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Faulds

Faulds

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  • @Bwsted said:

    *ruin could start at 100% gen regression rate and increase that speed after a certain amount of hooks

    Uncleansable Ruin would be busted. Even with this^ nerf.

    The other proposals could work.

    If 200% was too much if uncleansable, you could tone it down to permanent 150% gen regression speed (or a bit lower). When i compare survivor perks and killer perks... thats the major problem i see. Survivors have a bunch of really good perks that are consistent (DS/ BT/ Dead Hard/ Other Exhaustion perks/ Iron Will/ Bond/ Kindred/ We'll make it/ We're gonna live forever etc.), while killer's perks are "strong inconsistent hexes" or "100 thousand restrictions basic perks".

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665673#Comment_2665673

    There is literally no reason to “punish killers” for playing the game the way it’s intentionally designed. The whole game is built around down survivors repeatedly and defending the hooks and generators. The flaw in the design is just how long it sometimes means people end up doing nothing but hanging on a hook or lying on the ground. There’s no “exploit” to punish here and it’s not rude to defend a hook or down the same person twice in a row.

    The problem with camping/ tunneling is not the strategy, but the fact that survivors need perks to deal with it. Unfortunately, for solo q players, you have to rely on someone you can't do s***t about to bring those perks. Thats why a lot of survivors want in-built mechanics/ tools to deal with it. At least, when you play killer, you can make sure to bring good slowdown and good add-ons... but solo q survivors have no control over what randoms do.

  • @DBD78 said:

    It's a very good addon in lower ranks against "stealth" survivors. Otherwise it's not worth losing three RBTs for it. Perhaps lose two traps instead of three then it could be pretty ok.

    Wraith doesn't lose his 150% speed while cloaked if he's using the all seing add-on. I don't think its fair for pig to even lose anything to begin with. Losing two traps, when they are already so inconsistent, would still make the add-on not worth it in my opinion.

  • @str4wberryp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665795#Comment_2665795

    Yeah, but don't hold your breath. The cosmetic designers (aka devs) took 5 years to give trapper, their signature killer, an extra trap.

    XD

    They are slow, but sometimes they do the right things too.

  • What if the clown had an iri add-on that turned your vision upside-down while intoxicated? Could be fun, don't you think?

  • @str4wberryp said:

    Pig should have aura-reading as base kit while crouching. This addon is crap and she's currently the worst stealth killer. There's zero incentive to use ambush: you are too slow while crouching, often have no information and the terror radius takes 4 seconds to disappear. And somehow, she still gets nerfed again and now even the RBT are useless.

    I used to only crouch on short loops and played her basically as a M1 killer, but on higher MMR survivors will just Wgame away from the loop the moment they lose sight of you. Pig is on a sad spot right now.

    Yeah, but the saddest thing is that small tweaks could help her a bunch.

  • @BaldursGate2 said:

    Why not make the weekend saturday and sunday every week a blood hunt event with double BP?

    I would actually love that.

  • What you all don't understand about hatch, its that no hatch means no gameplay for the last survivor. The last survivor has something to do, and the killer can close hatch to end the match quicker. What would you think would happen? The survivor could try to hide for as long as the killer needs to dc. Even for the killer it creates gameplay, since he has another objective... instead of wandering around for minutes.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664231#Comment_2664231

    I don't camp either, just standing around not doing anything while survivors do the gens is a bad strategy.

    "Tunneling" is a made up complaint, honestly, I chase who I see and if I have a choice between an injured person or a healthy one obviously I'll try and down the injured one.

    And I stand by what I said before. Why should I go out of my way to help the survivors possibly win?

    Defending hooks or tunneling is not as rewarding (im talking on a feeling level) as beating someone fair and square; thats just how i work. Turning around a hook like a #########**g goldfish has low interest to me.

    @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664074#Comment_2664074

    The obvious caveat here is that not every killer is Otzdarva. Like 0.01 % of killers areas good as Otz. In that vast majority of situations where you're going to find killers employing camping as a strat, the survivors can largely dictate the way the match plays out against a facecamping bubba.

    It requires no skill to facecamp, and its not that hard to get a down with bubba (especially with bamboozle).

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664219#Comment_2664219

    Why should a killer go out of their way to give you a chance to recover? Making a mistake can be the difference between the killer getting a kill and survivor getting an escape. If the correct play is guarding the hook then that’s what they should be doing.

    I'm a killer main, i find it boring to camp/ tunnel... so, when i can chase, i'm gladly doing it. I don't understand killers that have fun by killing everyone in 3 seconds when, obviously, this means they weren't on your level to begin with. But, you know, to each his own definition of "fun".

  • @xEmoGirlxAlexisx said:

    God Pallets God Pallets God Pallets

    90% of the 30 Pallets on the Map are God Pallets

    If u chase ur First Survivor u need to Deal whit 10 Pallets before u can get him as a M1 Killer and if the Survivor doesnt make any fault at this time 3 Gens are done

    So much fun as a Killer why arent every Map like this ?

    The Map already was trash before the Rework but instead of fixing it they are just adding 20 Pallets more and calling it a Rework?

    The Game, Haddonfield, the abdomination aka the Police Station and maybe Midwich are the Map i will instant Quit when i got them.. why Most of the License Maps are so unbalanced for Killers ?

    Also plz nerf Dead Hard

    Pallet reduction: yes, definitely.

    Nerf dead hard? Why not (if it is to make it closer to other exhaustion perks), but not mandatory.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664211#Comment_2664211

    I’m not saying it’s not boring to be on a hook for two minutes. That’s more of a flaw in the game design than the killer being rude though.

    Except when killers are already winning, and just put a nail in the coffin for no reason. Even when some killers have the upper advantage, they still don't try to chase for fun... they go out of their way to make sure you have no gameplay whatsoever.

  • Having played him a bit recently add-on less, i don't find him that horrible to begin with. But yeah, a lot of his add-ons have too much down side or are just useless.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664175#Comment_2664175

    It’s really not. Defending a hook is just defending one of the objectives, it’s just a strategy. Toxic implies it’s being done to insult the other player somehow. While it’s true toxic killers exist who, for instance, stand around hitting people on hooks or intentionally letting the last survivor bleed out for four minutes, just simply defending a hook isn’t toxic.

    It is definitely a viable killer's strategy. But nonetheless, it doesn't give much gameplay to survivors... as much as survivors don't give killers much gameplay when gen rushing.

  • @Campersbydaylight said:

    Dear Dead By Daylight,

    PLEASE MAKE IT SO KILLERS CAN'T CAMP HOOKED SURVIVORS ANY LONGER IT IS SO UNFAIR THAT THEY GET TO CHEAT LIKE THIS YET THERE AREN'T MANY TOOLS FOR SURVIVORS TO COUNTER IT SO MY WHOLE TEAM END UP LOSING TO A CAMPER! Please make it so that camping is no longer a thing, I'm begging you!

    Just make BT base kit, it would solve all problems.

    @Thusly_Boned said:

    Survivors dictate the flow of the game in virtually all scenarios, but especially so with campers. Soundly defeating a camper requires two things: willingness to let a teammate die, and the willingness of that teammate to hold out on the hook as long as they can. If you recognize that the killer is facecamping early on, you abandon any rescue attempt and slam gens (especially if it's a Bubba).

    And even if the killer also has NOED, they still have to get a hit on someone with it, which is no guarantee.

    Part of the problem is that many teams feel entitled to the 4E, and just won't see the above scenario through.

    That is not that easy for survivors to dictate the game when they don't run anti-tunneling/ camping perks. Otzdarva even made an experiment as a facecamping bubba... he hardly even lost at all.

  • @R1ch4rd_N1x0n said:

    https://forum.deadbydaylight.com/en/discussion/comment/2662949#Comment_2662949

    A bloater would be much more fitting, as it's bigger and better fits a Killer, and has more abilities.

    They are slow, sure, but so are Myers and Executioner, yet here they are in DBD.

    I think bloaters would be the most interesting too.

  • @AnneBonny said:

    I wouldn't mind Ellie for LGBTQ+ rep, don't really trust the writers to do it well so they might as well work off of a different studio's character lmao

    To be honest, i do'nt think that they wouldn't be capable to do it (they got good with killer lore as far as i'm concerned). I rather think, since seeing backclash on the last of us 2 for ellie being gay (when a dlc already established that), that it is quite tough to not cause havoc.

    @bleep275 said:

    I think it'd be cool af to play as a clicker or something.

    I'd love it too.

  • To be honest, when you play killer with BBQ, you already get a lot of bloodpoints. I rather think that it is the low amounts of bloodpoints when you play survivor (and the inconsistency of we're gonna live forever) that is more of a problem. On a side note, if they refuse to make 2X bloodpoints base (which i think is understandable), they could do a blood hunt on a weekly basis (week-ends/ evenings).

  • @Szarman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2662435#Comment_2662435

    Hmm that's an interesting idea but I think it would be kinda unimmersive. When it's an iri addon people aren't using it that often, but in base kit it would be kinda weird to see a teenager destroy a pallet when vaulting on it.

    To be honest It's hard to say if it would be broken or not. That would be interesting, but I would like to keep it as an addon to be honest. Still, thank you so much for your comment! :D

    The devs said they wanted killers to be viable with add-ons and not base kit, so i can understand the other point of view also. Have a nice day.

  • What about making the iridescent add-on that break pallets base kit (without the terror radius increase)? Many killers have add-ons that make them viable. Would it be crazy to make base kit viable... and only enhance it a bit with add-ons? You could go down that road and then create add-ons like Plague/ Huntress/ Myers "where you sacrifice part of your kit to get something else".

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2662378#Comment_2662378

    You should have told me that CMWinter is the content creator. I dont really want to give clicks to his "person". (I also dont think that he is a good player, but eh.)

    And I play Killer as well. I rarely see Boons in my games, for me it is DH or Sprint Burst, DS, BT, Iron Will, UB and stuff like that. But almost no Boons.

    Sorry about that, but i'm sure you can search a lot of videos on other creators that just says the exact same. Playing with a random teammate (in solo q) that brought circle of healing... it really made the game insanely easier.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2662312#Comment_2662312

    I almost never see Boon-Perks in my games. But again, I dont think they are better than the "old" Meta. (But they are a new Strawman why bad Killers lose games :> )

    This what happens when you play killer: " https://www.youtube.com/watch?v=Fdc66z5rGTc ". Boon totems just add to the pain.

  • @Ssajbambusa said:

    @Faulds I already stated this multiple times aswell - It's too strong of a thing to put on top 3 killer's base kit. You basically want free information to use 4 instadown or slowdown perks and that's not a good idea for balance. Want info? Play Doc or Legion. Want lethality? Top tier killers. Want lethality and info? Use perks.

    It's especially funny that you call Iron Will out on being no skill and free, passive value - but demand exactly the same on the killer you want to play as. Double standards are pathetic, not gonna lie.

    Yes, call me out on not going throuh with my promise to not respond :).

    Don't tell me i don't answer your questions when you don't even try to understand what i say. Cause if you did, you'd understand that i want the same thing but with a different mean to get to it. Now, is it enough clear for you? Whatever.


    @Hippie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660932#Comment_2660932

    I think Iron Will should cap at 75%. I myself already only use Iron Will at rank 2 for my male Survivors (hehe), and it's really not that bad and still a big help.

    Or else, one of my previous ideas: Iron Will instead lowers the frequency of injured noises. But with that, they would need to lower most Survivors' injured noises across the board. Some characters are unplayable without Iron Will (looking at Jane, Jeff, Bill...) and I believe they just need their base volumes lowered. Case in point, I was playing a Killer game recently and heard an injured Meg from literally 20 meters away... at least. It was pretty bad, and it's no surprise why most Survivors use Iron Will, myself included.

    If you nerf iron will at base then, i'd be fine with it too. I just don't think iron will is a problem... except with spirit. But that is just my opinion.

  • @Ssajbambusa said:

    @Faulds Are you intentionally ignoring what I write or are just hotheaded and take it way too seriously and personally?

    Me: "You don't rev you chainsaw on every pallet or loop as Billy or rush everytime as Blight - and in the same manner you need to learn how to use Spirit's power."

    You: "If you think you can down good survivors without your power... then there's no point arguing."

    Where did I say I want to down survivors without killer power? I said that you don't use your power on every single pallet, because survivors can penalize you for this very, very easily, especially as Blight or Billy. Just like knowing when to use their power to be effective you need to know when and how to use Spirit's power - and you saying that using it in quick bursts is bad idea... is enough in this convesation. Don't want advice, don't use it, I don't care.

    In literally every post I made I do agree with Iron Will needing to be looked in and requiring a counter - which should be Stridor since this is sound based perk and every killer perk already has counterplay so IW should too - if they want to call the game somewhat balanced.

    Keep ignoring what I say and assuming things. This is my last response here.

    Edit: And no, Spirit's phase should not counter IW just because, that's just stupid on literally top 3 killer.

    I'm tired of talking to you when you don't understand what i say... SINCE what i'm asking is what you want BUT WITHOUT A FRIGGING PERK SLOT. DO YOU GET IT?

  • @Ssajbambusa said:

    "And, no, you don't do short bursts unless you want to be penalized by the power recuperation. And yes, good blights spam their power, and good billys too. A good killer always use their power a lot."

    Ok, you clearly are not playing against good survivors who will punish you for doing this. No point arguing further. I don't agree Spirit's base kit should counter IW. Not in a million years.

    IW should be looked at and tinkered with though.

    If you think you can down good survivors without your power... then there's no point arguing.

    And, i don't know if you saw, but a lot of people made threads about iron will being op: on any killer... meaning it is even worse against spirit (considering the nature of power). Enough said!

  • @Ssajbambusa said:

    "And, no, you don't do short bursts unless you want to be penalized by the power recuperation. And yes, good blights spam their power, and good billys too. A good killer always use their power a lot."

    Ok, you clearly are not playing against good survivors who will punish you for doing this. No point arguing further. I don't agree Spirit's base kit should counter IW. Not in a million years.

    IW should be looked at and tinkered with though.

    You don't play against good survivors if you think you can win without using your power a lot since its the only thing allowing to down good survivors. No point arguing.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660899#Comment_2660899

    They should fix issues, yes. That is not achieved by just tacking top meta perks onto the base mechanics and calling it a day. That's just exorbitant power-creep and just leads to the game getting more and more ridiculous. It doesn't fix the issues, it just means survivors would have 5 second chances and the killer would have 1 more stall than they were already using.


    They designed those perks to deal with those issues: so making them base kit wouldn't be game breaking, and wouldn't alter the nature of the game (instead of inventing new mechanics out of nowhere that would do it).

  • @Ssajbambusa said:

    @Faulds Spirit's base kit is one of the strongest in the game and you want it counter S-tier survivor perk too? That's a no from me. I don't agree that IW shouldn't have counters too though and that's where Stridor should step in.

    Just put hours into Spirit, she is considered top tier for a reason - and I literally told you how to play her correctly in previous post. You don't rev you chainsaw on every pallet or loop as Billy or rush everytime as Blight - and in the same manner you need to learn how to use Spirit's power.

    Her base kit was "nerfed" (rightly so) with the audio cue. And, no, you don't do short bursts unless you want to be penalized by the power recovery. And yes, good blights spam their power, and good billys too. A good killer always use their power a lot. It wouldn't be op to have that change since survivors don't all play with iron will: it would only make all survivors more equals; and ask survivors more skill to counter spirit (because using a passive perk doesn't ask any skill).

  • @anarchy753 said:

    Making perks basekit is never the solution.

    I do agree that as it stands regression should be higher, because it's almost never worth your time to kick a generator unless you have one or more regression perks based around it, like Pop, Eruption or Oppression.

    It's why I switched over to surge on many killers who have less map pressure, because you frankly cannot spend the time kicking a gen and expect to get value out of it.

    Unfortunately surge is still ridiculously limited by basic attacks, a range, AND a cooldown.

    Dealing with major flaws of a gameplay with perks is what's fundamentally wrong. Not the other way around.

  • @Ssajbambusa said:

    @Faulds No, it makes no sense what so ever xD. Also you do realize you are not supposed to use the power for long, rather do the quick bursts of it (so if you lost them they are very close to you and you have your power back very soon)?

    I'm fine with IW countering Spirit (it's one of the strongest perks in general), but I am not fine with Stridor being useless in this scenario - and this should be changed.

    You basically want what i do, but with a perk... i want it base kit.

    @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/296575/spirits-phase-should-cancel-iron-will

    You want a lot boy

    Experienced spirits do not pay attention to groans

    @Ssajbambusa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660869#Comment_2660869

    This is actually very true. If you look at how Scott Jund plays, he catches people with IW on and with the addon that removes scratchmarks while phasing.

    I don't want to use an add-on to pinpoint survivor location (that one should even be removed). I don't use exploits/ or any external help to hear things i shouldn't... i want the killer to work base kit.

  • @Ssajbambusa said:

    No, it shouldn't. It really makes no sense for a power to specifically counter one perk without any thematic reason for it. Spirit is ridiculously strong anyway (listen for footsteps or grass moving).

    What makes no sense too though is how Iron Will is coded. I think Stridor should low key counter it like it did before IW buff (Do anyone uses Stridor unironically anymore?). Survivors are also completely silent while using IW due to poor coding - they should make at least the breathing noises, but because those are replaced with grunts of pain while injured (which are muffled by IW) they make NO SOUND. Bad coding and bad desigh.

    Survivor perks can not have counter play, but every killer perk or power can. Even though it's 16 perks vs 4 perks during the trial.

    Killer sided game, ladies and gentlemen.

    No thematic reason? Hmmm... she goes in the world of the spirits: so she hears directly your spirit that is aching. Happy?

    All i can hear when i play spirit is respiration/ footsteps and grunts of pain. Iron will delete everything if the survivor is smart.

  • @Lordofweed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660756#Comment_2660756

    I think both Corrupt and BT are fine how they work.

    I agree with you that Gens pop too fast in high mmr Matches. In low mmr Matches they cant even get 2 gens done before they die.

    I know that because i switched to pc half a year ago and yesterday i played blight on console with crossplay enabled against pc survivors. I played worse on purpose, because I felt sorry for them.

    With that said u think Gen regression is op in low mmr-mid mmr and only on high mmr it is required to get even only a few hooks.

    On the other hand, survivors (if they play their role to its maximum) cant be stopped no matter what but if they arent good players, they have no chance. Ofc this is not true for everyone or for every match because there are 2 sides which dictate how the Match is gonna play...

    How do you want to balance that in low mmr when giving Killers Corrupt as a base kit perk?

    So the big Problem BHVR is facing with that is, that balancing is not balancing for different mmr regions. They simply cannot say like give the top mmr Killers more benefits than low mmr Killers. People would rage(quit).

    I cant see a viable option for that big problem.

    I don't know where my answer went so i'll say it again: if mmr works properly, you should be matched with an opponent of somewhat equal skill.

  • @R1ch4rd_N1x0n said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660850#Comment_2660850

    If Spirit could always hear Survivors while phasing, she would once again have 0 counterplay. What are Survivors supposed to do about that?

    She has counterplay since you hear her phasing... this is the counterplay they're trying to build. The killer tries to pinpoint your location by sound, and the survivors try to do the same and counter-loop you.

    @dugman said:

    I think Iron Will being being at 100% at level 3 is the issue. Just adjust that to 90-95%, it would still be significantly better than level 2 but would also still allow Spirit at least some small chance of hearing a survivor and would allow Stridor to mitigate it a bit (Stridor 3 would basically make Iron Will 3 into Iron Will 2)

    I'd be fine with something like that too.

  • @R1ch4rd_N1x0n said:

    Before Stridor was nerfed, she was broken, as there was no way to prevent being found while she was phasing if she had that perk. The whole point is to predict where the Survivor is, not listen for them.

    Your argument would work only if survivors that didn't had iron will wasn't at such a disadvantage. So yeah, in fact, her power is designed for you to pinpoint survivors location with sounds since they removed your sight. Reworking her interaction with that perk wouldn't be overpowered since you don't expect every survivor to run iron will anyway.

  • @Lordofweed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660756#Comment_2660756

    I think both Corrupt and BT are fine how they work.

    I agree with you that Gens pop too fast in high mmr Matches. In low mmr Matches they cant even get 2 gens done before they die.

    I know that because i switched to pc half a year ago and yesterday i played blight on console with crossplay enabled against pc survivors. I played worse on purpose, because I felt sorry for them.

    With that said u think Gen regression is op in low mmr-mid mmr and only on high mmr it is required to get even only a few hooks.

    On the other hand, survivors (if they play their role to its maximum) cant be stopped no matter what but if they arent good players, they have no chance. Ofc this is not true for everyone or for every match because there are 2 sides which dictate how the Match is gonna play...

    How do you want to balance that in low mmr when giving Killers Corrupt as a base kit perk?

    So the big Problem BHVR is facing with that is, that balancing is not balancing for different mmr regions. They simply cannot say like give the top mmr Killers more benefits than low mmr Killers. People would rage(quit).

    I cant see a viable option for that big problem.

    If mmr works properly, killers and survivors should be paired up with an opponent of somewhat equal skills.

  • @End_of_Slayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660762#Comment_2660762

    I agree, perks shouldn’t be a counter measure anymore to gameplay, there needs to be other counters to certain actions that can be taken in game without relying on another perk being added to fill that role. I believe the devs did say they had an idea for how to fix camping and people liked the idea a lot, so hopefully we’ll see that soon. I also believe the Mori change will hopefully bring slowdown to gens, the issue is that it needs to be oppressive enough to stall a game, but still be winnable on both sides, but not too oppressive as survivors would see it as too unfair. I think this does help players though since the meta is pretty stale and they can find new perks to play with and forces new ways of counteracting certain actions the other team does without the use of a perk

    I totally agree.

  • I'd like them to experiment like that. But why do you think killers use gen slowdown too much? Why does survivors use anti-tunneling/camping perks so much? When you play survivor or killer at an average level (no need to be at high mmr) you can already see two major problems with the game... and what they need is not to disable perks: but to create in-built mechanics to deal with gen speed and camping-tunneling (instead of relying on perks to do so).

  • @Lordofweed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660695#Comment_2660695

    We already got one: Hex:Ruin. We all know it doesn't last longer than a minute on average.

    We also have Corrupt.

    Those are not the greatest perks but definetly the greatest perks we have right now for that purpose.

    What i'm trying to say is: rework corrupt so it isn't on a timer (and blocks four gens), and make it basekit. I think it would deal with gen speed problems; and make bt base kit for survivors to deal with camping-tunneling. With those changes, you'd have in-built mechanics to deal with those difficulties.

  • Deathslinger is still not weak, he's just very clunky to play... all he really needs might be to become a 115% killer (that would make sense since his terror radius is 32 meters; unlike all 110% killers).

  • I think what you really need as a killer is an early game slowdown: in many of my matches i can lose 1 or 2 gens (even 3 on a very efficient team; but that's rare) when i got my first down. Thats why i vould like corrupt to be buffed (4 gens corrupted until the survivors break your 3 gen; to prevent stealth and bad RNG), and made base kit.

  • @Munqaxus said:

    Hey Developers,

    When are keys getting reworked so they actually do something instead of being bloodpoint wasters in the survivors blood-web.

    Just pair it up with left behind... you'll always escape. The aura reading on the killer or on your team is nice... they could improve it.

  • @R1ch4rd_N1x0n said:

    https://forum.deadbydaylight.com/en/discussion/comment/2657400#Comment_2657400

    Imagine, if the perk were basekit and there was a Totem counter, it would motivate all players to actually try and stop NOED by getting all Totems. The Totem counter would help solo q immensely as they could actually coordinate if the Totems are all gone or not, it would have no effect on parties.

    I just tried to say that i agreed with your idea if i didn't made myself clear. Even if i'd prefer my rework... i'm open to other ideas.

  • @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.

    Just make BT base kit... it would deal with most of the camping/ tunneling issues; except bubba.

  • @R1ch4rd_N1x0n said:

    I just think NOED should be basekit but also add a Totem counter next to the Gen counter.

    I'd rather have your idea than the current situation to be honest.

  • @ThePolice said:

    I think the mentality of nerfing things to help solo q survivors is a horrible idea, this will just make killer even more miserable against swfs, the devs need to buff solo q to swf level and balance from there

    I'm a killer main, i never run noed. I only run gen slowdown perks to be able to chase survivors. NOED isn't even a good perk to begin with, and an unfair perk to survivors as much as DS was to killers before the second nerf.

  • @Hippie said:

    Pyramid Head is definitely a better Killer than Slinger. His ranged attack is far more useful and can hit multiple Survivors, and doesn't penalize you as long as Slinger's does... not to mention Pyramid Head has utility in his torment and cages. Slinger has nothing... except for his slow, slightly clunky harpoon gun and his gimp leg.

    With the nerfs that Slinger received (increased TR, aiming speed decrease, whatever), it helped him be a little more enjoyable to face in a 1v1 scenario. However, his map pressure is still abysmal. Making him a 4.6m/s Killer would be an interesting change and could definitely improve his map pressure, and altogether make him more enjoyable to play. I personally enjoy playing him as he currently is, but he definitely feels weak... and DEFINITELY feels weaker than other ranged Killers like Trickster and Pyramid Head.

    Also, I would love if the PTB were used for testing possible changes to things in the video game, and not just for new chapters or midchapter updates. They could even incentivize people to play the PTB with these smaller changes by offering BP bonuses or shards (preferably shards).

    Yeah i totally agree. I don't understand why they made him the only 110% killer with a 32 meters terror radius. I think that the radius increase was needed, but you need to give him something for what you took to him.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656386#Comment_2656386

    Sometimes 12 seconds isn’t even enough time to get to any structure.

    Yeah i agree. But, at least, it doesn't incentivise bodyblock... 15 seconds might be too much.

  • @jesterkind said:

    My guess is it was a mechanical/coding thing where they couldn't quite get it to consistently tell the difference between cleansing and blessing, but that's just conjecture- I don't know exactly why they made that change.

    I'd caution against considering the perk useless, though. It slows down blessing by quite a lot and it doesn't lose tokens when a totem is blessed, so they have to go deal with it if they don't want to endure the slowdown.

    Before the notification was removed, i was already missing it sometimes. I thought that it would be better to make it like discordance: a permanent noise notification. But now... the perk lost its most important effect: her power to defend a hex. And i don't think they'll back track.

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656085#Comment_2656085

    There's a few killers like bubba thats its impossible on sure, but thats simply untrue for all killers. A proper team without those perks can end the game with only 1-2 dead

    Thats untrue for most killers because of those perks. Otherwise you can camp and tunnel, and down half the team if they try to rescue.

  • @Leventine said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656246#Comment_2656246

    You do have a point that it is useful against camping, however its for that very reason it should have changes made since not everyone maliciouslly camps hooked survivors, killers also get bullied by survivors and sometimes are lucky to get someone hooked, the game has enough catering towards survivors as of late.

    Borrowed time only give enough time to get to a loop... it is easily counterable by the killer if he counts right. They nerfed the timer: before, it was 15 seconds. The perk is fine as it is; it should even be base kit (i'm a killer main between).

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