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DyingWish92

DyingWish92

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DyingWish92
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  • @Mystix said:

    I am not having fun on this game anymore, Ever Since MMR has come in its not fun BHVR have gone to far with the survivior side and expect to much from killer, I am sick of toxic survivors ruining the game and the whole matchmaking system, Boons everything maybe when thing's changed I will be back until then nope.

    I feel ya. The game can really feel impossible and like a bully simulator when playing killer at times. I think SWf in general is just the biggest not even mmr tbh. SWF when they are good just breaks the game. To much information on the killers whereabouts and what gens to smash, it's lame. My games much easier and fair tonight on killer and I'm willing to bet its because I faced a lot of solos instead of SWF.

  • As a Myers main I enjoy seeing he did well here.

  • Never like doors being 99d. Should regress but at a very slow rate.

  • There is no counter for this despite what everyone says. This is a broken 4 man swf who came in to bully the killer and control everything in the match. You can't hook them, if you slug them they get picked up immediately, if you chase someone they know how to abuse broken loops on maps.

    I play Myers and when I run into this where I can't hook anyone I slug 1 person and stand over there slugged body with tier 3 ready. Anyone comes close they go down, they can watch there teammate bleed out on the floor. No cheesey busted 4 man escape for you guys.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/302202/can-we-nerf-swf-pls

    I think that you are looking for the wrong type of nerfs. My suggestion is that if there is a difference in MMR between the Killer and the survivors that Killer movement speed is buffed or Gen speeds are increased, depending on which side the difference is on.

    I love this idea especially the speed buff.

  • @Johnny_XMan said:

    If you lose 3 gens in one chase, that says more about your ability to catch/break chase than the survivor's objective.

    3 gens can pop in the First minute of the game. That doesn't mean the killer sucks and isn't breaking chase it means, 20 seconds to find a survivor at the start, 30 seconds to down them, 10 seconds to pick up and hook, leave hook. Assuming the other 3 are on separate gens which swfs do a lot that's 3 gens done. Killer does nothing wrong and gets destroyed.

  • It's to big. Just like RPD. Devs acknowledged big maps are a problem awhile back but they keep putting out continental size maps. The devs don't know what they are doing.

  • I've played killer and had games where all my chases ended in 20-30 seconds and I've had 2 people slugged on the ground and gens still fly. Anyone who thinks gen speeds aren't a problem are delusional and only play survivor.


    "I 4k with Clown at top mmr on Haddonfield with no slow downs." Yeak ok buddy.


    DELUSIONAL.


    Survivors objective is to fast, always has been always will be. Killer can play with tactics proxying, tunneling, slugging or play fair and watch 3 or 4 survivors shove there balls on there face at the exit gate. High mmr there very little gameplay for killers unless they use NURSE, maybe Blight.

  • @Fuzzels said:

    https://forum.deadbydaylight.com/en/discussion/comment/2717606#Comment_2717606

    With DH you need to time it correctly AND hope that youre actually near something usable. so again, your point is moot. There have been countless times that ive seen a survivor DH into a wall and get hit a second later. or DH too soon and make no distance at all. or even just DH correctly, causing a missed swing, but then have no pallets or windows nearby to use so they go down 5 seconds later anyway.

    and the argument of extending chases for that long is also moot, any exhaustion perk that can give you extra distance can extend a chase just as long. Theres literally no reason they wouldnt / couldnt.

    We are talking about good survivors here not potatoes. Good survivors almost never dead hard into a wall and are always conscious of where pallets and loops are. It's very rare for a good survivor to be in a complete dead zone or open field when they use dead hard. They will get injured and then run to a safe area where they can use there DH to reach something and extend. I don't know what kinda survivors you go against but I can't remember the last time I saw a survivor totally flub a dead hard.

  • I had a feng tbagging at threshold of the exit, but she was off to the side a little. I hit here with my tentacle strike with Nemesis and she flew sideways into the corner where the walls are. Picked her up and hooked her, hilarious and very satisfying lmao

  • @Tiufal said:

    Can you guys stop telling others that camping and tunneling are needed to play the game as killer? Thats soo far away from the truth and every second thread someone is shouting out this nonsense. Neither of this is necessary to have a good game as killer. Its so damn frustrating to see new players acknowledging as a given and playing like jerks. As survivor there is nothing more frustrating than having to play against people like that. Its a damn game, so behave like that and dont make it even worse with your nonsense.

    It becomes more and more necessary the higher your mmr goes. You simply can't go for 12 hooks vs a good coordinated survivor team. Gens go to quick and maps are to big and safe to do that. At mid skill level camping and tunneling is not necessary thats why it's actually fun.

  • @oliviaa said:

    great more killer propaganda

    It's the truth. Why don't you drop survivor for a month and play killer every day. Your mmr will go up and the matches will be unwinnable trash against 4 man OP SWF.

  • @Fuzzels said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714095#Comment_2714095

    "What's worse about this is you do nothing to earn this strong game changing second chance perk, just be injured???? Seriously."

    is an absolutely NON argument. Let me show you why.

    Lithe :

    What's worse about this is you do nothing to earn this strong game changing second chance perk, just VAULT A WINDOW???? Seriously.

    Sprint Burst :

    What's worse about this is you do nothing to earn this strong game changing second chance perk, just START SPRINTING???? Seriously.

    Balanced Landing :

    What's worse about this is you do nothing to earn this strong game changing second chance perk, just FALL FROM A STAGGER HEIGHT???? Seriously.

    Head On :

    What's worse about this is you do nothing to earn this strong game changing second chance perk, just JUMP OUT OF A LOCKER???? Seriously.

    Im not saying that dead hard doesnt need to be looked at, but this part of your argument doesnt make any sense simply because the other exhaustion perks are just as simple, if not SAFER to use.

    Lithe, Balanced you need to be alert and interact with the environment around you and sometimes the killer hits you before you reach that window or hill. Dead Hard you just press a button. Sprint Burst extends a chase by 5-10 seconds at the beginning and then they are exhausted. Dead Hard can extend a chase for 2-3 gens if you keep chasing.

  • I DC as soon as I realize I'm in a Bully Simulator game that I have no chance of winning. Not playing the game to be toxic aholes plaything.


    3 gens popping in 1 minute, getting head on mid chase over and over, flashlighted, constant hook sabo every time you get a down, 4 dead hards, constant body blocking, tbag,clicking.. Who the hell wants to play against that, that's not how the game is supposed to be played. Shows how ridiculousb DBD can be against broken 4 mans.

  • @Lunar_Wing said:

    I have been playing as survivor and killer for a long time. With the inclusion of these boons I honestly can say that they are not fair at all for the killer. Boons can can reused multiple times even after the killer has removed them. They can also be placed on the same totem that they were blessed on. Killer don't have that option. Hex's cant be re used and survivors can just bless over a hex totem which removes this perk permanently from the killer. Yes I know it takes extra time to bless a hex but afterward they can just re-bless that totem after I snuff it. Also I have not had a single game in weeks that didn't have 1 or 2 of the boon circle of healing. This boon just brings back the old days of self care. Yes they need to go to an area and I can snuff it out but they can just re use it somewhere else.

    On the survivor side of things these boons are straight busted on some maps. Example just go up to RPD library, set up a boon exponential somewhere near by and now it practical becomes impossible for the killer to hook you if you go into the corner. The only thing the killer can do is find it and sluff it. But this is a mute point because they can just re bless it again. At one point I had a team set up 3 boons within range of the library and if he sluffed one there was nothing he could do. By the time he makes it to the next one we can re-bless the last one.

    My point is these boon perks are just too strong. They have single handily won games for me as survivor and lost game from me as killer. There reusability make them extremely strong and the circle of healing just makes it so everyone has a better version of the old self care. My easiest suggestion for these perks is to make them not re-useable or set a max number of uses. Maybe make it so one one of these boons can exist at any given time.

    I am not posting this to complain. I am posting this to have a discussion about what kind of things could be done to balance these perks.

    Circle of healing is the very definition of something that's OP. It's totally busted. The relighting it over and over and over again has to go.


    I had a team do the Boon Exponential thing to me in the library on RPD. At first I didn't know what they were doing until I saw they were picking themselves up, in what felt like lightning speed. Trapped 2 of them on that top level in the library and body blocked them until they bled out. I'd keep slugging them when they picked themselves up. It's stupid and broken. Don't expect the killer to play nice when you exploit broken sh**.


    Circle of Healing is the one that needs a BIG nerf.

  • @jesterkind said:

    Don't fall into the trap of assuming that because a change hasn't come through yet, the devs think that it's fine and doesn't need to be changed. My understanding is licensed characters are slower to change in general because they have to run things by the license holders, too, so I think that's why it's taken a while?

    But yeah, he does need some changes. I'd say give him a normal lunge in Tier 1, make stalking at range more viable, and a few buffs to Tier 3-- my personal favourites being brief Killer Instinct on everyone past 50% stalk progress when it pops, and the ability to just walk straight through dropped pallets and breakable walls at a speed penalty.

    Love these ideas. Something I forgot to mention is when I play Myers I always feel forced into using Corrupt Intervention because of how bad his tier 1 start is. Very annoying I want to use different stuff not the same every time.

  • Dead Hard and DS in the same annoys me to death. Even though DS is very avoidable now I just hate when someone is using both of those, it's usually someone who annoys the killer and clicks and tbags. They know they are in the game to piss the killer off so they gotta stack the anti tunnel second chance stuff.

  • 3 gens popping after the first chase is demoralizing for the killer especially if it's an M1 killer. If 3 gens pop quickly you know you're likely against a smart swf that's gonna have BT, DS ect for endgame. Also 3 gen is overrated especially if all 4 survivors are still alive.

  • @cantelope said:

    Balance is an issue because killer perks tend to rely heavily on criteria and/or rng and/or timers. Survivor perks tend to be more flat buffs, at will activates, and in general fully on the survivor to manage. This makes survivor perks reliably strong and killer perks wildly unpredictable or weak and unimpressive.

    What makes the game usually worth it for killer is when their build comes together. When a build goes off its incredibly fun, but this can be very rare. This doesnt mean most games are 0k. It means they are slogged out 0-3k games with 1-4 perks disabled that was mostly spent running the same loops over and over and over with a hundred little stuns and slowdowns in-between if you played anyone but the s tier killers.

    This is why those same perks popping up causes so much frustration. It's not because they are particularly op. It's that they are reliable and strong perks that extend what can get very tedious very quickly. You running in circles. After my fourth or fifth game I usually start bailing once I see the survivors run and crouch at the pallet. It literally just... bores the ######### out of me, and if it's after 3pm I'm not getting a survivor game in under five minutes.

    It's really not a matter of "survivor perks op killer impossible". That's just how people say it because it's the internet and outrage/exaggerations are all the rage. The truth is playing killer can get quite boring regardless if you get the 3k or 4k. Especially when you get back to back games where survivors play the exact same way with the exact perks.

    This also isn't them vs us. No matter how much easier that makes a counter argument. I'm answering the spirit of the question as best as I see it. I'm genuinely not throwing shade on anyone. The question was directed at killers about survivor perks. So that is what I answered.

    Perfectly put. Dead Hard for distance is a massive annoyance at this point. If you look at the description of the perk it says "dash forward during the dash you avoid damage." It doesn't say dash forward to reach a resource. I feel this perk is being used in a much stronger way then it was intended. This is the only survivor perk I have a real problem with, ds, Unbreakable, and all those other metas are blah to me because killer has control over these more.

  • @Phasmamain said:

    Is it really that bad? Honestly I’m having tons of fun playing clown atm and getting pretty consistent 2-3k’s without camping or tunnelling.

    Sounds like your killer mmr is not that high YET. Wait until you chase 1 person for 40 seconds and 3 gens pop.

  • I honestly don't mind when a survivor has sprint burst. When a survivor dead hards to a pallet or window or I get robbed of a nice mindgame hit I wanna throw my controller through the television.

  • @Uriah119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700644#Comment_2700644

    CoH is a straight up counter to any hit and run killer. Which is why more killers are either not caring anymore, or try to learn the top killers better to stand a chance at 4Ks.

    I am actually starting to believe that this is a survivor game and killers only exist to give survivors a gameplay experience. Survivors have WAY to many second chances, pallets, windows, and solid killers coming out and immediately getting nerfed.

    Play an M1 killer on the meat plant map against solid survivors and the entire game is just you breaking pallets and getting nothing accomplished. 5 gens will be done you'll have maybe 2 hooks and only like 1/3 of the pallets on the map are broken.

  • @KateMain86 said:

    Tunneling ruins this game for survivors. This is a problem and I don't know why after all this time it is not a reportable offense. When a killer blatantly comes right back to you straight off the hook and tunnels you down until your death hook the game is no longer fun at that point. Its just not worth playing. There is little to nothing survivors can do to counter this unless you have some kinda insanely coordinated SWF group to deal with toxic killers that do this. Tunneling playstyles have to be discouraged and the perks we have for it aren't enough. The action altogether needs to be discouraged and until there is some kind of punishment for doing it then it will never stop. Tunneling survivors down makes for a miserable experience and there is absolutely nothing at all fun about it. If you play killer and you do this please know you're ruining this game for survivors. You may think its fun but for me it really makes me not want to press that ready button again.

    Tell the devs to get rid of trash MMR and you will see less tunneling.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715293#Comment_2715293

    Exactly and to be honest that's part of the reason I'm worried about dlc and killer mains going forwards cause its either going to turn into viability being only 10% and dlc being only worth $1 cause of the constant nerfs to almost all killers at this point

    The nerf to cenobites engineer fang is an absolute disgrace. Those chains are not easy to hit all the time, survivors know how to dodge them and they are hard to control. I think that add on should basically be base kit on him. As well as pinky finger on clown and Pyramid Heads range add ons. The pinky finger add on will be the next thing to get nerfed, on Clown who's maybe the worst killer in the game.

  • I'm absolutley sick and tired of people asking "what killer do you play?"


    It shouldn't matter, every killer should be able to compete. If I play Ghostface or Clown I should be able to go into a game feeling I can win just the same as playing Nurse or Blight. The devs need to buff damn near 80% of the killers but they literally don't have the baalls to do so because they have to play everything super safe with the killer side.


    Hex Blood Favor was trash before they buffed it and there reasoning was "we launched the perk safe to make sure it wouldn't get out of control." Yeah but Boons get launched and can be relit 100 times, nice. Lmao

  • @MrDardon said:

    I think his Tier 2 is fine personally.

    His Tier 3 could be a bit stronger, not to strong but give him a slight boost to breaking and stun recovery.

    Tier 1 should be 4.4 with a normal lunge.

    This is exactly what I want. Get rid of the ridiculous slow speed in tier 1 and the baby lunge so you can actually play in tier 1 if you want. His tier 1 is awful. Tier 3 yes speed to breaking things, all for it. Its not a massive buff either. The tier 1 buff would be to help the character keep up more.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715140#Comment_2715140

    I've seen plenty of Vanity mirror Myers. I use it myself, too. Its really good now without the speed reduction. Its like scratched mirror on steroids.

    They also buffed regular tombstone so there is no speed penalty when in tier 2. So its easier to get to tier 3 without needing to get your PWYF stacks first.

    It's solid with Dead Rabbit and M&A but I don't like that he can't get his instadowns. So I usually bring Haunted Grounds and NOED with Vanity Mirror, yes NOED lol. I want a buffed base kit for Myers not add ons.

  • @Maperson said:

    He needs massive buffs, he is currently imo weakest killer in the game.

    He needs to be buffed big time but he's not the weakest in the game. Myers is not as easy to bully as some other killers because he can insta down survivors. Instandowning is huge for EGC, if a Myers is camping someone at end game with tier 2 99% survivors can't just come in to do there BT body blocking escape strategy that they do with ease against other killers.


    Clown, Pig, Legion, Trapper are worse IMO.

  • @Huge_Bush said:

    He recently had an add-on pass. I'm too lazy and distracted to look up what they were, but they did buff something.

    All they did was buff his Vanity Mirror add on and make one of his stalk add ons common. That's barely anything. No one really uses the Vanity Mirror.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714095#Comment_2714095

    Same as killers with noed. If you see 0kills before egc, the killer uses noed. And then he came here complaining because survs are op

    NOED is trash. Most of the time I used it it's cleansed after the first down I get with it. It's nowhere near as strong as DH is for survivors.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714109#Comment_2714109

    Yeah, there are ways to optimize around SB for both roles. DH is the easier of the two to quantify, so I think that's why it gets the hate it does. I typically pair SB with Spine Chill, so it's 30 seconds before an M1 killer can start a chase with me.

    That is literally the most boring game style of play I've ever heard. No killer with half a brain will ever chase you if that's how how play.

  • @[Deleted User] said:

    I think the killer players who aren't quite as experienced on survivor are going to find that playing against four optimal Sprint Burst users is 10x as frustrating as Dead Hard. There's at least a chance for a misplay with DH. Early SB means you likely never have a chance in the first place.

    The difference is if I'm playing killer and I pull off a great mind game by moonwalking or hiding my red stain the survivor can't just hit a button to avoid my hit the second they realize I fooled them. This is where Dead Hard is complete bs. It makes playing killer feel unrewarded and blue balled. If someone uses sprint burst it'll take you a few more seconds to catch up to them but once you do they are exhausted and you can lunge whenever you want and not worry about being outplayed by a second chance.

  • I agree that at least half of high mmr survivors are being completely carried by this perk. It takes no skill whatsoever to dead hard to a safe pallet or a window. What bugs me the most is the small brain people that say "just bait it out." There is no bait it out when it's used for distance. What's worse about this is you do nothing to earn this strong game changing second chance perk, just be injured???? Seriously.


    Let's not forget 4 man swfs that all have this junk equipped to make the killers game an absolute frustrating misery.

  • What needs to be done is after using a dead hard the survivor can't interact with a pallet or window for 3/2/1 seconds. This perk is abused to high hell by cocky toxic survivors at high mmr.

  • This perk needs to be looked at for the health of the game. I'd say at least 3/4 of the survivors that I go against use it and it's insanely powerful at loops causing chases to go on for double the amount of time it should have.

  • This is what the game is for any killer that is half decent now. Gens speeds, strong maps, survivors that know how to loop and Abuse poor map design and spread out on gens and its ballgame. Every survivors has crutchy Dead Hard in there build to waste even more of the killers time.. (which they don't even need) Introducing MMR into this game is a joke!

  • @Gigante said:

    Remove this perk.

    A stupid Second chance perk that shouldn't exist.

    "oh #########, I was bad, I did it wrong but that's ok, I'm going to dead hard and go to another loop."

    And another gen was done

    Oh man I'm finally gonna get this down and a much needed hook for some pressure. Dead hards to pallet, gen pops, holds forward costing you another 20 seconds just to catch back up, another gen pops lmao. It's so damn lame and there's no counter play at all to this scenario.

    But nerf deathslinger he has no counterplay. The devs don't have a clue.

  • Arguably the strongest survivor perk in the game and it takes almost zero skill and nothing has to be done to earn the perk other then being injured?

    The biggest issue is survivors that use it to get to God pallets or safe areas. At high MMR Dead Hard is basicaly base kit, everyone uses it. They use it because it's a second chance that basically trolls the killer at this point because of how strong it is.


    Why aren't the devs looking at Dead Hard the way they looked at old Ruin??? They nerfed old Ruin because it was used to much at red ranks and because new survivors struggled with the skill checks. Well what about dead hard pretty sure 75% or more of high rank survivors use it so whyyy aren't we touching it???

    The perk itself might not even need to be nerfed directly. Remove 3 or 4 pallets from every map and it's an indirect nerf to dead hard because it can't be abused over and over to reach pallets as much.


    As bad as DH is right now the unlimited blessing of Boons is even worse. Most unbalanced thing in the game at the moment IMO, COH, not the others.

  • I bought this game because Myers is in it, my favorite horror slasher. I've always been a killer main and it is simply not fun at all at the moment. I guess I've hit the higher mmr area in my games. It's all just fast gens, flashlight clickers who have massive toxic egos,, pallet validation at every loop, dead hard for distance on 3 out of every 4 survivors. Second chance perks out the wazoo. You'll get a 4k one match and then the next match the survivors play with you and there's nothing you can do about it because of the strong stuff they bring in and how quick they do the objective. I don't want to quit the game but the mmr has made it not fun at all for killer. Survivor is fine but I get bored after a few matches.

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