Feyd
Feyd
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2670126#Comment_2670126
I Don't see why you want survivor to take zero skill. Which is what holding W takes. Zero skill. All I want is for looping to be the primary way of playing survivor since it, you know, takes some modicum of skill. Holding W is also just boring to play against or to do. I play like 80% survivor these days. I want to loop and mind game, not hold W. A game with zero skill involved isn't fun unless you just like seeing "YOU ESCAPED!" and feeling like you somehow accomplished something.
Absolutely. Looping is much more enjoyable. But since half the killer's now get guaranteed hits when you get locked into an animation at a window or pallet... What's the alternative? This supposed "hold w" meta is a direct result of all the ranged and "anti loop" killers.
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@GhostMaceNotCrusty said:
https://forum.deadbydaylight.com/en/discussion/comment/2670036#Comment_2670036
I dont think that's how exhaustion perks work
When you get hooked, exhaustion is removed. Tunneling implies that the second you get off the hook, they're back after you. At that point, dead hard would be useful where overcome would not.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2670129#Comment_2670129
If you dodged the crows it means you didn't instantly hop back on the gen like i suggest to do here.
I'm not saying abandoning the gen. Just make sure the killer isn't heading right your way first and giving them a pop that could have easilly been denied
No, I did. Just as soon as I heard the crow sound, I ran off to the side. You can see the crows coming. At long range, they aren't hard to dodge.
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Definitely too bright. Even makes seeing some of the interface difficult.
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@Sonzaishinai said:
If a killer hooks a survivor and you scream while your gen explodes do not instantly go back to working on it.
The killer knows your location and is heading your way with a pop. Don't give them the vallue of the scourge hook and pop
So unless you are confident you can finish it before they reach you it's better to leave it regressing
Not necessarily. I just had an Artist with the perk. My gen exploded and I dodged the crows, so she never came over, assuming I had left.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2670015#Comment_2670015
You're too stuck in an us vs them mindset to be worth arguing with.
I'm more mocking the general sense of these forums. It's rather pathetic. Any perk survivors get that might be worth running gets massive outrage on these forums. I mean... The suggestion that after 20 seconds of running you should basically just drop dead doesn't really lend these forums even the slightest bit of credibility. That's a real thing someone said on here tonight.
Don't act like the people around you haven't made these forums a joke.
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@RoaderFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2670028#Comment_2670028
Well, Doctor and a Nurse, I don't mind having two more killers in play after just 2 pallet stuns.
We already have a nerf to killers in the form of CoH.
I have a prediction that Artist eventually will become second Nurse, easy to understand, hard to master.
Now now. They're just to treat the head injury. No tag team matches.unless, of course, you mean they take over while your original killer has to sit out with brain trauma.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2670031#Comment_2670031
Fair point but I think killers still hate dead hard more
Better. Run both! That way when they tunnel you for using overcome and don't want you getting to CoH, you can dead hard to make them ragequit.
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@Phasmamain said:
Why would I take overcome over a third health state or sprint burst?
Because it triggers killers. Just run it and a boon totem to make them foam at the mouth.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2669539#Comment_2669539
honestly this might sound stupid but I wouldn’t mind a stamina bar I would make it so if you run for 20 seconds without stopping the bar hits 0 and survivors run at 50% speed until the bar refills. This would shut everyone the ######### up about holding W
LOL. You guys really won't be happy until every survivor just jumps right onto the hooks for you the moment the game starts. Max twenty second stamina bar. That's beyond hilarious.
That'd be comparable to the killer taking two pallet hits, they gain a concussion and can't move for two minutes until they have a chance to call the Doctor over to give them a checkup. The doctor, of course, must call the nurse
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2668945#Comment_2668945
I think survivors lose perspective. The stronger a killer is, the more impactful each individual survivor is allowed to be.
Only if said killer tunnel visions the best survivor. Play like the rest of your brothers and tunnel out the weakest link in less than a minute and enjoy the free win.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2669252#Comment_2669252
It requires zero skill to do. Like it can be done by a salt shaker on the W key and a drinking bird toy to hit space bar now and then. The issue is it's too good and what is the point of learning to loop or anything when I am wasting more of the killers time and thus contributing more, by just holding W? And unless against certain killers, there's no way you're going to somehow mess up and go down early like you might at a loop. My issue is it invalidates survivor skill. You know how to loop? Cool. I know how to hold W and press space at the colored wood pieces, and that is more effective, more helpful to the team, and uses more time than actually looping. Usually people want games to be skillful and not lack any skill.
So what do I want them to do? Get good at looping and do that, and to make W holding objectively worse than looping, rather than better than looping. On a lot of maps vs M1 killers it's a better choice to just mindlessly hold W over utilizing skill and mind games to win a chase. I'm unsure how you cannot get why people find that boring and unrewarding.
Get good at doing something like half the killer roster counters now. Brilliant. Before we only had a few killers where you were pretty much guaranteed to get hit when you dropped a pallet, now they're becoming the majority. You say adapt and learn how to deal with new killers. We do that and you cry too.
Pretty sure the killers in this forum won't be happy until you need to fix 8 gens, but only 7 spawn still, and there are no pallets, windows, or perks. We just run around honking like geese while you butcher us. I imaging you'd then complain that the honking is toxic.
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@tenoresax said:
https://forum.deadbydaylight.com/en/discussion/comment/2669872#Comment_2669872
It'll be used more than most exhaustion perks because it's more controllable.
You mean because it requires you to not think about it and just focus on running as far away as possible without looping?
Actually, because it's more versatile because you can control it. You don't have to avoid dropping off of any half inch ledge or rock. You don't have to waste it vaulting the wrong window at the wrong time.
You don't need to find specific star-aligning conditions for it to be useful or worry about lag. It just works. Unlike Bethesda games.
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@tenoresax said:
Yep, Overcome is definitely one of the more skill-based and interactive survivor perks in the game, top notch work as always!
/s
And yet, it'll be used more than most exhaustion perks because it's more controllable. Lithe and Balanced either cause you to go out of your way to avoid using them needlessly or you end up wasting them. Sprint burst most of the time requires you to walk... Or waste it. The only other perks that are more in your control are Headon, which is unreliable with how laggy the servers are, and dead hard which... Same as above.
Always getting your exhaustion perk to work when it's useful is the main reason this perk will be run. I know it was my first thought when I saw it. Yay, one that's reliable!
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2669247#Comment_2669247
You are basically saying they are right to harass people in end game chat ?
I dont think I want to continue this conversation.
Have a nice day.
No. But you should expect it. Just like you should expect to be mugged if you flash a wad of cash in a dark alley. Just because people do bad things, doesn't justify taking actions to prevent them.
But actually, in this case, when you're a jerk, you should expect people to be one back to you.
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@jesterkind said:
To be fair, the teammate who farmed you is the one to be blamed for that. Should the killer really be punished for taking the obviously best option when it's presented to them by bad plays from the survivor team?
Granted, it's still a problem, but it's important to understand why, and where it comes from.
Then we need the option to hold shift and prevent an unhook just like we can prevent a heal. We can't help what mouthbreathers we get paired with unless you *always* play with 3 friends. And we all know how much you don't want us to always play with three friends.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2668424#Comment_2668424
Everybody should play how they want.
I dont blame players for game mechanics. The only thing I complain about is toxicity in end game chat. You should not be harassed because you tunneled someone. Same things for survivors you should not be harassed in end game chat because you genrush.
Behaviour thinks its ok to camp or tunnel so dont complain about it. Its their rules not ours.
Given they're attempting to change it, I guess it really isn't okay then, is it?
Toxic behaviors are what lead to toxic chat post game. If you fix the cause and make it feel like the game felt fair, you'll find better responses. Until then, expect to be virtually spit on in the past game chat for your toxic behavior.
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@Anara said:
Killer is not responsible of survivors fun.
This kind of response means you waive all right to complain when you come into contact with a skilled, SWF bully squad that spends the whole game stunning and blinding you. They aren't responsible for your fun.
Or... you could perhaps realize that this is a game and everyone is responsible for everyone's fun. Don't be a jerk. That goes for killers and survivors alike.
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I'll bite.
1) A survivor exhaustion perk that creates a smoke screen cloud over ~10m radius that the killer cannot see through only. A defense for all the ranged BS they keep adding to killers.
2) Camping is no longer possible. Hooking a survivor transfers them to a random hook without informing the killer of where, similar to Pyramid Head's cages.
3) Crouching three times within five seconds inside of an exit gate, blocks that exit gate for 15 seconds for the survivor that did it. Call it the 'Karma effect'.
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I'm in game right now. No lost progress.
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Allegedly at least. "Working with the killer" is on the list for reportable stuff for griefing. Whether or not the reports just go straight into a void and get deleted after they are sent I'm not sure.
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All I see is thread after thread of killer mains upset that they can't 4k constantly anymore. To which I say.. good. Tired of you sweaty killjoys that just camp and tunnel at 5 gens. Might actually try to do more than hit you with lockers and flashbangs then.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2638427#Comment_2638427
Both wrong. The peak for balance as well as player count were this year at the anniversary/ at re chapter release.
From then on killer got some hefty blow and survivor hit validation on two overall interactions. Which indicate a negative trend in the killer survivor strength department.
And the player count is steadily decreasing since then due to several reason for example the NFT and security problems or balance issues with boons, hv and the resent killer nerfs, making those killer less fun to play.
You do realize hit validation means the survivor actually hit dead hard before your swing connected, right? Yes, it looks and feels awful to hear the hit, hear the scream and watch them lunge forward, but the request to dead hard went to the server BEFORE you swung. You were getting free hits before due to lag.
This was a fix for something that has not been working forever.
As for boons, I'll say what killers have said for every new killer that came out: adapt. They aren't even very good. Stop letting that boom sound when it's cast terrify you.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2638587#Comment_2638587
Let me give you a list what Boons give into gameplay:
- Survivors can recognize Hex and play around (Thrill with no Ruin = DevourHope/NOED; no Ruin but there is a Hex = Haunted ground ect). Killer has zero info what are the effect in a Boon.
- Hex & Totem supposed to hide in a small/tight space that hard to see. With Boon, Killer has to interact with Totems, since then Totems forced to be in more open space so Killer can interact. Boon exist is an indirect nerf to Hex, just for the place they should spawn.
- Boon can trump Hex, Hex cant trump Boon.
- Survivors have choice between Bless or Cleanse. Either to gain benefits or prevent Noed, Plaything from ever happens. Killer doesnt have a choice to Cleanse to prevent Boon (this would bring depth totem play to Killer that either keep Totems up, or prevent Boon but also reveal he doesnt have Noed)
- Survivors can spend 1 of 16 perks for Hex hunt. Its not worth to spend 1/4 perks slot just to able to see Totems aura.
- Some map like Swamp that always have a Totem spawn at an unknown corner. If the Totem is Blessed, it requires Killer to spend walking around the edge of the map full lap. For a 10.000m map, its perimeter should be ~400m. It takes at least 60sec to walk a full lap. Its equal to 3Gen time (60sec x 4 survivors = 240sec). Maps with double floor gain double benefit.
- A Boon can pin point location like a map. I got chased away from a Gen in the Game lower floor, then I can instantly go back to Gen because of a Boon near by.
- A survivors can keep changing Boon location, this gives teammate info of where Totems spawn, and they can follow the path and destroy it. Without paying time to find. Saving time of the possibility that 2 survivors go around finding Totems cause wasting time.
- When a survivor Blesses a Totem, others know where their teammate was, possibly doing Gen near the Boon to join in. Or stay away and spread out Gens.
- When Killer snuffs a Bless, survivors know where Killer just was, and estimate direction Killer coming to your Gen. This act like "Alert" to all 4 survivors.
Killer main only look into the infinity time to snuff, and effects perks give and complain. Its actually just a minor thing. The little things happen when a Boon is up, is crazier.
Boons don't give anywhere near the level of power some of the hexes do and they directly give more incentive to running NOED, since some will be disinclined to break totems now.
Hexes do not reveal their existence until they come into effect. Boons announce to the whole world they were set up.
Blessing over a hex takes more than 30 seconds. You could have half a gen done in that time. Just break the hex and get on a gen.
If you are blessing multiple totems so others can break them, you are again giving the killer more time. Just break them both yourself and get back on a gen.
There is no announcement when a boon is snuffed. Only the player with the boon perks knows it was snuffed and only if they notice the perks darken. I can't tell you the number of times I realized my boobs had been disabled for who knows how long before I saw it.
They are novel, gimmicky perks and will not replace dead hard, DS, or BT. Some might work it into that 4th slot, but they just aren't worth it. It's not hard to track a survivor without scratches, and using self care/botany with a medkits is significantly faster and more reliable than the totems. Just like it was for inner strength.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2638587#Comment_2638587
Nah, CoH is meta.
It removes the Killer's ability to easily snowball.
Except.. in the time it takes you to run to the totem and heal, you could have just used self care. In the time it takes to bless the totem and then heal, you could have just used self care. In terms of time efficiency, CoH is just not worth taking. An unreliable heal that either isn't any better than self caring, or your killer is bad enough that you didn't need it in the first place.
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Really makes me laugh at all the whining about boon totems. They aren't even good. The situations where they help are really niche and require wasting time to prepare them.
Also, if you slug someone next to a boon and don't snuff it, that's your fault. They're novel right now, so they're prevalent. Everyone will be back to dead hard, DS, BT, adrenawin, or unbreakabill soon enough.
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@SomberNokk said:
https://forum.deadbydaylight.com/en/discussion/comment/2623859#Comment_2623859
16 seconds is nothing compared to having to break chase to snuff a boon.
Have you considered... Not breaking the chase? Do you think the totem gives them super powers and the ability to walk through walls? Make a note of it and snuff it next time you're passing by. It just let's people heal a little faster. It's not a big deal.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2634421#Comment_2634421
Same haha my mind is going all over the place.
https://forum.deadbydaylight.com/en/discussion/comment/2634431#Comment_2634431
I see where you're going. Yk actually, I never noticed that when watching anime... well to be fair, I don't watch the dub versions.
I started with stuff on Adult Swim. Ghost in the Shell, Cowboy Bebop, so on... But after moving to the sub stuff, you realize they westernize the names for the dub.
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@TMNoThumbs said:
https://forum.deadbydaylight.com/en/discussion/294325/i-dont-get-why-survivors-not-much-bloodpoints
Hmm, its fairly common for video games to give less rewards when you play on easy mode.
Really? Cause I can go screw around on Legion and go out of my way not to kill and get 50k+ BP with out trying at all.
You chose to play sweaty and raise your MMR to play against the sweaty. You raised the difficulty yourself and get less BP for the effort.
Don't try to say this game is hard for killer. You're being severely disingenuous. All difficulty is of your own making.
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@TeabaggingGhostface said:
If survivors left gens every once in a while and tickled the skeletons, then there wouldn't be a noed left
Well, we can do totems and die after you've camped three people out of the game with now 5 gens left, cause we used the only time we had breaking totems.
As long as you can face camp people, there *needs* to be a way to pop gens and leave. Besides, we do that soon, and you get Uber totems.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/2634613#Comment_2634613
I gave you a solution to your problem, holding W in a straight line is literally the meta right now, so that is how you run from someone. The best counter play available to this killer and other anti-loop killers is to leave loops and hold W. If they are anti-loop then stop trying to loop, that doesn't make them unbeatable. Good survivors beat them just fine, so no survivors don't "need" more defenses, the ones they have are more than enough if played correctly.
The Highest tier players in the game are losing to holding W, so no its not a "me" problem lol. If using the meta strat on the stronger side you still can't win against killers, that's a you problem not a problem with the survivors defenses.
If you lose to someone walking in a straight line when you are faster and have ranged abilities, that is *definitely* a you problem.
Or was this a half-brained attempt to get people to try doing this so you get easy downs? The only time you want to do that is when Legion just frenzy hit someone behind you. You want to just outrun his frenzy. Aside from that, you might as well stand still and go down, cause you're only buying like 10 seconds.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2634398#Comment_2634398
I don't expect to win every game, but it's annoying to lose against survivors who gets carried by perks and items...
There is something survivors don't seems to understand. Killers want to have fun too, you are not playing against AI. They use most broken ######### and then are suprised when killer starts to tunnel.
Sorry, you argument doesn't change in any way that CoH is broken.
"Oh no, you should just get used to losing."
Nope
"regardless of circumstances"
The #########, you think that one perk should be enough to justify killer losing? How does that makes sense, it's supposed to be contest of skill, not contest who brings better perks.
DS is used because most killers tunnel. BT gets used because most killers camp. DH gets used because it's the only exhaustion perks you can control. Please list any other "broken" survivor perks so I can tell you what killers do to make them get run. It's your behavior that made the meta.
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@DemonDaddy said:
No, if your running out of pallets or loops before gens are done then that's a result of inefficient teammates, not a lack of resources.
Way to read the title and nothing else.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/2632752#Comment_2632752
Hold w and slam gens, that's already in the game and survivors are already doing it. They are winning games, they don't "need" anything more.
If you just don't like it that's a different convo.
The topic is not about killers you can "hold w" against. Which, by the way, is not how you run from someone. You end up strafing a lot as you look behind you constantly. If you lose to someone holding W exclusively, that's definitely a "you" problem.
Ahem. Anyway. The topic is about getting things to interact with the ranged killers. Getting lucky wiggling back and forth to avoid a ranged attack doesn't make you feel like you're skilled, and often just let's the killer catch up to M1. The concern is on ranged killers in general. Fixing terrain so you can't shoot through walls (pyramid head aside) would be a good first step.
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@Brimp said:
Its almost like... survivors aren't meant to win every chase they have. Plus if you just give survivors more recourses it strays even FURTHER from the horror survival genre and just becomes press w = win. If you really want more resources then you haven't seen the time of double window and pallet jungle gyms or just when every filler tile had a pallet.
Correct. The one making the better plays is supposed to win. If the killer outplays the survivor, they should win. If the survivor outplays the killer, they should get away. It's not that hard of a concept. If you're chasing someone and not getting anywhere, why are you still chasing them? Find someone else easier to down.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2634104#Comment_2634104
None of the maps are smaller I dont know where you see maps are smaller all are still busy a large as before. I have yet to see a loop blocked off by the game. Windows yes have been blocked off but none as the semi-inf loops and breakable walls are usually at a spot that if you break it, it makes a semi-inf loop.
Survivors have everything they need to stay alive and you may not like it but it includes......BOONS, Gen Speeds, Un-Altered Items, Meta Perks, SWFs with Coms.....the list goes on. I play Killer mostly because I love the chases and the fun that comes with them but I do dabble with Survivors and have very little experience playing them, but when I do the only time I die is if I get tunneled and Camped or my team leaves me to die on the hook. I can easily loop killers, pallet slam into a long flashlight blind only to repeat the process 4 times maybe 5 depending on my resources at hand. When I do 3-4 gens are done and the killer might get one hook and that's me.
...wut? They reduced the size of swamp, corn, red forest maps in the last couple years. Where you been?
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@AkiTheKitten said:
Sorry but no. Survivors should be at a disadvantage and should be guaranteed to go down eventually. None of this "run the killer in a circle for 5 gens", instead the chases should buy gen time for the other Survivors. Survivors should be guaranteed to go down eventually to the killer and lose chase, make killers scary and promote stealth plays instead of circles
And right here is the problem. This mindset. It doesn't matter how good the survivor is or how well they play or even if they outplay the hell out of you... You think they should lose regardless. If that's the case then gen times need to be faster, not slower.
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@EvilJoshy said:
Are you suggesting we give survivors a banana peel to drop when being chased?
That.... I want this now, blast you....
>.<
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2634425#Comment_2634425
Ah yes I go to a survivor blessing a totem from across the map giving the other 3 survivors at least enough time to get 30% of a gen done just to prevent an overpower perk on an overpowered role.
Or... Ignore the perk entirely unless you come across it, and focus on downing the person you're chasing. There is no compulsion demanding you drop everything to make sure survivors can't heal in half the time. BTW, the time it took to cast the boon and to heal... Is how long it takes to self care, basically. It's really not worth running aside from the novelty of it.
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@Brimp said:
Cause survivors dont need anything stronger from how ridiculously busted they are. Like sure its nothing like 2017 dbd but its still insane how they can just crank out gens then have a totem that makes them harder to find.
Then rely on things aside from scratch marks. The worst time I had against boons was shadow step in RCPD. The totem was apparently up top in the library and was still affecting the ground floor. Yeah, I lost a couple people for a second, but still came out with 3 kills.
We have to adapt to constantly added ranged killers that completely change how we have to play the entire game. Don't tell me you can't deal with a totem that wastes survivor time more than it helps.
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In game it is Feng Min because it is made for western culture. Just like Yui Kimura. We westernize Asian names to make sense to us. It's why in anime dubs they swap the family and personal names around.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2634405#Comment_2634405
You do realize then the killer has to spend time walking to the boon and then snuffing it out right? Obviously ones in shack you can snuff mid chase. But when you add them to random tiles around the map and sometimes you aren't in the audio range to hear them so you don't know if one's near. In the ptb you used to be able to hear it from like 20 meters away as killer not its only like 8.
Run undying then so you can see when they start to boon a totem.
Seriously, you guys get mad at anything that's more useful than "puts survivor right on the hook to die."
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@Gamedozer7 said:
It seems like every patch lately they are coming out with something to shut down killer strategies. Killers try to snowball nope CoH will take that, ok well we will slug then yeah we're releasing a anti slug boon. So now the only strategies a killer has is camp and tunnel for pressure or end up with 4 hooks and a 4 man out. I don't understand what they are thinking severely wearing killer strategies but not giving us anything to make up for it. I don't like camping or tunneling but it seem like lately its the only consistent strategy to apply pressure.
If you slug near a boon totem, you deserve to have them get up. The radius is small. Either you hear it, or they have to crawl to it. It's a junk perk I don't expect to see run much.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2624088#Comment_2624088
Tbh from a 1v4 game common sense would make you think that in a horror game and you're the killer imbued with power from an unknown entity so they would make you able to at least stand a chance. But nah game execution is done poorly.
Kill numbers say you're doing pretty well overall.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2623859#Comment_2623859
yes but 16 seconds of a single survivors time. literally survivors time is 4x less valuable than killers purely for the fact that they have numbers.
Every. Single. Time. It takes barely any time to snuff out. For the most part, they aren't worth running. You waste more time trying to keep one up on a totem than you would just using self care.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2626438#Comment_2626438
Yeah,
Hit&Run and 3-gen sucks against CoH, that's the issue.
Hit&Run is best way how to snowball with weaker killers, most killers can't get away with commiting on each chase.
So best way how to "adapt" is just tunnel... yay
You advice is super dumb and just doesn't work in high MMR unless you play top 3 killer.
The problem is that you assume you should be able to pull out a win regardless of circumstances. I will repeat what every killer doesn't seem to understand. You can't win the all. Sometimes you lose. Accept that it's not because of a single perk, but because of an entire game that got you into this situation. NOED gets killers undeserved kills all the time. Deal with it.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2623859#Comment_2623859
On killer side, CoH is broken, Shadow step is just annoying.
Shadow step gets broken with map offering and SWF.
I will repeat what killer mains say every time a new killer is not fun to go against: adapt and learn to play. Circle of healing is not a big deal. I don't even notice it when it comes up in killer games. Focus on downing someone and don't ping pong around. If you get into a situation where you have only a few gens left and can't afford to chase, accept that you can't win every time. In fact, do the last part anyway and you will enjoy the game more
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On killer side, i couldn't care less about circle of healing. Shadow step is the good one. Either way, Evey cast is 16 seconds they aren't on a gen.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2623431#Comment_2623431
Good Survivors will check for Ruin then go and find it
Which on one hand makes Surveillance a decent perk
But on the other hand makes Undying a pretty good perk
Hence my point is not to run hex perks. They're again, only good against people that don't look and don't happen across them.
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But... The newly named perks still have flavor text that literally quotes the characters from the show.