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Hektic3000

Hektic3000

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Hektic3000
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  • Starstruck is such a good addition for killers that lack insta-downs. It promotes picking and choosing where to hook survivors and smart killers can force the exposed effect on survivors and get quick downs from it. It is the first actually good perk that helps against body blocking and cocky survivors. I just hope it isn't nerfed once people realize how good it is.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069887#Comment_2069887

    Gen speeds aren’t even that big of an issue. I’m a rank 3 killer and I rarely have issue with patrolling gens and stoping genrushing. People blow genrushing way out of proportion but I will agree it can be really stupid if it’s a 4 man swf running brand new part and prove thyself. Personally I think brand new part should just be removed

    So you say gen rushing isn't an issue but at the same time it is an issue? Im glad you're a high rank killer with no problems playing the game but until games cant be completed in <5mins then killers will continue to do what they can to make the game somewhat enjoyable for themselves. Honestly being a high rank killer id expect you to have some kind of idea what gameplay at high levels are like but here we are with this post claiming that camping and tunneling are a problem when there are measures to prevent it.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069782#Comment_2069782

    I mean, if a survivor runs a killer around for 5 gens, that's because the killer player is just bad at the game.

    It's true that skill does play a role there. But against good killer players you will go down soon enough again. Unless you have like multiple god loops to use. And there is no skill involved in tunneling a survivor directly off the hook.

    Listen its a team game and should be played with that in mind. If there's a killer camping then it could very well take all the survivors working together to get the unhook. If you don't try to fix the situation by bringing perks to combat it or taking actions to stop it then you're contributing to the problem. Survivors need to be more willing to work together but that's too much to ask.

  • @VexTheHex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069869#Comment_2069869

    Oh yes, exchanging who's on the hook is really going to turn things around!!! Lol

    Yeah cause then if you're optimal the killer has to go through 12 hooks to kill everybody lol. If you throw ds into the mix then the people coming off hook can force the killer into another chase so long as they can hit the skill check.

  • @VexTheHex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069856#Comment_2069856

    Yes cause sitting in front waiting for a down if someone tries to save them is the grand example of putting in effort.

    The killer caught that survivor and if they want that kill they can get it. If you aren't willing to do anything to help the situation then you cant really talk about effort.

  • @VexTheHex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069837#Comment_2069837

    It's clearly broken and often used for toxic reasons or for easy wins. Tunneling and camping are as fun as old DS and Keys. Stop being biased.

    I'm not being biased, you explain to me how i am. Any of the survivors can stop camping by bringing borrowed time or even for the people so there are options to save camped teammates. Many survivors don't want to play like a team and instead bring perks that only affect themselves.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069821#Comment_2069821

    The problem is we can’t interact with the killer since he is face camping/hard tunneling one person. This is why camping and hard tunneling is a problem: it warps the entire game into a giant ######### fest where no one has fun and it prevent anyone from piping or even learning how to be better at the game. The devs say it’s fine but that honesty just show how incompetent they are when almost everybody understand how it’s an issue and all beg for it to be fixed.

    But you can interact with the killer, you're acting like you cant get any kind of hook trades happening at all when they're face camping. If i recall the only time that was ever a problem was when you could only unhook from one specific spot on hook. Do you never bring borrowed time cause that easily stops camping and always makes the killer have to go on another chase. Survivors seem like they dont want to give any kind of effort in game anymore.

  • @VexTheHex said:

    Cause matches are even more toxic for Solos? Most Killers already hopped back onto their sweat mains and are taking out their rage on lobbies now. Since so few run DS now, any match without it quickly turns into tunneling and camping. It's not fun. It's annoying.

    https://forum.deadbydaylight.com/en/discussion/comment/2069794#Comment_2069794

    Just shows why such a obnoxious perk existed in the first place as well. Killers falling back on the tunneling crutch already. DS needed changed, but camping/tunneling is still a major problem.

    At what point is it "tunneling" and not just the killer playing the game? The killers only goal is to hook and kill survivors, stop acting like im deviating from that goal or being toxic just by doing my job.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069781#Comment_2069781

    If you read my post I did point out that the games where the killer did this 3 people escaped. The problem is they didn’t see the killer at all so the game is just not fun for anyone at that point. It also screws your emblems over too

    Well if they want to get points in the emblem system then they need to interact with the killer. They cant just do gens and leave and expect to rank up, that's how you get red rank survivors that play like yellows. They can easily go to where the hooked person is and try to entice the killer away.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069773#Comment_2069773

    It is a problem when almost every killer is doing it and you forget that you can rely on your teammates because solo queue is absolute garbage right now. Also even if the devs said it’s fine a long time a go doesn’t mean it actually is, the devs are just wrong saying they aren’t problems.

    Every killer is doing it almost like hooking and killing survivors is their one and only goal. If you can't rely on your teammates then that's not the killers fault that's your teammates fault.

  • Ds isn't abusable anymore so many survivors feel like its not worth it to run anymore. Since they aren't running it there's no obsession in the match and that is a clear indication to the killer that they can kill survivors faster. Everyone killing themselves on hook shows that they relied on an unfair perk to play the game and now that they cant they want to ruin matches for their teammates.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068936#Comment_2068936

    I mean skill doesn't come into play if you are getting tunneled off a hook immediately. Or am I misunderstanding you?

    If you DS me and i catch you again despite that 5s stun and the distance you gain that is skillful on my end. I've seen survivors run killers for 5 gens so if you can't keep me from getting you again then that's on you.

  • There is no problem, this is how the game has been for a while. The dev's have said that camping and tunneling aren't problems or ban-able offenses. To stop yourself from getting camped you should hide better and not get found first. To help teammates from campers you should bring borrowed time and maybe put yourself in a position to take pressure off teammates. The killer only has 4 survivors to chase so there's a 25% chance that could be you, getting the game from a 4v1 to a 3v1 is always the best play a killer can make. Sometimes its not even the killers fault but its your teammates for making un-safe unhooks.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069702#Comment_2069702

    Well, there are 5 totems and you have to find them. The tunneled surv is ... under the hook. Not to much time to find him

    If its ruin then that's only 1 totem to cleanse. If it's noed that's still only 1 totem to cleanse. If the "tunneled" survivor is smart they won't be healing under hook....

  • (A totem that takes 14s) vs (getting ds'ed and re-downing that same survivor which could take at least 30+ seconds plus the added time of survivors working on gens) that's such a big time difference that i don't need to explain how they aren't similar.

  • In both those situations those perks are adding unnecessary time to re-chasing and re-downing the survivor while all the other survivors get more time to power through gens. Those perks weren't balanced and were changed to be more inline with the game flow if they were healthy additions at all they would have stayed the same...

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069498#Comment_2069498

    That's why it shouldn't be balanced around a 4 man SWF. Now Solos and casual SWF now suffers even more than they already did, taking all the fun out of playing the game because a killer thought a 5 sec stun was unfair. Well, I think it was unfair to be facecamped by a Bubba and then kill everyone else with NOED. Like, why was this not removed too?

    You are right, it was nerfed without any buffs and it is a very bad anti-tunneling perk. It needs a lot of buffing to be a decent perk and fun. It's a boring perk now.

    Alright so lets be honest, it isn't just a "five second stun" its those 5 seconds plus whatever time it takes for the killer to down and hook you again that other survivors put more time into completing gens. Taking away power from swf is the best direction the game can take since nobody wants to be put in lose lose situations. The ds nerf promotes using more team oriented perks and not having all your perks be selfish ones.

  • @Mr_K said:

    Fully unhooking a survivor should deactivate DS for the one unhooking.

    Yep, you are actively progressing the game with that unhook and shouldn't be protected for it.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069467#Comment_2069467

    Perks should be like that, like survivors are punished for killer perks all the time. Right now, killers are hardly ever punished because all the counterplays are just too convenient. I mean, look how much Tinkerer punishes? Decisive Strike should go back to like it used to be and be fair.

    The fact that DS has been changed and that their are conditions that disable the perk shows that up until now its been pretty abusable. 4 borrowed times and 4 Ds's shouldn't allow me to not be able to play the game(2 layers of protection isn't healthy) but i guess that's just me not thinking about "fairness".

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069467#Comment_2069467

    By that logic why penalize killers who facecamp? They're just playing the game and trying to kill a survivor.

    When it comes down to it they aren't penalized. What they get points taken away from the emblem system? I doubt they care about such a thing if they're face camping.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067675#Comment_2067675

    That is not true at all. It's not fully healing someone, but you can as much as barely touch someone and it deactivates. Meanwhile, the Spirit has phased back to tunnel. Very, very bad designed now.

    It is very unhealthy now because it forces you to do nothing in case you might want to use it. Why would something that is supposed to be a "perk" penalize someone for playing the game? It's almost like something you should inherently have without it being a perk. Does BBQ penalize a killer for playing the game? Nope, they get to see auras and get extra points.

    But going by the logic of "just playing the game" a killer has to hook and kill survivors, the killers only objective, to have 4 perks that invalidate successful chases only to say "try again" should not penalize the killer.

  • @Marigoria said:

    Since people aren't giving any input on the actual thread anymore, and calling people "alt accounts" (which is bannable by the way), I'm just going to contact a mod to close it.

    Edit: Being immature while talking about other members without replying to them, also isnt a good look for you guys.

    People have given you input and you choose to ignore it.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069384#Comment_2069384

    DS still does it's job poorly yes, since people say it is an anti tunneling perk, when everyone who knows the game enough knows it isnt.

    Also it's she.

    My bad, she still cant get over the fact that Ds isn't easily abusable and people have to put thought into unhooking and taking actions after they're unhooked.

  • @OBX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069341#Comment_2069341

    The very well thought out and written response above that you condensed down to “wall of text” said it all. You ignored it, you ignored the previous 3 pages also.

    we ALL understand the challenges of the solo Q. We all willingly play this game. If after all of these suggestions you still don’t get that you are trying to get other people to play the way YOU want. You are trying to take away THEIR choices while at the same time trying to play the way YOU want to play and relying on them to make up the difference.

    just gotta call a spade a spade.... HYPOCRITE

    play how you wanna play. If you think other don’t play your way, get 3 friends and all your troubles are over.

    He's devotion 18 and still cant get over the fact that objectively Ds hasn't been changed and still does its job.

  • @sleepywynd said:

    Now obviously he needs a few things, notably being:

    A 5% speed boost to his base speed

    Knives bouncing off walls base kit

    No recoil (or at least VERY little) as recoil on a knife-throwing character is absolutely senseless... they're knives... not a gun. Guns have kickback, knives do not. Nothing has recoil in real life unless it uses explosives (in one way or another and no, a bouncy castle does not 'recoil').

    However, people (from my experience) are playing him completely wrong. I watch as game after game, he just pulls out his knives at the start of a chase and hopes he's gonna hit 16 of them on you before you lose him or loop forever (spoiler, throwing like a fool won't work). He. Is. Not. Huntress.

    Throwing knives aimlessly in a chase (even if you eventually m1) loses value as the common melee that you could've hit (probably sooner) allows for your knife pressure to increase substantially. The survivor vaults while injured? 3-4 hits, they pallet camp? 2-4 hits. Easy down. The point being, knives shouldn't be used at the start of a chase (usually). They need to be used selectively to pressure survivors into mistakes and/or out of loops and pallets (unless you're on midwich, in which case, go off with those bouncing blades).

    While far from perfect, there is something to be desired in his unique control over loops and enclosed rooms/areas. People slip up when m1ed and on 6 knife hits as they're only trying to get away.

    Sidenote, David King could totally brawl the guy.

    While he could use some help with his kit, what you've said is right. The most optimal way to play is always go for regular hits first and then throw knives. It's the same people that always throw hatches or always use billy's chainsaw and never go for m1's that say he's bad. He requires a different pace than other killers but people don't want to play like that.

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069118#Comment_2069118

    The thing is that someone is going down regardless, unless I run BT and Dead Hard. I don't like running either of them. I'm an off-meta fun perk player.

    Why should we be punished because the killer wants to make sure that survivor doesn't have any fun? Unless it is end-game or a probable cause, of course. I get killers doing it to BMers and in situations where that is really the only way to secure a kill. I 100% get that, but there isn't a way to have both players make it out there unless it's a whole squad rescue mission, which isn't happening in solo queue.

    I don't like leaving people to die on the hook because there is nothing I can do. I'm very altruistic.

    That's not the the killer doing it to make sure people dont have fun tho. Killers can only chases 1/4 survivors and going after the weak survivor is always the best play. I can understand you not wanting to bring those perks and there's nothing wrong about that, but it is a team game and if you dont look out for the team then things will fall apart.

  • @LexTalionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069103#Comment_2069103

    While I don't disagree with this, it doesn't change the fact that they changed it from 4K to merciless because of mori. Then they changed the pip system so getting a merciless was very difficult (and more difficult the higher your rank). Now if you want to adept, you often have to derank just so the pip system is forgiving enough, and then hope for a good lobby that doesn't rush gens too hard to kill your gatekeeper score.

    The simple fix that matches it for killer vs survivor is simple 4K, just like survivors get simple escape. And DCs count as a kill to prevent abuse.

    I agree that would be an easy fix but i think the problem is how they can't change trophies and achievements since they are still technically able to be done. So the better fix is to change the emblem system since they can do that without messing with

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/239047/ds-nerf-results

    My biggest gripe is when a killer is camping around a hook, I can't punish that by saving them and the killer eating a DS.

    That's the *only* thing I'm upset about. I've still got to use it plenty and it is an extremely clutch perk during end-game.

    It's far from useless, but much more niche now. Sometimes it does feel too constrictive, I'll admit, but that's just how it goes.

    You can still punish that by bringing borrowed time, there is no reason the unhooked survivor should have 2 layers of protection(ds and borrowed time).

  • What needs to be changed is the emblem system, its old and doesn't reflect what happens in the game most times.

  • Noed: just destroy totems

    bbq: hide in a locker

    ruin: see noed

    need i go on

    you never have to deal with 4 noed's bbq's or ruin's but killers do have to deal with 4 ds's

  • @Katzengott said:

    The change could have been so easy: DS shouldn't work after another surv got hooked. Easy, logic and understandable.

    But no, now we have this complicated conditions (what about not finishing heals etc.?) where in the worst case, survs with DS just do nothing for 1 minute or are toxic to get the killers attention again so their perk can work.

    The change is already an easy one. Nothing is complicated about you progressing the match and not being protected by ds anymore.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068959#Comment_2068959

    Solo Q survivors having to equip more things because of bad team mates isnt a solution, it's a band aid.

    Swf or solo q, either way it's 16 perks vs the killers 4, if people stopped bringing perks that only benefit themselves and more perks that help the team then games would be easier. It's a team game but people want to act like it isn't.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068945#Comment_2068945

    The survivor doesn't have to be weak because tunneling is easy even against good survivors.

    It's like saying face camping is just playing the game. Yea, you're playing the game, but there are things that should make it less viable.

    Didn't mean weak in any other way aside from "they just used ds so i don't have to worry about getting hit again". Sure "tunneling" is good against even good survivors but they'll make sure they take you on a long chases whenever they have the chance to do so, because they're good.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068917#Comment_2068917

    So going for the unhooked survivor the first time is tunneling, the second time it isnt? Definitions don't work like that. Both times it was tunneling.

    I'll say it again, that's just playing the game. There are only 4 survivors and i have to chase and kill somebody, if i know a survivor is weak im going to exploit that.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068888#Comment_2068888

    Oh I know exactly what it means.

    Survivor gets hooked, unhooked, killer goes for them, downs them, gets hit with DS, survivor goes down, gets hooked, unhooked, killer goes after the same survivor again.

    Can you explain how that isnt tunneling?

    At a certain point that's just playing the game. I'm already punished by getting hit with Ds and getting into another chase at that point I know you don't have any protection and I can get you out of the game, what's wrong with that.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065331#Comment_2065331

    With this perk survs near the killer when he hooks someone won’t unhook. This with b&c will make unhooking so difficult I had seen many games in which the killer snowball to the 4k

    I think instead of bbq the better perk would be discordance, since after a pick up you can make your way to a gen with 2 survivors on it and have exposed effect on both of them.

  • Any killer with a 32m terror radius can get good use out of Star-Struck. People might say that no one will body block you when they see they're exposed but you can can force the exposed status on people very easily. It helps prevent hook diving greatly and can give killers without instant downs a powerful effect pretty often.

  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/2058029#Comment_2058029

    Considering a losing killer is going to probably face camp at the end due to pure rage, all's fair in love and war.

    Powerbottom?

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057330#Comment_2057330

    No. They're leaving the game because not only do survivors have endless free, no-skill, unearned second chances (resulting in killers having to win the same match multiple times much of the time), they are leaving because of burn out and survivor entitlement, which go hand in hand.

    Do you know what it's like to outplay a survivor, and they Dead hard for distance to a strong pallet/vault (for distance, dead hard has no counter), extending a loop, or even resetting a chase because they had a perk? Do you know how it feels to see survivors play like garbage, group up and get slugged, just to see they have unbreakable? Do you know how it feels to kill a survivor just to have them tell you to drink bleach, or say they're going to kill you and your entire family? Do you know how it feels to be scrutinized, constantly, for doing ANYTHING that gives you an advantage within the rules of the game because "it wasn't fun for survivors?"

    It's not that games are too easy. It's that killers are just tired of the nonsense. That's why those who have stayed have prioritized their fun before anyone elses, and that's how it should be. It's a PvP game.

    You're talking a big game, but experience-wise, you don't have the knowledge. Please stop.

    Exactly this, there are many times in multiple games where for the life of me I can't pull ahead and stay ahead of the survivors through no fault of my own. I hate all my perks being focused to gen defense because gens take no time to do at all. I only play because with all the dlc's(i dont buy them anymore, i just use shards) that i've bought it'll feel like a waste to just give the game up, but at the same time I cant play more than a few games because all the small problems with the game/balance shows me that it's not made for killers to prosper.

  • Honestly its not even swf that I have a problem with. I can deal with the coordination that most swf groups have, what I can't deal with is the amount of situations where having stacked perks makes me unable to capitalize on their mistakes. There are many times where the teams im facing have 2-3 borrowed times and ds's that chases are so extended to the point that they can make dumb plays or trades and have it be more than worthwhile for the survivor group.

  • @Avarice00 said:

    I mean the devs have said the shrine is random, but they could just be lying.

    Also if it is random, what kind of random? Do all perks have the same odds of showing up in the shrine, or is there some weight placed on some perks over others. For example could the shrine be set up so that teachables from liscenced chapters have half the odds of non liscenced?

    There's no way that the shrine is random. If it was BBQ would have been in it way more than a measly 5 times, while 45 other perks have been in it 10+ times. Gotta make sure if people want bbq they buy the dlc and not get it for free.

  • @Breque said:

    No

    Tunneling is ok

    but camping is an ######### dirty play that ruins the game

    No, they are both just fine. People need to realize its just defense, nobody has a problem with being hyper aggressive to the point of getting 12 hooks, securing hook states is just as good and sometimes its the only play to make in situations.

  • The only way to look at it is that I as a Killer have to be chasing or downing somebody. If your team-mates don't take pressure off of you having been hooked recently that's not my fault and its on them. Its a 4v1 and you have to expect the collective group to play together to survive .

  • @JasmineDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042951#Comment_2042951

    I mean if its that much of a problem surv proximity could counter the counter but that seems needlessly excessive. I see no world in which any survivor playing against a similarly ranked killer loops that close to a killer without also going down. And either way you really dont want survs dying by taking multiple hook states per hook. Ideally a 4k is 12 hook states, so once again, I don't see this as an issue in any way. The objective in hooking someone should always be to score 1/12 hook states. If we are trying to counteract camping, then a killer trying to kill someone on one hook is being punished by face camping.

    As a killer main, who plays 90% killer, I can very confidently say that, if a surv can keep looping a killer in that close proximity to a hooked person, I see no possible negative for game health. The killer needs to be pressuring, they aren't doing that by camping, they should never be rewarded for camping. Its unhealthy practice if a killer wants to score well and its unhealthy for the state of the game

    Against good teams 12 hooks isn't always feasible. A 4k with 4 hooks vs a 4k with 12 hooks doesn't really matter since you end up with 4 kills either way. What does matter in most cases is getting survivors out of the game as quick as you can. People can say that its unfun or not fair but if you don't want the possibility of dying from 1 hook you just have to not get caught. There is never anything wrong with defending hooks and killers shouldn't be shamed for doing so.

  • @JasmineDragon said:

    the solution is to make hook proximity slow the sacrifice timer. I am yet to see any explanation as to how this wouldnt instantly fix the problem entirely

    A good group of survivors can take this mechanic and use it to stall out even more time for team-mates to do gens. 1 person on the hook, 1 on standby for the save(could possibly even loop the killer around the hooked survivor), 2 survivors pumping out gens.

  • That's just how things happen, there's been plenty of times where the hatch spawns right next to the last survivor and I can't do anything about it.

  • Borrowed Time, 15s of endurance is too much when you don't have to do anything but be in the killers TR. It lets people preform really dumb unhooks at certain times and there aren't many killers that can negate its effect. If you combine that and body-blocking during endgame its gets to be a bit much. I'm fine with giving survivors defensive options but when they start to use them offensively and they know you can't play around it that hurts.

  • What I don't want from the All-Kill dlc is for the trickster to come out with strong teachable perks and then have their power nerfed after they sold the dlc, which i fear is gonna be the case.

  • If you don't want to be stream snipped don't have your stream name as your in game player name.

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2025856#Comment_2025856

    Yes, I did say the combo of BBQ and Pop is overpowered. Because it is; that's the whole point of this post. I don't see your point?

    BBQ on it's own isn't overpowered. Pop on it's own is incredibly, incredibly strong (bordering on overpowered) but falls just shy. Combining them makes Pop much, much stronger. Therefore, the combo is overpowered.

    Wrong, nothing is overpowered about pop, i need to hook survivors for each instance of pop to be usable. If i can make use of pop multiple times then that's just rewarding me for doing my one and only job, to hook survivors. I just don't see how you think its overpowered...especially after it's recent nerf from 60 seconds to 45....you aren't making sense.

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