HR_Helios
HR_Helios
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- HR_Helios
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Billy pre nerf was a balanced fun killer that had plenty of Counterplay and mindgame potential. Playing against a good Billy was fun and rewarding when you dodged a curve or a saw in general. His nerf took a fun killer to play as and against and then made him a pain to play as. He's still fun to play against but not really the same considering most Billy's and just M1illys now. The people who try to justify the nerf by saying that his chainsaw was situational when it comes to curves are wrong. You could reliably curve every single loop in the game minus some super small circular loops and loops with weird geometry. The amount of mind games that you could do and the amount of crazy curves that you could try were endless. This Nerf punishes that creativity. Now it's only reliable to go for stuff you know will hit. You can't try anything new you can't fail too many saws. This makes him a nightmare to learn. Sure a good Billy could still make him work. But the only fun way to play him (flick billy) kind of requires you to run an overheat add-on along with doom engravings to semi compensate for the overheat. Which means you can pretty much no longer run double speed add-ons unless you want to overheat every time you miss a saw or 2. They took the only fun part about Billy which was curves and made it worse. The charge add-ons were broken we can all agree on that but his Base kit was fine and then changing it made no sense. And obviously a majority of the Billy community reciprocate my opinion because I haven't seen a billy in red ranks since the Nerf.
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Once you get more experienced you can run bbq, bitter, iron maiden, and 4th perk of your choice. Could be corrupt,whispers, pop, blood warden, IAE, or nurses. Even shadowborn can work. All depends on how you want to play her. I usually run blood warden and forget about gens and just get as many hooks as possible the use blood warden in end game. Obviously I'll push people off gens but I'm not gonna be hyper focused on them.
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Demo hands down the funnest killer in the game rn imo. Prenerf I'd say billy cause I put a good 1000 hours into him and became really good at curves. Flick billy imo was the most fun way to play billy that was super strong but had pretty reliable Counterplay. But rn demo 100%. He's such a chill killer now. Throw on the pallet and shred cooldown addons with spirit fury enduring and like ruin and bbq and you have a brain dead walk forward until survivor dies build which, as a streamer, is really nice cause I can interact with Chat mid chase. He's not too strong and is a blast to play. Can't go wrong with demo dog
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@DudelPumaAce said:
https://forum.deadbydaylight.com/en/discussion/comment/2195348#Comment_2195348
i say it is ok xD hahaahha
dbd is the only game where newbis with few hundred hours are the loudest no idea, man i play dbd years, almost got 6k hours and play survivor and killer time for time, and i know what is possible and what not, i played dbd when p2p was there
and then come pRoS like you guys and talk to me xD (I'm not the only one a fog whisperer with 9k h say the same thing) this is the experience, but no you know best haha
but no matter you everything is cool, it's enough if MMR comes back then I have nothing more to do with you :) the test was very good let's see how it will be, because hit validation was perfect in the test and what happens now? a shadow of himself a joke ...
I'm not going to do an hours played game because that's cringe. Idc how many hours you've played. I've played since double window shack as I'm sure you have. And yes some hits look wonky but that hit wasn't one of them.
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Funniest thing every was on yamoka estate against a blight with ruin undying and both me and my duo spawned on both totems. They popped immediately and the blight dcd. I don't even blame him lmao
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Just to avoid favoritism I have one rule that I will always stand by. If I hear hatch on the way to the nearest hook I will give it to you if I don't tough luck.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2189714#Comment_2189714
No, it's not fully 'up to them'. You're disregarding that you leaving ruins the game for 4 other people; the Killer and 3 other Survivors.
If you (the hypothetical person in this scenario, not you personally), can't commit to a full match, win or lose; don't play.
Don't give me BS excuses about how it's okay for you to bail because you know the match won't be 'fun'.
When you log in, you're entering into a social contract to not be a jerk, and to play the match to the end. Not to play only if you are winning because that's more fun than losing.
And I've been camped. Face-camped, even. I laugh and wait out my time on the hook, then play a new match. Because I don't think my 'fun' matters more than everyone else's, and me dying as fast as possible screw over the team.
Hook quitting (or DCing) is selfish, and the people who do it are saying 'Only I matter to me. I am the most important thing in my life. Everyone else is measured against my needs. I will screw you all over if it makes me feel better.'
Exactly the time that you're spent on hook being camped can be used by your teammates to do gens and help them escape. Hit your skill checks and stop whining 😂
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@DudelPumaAce said:
https://forum.deadbydaylight.com/en/discussion/comment/2195040#Comment_2195040
hahahahaha yahhhh legit xD
He's not wrong dude. You must be new that looked fine to me. You just got outplayed
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2169808#Comment_2169808
He's good at getting M1 getting out of cloack, that's the only thing he's good at.
That and he actually has map pressure now and can make it to gens before they pop
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@onemind said:
He is definently way better
Theirs only one thing I wish was changed about him most wraiths I fight try to abuse the post speed at loops and if they miss they just continue to try again until they hit
I'm ok with how he supposed to be played maybe add like 3s where he cant start uncloaking after cloaking because I love wraith if they play him like a hit and run
It's just upsetting to see him being played wrong
From what I've heard that's what people have a problem with. When I play I try to get the hit with his post cloak boost once then either get stunned, miss, or get the hit. If I miss I just get the pallet down or break the pallet then leave chase. That's how it needs to be played at high ranks.
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@Demodoggie_isgoodboi said:
Im not doing it. I dont care if I derank or lose a pip. Not doing it.
Nurse imo is fun to play against. Even a good nurse I have a lot of fun with but that's because I have a lot of experience with her. You have to be unpredictable and make her read you. With most killers it's on the survivor to read the killer and if the survivor reads correctly they survive. Nurse is the only killer where she is in control. The nurse needs to read you in order to get hits unless you're in the open. That's why blocking LOS and being unpredictable is so crucial against her. I never have a bad game against a nurse imo she's fun and it's a refreshing gameplay switch because you have to change how you play completely.
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@Demodoggie_isgoodboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2086118#Comment_2086118
Actually no, you can counter her with a locker too, but people startes bringing the brown anti fatigue add on now so thats even gone.
That's not a counter a good nurse will just go into fatigue and then you get hit anyway
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2088959#Comment_2088959
You know you can use both right, you can both do good bounces and know how to j-flick separately meaning its additive to good bounces
It's significantly less skillful to j-flick scott jund had a bit of a vid dedicated to that point. On a t l wall where as someone playing blight normally may have to do some bounce geometry and mindgames a j flick blight will just bounce once and yeet around the corner. It makes him way easier
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@bjorksnas said:
You lost me at lowers the skill ceiling of blight
J flicking does exactly that. It makes him easier. I'd know I play him why do good bounces when you can just flick around the corner
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@MrDardon said:
I play honest Blight and it's still a blast. J-Flick is on the same lvl of bs as stretched res.
Both should be removed but only one will be removed and we all know which one will be removed.
Agreed
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@NoelleMina said:
https://forum.deadbydaylight.com/en/discussion/comment/2088564#Comment_2088564
Nope, but I answered the previous title lol.
But, to answer the real question of your post: An exploit is a player using whatever isn’t part of the game to their advantage. Blight had a turn limit in place, but people used outside “resources” to expand the sensitivity.
Or something like that.
Bugs are a part of this too. While bugs are in the game, it’s not supposed to be there. People using bugs to their advantage are exploiting. (For example, when a Survivor crawled under another hooked Survivor.)
I like to think of techs as little tricks, like maybe the car tech on Springwood.
But, if that and the CJ tech is a bug, then the people using it are exploiting it.
This is just my thoughts.
Thanks for the proper response. Technically the CJ tech isn't a big as the game is working as intended but survivors are exploiting the fact that both actions have 1 button. Window techs were a bug but aren't as impactful to the game as a CJ tech is. Imo both are tech. I don't thing window techs should have been nerfed. Just opening up discussion on what deems a nerf or what's left in as tech. CJ tech could be easily nerfed if they allowed us to fully customize our inputs.
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@Taijitu said:
Let me start by saying that I'm not a frequent flyer of this forum. In fact, I've literally never been here before and I just created an account to write this post begging the devs to please, PLEASE stop buffing killer.
I'm a killer main. I've always been a killer main. But I don't play killer anymore.
Why? Because it's just too easy. Laughably easy, to the point of being boring. It feels like I can mindlessly tunnel survivors, hardly ever use perks or abilities, give no thought to strategy and still rank up.
I came here to share my opinion, and I didn't even have to look 5 posts down to find other players writing about the same thing. So I know I'm not crazy for thinking this or the only person who has noticed a significant shift in balance with the last few updates.
I'm not sure what the impetus is for all the recent changes favoring killers and making life harder for survivors, and like I said I'm not the kind of player who's constantly on forums keeping up with news and posts from the devs. So if that information is already out there somewhere, please enlighten me. But this is the theory I have come up with...
In the past, survivor and killer were fairly balanced. However, at the higher ranks, survivors tended to play in premade teams using Discord, giving them a significant advantage compared to the way the game was designed to be played (without voice chat). The game was no longer balanced at the higher ranks, survivors won more often than killers, and maybe killer became less popular as a result. In order to counteract the apparent imbalance, the devs decide to implement patch after patch full of buffs for killers and nerfs for survivors, and now we are where we are today.
In my opinion, this was the wrong approach. Killer is now way too easy in standard matchmaking, and even when you "lose" a game (3 or 4 survivors escaping) you'll generally still get enough points to not lose pips. Hell, you can even sometimes still gain pips even though you lost.
If I'm correct and the reason for the killer buffs is to attempt to nullify the advantage of voice chat used by high rank survivor teams, then the only way you can ever make that fair is to put voice chat in the game as a standard feature for survivor players. I get that it ruins the immersion, but without that there will always be a discrepancy/imbalance between whether or not the survivors are using voice chat.
A second (and perhaps better) solution would be to rework the pip system for survivors to incentivize play that actually wins games. Combine Evader and Unbroken together into one emblem, then add a second emblem related to gen progress. For example, Lightbringer could be left how it is (points granted based on individual player's percentage of the team's total gen progress) with the second generator emblem being shared among the whole team based on the team's total gen progress so that survivors who distract the killer while their teammates do gens (especially if they are keeping the killer busy primarily through stealth/hiding and not spending much time in a chase) still get credit for helping the team. This would also solve the problem of survivors getting punished with low points/pips when they have a great game where they are never or rarely found/caught/hooked by the killer. Because let's be honest... Gen progress is what wins games for survivors, but it's not what gets you pips. Right now there's way too much incentive for people to everything EXCEPT gens, and people who are focused on actually winning the game (prioritizing gen progress over Altruism/Evader/Unbroken points) get punished with fewer pips.
But yeah, anyway... Regardless of what you guys think the solution is, the current state of the game ain't it. It's ridiculous how many terrible killers I see running around at rank 1 and 2 because it's so easy for them to win right now (or still earn pips even when they lose). And for those of us who actually know how to play killer well, it's just not fun anymore when I don't even have to strategize at all or make any kind of creative use of my perks/abilities/add-ons... I just mindlessly run at people and M1, and even on the rare occasion that the survivors escape I still get enough points to get pips. In other words: boring as hell.
/endrant
I'm a rank one killer and have been maintaining rank one for over a year. And you do have easy games. But you also have really rough games. I've had games where I give the last survivor hatch cause they didn't do a gen. And I have games where it's down to the wire and I barely 3k-4k. I also have games where I make some mistakes and get outclassed. This is how rank 1 should be. I should feel challenged but also have chill games. And that's what I get. The games fare from perfect but some killers really do need buffs. Like my boy demo.
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@SilentPill said:
To get carried by easy hit boxes
Then play huntress and get carried by easy hit boxes if they are so easy 😁
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@OniWantsYourMacaroni said:
Not another J-Flick discussion 😓
There's a second part honestly chose a bad title imma repost lmao
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@NoelleMina said:
It has been confirmed an exploit.
Did you read my post?
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2087550#Comment_2087550
No billy needs to walk faster, because that's the way you make him viable at pallet mindgames
No just get better. Billy is fine stop messing with him for the love of god. He was fine the first time just needed an addon rework to get rid of insta saw. That was it. Please leave him alone. Leave my child alone.
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@TheArbiter said:
Everytime I bring it, I don't get tunneled, everytime I don't I do get tunneled.
It's a just in case perk I rarely get use out of it but there's so many occasions where I take it off and wish I had it
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@bjorksnas said:
How can you prove that they are abusing the addon instead of just using it normally for its intended effect unaware of its bugged effect
It's not even THAT impactful with the bug. Once it's fixed good nurses won't notice a difference
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@jeremycarinio said:
https://forum.deadbydaylight.com/en/discussion/comment/2068759#Comment_2068759
whats hilarious is you claim that NOBODY USES BBQ & CHILI. HAHAHAHAH tell that to all streamers.
Never said no one uses it. I said it isn't meta
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2068441#Comment_2068441
Her bugs are just another reason to rework her
Nurse doesn't need a nerf. Spirit however does. Nurse is fun to go against imo and the mindgames are different than any other killer which makes her refreshing. Keeping the nurse guessing is what makes her fun
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@CaptainRaider said:
His lunge is completely useless. Used to be one of my fav killers but now he’s been nerfed into oblivion. Thx devs 👍
From reading these responses it tells me a lot of you don't play wraith correctly. Like at all. You use his cloak to get into a position behind cover and ambush them. If they see you use your speed to get a head of them and hinder their forward progress and force them into deadzones then uncloak. Seen no issues with his changes been having a blast with him
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@jeremycarinio said:
https://forum.deadbydaylight.com/en/discussion/238959/ds-nerf-results
EXACTLY. DS was both supposed to be Anti-Tunnel perk, and limited protection for a survivor. The DS nerf basically makes it USELESS. Here are situations.
- KILLER ASSUMES survivor has DS: Im just going to slug and wait it out.
- KILLER pick ups survivor with DS : At least he has no DS anymore.
- KILLER sees survivor on BBQ chili working on GEN : im going to tunnel the fvck out of him.
How about on survivor side.
- Its DO OR DIE situation. either you do an objective or lose LIMITED protection.
Even in the OLD DS, KILLER does the same thing. so i dont see the reason DS needs a nerf. Decisive Strike is a good meta for survivor perk. Just like UNDYING, RUIN, BBQ and CHILI.
The fact you think bbq is a meta perk is hilarious lmao. Thrilling is better tells you what gens need defending. You know why killers eat ds? So they don't have to deal with it late game. No killer sees someone on bbq and thinks "Im gonna tunnel" we think "Get off my gen". So we chase them if you just gon unhooked tough luck. Stealth if you don't wanna get chased again. I slug people off hook all the time regardless of ds. It's free pressure. I'll down you then chase the unhooker. If no one picks you up by the time I hook them and I re hook you that's your teams fault.
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@iamzammm said:
Hi,
Is my progress carried over from Xbox to PC when switching over or do I start from the beginning on the new console?
Thanks!
It doesn't because steam an xbox run on completely different frameworks. (Buy on steam the superior platform)
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2049079#Comment_2049079
So this is the survivors standard for balanced...Demogorgan. The killer with the lowest killrate in the game. Ok.
I'm a killer main. Rarely play survivor. Demo in the right hands doesn't have an issue in pub games. He does have his issues though. He requires stbfl and rat liver imo to be consistent. Rat liver should be base kit. His addons suck and need a rework as a whole. And stbfl will always be a staple on him. Overall I never have a bad time with demo.
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2049067#Comment_2049067
He's fun because he's weak.
No he's fun because he's balanced and we'll made.
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@Dizzy1096 said:
He’s trash.
If we use killrates to say “freddy op” then we use killrates to say “Demo trash” because he has the lowest.
He has too much counterplay in everything that he does and he gives out so much information, meanwhile the opposing side has very little counterplay and information in comparison.
Freddy isn't op. He's boring. That's the difference same with deathslinger. He's boring not op. Freddy's Counterplay is throw pallets down early same as clown and stay awake. His skill cap might as well be non-existent because my dad who's got maybe 400 hrs is rank one with him. And no offense to my dad he's pretty bad. The issue with freddy is that he's so unfun to go against. Especially with his addons and perk combinations that can make games take ages.
Demo on the other hand is fair AND fun to play as and against. There's more Counterplay than just throw pallets down early. There's lots of interactivity between demo and the survivors and he's fun.
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I never expect anything. I do however play for a 4k every match because that's how you improve. I'm not upset if I don't 4k. But I do play for it every match
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@Dazzie said:
now welcome,spirit has 2 indications that she is phasing 1 the glass shards on her skins light up quite obviously this can be covered by skins but do not fret there is another way to tell when Ms Spispi is phasing its called animations.When she enters phase her animations reset and her hands scrunch up this is easy to see
(i have 1.5k hours in the game and everything i have said has been researched and tested in game)
I had an idea for her that imo would be really cool and give an indication while still providing the potential to mindgame. While spirit is phasing every 2 seconds her husk phases and reappears at the spirits current position in phase. This means spirits can only phase without the survivor knowing for 2 seconds. It would also allow for mindgames using her husk to keep the survivors guessing while in phase. It would add interactivity to her. This would make her more fun to play as and against imo
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It's not macros its a flick just like billy. It's called a suicide flick and utilizes high dpi to take advantage of the short period of control blight has during his lunge. It's a skillful maneuver and I have respect for the blights that can do it consistently
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Most teams that rush gens end up losing in endgame that I've played against. They do the first 1-2 gens after my first hook then the 3rd follows. After that I utilize the hooked survivor to keep survivors around hopefully a three gen and keep trading downs (not camping just staying on the same side of the map). In most cases they end up choking the game. I get 3-4ks pretty consistently with this strat
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@dspaceman20 said:
I see this a lot on the forum of survivors being sweaty and all and I have to ask, is that a bad thing? I mean this is a game in which players want to win and players are going to so what they can to win. Why shame survivors or killers for wanting to win? I imagine the players can't tell if the opponent is playing casually.
I'd say it depends on context. If you can tell the survivors aren't great calm down and play for hooks. If they are good or attempting to bully you...all bets are off
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/1856311#Comment_1856311
It absolutely would be worth the perk spot. Think of an end game situation where a survivor has a key as a last chance to escape and you find them. If you hit them, you would disable their ability to use it long enough to probably catch them if they can't stay away from you long enough. Out right deleting the item is not fair. I'm sorry but I truly believe survivors have it a lot tougher in this game. Not all survivors play on a super experienced or professional level. For me, there comes a point where a game feels like a job and then it is no longer fun. If I worked super hard to be the best runner or looper in the game then I'd probably end up hating the game very fast because for me it would be more stressful than fun.
Hmmmm almost like what killers have been feeling for years lmao jkjk but seriously we need to stop getting at each others throats. This game is survivor sided at the comp/experienced level of players and killer sided at the low ranks (rank 6 and below) this game will never be balanced for both groups. It's impossible. Look at every game that's tried to balance the game for both the comp side and casual side. They can't. So they make two game modes and do two separate tunings to satisfy both sides i.e Gears 5, COD,etc. This isn't anything like those games and that type of solution isn't an option. Franklin's is fine as is. Personally I only run it on hag cause it's funny. But even as survivor I'm not upset to go against a franklin's. Hell sometimes we bring broken keys and yellow flashlights to bait out franklin's and waste a perk slot. It's fine survivors stop complaining about the stuff that doesn't matter. Same for killers. The ruin undying rework was fine. Stop complaining. I still run it and it still lasts way longer than pre undying so I'm not complaining.
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@Sirmrclass said:
Adding my post here
1.) Boot game
2.) Load in as survivor
3.) Die
4.) Begin to spectate at the moment that last survivor leaves exit gate.
Expected result: spectator mode automatically closes and/or you can manually exit spectator mode
actual result: EGC timer continues and the "leave" button does not function, resulting in specator being soft-locked
Character Played: Meg
Perks: DS, Unbreakable, Soul Guard, Deliverance
Map: The Game
Frequency: Only has occurred once, but I haven't tried to recreate it
Controls: K+M
https://us.v-cdn.net/6030815/uploads/IR7P7SAI2TDR/stuckinspectate.jpg
https://us.v-cdn.net/6030815/uploads/GZFMMZFKBCZ5/stuckinspectate2.jpg
https://us.v-cdn.net/6030815/uploads/47GDTUY1VN6S/stuckinspectate3.jpg
Note EGC timer still being active while running down and eventually after EGC timer runs out, it disappears, but spectator is STILL stuck.
Log file is too big to upload
And that is how you report a bug. Great job. I saw it for the first time on Tru3Tal3nts stream
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@Rittihilatti said:
I have a question for killermains stated that if ruin-undying trainingwheels are getting nerfed, they quit...
...are you still here?
I ran ruin undying because it allowed me to CHILL. I didn't have to sweat I didn't have to 4 man slug I did t have to play scummy against good teams I just played. And sure I'd sweat occasionally and take it off for more consistent options like pop/corrupt but after a bit it gets stressful. So it made the game easier so I didn't have to sweat. And at rank 1 that's amazing cause I can actually have fun playing the game.
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@ImHexyAndINoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1899558#Comment_1899558
Bless you Ghoste:), honestly the reason I got so intimidated was because this was around when cross play just came out. And I knew Legacy players were no joke. I have a habit of crumbling under pressure.
Wait... I've played against you as nurse recently. I remember your name I won that game. You probably don't remember me tho I have a different name on steam
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If you escapes and didn't pip it's because you did the BARE minimum to do so
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@Decarcassor said:
https://forum.deadbydaylight.com/en/discussion/comment/1899181#Comment_1899181
Better "waste" 30 second to secure a kill than break the pallet giving the survivor a chance to find another safe pallet, and another one, and another one, etc... And this is not a common scenario. You don't want to do it most of the time.
Safe loops are boring by design. Once the pallet is dropped you either have to break it or Bloodlust around it if the loop is short enough to do that. If you don't have a power that can help in loops thoses are your only 2 options and one of them is not always available.
That's why you have to manage your time. Gen pressure is always more important than a down especially late game. If a survivor knows what their doing and you can't do anything at safe pallets then break it and get it out of the game and move on. Go after someone else. 30 seconds is almost half a gen and if three people are working on gens you'll have 1 to 2 gens pop by the time you get in your next chase. That's not ideal. Better to get a hit and make them heal and break the pallet. Then pressure gens. Easier on high mobility killers but you still can manage your time we'll regardless of the killer.
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@Decarcassor said:
There is nothing wrong with brute forcing a "safe" full visibility pallet where no mindgame is possible to begin with, if you know you are getting a big payoff out of it. Typically if the survivor you are Bloodlusting is on death hook.
Still a waste of time if you ask me. Some anti loop killers may be able to deal with it better but killers like ghostface, plague without her power, michael,billy (depending on the loop tho honestly you should just saw the pallet anyway),etc need to break the pallet or spend the next 30 seconds bloodlusting which imo is boring as hell.
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@Zozzy said:
To be fair, the only update they can do to Deathslinger and spirit that the survivors would be happy with are making them simple loopable killers with a power that is determined by the survivors or their mistakes with no real input from the killer.
All deathslinger needs is a slight reduction in ads speed and movement speed coming out of his ads. That way he can't spam ads and get free hit because people are dodging while he gains distance. A slow down would make him need to take the shot or lose distance. A small reduction in ads speed (maybe .5 seconds at most) would allow him to still quick scope without it being so fast that survivors have no time to react. The glitch spirit had where you could hear her directionally based off her husk moans while she's phasing ACTUALLY MADE HER FUN TO PLAY AGAINST WITHOUT MAKING HER LESS STRONG. I kinda wish they left it because I loved playing spirit then. I actually felt like I was outplaying her and not just "Cool she read me wrong". She would at least have something to work with on the survivor end and that's really all I want.
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@Yords said:
Ok, but if they are on a safe tile you should not be able to get hit unless you seriously misplay.
Fax
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@Skullgrind said:
So your suggestion is what? Break it so you can continue to control the action. Nope. I'll just trap em or wait for you to try and use them then get grabbed.
Breaking safe pallets is the fastest option unless you're trapper. Then trapping it the second they put it down (otz tech) or faking it so they leave the loop is the best course of action. If they continue to loop after you trap it it's a free down. If they don't that loop is unusable and they are forced to leave. There are lots you can do. The right decision lies in the killer and the situation.
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@Hyd said:
Oh nooo a survivor doesn't like something a killer does? They get upset if you break pallets to end a given loop, and upset when you don't! Shocking!
No one gets upset if a killer breakers a safe pallet. I expect that as survivor. I'll try to mindgame it if they seem panicky but if I fail once I'll just zone them to the bad side and break it. That way I don't have to make up as much distance.
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@[Deleted User] said:
We had a nea earlier that did one gen and then went to the top floor of ormond and just teabagged till she got crows and stayed there.
I just expect these things when I solo queue and never take good items or anything haha.
I just wish I knew whatever their plan was they had to be on coms. The whole squad pulled up. I want to be at the small meeting where they thought rushing the person who is on first hook and just got downed and trying to heal him while they all take hits and go down was a great idea.
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I play nurse a lot more recently and slugging is literally how you play her for the most part. Minus hooks for bbq info or pop when I run it. And I NEVER even see this build at rank 1. And when I do it's so obvious the second I see tenacity. And I haven't seen an exhaustion perk. I assume it's powered struggle. Pallet saves aren't an issue for me cause even if a survivor is nearby to distract me I have them down in about 15 seconds max. And I get a hook regardless. It's a very situational perk combo and only really works against inexperienced killers.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/219380/my-thought-on-how-to-change-ds
https://forum.deadbydaylight.com/en/discussion/comment/1872000#Comment_1872000
None of them are actually good solutions... First one is beyond neutered, there is no point in running this perk in that state, unless every survivor gets it for free as a base.
Second one would be abused by the killer when people die to unhook a person.
Realistically it would be easier to make tunneling slow killers down (after all gens are powered that rule would be turned off), and then changing DS to something completely different.
There is a point in running it. It's an anti tunnel perk meaning if you're being tunneled it will help you. If not it won't. I've used ds countless times and never had to use it. I've only had to use it at end game and it's still.at it's strongest in the end game if this is the changes that were made. If a teammate saves in front of the killer without borrowed time and you both go down that's the teammates fault and it should be punished. You shouldn't get free escapes for playing badly. DS encourages risky and bad plays in its current state and that change would make survivors have to plan their saves more strategically. This change would help a lot I think. This game shouldnt give either side a free win without a reliable counterplay. Pretty much every killer perk now has reliable counterplay with the undying change. Killer should be the power role not the survivors. They should be rewarded for good play and team coordination and punished for bad play. You play bad you don't escape that's how the game should be.