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FrostySeal

FrostySeal

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FrostySeal
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  • Where can i find the stream right now? I completely forgot and I want to see what they said.

  • @bgbomb said:

    https://forum.deadbydaylight.com/en/discussion/comment/1786229#Comment_1786229

    yeah.

    just like global warming is a lie right?

    you can fking find a lobby instantly as killer in the first day of a new killer release.

    N O B O D Y W A N T T O P L A Y K I L L E R

    Did you not take the time to read my post? Queue time =/= Player count.

    Whenever I play DBD in the afternoon my killer queue will take forever but my survivor queue will almost always be instant, but according to you I can then go on to say that not a single person wants to play survivor ever and that the dev's need to give the survivor role a massive buff. See how dumb that sounds?

    And I'm going to say this once again, QUEUE TIMES ARE DIFFERENT FOR EVERYONE. How do you explain someone having no queue time for a role while someone else at that exact same time could have a larger queue time for that same exact role?

  • It would be neat if 2 players could control the twins but there would have to be a bunch of changes to them to make them fair to go up against, otherwise they'd probably be one of the best killers since you can have 2 people pressuring the map at the same time.

  • I haven't used many perks on the twins but I think Ruin + Undying + Sloppy + STBFL or Bamboozle are a pretty good combo on them. Ruin and Undying are obvious, Sloppy is used for hit and run tactics, and STBFL or Bamboozle to improve your chase time as Charlotte since you'll be playing most of the game as her.

  • Yeah bro! I can't agree more, how dare survivors use loops in order to survive! Those toxic players should just run in a straight line, or better yet just stay still as we down them! Screw it, just take out all the pallets and vaults in the map and make ebony mori basekit!

  • @Hyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1785451#Comment_1785451

    Last night I played a few survivor games (Xbox, crossplay on), all of them took about 6-7 minutes or so to find, never less than 5. That's not terrible, but, not good. Eventually I get tired of the accumulating waste of time waiting for games and I switch to killer to cap off my night but I wanted one last Survivor game before switching and I waited - I am not kidding - 15 minutes for a game.

    "There is no evidence?" Okay, I didn't exactly record it, but it exists, and it is a problem. I'd expect this with crossplay turned off but, even when turned on? It's true evidence of just how small the playerbase has become (which, given the game's age is understandable).

    Well my queue times for survivor have never gone above a minute, its different for everybody which means that queue time isn't really a proper way to measure how much people play one side.

    Once again, there isn't any evidence suggesting that no one wants to play killer, its just a lie told by people who want an excuse to get a massive buff when they clearly don't need it.

  • How does no one want to play Killer? I always find extremely fast queues as survivor and the longest I'll ever have to wait is a minute. There are some killers (Clown, Twins) that need buffs but killer as a whole doesn't need a "huge" buff. There is no evidence that no one wants to play killer, it just sounds like you want an excuse to get a massive buff for no reason.

  • Why nerf we'll make it? Its not even a meta perk, let alone an amazing perk. It's decent enough, but nerfing it to 45 seconds would kill the perk and place it in the garbage tier perks right along with perks like gearhead and coup de grace. Using SWF as an excuse to nerf it is bad excuse, I've gone up against quite a few SWF groups and I'm 100 percent sure that 98 percent of them weren't even running the perk.

  • @TeabaggingGhostface said:

    Solos are fine as is tbh

    How...how on earth could you possibly think solo queue is fine the way it is right now? Being matched up with a bunch of people who don't know what they're doing at rank 1 isn't fine.

  • As killer I'll play in a way where both me and the survivors get enjoyment out of the game (I won't tunnel or camp unless I absolutely need to or the survivors are being toxic towards me) and as survivor I will never be toxic unless the killer is toxic towards me, then at that point I'm going to be as disrespectful as possible.

    As for my controversial opinion, I believe people who try hard at the game, like tunneling and camping at 5 gens and using every possible strategy (Ebony moris, OoO SWF and key, etc.) just to win are scumbags. If you ever play like this, then I strongly believe that you aren't allowed to complain about balancing or complain that your not having fun with the game.

  • It ruins the fun of other people. I can understand if you need to camp or tunnel in order to win the match or if someone was being toxic to you, but if your doing it for no reason at all then that's where the problem lies, atleast for me.

  • @SilentHillOnDvD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1768642#Comment_1768642

    I can tell these perks would be op as ik good survivors would know how to abuse them

    Thats what people said about any means necessary, for the people, and countless other perks. Some of these perks do need tweaking, but otherwise they're ok.

  • @SilentHillOnDvD said:

    Holy ######### this is too much of a buffet to survivors jesus

    How is this too much of a buff? Even with all these changes these perks wouldn't even be meta, not even close. It's a nice change that turns a bunch of awful perks into actually usable ones.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760080#Comment_1760080

    Except you don't have to sweat with those strong perks

    Define what you mean by "sweat." Utilizing a perk and using it multiple times isn't sweating. If someone is using head on, they are 100 percent not sweating. Sweating would be using DH, UB, DS, BT, 4 man gen rush squad.

  • @thisgameblowsmajord said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763610#Comment_1763610

    You sound very killer biased. i feel like you are talking more about SWF. they are known to be very toxic. in solos i have seen a lotttt less toxicity.

    Don't bother with that guy. I argued and disproved the whole "Killers underpowered, survivors overpowered" and he refused to listen.

  • @HellDescent said:

    5 or 6? Sprint burst,lithe, dead hard, adrenaline, head on, quick and quit, inner strength, bt, ds, unbreakable, deliverance, soulguard, iron will, spine chill, self care, prove thyself, kindred

    Lithe, quick and quiet, head on, inner strength, and self care aren't meta perks. Some of them are pretty good perks, but not meta.

  • It usually depends, but my main build is Dead hard, DS, unbreakable, and iron will.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756733#Comment_1756733

    The power role should always be the Killer. Period. That's the whole point of a 1v4. That's the whole point of this being a casual game and not a competitive game.

    In a perfect match the survivors and killer would all be using perks, add-ons, items, and offerings. Without them it wouldn't be perfect. It only takes 2 survivors in a match playing well to ensure all 4 escape - that's not good. It only takes 1 - 2 person swf to completely negate a Killers existence, which is also very much not okay. Fungoose mentioned this on Sunday or Monday - you can go back and watch the streams.

    DS never was intened, never was, and never will be an "anti-tunneling" perk. It is, inteneded, and forever will be a perk to "extend a chase". Which is also why it's being looked at to be - nerfed, because survivors have been abusing it for immunity and to get away with performing unsafe saves. Same with Unbreakable it's not a "anti-slug perk". Both of these perks are not required to balance the game. A perk that is required to balance the game is like a perk that slows down a primary objective that by default is too fast. For example. Gen speed. Lower base Gen repair speed, and they could remove all the regression perks from the game - and it would make no difference. How it is currently you have to use regression perks to slow the game down so the Killer has a chance to even be viable in the match. Do you have to take DS? No. You don't. There are more than enough pallets in the game for you to run the Killer for over 12 minutes (tested by Otz and OhTofu), and get out without being downed once. You don't need DS. Bad players need DS for the second chance escaping from hook, when they get caught in the first place. This is the same for Dead Hard, and Borrowed Time. Iron Will is a perk bad players use to be able to hide from the Killer mid chase, instead of learning how take advantage of Killer's blind spots. As another example.

    The power role shouldn't always be the killer. Power roles are just unhealthy for a game because they give one side a blatant and massive advantage to such a degree that it makes the other side have to work significantly more harder in order to barely just win. It doesn't just take 2 good survivors in a match to win everything, it takes all 4 working as a team. One person taking the aggro, one potentially healing someone else or saving them, and the last one doing gens. You ever wonder why its almost considered a lost when someone DC's/Dies early on in the survivor team? It doesn't take 2 good SWF members to negate a killers existence, if your finding that to be the case then that's saying something on how good you are in the game.

    DS was always intended to be an anti momentum perk, not a "Extend a chase perk." Of course some people will abuse DS and UB for a minute of invincibility, but strangely enough I haven't ever had a problem with it by itself. When its used by multiple people, then yeah its busted but situations that involve that are really rare, doesn't mean its ok but somewhere down the future there will probably be a fix for that combo. Did you really just say that UB and DS aren't required to balance the game? Its now just become super obvious to me you have never even touched solo queue, let alone survivor. You have never been in a situation where the killer Insta tunnels you and kicks you out the game in a couple of minutes, you haven't ever been in a game where the survivors are slugged constantly with infectious.

    Even though there are enough pallets in the game to THEORETICALLY loop the killer for 12 minutes, that's not taking into account mind games, chase heavy killers (Nurse, DS, Spirit) or hell even just regular anti loop killers. Bad players need DS to avoid being farmed off the hook or instantly tunneled? Yeah ok dude. If you need regression perks as killer, than your just bad, just pressure gens 4head! See how stupid I sound? I'm not even gonna touch on that last part, first time I've heard someone say Iron will is for "bad" players. This is my last reply to you, no way your not baiting. If your not baiting, then please, educate yourself and actually play survivor.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756689#Comment_1756689

    You missed the nerf to Ruin that made it can't synergize with other regression perks. The nerf to Pop after it became the only barely usuable balanced perk to deal with gen speed. You forgot the increase of pallets on all changed maps, and the addition of breakable doors that only block infinite loops while having them up keeps long/long loops - not actually providing any real benefit to Killers since they been implemented. You forgot the changes to the hatch which created the 2 door w/ hatch free escape, as well as Survivors still taking the game hostage to hide out for the 2 door w/ hatch free escape - since not doing the main objective and waiting out the hatch is easier

    Toolboxes were never the problem with gen speed. Maps are often still too big (being worked on). Insta-heal never should of existed. There wasn't removal of overpowered loops, pallets were not decreased - once on lery's, but they pushed all the hooks wider apart so you can't hook anyone on that map anyways. Balanced Landing wasn't the best exhaust perk to begin with (Dead Hard is), and again the Dev's nerfed that because Survivors rathered that than to remove infinite loops. Not sure what you mean by "exhaustion nerf" or do you mean because you can no longer synergize quick and quiet, Head On, and an Exhaution perk now? Great skill checks is still a problem on gens.

    Doctor buff was needed. Ruin rework was a nerf. Hex perks are all useless anyways, ruin wasn't the issue. Bubba didn't get much of a buff, he wasn't a problem to begin with. "Some Killer Perks Being buffed"? Mindbreaker buff was nice, hopefully we see more of that. Pyramid head's nerf was un-merited. Freddy rework was needed and he's still a bad killer that you can just ignore since all he can do is m1. The new killers except for Pyramid head are all bad, and barely make B rank.

    Survivors are still enourmously overpowered. Especially since you just rambled off small balance changes, where a majority were un-needed, or didn't fix the problem. Dev's are really good at band-aid fixes, and public speaking. The public speaking is when they make a change to something that doesn't actually matter and then tells the community "this is to fix this" when THIS was never apart of the problem in the first place. Instead of taking the rotting fruit out of the kitchen, they gave you a flyswatter to deal with the fruit flies.

    Survivors are always going to be too powerful until the Dev's stop pandering to them. Nerf them straight up, not "balance changes" giving them buffs as well. Like when they went to "nerf toolboxes" they increased the repair speed - not making much of a difference, but that didn't matter because the toolboxes WERE NEVER THE PROBLEM.

    I think the funny part is you just listed off the exact same things that other people keep repeating every time people talk about the power struggle Killers have. A whole lot of fake-outs, and BS that didn't actually help the situation at all. This is what i mean by the whole Killer VS Survivor argument is like Warner Bros w/ Johnny Depp, and Amber Heard. While the Survivors are the crazy Amber Heard Fans.

    Even with the nerf to ruin that made it incompatible with SOME regression perks, it's still a very powerful perk and it was necessary to make it not combine with some things like pop, otherwise it'd make for some incredibly overpowered combos, plus before you say that you can remove ruin it can be combined with undying to make sure that it doesn't die in the beginning of the match. The nerf to pop really wasn't that big of a deal, after the nerf to it I used it with Legion, Oni, and Michael Myers to see how good it would hold up, and it still holds up very well, the only thing that I noticed is that if I chased the survivor instead of kicking the gen I wouldn't have that much time to come back to gen and kick it.

    Since when did they increase pallets on changed maps? On all the changed maps they either reduced the pallets or took out infinites, which were the overpowered loops I was talking about. Lets take Thompson house for example, there used to be 4 filler pallets around the house itself and the other loops on the map were literally meters away allowing for some broken combo's, but after the change to the map there are now only 2 filler pallets around the map and the loops are significantly further away from each other. Some breakable walls are placed on loops so that it creates infinites, but your also forgetting that when those walls are broken the loop becomes significantly weaker, and sometimes completely useless. If there's a survivor that's just hiding instead of doing the objective then that means they're cucking their team by not doing the main objective.

    Even though toolboxes were never really the main problem, they were still a problem. A commodious with some charge addons could be used on 2 gens (At least I believe so) and even thought they do gens much faster then before, they only last for a couple of seconds and compared to before their nerf they complete much less of a gen. Insta-heals shouldn't have existed, but neither should have 5 blink nurse, so what's your point here? There was a removal of overpowered loops (infinites) on the reworked maps, what are you talking about? That was literally the whole point of the change. They removed the iron works infinite, the torment creek infinite, and one other that I forgot. Hook RNG is well, hook RNG. I've had matches on Lery's where there are multiple hooks multiple meters away right next to a basement, likewise I've had matches where there are only 2 hooks in an area. Balanced Landing wasn't the best exhaustion perk but before its nerf it was incredibly OP on some maps, which was a problem. The dev's nerfed BL rather than maps like Haddonfield because reworking maps take way more time to balance out than a single perk, and if I remember pretty clearly that the survivor side of the community complained about the change and would've actually rather they removed the dumb drop downs instead of the perk itself. When I'm talking about the exhaustion nerf, I'm talking about the time where they nerfed it to where exhaustion can't be regained when you run, which was massive. Great skill checks are a problem on gens how? They're literally just a singular percent now, the only way it can be a problem is if the survivor not only gets really good RNG but hits ALL the great skill checks, and even then that's not a skill check problem, that's RNG being the problem.

    The Doctor buff was needed, and they did buff him, so what's your point? They improved him significantly. Ruin rework in the beginning was sort of a nerf but now with undying it's one of the strongest combos in the game, especially if your playing with someone like spirit, nurse, blight, Oni, or some other high mobility killer. Hexes are useless? Ok, guess ruin + undying is completely useless and not at all in the meta. How is Freddy of all killers bad?? He's not nurse tier but he's easily A tier killer. With his natural slowdown, strong anti loop, and map pressure he's really good. Sure you can render him as an m1 killer, but that requires you to either fail a skill check, have someone wake you up, or go get a clock, and in all those situations your also helping Freddy out. Your wasting time failing a skill check and revealing your position, after the 1st time waking someone up takes much more time, and running across the map to wake up is also wasting your own time. Dude, I'm seriously not understanding you here. How the hell is Oni B tier? How is Blight B-tier? Otzdarva, which has a considerable amount of time in the game put Oni at the top of A-tier and if you look other streamers play Oni like Tru3 or someone else you'll find that he's incredibly powerful, same thing with Blight.

    Survivors are still "enormously" overpowered? How? I've literally brought up so many changes that have occurred to survivors to make them less overpowered. If your referring to top level play, then that's an entirely different situation. High level play and top level play are VERY different. Yeah, I guess the map size reduction, toolbox nerf, Insta heal nerf, infinity removal, and plenty of other killer buffs were all "small balance changes" right? Guess they weren't really needed, might as well reverse them!

    Survivors have been flat out nerfed, the hell are you talking about? What additions did the dev's add to the exhaustion nerf? The balanced landing nerf? The Insta heal nerf?

    How has anything I've said been a "fake-out" or BS that didn't change the situation at all? And really? Comparing the Johnny Depp situation, which is incredibly serious to a pointless argument like this? How more childish can you get? You don't think there's any toxic or crazy killer mains out there?

    At this point I'm nearly 100 percent sure that I'm either getting baited hard, or your so damn incredibly biased that you can't even begin to see the other sides arguments and only acknowledge your own. Every single point I've bought up you haven't properly countered, only saying things like "Well, they needed a buff anyways" or straight up lied, like when you said they didn't remove infinites from maps or didn't have a pallet reduction on some maps. I'm done arguing with you here, its becoming more and more obvious to me that your completely one sided and so much so that you can't acknowledge any arguments the other side has to bring up. Sayonara.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756584#Comment_1756584

    Except that Otzdarva, Tru3Talent, and Umbra all have issues with DS. Including Cahlaflour, and Fungoose. Fungoose being - and I quote "Best Educational DBD Streamer" (probably self proclaimed, but I don't see anyone contesting that).

    Including in their streams they often straight up say - Survivors are too powerful, and the Dev's really should give the power role back to the Killers. Survivors control the game right now. Survivor VS Killer if Survivor does everything right - Survivor wins. If Killer does everything right - the Killer still loses if the Survivor does everything right. Survivors have amples of second chance perks, that if you "counter" (ignore) them only further harms yourself. While Killers have to take perks in order to balance the game.

    This is all stuff you learn by just watching these streamers.

    Show me when those streamers said survivors were too powerful. I watch some of those streamers and I haven't heard them ever say that survivors were too powerful, at least in this day and age.

    There isn't really a power role in the game, the power role in DBD is which ever side plays better than the other. Survivors most certainly don't control the game right now, there have been many, many nerfs since DBD's release that have weakened survivors considerably, and there are many more to come like the Ormond rework and Autohaven rework.

    That's a massive assumption, its impossible for anyone to play "perfectly." Lets assume however there was a perfectly balanced map and the survivor and killers didn't have any perks or addons, and the killer was also someone who was also pretty good but not overpowered. If the survivors and killers play at the same level and somehow play perfectly, then yes, the survivors will win most, if not all the time. It takes a lot more effort than you think for 4 people to play absolutely perfectly with each other, and for each one to also perform absolutely perfectly by their selves also takes a ton of effort, so its obvious as to why they would always win against the killer. I'm not saying that the killer isn't putting any effort in, but the survivors are putting in more effort than the killer.

    Survivors do have many 2nd chance perks, but many of them are necessary to have in the game. DS is the only anti tunnel perk in the game, and even then its not even that great of an anti tunnel perk. UB is the only consistent anti slug perk in the game (Soul guard requires a hex). Borrowed time is the only consistent anti camp perk in the game. Some of these are required to balance the game, just like some killer perks.

  • I'll provide some better examples on why survivors are more balanced than you think. I'm gonna ignore some stuff like keys and mori's though. When Dead by Daylight first started up, it was pretty obvious survivors were overpowered, and they continued to be overpowered until 2019ish. There were many nerfs from there on out, some of which are:

    Map size reduction, Toolbox nerf, Insta-heal nerf, removal of overpowered loops and a pallet reduction on some maps, balanced landing nerf, exhaustion nerf, gen efficiency and skill check bonus, and some others I haven't included.

    With these changes also came buffs for killers such as: Doctor buff, ruin rework (Arguably better than before), Bubbas buff, Some killer perks being buffed (EX: trails of torment), Freddy rework, and many more that I haven't brought up, Not to mention a lot of the new killers like Oni, Blight, and Pyramid head are pretty good.

    After all these changes I highly doubt that survivors are overpowered, but of course I know that there are some BS things with the survivor role, like 4 man DS+ UB, but then again there's a lot of dumb things on both roles that make the game unfun.

    Almost forgot but I also I acknowledge that along with all those killer buffs there have also been killer nerfs, like Hillbilly and Nurse but my defense to that is even with Nurses change she's still easily the best killer in the game, and while his nerf did affect him pretty hard I believe that hillbilly is still pretty good.

  • @MythMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756222#Comment_1756222

    Slugging is a perfectly fine tactic and it's completely unrealistic to ask a Killer who wants to win the game not to slug, especially in high ranks. Campers are rare, since they are all just white rank console killers. Tunnelers are also quite rare, and DS is in no way shape or form an anti-tunneling perk

    Slugging is a completely fine tactic, but its also unrealistic to ask survivors "Remove UB and let us slug you!" Campers and tunnelers are somewhat rare, but if your not using DS and or UB in that situation your going to have a painfully unfun time and more than likely are going to get removed from the game in a couple of minutes. Even though DS isn't an anti tunneling perk, it at least dissuades people from tunneling and gives the survivor a 2nd chance to escape them.

  • Damn, dude must've had a hell of a gaming chair

    1. Balance landing needs a buff
    2. Ghostface is one of the most unfun killers to play against
    3. Nurse isn't a fun killer to go up against
    4. Hawkins is extremely unfair
  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/1747155#Comment_1747155

    I thought about that. I wanted to keep his chase potential while making him less of a pain in the butt. Note that quickscoping successfully will make the reeling in quicker.

    Any suggestions for the map pressure part?

    I'm Not really sure what can be added to make his map pressure better to be honest. Ive seen some suggestions where he could have a secondary ability that can be used to slow down/stop gens for a temporary time when he hits them.

  • I play both sides pretty evenly, and I play as and against Deathslinger a lot of the time. I think these changes would make going up against a DS more fun but if these changes were to go through DS would become completely useless. The only thing he has going for him right now is his completely broken chase potential and when you take that away from him he becomes a really awful huntress. If your going to nerf the chase potential of DS then you have to improve his map pressure like giving him a 2nd ability or something like that.

  • But why though? 90% of what survivor's have to do (gens, totems, healing, stealth, etc.) is incredibly boring to do. Looping is the one of the only fun parts of playing survivor so if you nerf it and encourage stealth its only going to make the game more boring for both sides.

  • Its so painfully obvious you've never played survivor in your life. Sure, survivor is easier than killer because as a killer you have multiple killers to master while survivors are all the same, but it doesn't mean playing them is easy. If you don't know how to loop, you are going to be a massive detriment to the team, and looping takes a really long time to get good at. Not only do you need to spend a lot of time getting good at basic looping (Around 200 hours) but then you need to also master how to spend your time as efficiently as possible and how to counter certain killers like Billy or huntress or Nurse which is going to take even more time to get good against. Also forgot to mention that your going to have to spend even more time learning the structures on every single map and how to use them efficiently as well.


    Inb4 "I have 3000 hours in the game and I've played survivor."

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1740734#Comment_1740734

    I'm not saying the perk is OP. I'm saying this can be fit into some dangerously strong builds and is a bit problematic. And I don't appreciate your tone...

    Even if it was combined in the build you described it would still be incredibly rare to pull off. You would have to be directly on top of a pallet, then the killer would have to slug you long enough for you to have recovered 50% of your recovery bar. Only then could you *possibly* get a free escape from the killers shoulders. If this doesn't happen then the killer would have to down you, pick you up, then go through a pallet while your wiggle bar is further than 25 percent. These are all rare circumstances and plus now killers will be more mindful and ignore going through pallets which is just gonna make the perk even harder to activate.

  • Holy crap this is annoying. People said any means necessary was gonna be extremely OP, people said breakout was gonna be OP, people said desperate measures was gonna be OP, yet after some playing people found out that they weren't OP. Its going to be the same case with this perk, people are gonna complain about how OP it is and then after a week it'll fade into obscurity.

  • ....what?

  • No, not even close. If the entire team decides to stay injured then his power is essentially useless most of the time. I dont think he's bad by any means but against a good team legion gets curb stomped hard.

  • Just don't get downed 4head, why didn't I think of that?

  • We don't even know what the map reworks will be and your already complaining, jeez

  • Am I the only one who didn't really care all that much for the color filters? Personally I thought they were neat but I didn't care all that much when they were removed.

  • Wouldn't an easy solution to this would be just to get multiple map seeds? They don't have to just use one, they can use multiple so it isn't boring for the audience and teams have a harder time predicting which map they'll get. Also for your second point I've gotta disagree with you. I have 1130 hours in the game and from my own experience every single map in the game is heavily influenced by RNG. Even the map that is considered the most balanced in the game, coal tower, can have awful RNG. I once got a coal tower with almost no filler pallets, 2 T and L walls and 3 pallet gyms, likewise I've also gotten coal towers with 6 filler pallets and 3 Jungle gyms.

  • Either your extremely entitled and bad at the game or this is a bait post. Survivors don't win most of their games and using YouTube as an example is just dumb. And how is DBD dying? Last I checked there was still a ton of people playing. Your overreacting.

  • No offense, but are you new to the game? Killers vault the window much slower than survivors, so even if you vault the window the survivor will be able to make it to a pallet or if they have lithe/sprint burst they can run back to the window which wastes a ton of time for the killer. I havent even mentioned the fact that if a survivor has a decent amount of distance against you, then they can turn the window into a "infinite". Its not an actual infinite but it wastes a massive amount of time for the killer and unless your playing nurse, huntress, deathslinger, or someone that can hit over the fences then your choices are to leave them or waste your time.

  • Because if they start to use the infinites then it makes the game painfully unfun, so whats the point?

  • Yeah, lets put 3 tokens on exhaustion perks! While we're at it lets make DS last only 5 seconds and make it so that unbreakable doesn't let you recover from the dying state!

  • What? How are using perks toxic? And how is body blocking "mean"? I can understand camping and tunneling if the survivors are t-bagging and clicking their flashlights but doing it because they body blocked for someone or used certain perks is a dick move.

  • DS is fine the way it is. It was already nerfed twice, anymore nerfs like reducing how long it lasts or making it disable when you do a gen and you'll have to rework it into a anti tunnel perk, otherwise it'll be garbage.

  • I don't ever really get gen rushed that much, and even if I do I'm usually able to snowball and get a 2k or even a 4k.

  • I tried the new survivor addon and I don't really see how it can be useful. From my own experiences it barely does anything, the only slightly useful part is the boosted FOV but other than that it's garbage.

  • Congrats dude, your a part of the big toxicity problem in DBD!

    Instead of acting like a mature person you've instead decided to use moris to ruin other peoples experience! Now those people will now think that the other side is always toxic and will do the same thing as you, bringing keys and t-bagging every killer!

  • There were so many times where the killer could've easily picked up someone from the ground or grabbing them off gens. This was a bad example of why SWF is "op"

  • Yeah....No

    The game was balanced around 4 perk slots, adding a 5th one to killer would break the game and make solo queue even more worse than it already is. Can you imagine a Freddy using 5 slow down perks? This is just a bad idea.

  • As cool as it would be to have more customization for custom games, the problem for it would be the development time. There would probably be a lot of bugs and along with that they would have to make new UI and other things for KYF. Doing all of that would take time away from balancing the game and fixing bugs.

  • Finally someone says it. I've argued with so many people that say the devs have a survivor bias, and every time I argue with them, they refuse to admit they're wrong.

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