HollowsGrief
HollowsGrief
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@Shirokinukatsukami said:
So killers let's hear the "Devs are so survivor-sided they don't care about us killers" talk. Come on. My morning cup of coffee doesn't taste bitter enough without it.
I always say actions speak louder than words and with this change the devs have spoken with a thunderous rawr. This has absolutely restored my faith that the dev team does in fact care and are not bias, at least not consciously. Well played devs, very much so. +rep
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Because it's no different than d/cing, only you don't get the penalty. You screw the survivor team over and the killer, it's just a dick move honestly.
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If it deactivates when the survivor progresses the game I for one and personally fine with it still remaining active when entering a locker. I think this is a completely fair compromise. I don't think DS should be weak, just not something that can be abused the way it currently is. Strong at anti-tunnel is totally okay with me.
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Maybe it's because one side of the player base is sick and tired of being nerfed for almost no reason while they are constantly and I mean CONSTANTLY ignored. It takes so unbelievably long for this dev team to address major issues killers experience but they fix survivor problem almost within a week of them showing up. Sure it took 6+ months to nerf undying but how long has DS been utterly busted, or OoO or any other number of abuse-able meta perks. I for one went from playing nearly every evening to maybe once every week after a 2 month break. Stop treating the killer player base like an used condom and at least make an effort to let us know you care just a tiny bit.
Actions>Words
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The devs are always super super sketch when it comes to any perk that slows the game down. I mean other than ruin, take a look at anything killers have that directly effects gen times. They are all extremely weak in some fashion or another, Surge is no different.
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Actual bug fixes and not 50 new bugs on patch day.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/223042/overcharge
The extra regression is only applied when a survivor misses the overcharge skillcheck on the gen
10% missed skillcheck penalty
12/14/16% missed penalty with overcharge
That's what I'm asking, I heard it's bugged and doesn't apply extra regression when the skillcheck is missed.
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How about we nerf all the bs survivors have before already crying about another killer to nerf. Topknot is strong no doubt, but it is hardly problematic. I can think of 30 things off the top of my head more problematic than Oni's add ons.
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What an arrogant, and incorrect statement.
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Lets also not forget that the perk TELLS the survivor it's going to block the gen if they get off, before they actually get off lmao.
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DH should not have i-frames.
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The only reason people complain about a Spirit who uses Stridor is because that survivor runs Iron Will and they hate that their perk was countered. Sounds to me like this is nothing but entitlement.
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That's nice. You do realize hit validation takes into account YOUR connection too right? It isn't just the Killer players who lag sometimes, I know shocking.
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Pretty sure it's not turned on yet, I was under the impression that will happen when the clown update comes live. I could be wrong though, I guess.
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Anyone who runs this perk is a toxic af and you deserve to be tunneled to death. You can look up the word "unfun" and object of obsession is in the description. This perk is so toxic, overpowered and downright unfun to deal with. Idc if he is a dev or not, the guy who said it's not "terrible effective" has absolutely no idea what he is talking about.
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I never give the most skillful survivor hatch, if you were really that good you could of escaped without my pity. A newer player though? I help them out when it's very obvious that matchmaking screwed them over.
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Only thing I think is unfair about Bubba is how quickly he recovers from breaking a pallet with his chainsaw. It should be a tad slower, like Demo and Oni if you ask me.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1898819#Comment_1898819
To your point what are the odds of a teammate near you to get a pallet stun? Its not in the best interest of the survivor to be within close proximity of another survivor at all times. Its also countered by Infectious fright and too a lesser extent blood favor.
To say this perk is op is hyperbolic.
You're right, it's not OP, but it is uncounterable. Most people play at least with one friend, it isn't hard at all to make this work because I make it work every game I run it. The devs themselves said they never want survivors to feel totally safe, that's why I think this perk combo is problematic. Honestly the only thing I would do is give it a 2s requirement before you can use it, just so you can't hide in a pallet and instantly break yourself free.
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I don't think this combo is OP but at the same time it kind of is OP. You have a single survivor distract you with the threat of a pallet save or flashlight save and the downed person becomes completely unhookable. I don't think survivors should ever be in a situation where they are completely immune to being picked up. At least DS is on a 60s timer, but if you get power struggle up and running the killer literally has to just let you get revived.
I think this combo needs looking into, it's not busted OP but it has zero counter-play which is a problem. And before anyone says "just don't slug!" That isn't always possible, if he goes down in a pallet and a teammate is right next to him I obviously can't pick him up right away.
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Because most of the people who were going to buy GF DLC already bought it, thus no reason to fix anymore bugs involving him.
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@PlantCollector said:
https://forum.deadbydaylight.com/en/discussion/comment/1897089#Comment_1897089
I agree with that.
Also beeing exhausted as a downside is nothing bad at all, it makes me feel like people really rely on these perks. I haven't been using exhaustion perks for years (except for adrenaline for my endgame build). Also I usually run random builds and i don't do bad in chases.
But 100% increased healing, 5% haste and 10% vaulting (that can be stacked with other vaulting speed perks btw) is nothing near balanced with exhaustion as downside imo.
People absolutely do rely on exhaustion perks to much, I honestly think they are way to strong as is (DH most of all.) If there was another downside to exhaustion then sure, but the only thing that debuff does is prevent said perks from activating, it has no in game downside other than preventing perk abuse.
I will say the vaulting one seems fair though, just the other two could be busted (the haste one most of all.)
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1897089#Comment_1897089
I run Blood Pact all the time, which gives 7% haste. It's strong but at the end of the day it doesn't fundamentally change a loop if it's weak its still weak and if its strong its still strong.
Haste's main benefit is running early because it can delay a chase from starting (helps delay bloodlust and window blocking). It's very good on large maps and stupid maps like Midwhich
That's because it is limited and can't be used all the time. The perk you listed has no downside other than you can't stack exhaustion perks on top of it. A perma 5% haste is busted, how come you think Killers haven't gotten a haste perk in years? And the fact the only one they do have is either at the very end of the game (noed) or you lose that haste as soon as you swing, hit or miss.
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Oni is by far stronger, it's not even close really. Some people in here are saying how it's close between the two but it really isn't. Billy's insta down will almost never work on a good player where as Oni's power can easily catch a good survivor even at powerful tiles. Oni's downside is he doesn't get his power often, but it's so strong that it easily passes every other killer power in the game. Both are hard to play, I would say Oni more than Billy, but if you are going for just raw power and maximum win rate I would say Oni all the way.
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The numbers you put in here make it seem like you have no idea what you are talking about my guy. 5% haste is such a big deal it might as well be like an entire extra hook state.
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@Pulsar said:
I'll be excited when certain problem perks on the Survivor side get addressed too, so I can't blame you
That's not going to happen anytime soon.
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You should at least make breathing sounds with IW up. Pretty sure it's a bug that you don't anyway, which doesn't surprise me even in the least.
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There needs to be a downside to being the obsession, currently it is only a good thing (most killer perks want you to IGNORE the obsession, you also get a ton of extra survival BPs even if you die!)
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Traps should do a full health state of damage. If injured you should go down once you escape. Also 3 trap base kit and rework object, that would help him a ton.
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Legion, Hag and Twins.
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BT activates no matter where the killer is. Instead of endurance it now shares health with the unhooker (so if the unhooker is injured and the unhooked person body blocks, the unhooker goes down.) This keeps the anti tunnel/camp mechanic while also removing the ability to abuse the perk.
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Well I for one sure feel neglected. Been waiting years for some major bug fixes for my favorite killers and still nothing even mentioned on streams or patch notes. (sound bugs, Oni cam bug, lolNurse, etc.) They fix serious survivor bugs (DS in particular gets fixed extremely fast when broken) really quickly but killer stuff stays broken for a very long time if ever getting fixed.
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It doesn't do anything with perks. The only thing it does is give you extra points for being the obsession, there is no downside at all.
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Something something not a very effective perk something.
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@Moxie said:
Wanting people to be silenced because you personally don't like it.
No thanks. Here is an idea: Don't read the articles you don't want to read.
Careful, don't post that kind of thinking on Twitter kekw.
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OoO is the only perk I consider to be truly overpowered. Every other problematic perk in the game can be fixed with a small change but OoO has no place in the game. It will never not be abused. It doesn't do much for a solo sure, but this perk isn't a solo perk, it's a swf perk and by far the strongest in the game. Anyone who says object isn't very effective has absolutely no idea what they are talking about.
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They did remove moris, they are as impactful as your cosmetic choices. As for keys, well they are survivor items so...yeah...You see where I'm going with this right?
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@FrostySeal said:
https://forum.deadbydaylight.com/en/discussion/comment/1885552#Comment_1885552
If you find yourself never struggling to win a chase against a good spirit, then they aren't a good spirit. If you've ever gone up against a good spirit, they're on Nurses level of unloop-able since most of them will be using really loud volume or good headphones to hear even the slightest movement of grass or breathing.
I did forget to mention this but most people that aren't complete survivor mains don't want spirit to have a flat out nerf, that probably wouldn't solve all her problems, they just want her changed so that survivors will have an equal opportunity to outplay her at a loop just as the killer can do to the survivor. Blight is the perfect example of this, he's a *very* powerful killer in the right hands but many survivors absolutely love him, including me. Wanna know why? Because despite all his strengths there's still a good amount of counterplay with him which leads to his chases being very interesting, intense, and most importantly, fun and fair.
The fact you said a god tier Spirit is as good as a god tier Nurse tells me you have absolutely no idea what you are talking about. A god tier killer of any kind is likely to wipe your entire team unless you are a diehard swf but a god tier Nurse? No, nothing comes even close to a Nurse who can land her blinks consistently, the #2 killer (most say Spirit but I honestly put it a tie between her and Hag) is leagues below Nurse. Sorry friend but you don't seem to understand what you are talking about. I'm going to do you a favor and stop responding to you, have a good day.
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@FrostySeal said:
https://forum.deadbydaylight.com/en/discussion/comment/1885392#Comment_1885392
It's not just SWF complaining about Spirit dude, most people complain about her because if your in a chase with her and she decides to stand still it's a 60/40 on whether you guess correctly or not if she's phasing, and that's not taking into account that you might be injured and at that point your probably screwed.
Most SWF and solo Survivors I've seen are completely fine with the other high tier killers like Oni, Blight, Nurse, Huntress, and Hillbilly. If you don't mind explaining to me, what's spirit's counterplay? Because from what I've seen most of the "counterplay" is just guessing or being "unpredictable" and isn't consistent. Using Iron Will is nice against spirit but using a perk just to counter 1 killer out of 22 killers isn't consistent and can be countered by Stridor. Being "unpredictable" only kind of works if your healthy and even then if your in a grassy area or the spirit has good headphones it won't work out well.
I never struggle to win chases vs a spirit, even a good one. Sure I lose sometimes but that's the nature of the game, you don't always win. I don't consider myself a god tier survivor either, so if I'm not amazing at survivor maybe the people complaining about her just aren't as good as they think they are...?
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1885387#Comment_1885387
Bullying us won't help! :)
You took that statement as bullying?
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Spirit is one of the few killers who can put good swfs down, so yes they complain about her. They dunk on basically every other killer in the game but once they find a good Spirit they have to actually be good at the game to win and they don't like that. She has plenty of counter-play, people just don't like that they have to change play-style and that chaining overpowered tiles together don't necessarily work on her.
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Actions speak louder than words.
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I don't expect them to fix grabs ever. No I'm not being sarcastic; the same reason they don't fix bugs on killers like Nurse and Oni or the fact they don't fix sounds. I truly do not believe grabs will ever be fix in any way shape or form.
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It is to strong, it completely removes a mistake the survivor makes, the killer mind gamed you and now you can't make that pallet? Press E and get to the god pallet now that chase that was over goes on another 2min or the killer has to leave the chase all together. All of this on a 40s CD. It's not in your face busted af, but it is to strong absolutely.
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Been playing this game for almost 3 years, only ever had one survivor give me a kill when I did poorly.
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@Kolonite said:
I decided to try Spirit tonight -for the first time- and level her. I played 10-15 games. Two were on Haddonfield and some were against swfs and keys. I 4ked in all of them and it was the most relaxed I'd ever been while playing killer. I did get lucky blood webs so I was running pop pretty early on, but damn... I really didn't expect it to be such a walk in the park. I didn't even notice how broken Haddonfield is.
One SWF made me sit up in my chair slightly and ended up doing all the gens, but I still wound up 4king them because of some mistakes they made. Good headphones + the slightest bit of game sense = ez win
Actually terrible bait. 0/10 Not even close to funny just play boring and unoriginal.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1880636#Comment_1880636
It was, but it was very unhealthy for gameplay. You also don't have to rely on a first hook mori to win against a key user btw.
Still doesn't change the fact they should of been dealt with together because lets be real, even you don't believe keys will get nerfed for at least another 6 months. Idk about you but I have no intentions of dealing with keys for a half year, been on break from this game for a month now.
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If someone hook suicides every time you find a Spirit then yeah she is pretty uncounterable, I mean at that point even a no perk no add on wraith is pretty uncounterable.
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Almost like one of these things kept the other in check and now that it's trash the other one has zero counters now.
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They need to add more perks for Killer that inflict exhaustion, to many survivor perks don't have counters. I'm okay with add ons not countering perks but we should at least get the option to use perks to counter other perks.
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Found the rank 17 guys!