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Dino7281

Dino7281

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Dino7281
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  • probably = "you filthy killer mains"

    which is funny when OP looks like survivor main tho...

  • @lordfart said:

    It baffles me too tbh, my spare time is precious to me so I can't imagine ever pushing myself to through a game I'm not having fun it idk

    That's what happens when you spent a lot of time on something...

    You remember how you used to have fun and you just hope it will get better, but it will not.

    It takes some time to give up and before that you try to give feedback in hope to change something.

  • @Thusly_Boned said:

    Yeah, this sucks. Killer is stomp or get stomped, survivor is getting paired up with a team of newborn survivors or a bunch of 4K+ hour types. I get frustrated with my teammates when they are all playing scared out of their minds (i.e. new to the game), but it's not their fault that matchmaking is a farce.

    It's madness.

    1 game 0 kills -> lose MMR

    1 game 4 kills -> gets MMR

    repeat

    2 kills average = balanced.

  • @Sakurra said:

    Tbh no. My matches, every single one, it was a sweat fest for killer. Very unfun.

    It got better for you with SBMM?

    Weird, for me it got way worse and more stressful...

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656759#Comment_2656759

    You say the game is too hard for killer, implying it's easy for soloQ survivors?

    Oh right, because that would buff only soloQ survivors, right?

    This definetly wouldn't create character meta with SWF stacking same survivors, which is super annoying already.


    Some of those would be quite broken. SWF with 4x Meg... enjoy

    4x Laurie with Head on build, yeah sounds fun... Those pallets would feel sooo good for a killer too

  • @Mazoobi said:

    I already know why passives haven't been implemented yet bc of balancing, but I had spare time to write this and I've had most of these ideas in my head for a while now. This is for fun-sies. (Don't take this too seriously please)

    The passives are inspired by either their personality OR some form of interaction with their perk(s) that could go well together. For instance, Jane's passive could work with her Head On whereas, Nea's passive just overlaps with her Streetwise (can stack).

    Dwight - Leadership prowess:

    • Survivor auras are revealed to you within 8 meters

    Meg - Athletic body:

    • Movement speed increased by 1%

    Claudette - Botanical assistance:

    • Healing speed increased by 9%

    Jake - Woodland technique:

    • Sabotaging speed increased by 9%

    Nea - Street smarts:

    • Item efficiency increased by 10%

    Laurie - Bold survivor:

    • Killer stuns are increased by 1 second

    Ace - Lady luck:

    • Personal luck is increased by 10%

    Bill - Veteran unity:

    • Unhooking speed increased by 9%

    Feng - Gaming precision:

    • Skill-check zones increased by 10%

    David - Tough guy:

    • Grunts of pain reduced by 25%

    Quintin - Pharmaceutical looting:

    • Chests and medkit auras are revealed to you within 8 meters

    Tapp - Investigative skills:

    • Cleansing speed increased by 9%

    Kate - Fiesty battler:

    • Wiggle speed increased by 9%

    Adam - Hopeful mentor:

    • Healing skill-check chances increased by 10%

    Jeff - Amen (Steel nerves):

    • When hooked, instantly ascend into heaven (Last 5% longer on a hook, both stages)

    Jane - Creative determination:

    • Locker auras revealed within 8 meters

    Ash - Groovy!:

    • Leave no scratch marks and blood for 3 seconds after taking a protection hit

    Nancy - Anorexic advantage:

    • Slow vault in/out of a locker 20% faster

    Steve - Protective mindset:

    • Protection hits grant you a 3-second speed boost instead of 2

    Yui - Vroom Vroom:

    • Movement speed increased by 3% while 8 meters away from a carried survivor

    Zarina - Manipulative news:

    • Loud noise notifications caused by you are delayed by 2 seconds

    Cheryl - Cursed soul:

    • While cursed, recovery speed increased by 9%

    Felix - Architectural awareness:

    • Window vaults are revealed to you within 8 meters

    Elodie - Escape artist:

    • Leave no scratch marks for 2 seconds whenever you drop a pallet

    Yun-Jin - Solitary motivation:

    • All action speeds increased by 3% when no other survivors or killers are within 8 meters

    Jill - I'm back!:

    • Other survivors unhook you 9% faster

    Leon - Infestation ready:

    • Leave no blood pools WHILE healing yourself or being healed

    Mikaela: Mystical background:

    • Boon totems blessed by you have an extended range of 2 meters.

    Jonah: Calculated improvement:

    • Great skill-checks grant 1% more progress

    ######### no.

    I really never would want to see this in any way. You really don't want to have survivor character meta...

    You would actually have to remove option to stack same survivors for this.

    It's already bad that you have different size and volume for each survivor, but I just want to play character I like by visual

    They should never try to make this a thing...

  • I really like Oni, but I prefer Nemesis over PH...

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2658861#Comment_2658861

    I play both equally. Guess you just don't know what you're talking about.

    It's always hard to tell.

    You don't know what MMR, you don't know what killers, you don't know playstyle, you don't know perks.


    Yeah, if you are playing Blight with Ruin, Pop, BBQ, Tinkerer that game is quite balanced...

    You can't really say killer overall is not that bad. It's not that bad for new players, where you have weak links everywhere, but that just doesn't work since SBMM.

    It's not that bad for top 3 killers and it's not that bad when you stack slow-down perks, but that's just removes your option to play for fun sometimes.

    Every killer main eventually get to play against good survivors and because of how MMR work, in high MMR are mostly SWF, because it's just way easier to get there as SWF compare to soloQ.

    Then you have two options, get used to losing, or start losing on purpose for like 10-15 games, so you can have fun again...

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2658598#Comment_2658598

    See, this is the problem.

    For you to have less sweaty games, the system has to match you up with less skilled people.

    Which in turn makes things a lot less fun for those people.

    I know that it's not great to have to play sweaty or lose, but under the rank system, this is going to be the case for a lot of new/intermediate folks. Because for you to have an easy time, they have to have a much less fair matchup. And sure, you could say 'well, I'll just go easy' (which from your own statements I doubt - it sounds like what you enjoy doing is stomping people) - but that's not going to be the case elsewhere.

    Again, my own experiences were terrible until MMR and if I hadn't been basically trapped in my house with nothing else to play, I'd never have stuck it out. I wonder how many potential players didn't stick it out because they were constantly being matched up against endless smurfs or people far beyond their skill level who just wanted easier games to just smash the faces of people less skilled than them.

    And yes - killer has issues right now, but these aren't to do with MMR. You are just noticing them now because you are being put up against other high MMR people.

    What should be the focus is fixing these issues: reworking maps, fixing infinites, buffing about half the killer roster, addons and perks.

    Problem is they are not going to fix those issues...


    With old system games were kinda mixed and yeah that was way better for a killer -> 1 skill vs 4 skill needed

    It's kinda weird that killers have to suffer time to time, so they can have fun games again...

    SBMM wasn't main reason for me to stop playing, but it really didn't help.

  • Well, form what I know a lot of killers actually stopped playing dbd lately, including me.

    First I have started to play survivors more and then just stopped.

    and I think it makes sense to say reasons why we did it...

    Yeah, as a lot of players here I stay on forum, because it's actually more fun to read those comments than actual dbd.

  • Yeah, that's just not possible

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2657287#Comment_2657287

    Thank you, I think that would really bring balance.

    https://forum.deadbydaylight.com/en/discussion/comment/2657358#Comment_2657358

    Yes I agree he is not imbalanced as a nurse

    But he looks like a bubba only a distant

    Yeah, they are kinda similar. I think bubba is better killer overall tho.

    After they removed Deathslinger I played Trickster quite a lot. He is quite fun imo.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2657099#Comment_2657099

    Sure.

    But the reason you could do this was that you were being matched up against people a lot less experienced/skilled than you and could still win pretty handily.

    This was a lot less fun for them.

    I totally hear you regarding CoH and the silly nerfs to Slinger, Wraith and Cenobite which...I honestly can't think of anyone credible who doesn't think they were bogus.

    "This was a lot less fun for them."

    I don't think so, those game was probably more fun than current games.

    Thing is before, I had option to start friendly and I could get serious during game if needed, so when I saw they are not that good, I often let them recover, so that game doesn't end on 4-5 gens -> that's not fun. I almost always gave a hatch and sometimes multiple survivors, when it was really fun game.

    Have you ever seen survivors do it and not just escape when killer has 3 hooks total? I myself never done it, because this is way harder to do as a survivor than a killer. I did give him free kill tho, but that doesn't really help imo.

    That is just not an option anymore. It's kinda in hands of survivors now, where problem is: it's kinda impossible to let killer recover as a survivor, only way to do it is always go for totems, so game is longer....

  • @Ssajbambusa said:

    @Dino7281 You just repeated what I said xD. The mechanics around the perk are busted, making it very strong but the perk itself is not broken really. In all honesty I find ShadowStep and Hex:Unbreakable way, way stronger.

    I would say there should be fixed amount of times a survivor can bless totems or that totem can be blessed before breaking,

    My idea is: Survivor have limited resources needed to bless a totem. It's 2 blessings + 1 per Boon perk equipped so with one boon it's 3 blessings per trial, with all 3 it's 5 blessings. Or maybe totem breaks after it's snuffed out for the third time?

    I have thought about breaking mechanic for boon and it has a lot of issues.

    It's just impossible to balance around imo.

    Just breaking after first would be fine for CoH, but it would just nerf any other boon to dust.

    Breaking after third or whatever doesn't really change anything, because let's be honest, that is super rare to happen. There is just not a time for that.

    What might help would be make your blessing take longer for each time your bless a totem, that would fix also changing location even if killer didn't snuff it. Maybe like 4s for each time?

    Or just nerf self-healing a lot.

    Other boon are not that strong by itself you need to invest quite a lot, so they are broken only for SWF. SWF, Map item, Map offering (Lery's / RPD) and 4x shadowstep is just hell for a killer.


    We agree that healing can be broken, but we have different take about perk. Imo mechanic broken -> perk that provides it better = broken. So it's about both things, it's weird to say perk is fine, but mechanic is broken. It applies to both imo.

  • @Ssajbambusa said:

    @Dino7281 I don't think the perk itself is broken, it's just healing being very strong in general in the game (medkits being the strongest items since for ever) and boon mechanics being unfair. Killer has only 4 perks, but once totem is gone, it's gone. Survivors have 16 perks, but their 'hex' affects entire team and can be reapplied... like... something here is very wrong for a asymetrical game.

    That perk combines a lot of really strong mechanics.

    It combines super fast healing.

    It combines power of self-healing.

    Those effects are for every survivors, so you have basically 8 perks in 1 (2 CoH are better tho -> so 22 perk total basically)

    and it also works as boon totem with little counter-play


    That perk is broken atm. It's because healing is really strong and that perks gives that, so it's also about the perk itself.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656415#Comment_2656415

    And boon totems are a hard counter to all hit and run killers...

    I am not saying it's good reason.

    I think that is main problem, that there are no good counters to it.

    CoH is broken imo and it made game way less fun for me.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2657363#Comment_2657363

    Agree its hard and no it has nothing to do with DPI, there is a hard cap of how much you can turn while you do the dash hit. How it exactly works is with your keyboard. You basicly can extend your flicks by adding to your camera movement also a semi 360 with your keyboard like you would do as survivors. I guess its hard to explain without footage xD to make it simple, how you move with your keyboard is also important.

    Maybe that's why I wasn't able to get more than 180...

    Well, It's just not reliable for me, so I am not gonna waste my time in learning that, it would just result in more missed hits :D My 90 +/- turn is enough in most loops

  • 360 is possible?

    I managed to do 180 max, but I had to boost my DPI a lot for it.

    I don't think it's really an issue, it's hard af to use in actual game.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2655265#Comment_2655265

    1 on 1 he will not leave a chance

    Will put you on the ground like a bubba since he can continue to throw daggers further even after dealing damage

    I can run shack for a long time against Trickster.

    I actually really like to play against him, he is not hard to get long chase against him. Just don't let him find you in open space, same as Bubba. Just git gud

  • My main was removed.

    Deathslinger

    It was replaced be different game....

  • Iri doesn't mean anything.

    That you think you are high MMR doesn't mean anything.

    Your experience doesn't prove anything.

    You can try to say that those killer that say it's hard are just bad.

    I can say those survivors you won against are bad, well including you when you are playing against them.

    Unless BHVR show MMR data nothing can be proven.


    For me basic logic is still working:

    Low MMR -> Killer sided

    Medium MMR -> balanced for most killers

    High MMR -> survivor sided unless you play top 3 killer

    Tournament level -> just survivor sided, doesn't matter what you play

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/296313/what-about-turning-noed-into-a-haunted-ground-mechanic

    It is necessary to immediately notify the survivors if the killer has a Noed

    AND REMOVE THE ADDITIONAL MOVEMENT SPEED BECAUSE THAT IS ENOUGH AND THAT HE CAN KILL WITH ONE HIT

    Not really, Myers can down with 1 hit and is he good killer for it?

    NOED is not really a good perk imo, there is not really need to nerf it and it would be kinda useless if survivors got notified just because it exists, they are not under any actual effect. I wouldn't really tell them even if they are for any hex, so they have to figure it out, same like killer have to figure out what boons have survivors. Just show icon when under effect, but not what type.

  • It's super bad to balance this game around soloQ.

    If you do that, then SWF would actually become major issue.

    It's much better to think about how to buff soloQ, not nerf killers.


    NOED with time limit would be useless unless end game collapse start as soon first gen is finished, which I think would be bad thing. So, that's a no from me.

    NOED is not an issue imo, it secures 1 kill in most of the games, thing is that price is playing with 3 perks and there is chance you will get 0 value from that perk. That is major drawback. You might get 4k instead of that 1 free kill if you used some good perk instead.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2657105#Comment_2657105

    In my experience, I've had easier games when the survivors are all split up on different gens versus when they're burning through gens co-op with Prove Thyself, knocking the gen speed down to about 36 seconds.

    It's hard to deal with without slow-down perks.

    But if you have them, then you can deny all they work, which is impossible if that time is split between multiple gens.

    It's kinda funny that Ruin is actually best perk to counter both of those tactics. Well, that's why it's used that much.

  • @Terramortius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2657092#Comment_2657092

    It's a loosely used term but I have the exact same idea as you. I think the part about going back to hook to guarantee hook stage 2 is perfectly ok, in fact, it should be encouraged to punish a mistake but camping from the start is just wrong because it eats someone's fun when no one made a mistake yet and there's barely any viable counter play to salvage that situation. As for the teabagging to take attention off teammates, I agree too, not toxic. I only ever teabag when killers are toxic/tunneling my teammates and I need to take heat off them.

    I agree that in normal situation camping from first hook is hard to deal with, with some luck even tournament level players have hard time to deal with.

    Even I had done it sometimes, when I see survivors use nuclear option, I just have no reason to deal with it normally, that's just too much stress and frustration, so I will just play that game the simplest way possible, camp the first guy and see if they can handle it.

    Both sides can do super broken stuff that make this game unfun and you just can't remove that only from one side. That's the main problem imo.

  • @BaldursGate2 said:

    Because if you pick a strong killer, the same people would complain about, how easy it is to win with that killer and how unfair it is.

    You can't make it righ for everyone. The post game chat has to just be deleted, so you can't even get curious o what survivors or killers have to say after the game.

    Nah, I usually enjoy talking to other side.

    But you just have to learn when to leave asap. If I saw 4x medkit and map offering, I am not gonna stay there...


  • @BaldursGate2 said:

    I don't see any difference from the previous system. I play against bad survivors and good survivors with different coloured ranks.

    Ranks don't mean anything.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656830#Comment_2656830

    One of the ways to improve gen speeds would be to have more single person gens and less two+ person gens. Some maps need scaling down, while others just need to have their gen spread changed. Blood Lodge is one of the worst offenders for this.

    That wouldn't really fix gen speed, it would make it worse.

    It's actually really good strategy to have each survivor on different gen, because that is way harder to stop them.

    It would get 3-gen way harder tho.

    Big problem imo are spawns, because you can get spawn where each survivor is on different gen from start and there is not much killer can do about that. Survivors should always spawn together.

  • Well, from Wraith and DS nerfs we could see, BHVR doesn't care about chance to win against good survivors. They just want to babysit noobs.

    Let's be honest that "weak" killers can be said about every killer other than top 3 and you have to be really good with those. They could stay top 3 only because they are hard to master (Nurse, Spirit, Blight).

  • Having random games, you could get away with no slow down builds and just play most games for fun and get sweaty only when needed.

    It's just bad when you have to be sweaty every game.

    Killers just want to play for fun too.

    Playing killers got way more stressful for me since SBMM, because I know that even just one mistake can cost me a game.

    Only way to enjoy the game for me was just lose on purpose. With that mind set, I didn't care if they escaped, because I would let them leave anyway.

    But I have actually stopped playing for some time. SBMM didn't help, but for me it was undeserved nerfs and CoH.

  • @Terramortius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653519#Comment_2653519

    You can force survivors off gens but you cannot force a killer away from the hook to safely unhook. I never said it wasn't a strat but it is a TOXIC strat at that. If you can't think for both sides instead of being so biased, then keep your comments to yourself.

    People should really start to think when using "Toxic".

    It's kinda lost meaning at this point.

    It's not toxic by default, reason matters a lot.

    I see survivors ######### up and didn't go for save in time, I can stay there to get free second stage -> not toxic, actually smart play to punish a mistake.

    I see survivor using Gay charm and I tunnel him just for it (never done it) -> Yeah, that would be toxic.

    I teabag killers after every stun for fun -> yeah toxic

    I teabag killer when he is ingoring me and focusing weak link -> not toxic imo, just trying to get an attention to save teammate


    It always depends on reason. It's not toxic just because you don't like it.

  • @lavars said:

    Use the code: EASYASABC for 150k Bloodpoints.

    besides that: Mostly you get points for just playing, Survivor mains get way less, so feel lucky you play killer :'D

    Well, they need at least some motivation for players to play killers :D

    It's not like they can gain more, but it's just easier to gain more on average, mainly because 4 stack with BBQ is way easier than 4 stacks with WGLF.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656462#Comment_2656462

    https://forum.deadbydaylight.com/en/discussion/comment/2656675#Comment_2656675

    Its my understanding that in franklins case it was because the devs couldn't program it in such a way to prevent it from destroying the vaccine. Although I personally don't understand why they had to deal with that at all, it would be a shame for killer nuances to allow lower performing perks to shine. I presume that

    https://forum.deadbydaylight.com/en/discussion/comment/2656421#Comment_2656421

    is correct in that they couldn't get the programming to correctly distinguish -only- cleansing and they knew that boons would be dead on arrival if they allowed the notification to go live.

    Ultimately however, the fact that killers are not allowed a single decent defense perk is pretty depressing, theres basically no point in running a hex thats meant to stay up anymore at all. (inb4 undying exists, undying is gutted trash kthx)

    Corrupt, deadlock, pop, pain resonance meta is upon us.

    I actually hate Deadlock with pop, it denied me pop so many times while testing it :D

    But ruin with pain resonance might be really good combo, because it works together.

    Maybe like BBQ, Ruin, Surge, Pain resonance for M1 killers could be really good. You would have massive slow-down while ruin is still active and still solid upon cleansing. I would replace Surge for Pop for special attack killers tho.

  • @landromat said:

    Because artist. They nerf things one patch before new killers release. same was with nemesis and franklin

    I didn't think of that...

    This might be actually true.

  • So there is no hard counter to boon totems...

  • @FreshCoal said:

    https://forum.deadbydaylight.com/en/discussion/296217/an-idea-to-balance-boons

    I just think that totems need to break when a killer kicks it. It so annoying to constantly have to kick a boon in some random ass corner of the map only to have the survivor's re-bless it 20 seconds later.

    I have used to think this, but I actually changed my mind about this.

    Problem is, this would be balanced for CoH, but it would destroy any other boon totem.

    Other totems are fine and you need to invest quite a lot of resources to make it work, but CoH is broken overall.

    There just needs to be nerfs only to CoH, that is main issue imo.

  • Game gives you feedback from your POV. You see blood etc., but actual hit is decided by server.

    Issue is that if everything was decided by server, then your feedback like sound etc., would be delayed and it might be kinda weird to play with that.

    I think this wrong feedback is big issue, but I don't think they are able to fix it.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2644550#Comment_2644550

    Like I'm gonna be able to notice that in the middle of a tense chase. This idea that Tombstone has counters is ridiculous. Looking at the killer's hand and jumping in the locker to give him an instadown for free are not counters. It's funny how every killer is demanded to have MORE counters like Spirit, Deathslinger, and Trickster, but Tombstone add-ons Myers always gets brushed to the side.

    It probably sucks for soloQ, but it's not hard to deal with it as SWF.

    You can also guess it just by time how long it took him reach tier III.

    Tombstone Piece is more broken imo, because that one mori is usually enough and you can do it way faster.

  • Yes, donates matter

    but if you dare to pick it up again, you are super dead.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2644380#Comment_2644380

    It's a tricky example there because Tombstone add-ons are total BS, and the best stalking add-on means guaranteed hook trades, but other than that Myers is in need of some serious buffs.

    It's not that big issue if you learn to watch out, if his hand is open / fist. Then just go into a locker, so he can't mori you, or just be in some animation -> gen, vault.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2641840#Comment_2641840

    I'd love to know.

    I know that the 'vomit' sound effect can make me feel like honking; I've got a propensity for migraines and nausea. But wow, is the vomit comet powerful.

    https://forum.deadbydaylight.com/en/discussion/comment/2641841#Comment_2641841

    I actually dig her aesthetic. Very 'Blair Witch'. She is decently camouflaged, small, has fun skins and my favorite 'blighted' skin of any killer (Ghostface and Wraith are close seconds).

    I like my killers to look frightening.

    Well, not everyone is ready for vommy mommy

  • Hag is not really an easy killer and can get boring for most.

    IDK about Plague, she is really good now. Maybe don't like vomiting?

  • Yeah, but remember he was "a wee bit over powered"...

    I can understand that addon nerf, but basekit nerf wasn't needed at all. He had problems in high MMR before and they just made it worse, where Wraith is not able to use his power on most loops.

  • I am not saying it's often, but you play against it sometimes. It's not even good really, but it's just torture.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2640755#Comment_2640755

    Yea that does sound nice but with my group (we don't run all meta) we usually all just sponge off my circle of healing because I usually know where the best totem spawns for it are on some maps, the top of rpd library creates a massive safe haven on that entire side of the map which is usually enough most matches as long as I find a good spot

    Yeah, some maps have really nasty spawns where killer would have to waste a lot of time to deal with them.

    But usually is enough to find totem, finish nearby gen, then use boon. You just have to make sure there is no other objective for a killer other than boon.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2641068#Comment_2641068

    https://forum.deadbydaylight.com/en/discussion/comment/2641101#Comment_2641101

    https://forum.deadbydaylight.com/en/discussion/comment/2641103#Comment_2641103

    Yeah I knew COH would get a lot of votes because it definitely is the best. I’m very curious though if someone does have an argument for Shadowstep or Exponential. It’s definitely up for debate.

    Possible argument for Exponential might if we talk about specific killer and worst possible situation for him. SWF with 4x Exponential against Oni / Twins would be really strong, but it's not that good overall.

    Shadowstep might win again, if you go full nuclear, it can become stronger than CoH and most killers will just not be able to deal with it. RPD / Lery's with 4x Shadowstep? Good luck against that. I have played against it once and I just went full camp, I can't be bothered.

    But those are really specific situations that are possible only for SWF.

    CoH is just going to win as overall perk for both SWF / SoloQ and best thing is that you don't need your whole group focused around it. You have 1-2 players with CoH and rest of your perks can be classic meta.

  • CoH and it's nowhere close.

    Shadowstep can be annoying with full SWF setup. 4x Shadowstep and indoor map offering is hell to deal with.

    Exponential is also SWF thing, but if you get SWF using it as Twins... RIP

    CoH is easy to use, you actually don't want to stack it (max 2) to get most of it. This perk basically creates 4x medkit situation, which most killers know is just hard to deal with. This perks negates two most basic tactics, which I think is really bad for the game. Weak killers just can't get away with commiting to every chase. I believe CoH is just broken atm.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441008#Comment_2441008

    DS, flashlights and flashbangs are not 3 minutes. DS only works if you tunnel.

    Alright, SWF with full Head-on builds? I am pretty sure you can get close to minute or two... so much fun

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