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  • The Legion feels nice now. I don't really like a couple of these suggestions. You want to add more work for the survivors to do while you take away the effort from the Legion. Adding skillschecks while the Legion can miss FF and still continue to run sounds like that to me and it is a really bad suggestion. There has to be some skill to play a better killer. If you miss an atack while u use your power at faster movement speed you should definitely get punished at max. Imagine wraith missing his initial sneak atack and he gets another speed up for the lulz. After all the Frenzy not only damages you with one atack, you get to run again, but the surivivor also have to mend.


    The Deep wounds changes also I don't like. You literally contradict yourself in p.1 and p.2. I am not sure even if you have noticed ? "While suffering from deep wounds survivors cannot heal" -> " Mending is now considered a healing action" So survivor cannot heal but they have to since mending is healing now ? So how do we do that good sir ? Anyway that is a bad idea again as the dev said because of Nurses and and trillion of others perks that reduce healing speed, same for gens /everyone hates that about current so called forever Freddy/ so it is a big NO from me. It is just a way too easy power to apply to add anything beneficial to it

  • You know what is the most hilarious part for me part here. I don't know if everyone realises that but that big change to DW was made because of ....... one new perk they wanted to push real hard in our faces with that really sad Oblivious effect that was a problem the day it was made and was totaly not justified to be added on Freddy's kit after he had already 100x more abilities than any other killer. They should've just kill the perk and make something entirely new and leave this one to think about it first

  • @DepressedClownMain said:

    Borrowed is not an overpowered perk. All it does is prevent camping killers, so why can't the perk be distance based instead of TR based. The perk won't work against a cloaked Wraith, NS Ghostface, Insidious whatever, Freddy, Dark Devotion users, Dead Rabbit T2 myers and more. And on the other hand, killers with a big terror radius get punished by existing. Just make the perk activate the killer is in a 32 meter proximity to the hook, and make it so mending is also distance based and not TR

    I think one major problem would be it would give away any of these stealth killers being neaby if the BT pops. I really want the devs to do something about camping instead so we don't need much BT ... I am just tired of using the same perks just to have a chance to get away if I get camped

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/893694#Comment_893694

    Lery's and certain variations of The Macmillan Estate and Coldwind only have 1 place to use it.

    The spirit map too, All the autohaven maps /5 of them/ have very limited places too that are just a fall not even a loop, Shelter woods is the winner with big fat massive zero places - my favourite map /not really/ !

  • @GamerCustard said:

    The BL nerf is completely fair, and done so to prevent the constant abuse of that perk in a chase.

    Is it useless in some maps and matches? Yes. But so are a lot of other perks. So many of the available perks you can never guarantee you are going to use. Perks are there for enabling better survival all game but also as a safe guard if some things don't go according to plan. Like DS, for example. No, it may not be an exhaustion perk but my point is that you may not even get to use it most of the time! You can't expect for the devs to tailor all the maps with one perk in mind, because they don't do that to other perks that could only be considered map based either.. because you can never be sure you're going to end up using a perk to full capacity in a match.

    The point of exhaustion perks is to give the survivor a small advantage over the killer - most of which involve a speed boost or like DH, a free save on a hit. Furthermore, it's not like these perks have the same properties as Unbreakable and are limited to one use per game? BL isn't a once a game perk (like Adrenaline is, and which is also an exhaustion perk..) and you can use it again once you can outlast the exhaustion.

    So, remove the speed boost and therefore the exhaustion and leave the passive? How many of y'all would complain if they changed it to be like that? Taking away that sprint boost would almost ruin the perk. Yes, you could use it indefinitely after that but how much of that boost is contributing to out running the killer? Even with a reduced stagger reduction, the killer would still be able to catch up depending if the perk is still used to loop the killer.

    If y'all aren't using the perk to loop a killer, and don't want to stealth the perk, would you be content with no boost after the fall?

    Not true. It is close to useless on half the maps - that is not only "some maps". That's A LOT of maps. All other exhausting perks are usable everywhere - vaults, lockers are literally everywhere

  • It is really strange they did not mention even half of the bugs mentioned here in their known issues .... I mean I read some killers have bugs, some really gamebreaking bugs like Wraith for example and there is nothing about that ?

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/891989#Comment_891989

    You realize that even some of the best killer mains in the world often lose to keys, right? If it was just a L2P issue, such players would have no reason to complain about keys.

    Often - I doubt that. Do they even lose ? 1 or 2 players escaping is not losing. So yea I kinda don't believe you esp after all the stats and all the lies we see here from random "red" rank killers.

  • I read wraith is broken. His out of stealth speed is broken and something about perma stunned with flashlight - does not break the cloak

  • @DarthRane said:

    Lmao such a trash clutch perk.

    Literally got to end game hooked 3 people and lost all my work because one person ran borrowed time and they all just run hooked each other at the door and all my work goes down the drain and survivors say the game is favored towards killer what a joke lmao.

    But yet we still felt the need to nerf oni into the ground. Haha this game is so hilariously one sided

    I don't see why you think hooking 3 people should mean you win ? What is this logic even. It is pretty normal the last person to unhook them. At best you shoul've gone for the person who unhooked the first one. Or just leave anyone you hit on the ground for a minute. There is no way all the hooks were at the door so they can't really just slug out in a minute. Lots of things you can do, just be smart

  • @ThisGuuy83 said:

    Keys suck. There a free escape. Someone can find the hatch, hide in a locker all game and wait and not contribute to anything, and then bye bye because they brought a key. Seen it plenty.

    You definitely sound like a rank 20. Learn the game and then come back here and try to tell a better fairy tale. This one was pretty bad. You can't find the hatch and hide all game. The hatch itself spawns at the end of the game. I bet you don't even know the real conditions for the hatch to spawn...This is the kind of killers that make threads here asking to nerf things while the problem is them being not really good at the game /trying to be nice here with my words/

  • This will be a shitshow I can feel it. Just waiting the system to start and then their game freeze on you and you gen banned :)

  • I get similar effect with Iron WIll sometimes. People don't notice I am injured and they don't heal me ...

  • @Rex_Honeycut said:

    https://forum.deadbydaylight.com/en/discussion/comment/889685#Comment_889685

    Hahahaha BL not an exhaustion perk?!?! You're only proving my point. If BL wasn't an exhaustion perk survivors could loop the killer ALL DAY in certain areas of the map and therefore it would be...abused! Myers House, the Temple, and almost anywhere on the game map. BL was OP and a crutch for lower skilled players, now it's not.

    Only thing he proves is that there are many bad killers who get looped anywhere on the map because they don't know how to play and then they come here on the forums and you can see them clearly how absurd they sound and very easy to spot when they say things like "an infinite " for Coal Tower and they blame it on BL. You sound also abusrd with the temple sugestion where all the loops are random every game. Sometimes they are there, sometimes they are not, not to mention there is always a way to get down without vaulting for the killer nearby - it is just bad killers that don't know that. BL was crutch in the eyes of low skilled killers and now it is ... to be continued with the next perk soon

  • @FriendlyGuy said:

    I mean why. Lithe got no passive when exhausted, DH got no passive when exhausted. I don't get it.

    Do you know how many vaults there are on any single map ? 20 30 /including pallet vaults /? Do you know how often do you run in the game as a % when chased - like 100% ? Now tell me how many vaults/ loops with fall there are on all the corn maps ? 1, 2 maybe ? On Autohaven maps ? On MacMillan ? So we have 15+ maps with small to almost no use for BL out of just a bit more than 30 maps currently where DH+Lithe can be used literally on every single one of them at any given time with not much effort.


    That is WHY

  • Key - hatch is the only thing that keeps these escape rates up to 30% for survivors. Any change to that and the devs may shoot themselves in the feet. I guess the killers want to see nearly 100% kill rate because close to 70% was not enough. Talk about being selfish.

    And yes keys have counters as you mentioned some as any other item and they work most of the time vs solos which are the majority of players. Also the key is used after either most of the gens are done or you kill most of the players. In option one the survivors did their job/you failed and they can escape and in option two you won the game already/ 1 player escaping does not change that, 2 kills are considered a win for the killer/. With your logic of thinking no item has a counterplay because someone else can pick it and use it with the BIG difference every other item can be used at any point of the game. Your problem has nothing to do with counterplay you just want to kill everyone like every other killer here. I guess you will have to live with that same way survivors have to live for example with the fact there are maps like Wreckers' yard where the basement is in the middle of the freaking map and the killer can use it all the time easly. Oh yea and lets not forget you have to find the hatch first to use it.

  • How about we make a door for the basement and the killer instead have to skill check to open it. Would be fun and very refreshing. I think the survivors have enough other things to think about every game while the killers get the same survivors, similar perks etc

  • For new players. I just like perks that can change something, playmaking perks. Aura reading perks are just convenient but really boring for me after u use them few times

  • @slipttees said:

    Why did Freddy have Oblivious status? Isn't it enough to teleport to generators, snares and fake pallets? Oblivious to freddy is just to encourage facecamping. Needs to be reviewed, In my opinion freddy without this status would be more balanced.

    This status should only be for demogorgon as it is a skill after it teleports between portals.

    Oblivious status broke Borrowed Time.

    I never understood either where that idea came from after they reworked him. He was alreay strong and out of nowhere there was this new Oblivious effect like they are saying - hey guys he has so many skills that literally nobody else have at the same time, why not add another one because..... ?

  • Well I said in another thread that is pretty disturbing they release changed PTB build without testing it again and 2 guys said to me it is pretty normal. Well I know it is normal for them to do that been here for a while but I also know how messy the game is after every patch so they really need to stop doing this ...

  • Hawkins - if everyone did the survey they will get the message. I am not sure how they even made this map after having so much info from previous maps. Full of unsafe pallets, no safe loops at all. The idea of the map seem to be you run as far as you can untl you die, no playmaking potential involved at all. And yea the great stats we got from it. Seem they did a great job there


    Shelter woods - insanely big map with nothing in the middle. Most gens are around a rock with a pallet and nothing else around. It is almost imposible to run from one place to another since everything is so far apart


    Azarov's - the 3 gens is real every game. Very hard to get around the killer in the middle of the map which leads to camping very early on if anyone get caught. It is a really dumb map.



    P.S. And again I see someone mentioned Coal Tower and an infinite and my head starts hurting. I think we need a real sticky thread for new killers how to play the game.

  • Well for me even my rank 2-4 teammates play like if they just started playing for a first time so it is just the same .... I did get a rank 14 killer last night though for some reason

  • @PeenutsButt3r said:

    Everytime I bring a flashlight to do the blind challenges, the killer bring mori, cmon...

    Just equip it in the last second

  • @anarchy753 said:

    Meanwhile nearly every game involves survivors 99ing exit gates to prevent the EGC.

    I suppose it's only "unfair" and "unfun" when killers manipulate the triggers for an endgame situation to keep the game in more favourable circumstances for themselves.

    It's sweaty when the killer wants a 4k, but when survivors want to ensure everyone gets out safely without putting anyone on a clock or risking getting caught out by the timer themselves, that's just playing the game.

    The EGC was made to end games faster. It was not ment for killers to help them get kills. That is the real irony here. You think for EGC as of a weapon but in reality its real purpose is just to end the game in short time, nothing else. Just for the record EGC was introduced recently. Hatch camping/ slugging has been here since the begining. If anything the killers are the one who has been absuing this for years while the suvivors are merely starting to fight back.

  • @Rin_is_my_waifu said:

    I have a bad feeling they will announce a delay

    To be fair it is not a bad thing ... For me it is really strange that they did not release another PTB with all the changes because there have to be changes. There were some major issues with the new perks of the killer. It is really strange they gonna change them and just release it like that without any testing ... What if there are still problems... I just don't like it. They make so many changes in a single patch and we don't even have the final notes.

  • @ApeOfMazor said:

    https://forum.deadbydaylight.com/en/discussion/comment/882209#Comment_882209

    They can fix camping when they fix gen times. These issues arent even part of the discussion here though.

    Sure they can .... Also it is pretty equal if you want reward for the currently the only good way to play the game to give something back for these playing the worse way / aka solo/ when they get abused. I just think these both are connected. Same way hatch and basement are connected as strong unique instruments for each side

  • Infinite - any building with a window on its walls

  • @ApeOfMazor said:

    If people were informed they were facing a 4 man or even a 3 man swf then they would dodge. Doesnt this show that you need to incentivize these games instead of making it feel like we were tricked into playing them or punished?

    Probably the day the survivors also get rewarded for getting camped aka never .... or atleat not in the near future

  • @ADP123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/878998#Comment_878998

    Exactly. I forgot to mention this team stayed near the infinite the entire time.

    Were all the gens arond the loop too ? What map is this ?

  • @Sziosis said:

    Would it at all be interesting if you become oblivious in certain rooms in Dead by Daylight? Such as the basement. While inside, you either won't hear the killer's Terror Radius or it is reduced. (With a 32m TR you wouldn't hear it until the killer was within 16m.) A different use would be a map with a big building that wouldn't let you hear the TR unless the killer was in the building with you or possibly just a huge room that had that effect. This would give a unique take on certain maps and make certain places of the map far more dangerous than others. Ambient noises in certain maps could make you hear a faint TR or hit you with a jump scare near by to make you hear a heartbeat for a few seconds. I just think maps need to feel more than just another arrangement of the same things.

    It is a cool idea but there has to be something for the survivors too - like killer cant see auras inside or can't hear injured survivors or gen repearing. You can't just add things for killers like that

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/867229#Comment_867229

    But the first chart shows playdate vs kill rate..nurse was bottom 3

    Yes the first stats are bad nurses + good nurses aka all ranks . Bad nurses include me doing my daily + probably80-90% of the nurses in general. Nurse takes skill to play. It is a not a Freddy spam my traps with one button gameplay. It is way harder

  • I don't see anything on the stats that suggest that ? All I see her kill rate is down to some normal numbers aka 65% at red ranks. if we can call 65% normal that is .... when every other killer is also above that number and they were way lower last time we had stats but thats another story ...

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/866661#Comment_866661

    That is correct, I mistakenly read the percentages for the safest maps incorrectly.

    As for Haddonfield, the problems around the map extend outside of Balanced Landing, BL just unlocked the maps full potential for survivors.

    I have to disagree with you. If you think about the map a bit, there are just very few loops that are not on a second floor. Probably 80%+ are with stagger. That is really bad. You just don't realise how bad is a staggered jump when that is the majority of the loops

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/866571#Comment_866571

    Cant really balance a character while assuming theyll use certain perks. You can adjust addons and such that are overbearing, but if a perk is good with a certain killer, you kinda just have to chalk that up to nice synergy. Many perk/killer combos have similar instances of synergy with Hag and make your choice coming to mind.

    Well MYC atleast force her away- there is no way around it. PoP is just is a step beyond synergy. It is just very very convenient for his power

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/866571#Comment_866571

    I believe if we were able to unlock him with shards he wouldnt get reworked the way he got, he wouldnt be the way he is now, same goes for Ash and old Mettle of Man.

    I understand what you are saying and that is really not cool but oh well... I did give them my money for MoM and I was going to post a negative review on steam about the pay for win situation they created there

  • @PickCollins said:

    1. Hag is the least popular killer in red ranks despite most tier lists placing her at around B to A tier.
    2. Freddy has the highest kill rate at red ranks, being over 75%. Freddy has an average pickrate too, Being the third most played killer.
    3. The top 5 most popular killers in red rank are Spirit, Billy, Freddy, Huntress, and Ghostface.
    4. The top 5 strongest killers in red ranks are Freddy, Billy, Spirit, Hag, and Pig.
    5. Statistically, the Clown, Demogorgon, and Nurse have the lowest kill rates in red ranks.
    6. Statistically, despite Nurse still being rated as S tier by some people, the Nurse in red ranks has a lower kill rate than Legion, Wraith, Trapper, Pig, Plague, Doctor, Leatherface, and Hag.
    7. The Clown is statistically the weakest killer in the game right now in red ranks. (When all other ranks are taken into consideration, the Nurse is statistically the weakest killer in the game).
    8. While the Spirit had the highest pickrate in the game, her killrate was only in the top 3. She was only the most popular killer, not statistically the strongest.
    9. Statistically the best 3 killers are Spirit, Billy, and Freddy. All of them have strong winrates and pickrates.

    According to BHVR's own stats the following statements can be considered true.

    1. If Spirit was "overperforming", then she either barely grazed that bar or Billy and Freddy are coming close to it. (If they aren't already. If one of them is over the line I'd say Freddy is probably what BHVR would consider "overperforming").
    2. Nurse is no longer one of the best killers in the game. Statistically she is one of the weakest right now. She is only statistically stronger than Demogorgon and Clown.
    3. The Clown is statistically the worst killer in the game.
    4. Huntress is a very popular killer despite having a low killrate (if my estimate is correct Huntress is 14th.)
    5. Placing killer viability based on these stats is kinda tricky. But if these stats are true (which there's no reason to assume they aren't, then the following killers would be considered "not viable" at red ranks without a lot of help (Legion, Wraith, Nurse, Demogorgon, Clown, Plague, Doctor, Leatherface). (Hag would have been included due to her low pickrate but her high killrate disqualified her from what I would consider "not viable".)

    Also, according to these very same statistics

    1. Hawkins, the Game, and Lery's are statistically the strongest killer maps. All of these maps are small, and Hawkins in particular has a distinct lack of safe loops, making loops winnable for the killer.
    2. Haddonfield is statistically the safest survivor map. This map features a lot of safe window structures and popular spots for the perk "Balanced Landing", allowing the creation of very long chases with minimal effort.

    So with this in mind. I have a lot of questions for BHVR based on these stats.

    1. Are Freddy and Hillbilly on your radar for changes? Are they, what you would consider, overperforming?
    2. What exactly caused Spirit to be "overperforming"? Is it her pickrate or the combination of pickrate and killrate?
    3. Are there any plans to address the 3 statistically underperforming killers? And by "any plans" I mean, within the next 2-3 patches and not "they're on our list of things to address".
    4. Nurse was the recipient of a rework that, while on the PTB, received pages and pages of negative feedback from players. That feedback was ignored and the only addons that people considered good on the reworked Nurse were nerfed when she was pushed to the live server. Now that the feedback remains negative and the statistics show she is an incredibly weak killer at red ranks, are there any plans to go back and revisit this rework to try and address why she is so unpopular and weak?
    5. What is the reason behind Hag having an incredibly low pickrate. There are very few metrics that consider Hag to be a weak killer. The only logic behind her low pickrate is that people simply do not enjoy her playstyle for whatever reason. Is there any plan to make Hag a more fun killer to play as without necessarily increasing her strength?

    Actually you are wrong about the map - it is Rotten Fields. But while we are on that you mentioned BL would you also ask since BL was part of that map being actully strong and that perk being changed now, are they going to consider changing Haddonfield to be friendly to non BL users too ?

  • I could tell you Freddy is way beyond powerful without the stats even. I mean it is common sense. Spammable traps with range/no movement slow downs/teleport+bbq+pop/addons that slow down healing and gen speed at the same time/Oblivious/ Dream World that activates on its own for every survivor/Dream Pallets that are impossible to tell if they are real in solo play. I am perfectly fine for them to have some fun but he will be have to changed eventually. I am pretty sure if Freddy was obtainable with shards and not only money he would've been used every second game we play/ I would spam him myself/ - his potential to is just so big and in general very easy to use, which I don't really like as a combo

  • @Nhekii said:

    Someone who only plays and worships one side shouldn't be giving feedback or ask for changes. It's crazy how many people have no idea what they're talking about because they don't want to play the game in its integrity. To have a full understanding of balance, you need to play survivor and killer.

    People who actively play both sides are superior.

    Growing tired of people acting like toddlers and getting upset over a god damn video game made for our entertainment.

    You can do better than this.

    I think it is good to hear both sides even if tey play only one side. The devs can look at it and just balance something to work for both. But lets be fair very often the problems are just one sided and the other side is trying to prove them wrong. And the hardest part is for the devs is to decide to what extend they are right/wrong.


    I think a lot of players here are just new or in general not good at the game which is fine. You can't blame them for that really. It is a problem if they are told 10 times they are wrong and they keep saying it ... like for exmaple that Hawkins is a survivor sided map. At least I can just link them the stats now and not waste time to explain.

  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/864616#Comment_864616

    Dude DS gives survs invincibility for a full minute and you can't do anything about it, that's broken

    Well what is broken being on a hook while the Killer is next you and that is how the game ends for you. You have to queue again wait 10+ minutes just to have fun with something you paid for. That is actually broken. The survivor is not invisible - you can still down him aka he can't do anything and he can't magically get up. He needs another buddy to come too. That is 2 people not doing anything. That is great actually for the killer

  • @Theetis said:

    I actually like this idea. I'm all for secondary objectives, especially since I find just doing gens boring, so every now and then I equip Small Game and make it my personal goal to cleanse all five totems, so this idea really speaks to me.

    Try the new Huntch. It is amazing for secondary objectives. I'd say way more interesting than Small Game. I also find gens boring and this perk makes it way more interesting for me

  • @Kwanghyun said:

    https://forum.deadbydaylight.com/en/discussion/comment/863818#Comment_863818

    Soo good = Overpovered

    That’s enough to say. This perk is broken and anyone with a decent level of game sense can see that. Unless they don’t want to because survivor mains...

    Camping and farming off people from hooks are already severely punished by taking away points and preventing you from ranking up. You can’t really do anything else in this game. As a result, camping is not common in high ranks. The killer have no reason to do it so, it’s like losing on command. But sure if a teammate starts runing around the hook and the killer gets there too he probably won’t let you get unhooked especially when you’re just about to die. But in that case is’s your teammate who killed you by a terrible play. Killers also won’t lose points for staying near hooks if an other survivor is around. The most common type of camping happens during EGC or in the end game in general when both doors are at 99% and if the killer gets someone still, he has no reason not to camp them to secure at least one kill. Borroved time is still a free escape from that though, but the unhooker always gets traded.

    I mean I really wanted to stop after " severely punished by taking away points and preventing you from ranking up". I don't even know how to comment you on this. You are just so wrong about that ...


    First killers and even survivors like to be down the ranks so that is perfect for them. I have to say as a survivor I have way more fun at around 10-12 ranks . Noone is playing too serious there and it is fun. I mean you get literally nothing from being rank 1. NOTHING. About the points - well I was watching a killer camping a survivor for the full time on his both phases and he died at the end. I was far outside the range. The killer ended with 30+ points. So much about "severely punished" my a.... And yes red ranks are just that - every second game some evenings - is camp, camp, camp. You just have no idea. In Europe, server is in Germany, PC. And it is with the first,2nd, 3rd etc hook not during EGC. BT is not an escape from anything because we don't want to run it every single game because killers are camping. This just ruins the fun for me picking perks because we have to deal with camping/tunneling. I just don't run any of them but still after every 3rd game I think about putting back DS literally. But atleast, for now I still can kill myself on the hook right /no punishment /? And yes you described perfecrly my problem how an horrible player would ruin the game for me and you want that to deny me a DS why ? You did not say why? It just another bad idea that gives the killers the control over survivor's perk. It is really terrible idea

    Also so good = .... come on we are not about to nerf eveything that is good in this game. Killers have good perks too ...

  • Well if you play around it - it means you are camping/tunneling and that is the sole reason for the perk. You basially can answer that yourself - it is in your question. It is to preserve your behaviour lol not doing you know ...

  • @Kwanghyun said:

    100% agreed. It not just punishes the killer for the survivors dumb miatakes but also punishes you for playing well, and limits your momentum. Even if you clearly deserve your downs you just can’t risk picking them up to put them on their 3rd hook in a critical time because of DS. Basically regardless how well you play if they rushing the gens in the backround also, DS makes you loose automatically.

    And devs said it is balanced. What a ridiculous statement...It’d be only balanced in it’s current state if they make ebony moris base kit.

    But basically that exactly is that makes the perk so good. The fact you always have to respect. The suggesetion is really bad because from a good perk this will change it to a "oh shiet I hooked this ######### Dwight and I got all their DSs disabled let me go kill them all now". It is still count as tunelling if you see which way the unujured guy went and just go after him. The perk will change from - I use it when I can, to - I use it when the killer says so. That is a big NO. The perk is needed in the current state of the game to make the game atleast bearable for many solos currently with all the camping that is still in game and not punished .... The best example is an ninja who unhooks you near the killer who either gets oneshot or hit twice and then the killer go after you aka tunneling and downs you too. He hooks the first guy and why again he should disable your DS ? What did he do wrong there /the survivor/? There may be comditions but they have to have ABSOLUTELY zero to do with anyone esle but yourself and your actions. You do something and you get punished not the other guy. I am just tired of this "oh let me just heal every time vs Plauge cause I am an idiot and you all have to play like that with me because I say so and I heal in 3 -2-1" style! It just pisses me off so much because I have no saying in it


    Best thing all the good killers cam do is promote new changes to the game that will destroy camping in a way and will make that perk less useful and eventualy people will stop use it and then the devs may even increase the gen timers - my dream ! A world where the killer is forced to not tunnel anyone who has be been hooked recently while we compensate that with longer gen times. That is how I play as a killer and that is how I like it

  • Definitely the exhausting addons should be reworked. They are on many people, including sreamers you all know bullshit list. These addons were made in an era where it was possible to use an exhasting perks multiple times in a chase. The cooldown was going down ! That was changed long long long long ago, so long ago my hair got white already. Yet these addons were not. One hit and you are perma exhausted. The clowns one is more problematic because it is just sooo easy to use. The huntress one is the easiest one to change - and hers is just such bullshit that she has the cheapest possible addon for that... and it counters an entire perk ... At least make it ultra rare or sth.. Ofc the timer is the real change here that has to be made with cooldown going down when hit by an exhausting addon before using the perk itself

  • I think you really need a break from the game. I even remember your name from the "thread" from the other day ....


    THe game got a lot of bugs so it gets frustrating for everyone sometimes. I mean such hack would be way too obivous to use if you ask me

  • I don't where people get this weird idea that DW and chasing are somehow related. THEY ARE NOT. And we talk here about not just one person. It seems many don't actually know how mechanics work in this game because the devs are making it way more complicated then it should be and on top of that they forget often to put explanations in simple places to find

    DW only works with Terror Radius. No terror radius = you fall . I mean I got hit by a Freddy a week ago while I had Styptic on me and I just fell off seconds later and yes he was after me

  • Wasnt the check 50% at max ? How is that an almost insta heal ? I bet 100% healing speed icrease would heal you just as fast /if there is no Butcher in play/...


    What the perk needs for me is to make it when you are getting healed you get healed 50% faster /no skill checks just perma 50% still stacks from 0/10/20 etc/

  • The classic for the Bing Bong is BBQ, Ruin, Enduring, Spirit Fury

  • I woudn't increase the time before healed - for me that is a bad part actually too, not to mentioned you are broken and you can't be heled by anyone else so it feels like punishement and you want to make that even longer. The perk is meh currently for something that can activate only twice if you do something about it. I had an idea how to buff the current heal effect to be stronger/faster to be more worth if you get it even once but will see which day Ill post it here. Probably after all the current PTB changes ..

  • My only problem with more killers is how people and more importantly new players keep up with their new abilities, new addons, new perks ?

  • Bing bong with silent bell and no red stain for few seconds. I love it! It is so much fun. Not really that strong but great for different kind of playstyle from the usual

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