have 150% regression on top of using pop for example (which is a very common perk combo on Freddy due to how he functions, pop with his teleport and brutal to chew through pallets people pre throw) would be make Freddy even harder to go against.

    If you’re getting consistent usage out of Breakout in its current state, then the Killers you’re going against have awful hook pathing and suck at actually hitting Survivors while carrying someone. The Perk is incredibly easy to counter by simply ignoring the Survivor using it.

    Using Freddy as an example is the worst idea known to man because everyone agrees that he has far too much going for him. The other 18 Killers shouldn’t be forced to live with F-tier Perks because Freddy needs nerfing.

  • @PokemonGOPlayer said:

    I dislike increasing the ADS time since I feel like it would only make him clunkier/less fun to play and I think the Sabotage thing, while a good idea overall, does not fit his theme so it would probably not be implemented in any fashion since we know they prioritize flavor over balance.

    In your head does a sabotaged Generator keep regressing when it's being repaired for that 5 seconds? Is it paused?

    First of all, a quarter-second ADS compared to an eighth-second one wouldn’t make him clunkier at all, especially considering that it takes half a second to actually fire anyway. Second of all, sabotage fits his theme perfectly—Caleb’s entire gimmick is that he was an engineering prodigy. If there’s a Killer who could sabotage a generator, it’s him. Moreover, it doesn’t clash with his cowboy aesthetic any more than the most steampunk rifle since Guns of Icarus does.

  • @Write_By_Daylight said:

    Just because you made a giant post doesn't make it qualty.

    I find it ironic that your name is Write_By_Daylight.

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