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HollowsGrief

HollowsGrief

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HollowsGrief
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  • Because he is actually a strong killer who can end chases and has map pressure and people don't like that. Most people dislike killers that are very strong (freddy, spirit, billy, etc.) because they they break the typical meta and are fully capable of putting down strong teams.

  • The main reason is because they want everyone to have fun with the trial and there is nothing fun about being farmed in front of the killer and instantly being rehooked or just left on your first hook to die.

    Lore wise it's because the entity wants survivors to get their hopes up with escaping only to have them bitterly crushed at the last moment, which is probably the main reason killers aren't allowed to actually kill the survivors outside of making an offering to the entity basically asking permission to kill them. Basically the survivors are meant to be toyed with for a bit of time then ultimately sacrificed to feed the entity, some survivors have to escape every now and again otherwise they would lose all hope of ever surviving and thus be useless to the entity. Or at least I think that is the lore behind it.

  • Tbh if the maps and gen speed issues were fixed I don't think the Clown would need hardly any buffs at all. His problem is to many super safe loops, god loops and well the typical stupid huge maps/super short gen times.

  • BREAKING NEWS: Water is wet, the sky is blue, the sun rises in the morning and sets at night.

  • Freddy is the sexist, change my mind.

    Freddy.png


  • @Alice_pbg said:

    They complain because it's boring to be in the ground doing nothing.

    Not because the killer can't try to get a 4k

    Sounds like a flaw with the system to me. Slugging is boring, but Hatch is a pure luck mechanic so idk which is the bigger evil.

  • @Hopesfall said:

    The Oblivious effect would suffice

    I would have said this originally if there wasn't a perk that already did just that. Cool idea though, a perma oblivious would make it more interesting I think!

  • Not that I am saying the killer main community on these forums is any better but...when you spoil your kid all his life and finally decide to take away his toy, he is going to throw a tantrum, he is spoiled after all. Just sayin...

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/142092/show-no-mercy-to-the-survivormain-bhvr

    Yeah and when we all quit because you entitled killers keep getting everything you want, then it'll be on you.

    If I was an entitled survivor main I probably would be annoyed at this update too. I mean having to actually be good at the game in order to run the killer for an extended period of time is just unfun, I should be able to 1v1 the killer for 5 gens and still escape with my get out of jail free cards. Must be all these filthy killer mains crying that is bringing this unfair change, I mean gen speed and infinites were totally fine, killers just need to gitgud and ApPlY MoRe MaP pReSsUrE, obviously.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1194902#Comment_1194902

    Imagine being so ignorant that you have to make every excuse in the book to try and justify having an extremely OP killer.

    OP? Bruh, I almost never die to doc, and I'm not talking about the pity escape (hatch.) I really hate saying this but I honestly can't think of any better advice to give you: git gud and loop him like you would a clown.

  • Did you know that in the 60s I am completely invincible with my DS up that I can do an entire gen with a few great skill checks? The perk is obviously fine, just slug me, oh wait is that a locker 3ft away from my gen? Lol come at me bro, I'm about to shank you and run away. JuStDoNtTuNnElBrO!

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160810#Comment_1160810

    Yeah.. Run a perk that's only useful for 1 killer in the entire game just because BHVR decided to make a ridiculously overpowered killer? What's next.. Should we start running Slippery Meat or Small Game just to counter the 1 trapper that we might so happen to come across.

    Imagine having to run a non-meta perk in 2020, ridiculous, the killer must just be OP.

  • Should deactivate if you interact with anything other than pallets/vaults, if someone else is hooked or all of the generators are finished. DS should never be up once gens are done, and the locker exploit (yeah I called it an exploit not a TECH) shouldn't exist either. Being slugged isn't the same as being tunneled, the killer should have options to slow you down, not have to ignore you for the next 60s.

  • Imagine slamming gens as hard as you can and then getting punished by a perk designed to do just that; punish gen rushing.

  • I GG if people didn't play like turds (constantly humping infinites, tbagging, being cocky at the exit gate, slapping survivors on the hook, etc etc.) Now if you asked how often do I get a gg, only when I lose most of the time.

  • Ruin always slowed the game down when it was up, no matter what rank. Could a lot of red ranks hit those skill checks? Yeah sure, but every skill check they hit did not get the bonus to progress which was a slow down, I believe every GSC is -2s off repairing the gen? Correct me if I am wrong but either way it prevented the bonus which was a very powerful slow down.

  • While this is fantastic news I have to wonder if this is the ONLY infinite that is being adjusted? Cause in my honest opinion this is far from the worst of them, Rancid map comes to mind, that window is a legit infinite to nearly every killer...

  • @LALYTHIA said:

    Yeah, don't speak for survivor mains pls. Thanks.

    I am a survivor main so I am more than allowed to speak for myself. Thanks.

  • Why is this guy posting a video that was done back in January?

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185937#Comment_1185937

    I sense sarcasm. Yes that's exactly what I would expect from someone whining about keys. Run the perk that counters them when you see them. Are you so dependent on your existing build it's easier to complain in the forum than it is to swap a perk for a lobby?? BTW, killers get that luxury of choice, survivors don't. Keys are brought into like one in every 10 matches I play. And that exact same advice is standard from every killer about camping tunneling and slugging. "there are perks for that"... So cry me a river you gotta pick up one perk to take out every "toxic" key and flashlight you see whilst survivors entire load out is preventing abusive killer game play. ๐Ÿ˜‚

    I sense an entitled survivor main. Yes that's exactly what I would expect from someone saying that survivors are in a perfect place balance wise and killers just need to ApPly MoRe MaP pReSsUrE! I bet you were one of those people saying OG Prayer Beads were OP and you shouldn't need to run a perk like Spine Chill to counter a killer add on. :)

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185879#Comment_1185879

    ... Um, Franklin's? ๐Ÿ˜‚ Killers get amnesia rq when talking about their precious mori.

    You're right, a killer should have to change their entire build around a perk that is mediocre at best just so they can counter an item that is brought into nearly every game and has no effect on the survivor build. Just change your entire build and killer to counter this one item! BaLaNcE!

  • @rikaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185879#Comment_1185879

    If killers are tunneling hard, there is no way to counter for moris. Keys can be countered not letting survivors complete gens. For 4 alive, you need to complete 5 gens, or 3 alive you need to complete 4 gens, for 2 alive you need to complete 3 gens, for 1 alive is all about chance. And after you completed enough gens, you'll need to look for the hatch. And the killer will be still around so... I strongly think that ebony mori is stronger than keys. If killer hooks 1 survivors, he will be on the hook and the other 1 survivor will save hooked one. So 2 people are not working on the gen. And if the killer tunels the unhooked one and mori him, it will get harder for survivors to complete enough gens while the killer will be chasing another survivor

    Yes there is a way to counter it, that's called taking a hit for the guy about to be moried, or being good at looping, or rushing gens while he is being tunneled. Lots of ways, you just are not very good at survivor if you think a mori has no counter.

  • I feel like his iri add ons need some love. 15 meters is to much imo, maybe 12-13, I get it shouldn't be a free insta down like iri head but it is actually almost max range, even if you manage to land that shot what are the odds you can actually pull them in all the way.

  • No they are not. Moris can be countered in one way or another, even if it is extremely hard to counter, keys cannot be counted at all.

  • No, it is an anti-momentum perk that happens to double as a anti-tunnel perk. If the killer actually plays nice and doesn't tunnel then DS won't get used, but if it goes into endgame and they are forced to, they literally can't do anything to stop you from escaping. The perk is entirely unfair and needs a major change. There are varies ideas out there so I won't list any but the current state of the perk is NOT fine.

  • The key needs a timer on it, like doing a gen or healing, it shouldn't be a "Press M1 to instantly escape."

  • My only issue with Head On is its design. It is literally just a "fu" perk it almost never serves a different purpose.

  • The long answer is: No, really none at all.

    The short answer: No.

  • Uh am I the only one who is confused when people gripe about BBQ? First off, it's not even strong, second most people use it for BPs not the silly aura reading and thirdly it literally motivates the killer to not camp and tunnel...and these people want this perk nerfed? Seriously I am so lost man.

  • I am actually really curious why 1.5x and not just the normal double?

  • Don't worry, this bug effects survivors in a negative way, it will be fixed in no longer than a week or two.

  • @Decarcassor said:

    The grab cancels create ridiculous stalemates on hook saves and allow survivors to hug near finsihed gens without any fear knowing that the killer can't stop them. Its pretty bad.

    Until the killer is made the authority on Grabs this will never change, it isn't just depended on your connection to the server, it is also the survivor you are trying to grab.

  • Grabs don't use the killer as the authority like how a normal Hit is done, it uses the server which can cuck you pretty hard. Tbh they need to change this to giving killer the authority on confirming a grab or not because the servers are very very unreliable in giving out grabs.

  • It was nerfed because the killer actually had a real chance at winning the game once gens were done and they did not like that. They want survivors to win when gens are finished unless they are overly altruistic. They are trying to balance the game around more people escaping not less, like it or hate it that is what they are doing, why do you think gen speed is still the same despite everyone and their mother saying how gen speed is way to quick now.

  • @Ghost_Face_Main said:

    Static Blast: guarantees a tier up in madness

    Shock Therapy: half a tier in madness per blast

    Silent Doc builds are dead, because add-ons that effect terror radius now effects cooldown of Static Blast only.

    Etc. Minor add-on tweaks except for add-ons that effect the shock therapy delay post usage.

    What are you talking about? They did not nerf silent doc. Most of these add on changes are a buff, the only thing you could consider a nerf about these changes is his very early game when no one is in madness.

  • @BigBrainMegMain said:

    Did you go for the unhooker?

    What were your actions after the survivor was unhooked?

    Did you not find anyone else?

    How is it the survivors fault you couldn't get to anyone or everyone else?

    Unless the unhooker is hiding like a coward and not taking aggro I don't tunnel the guy off the hook. I just so happen to be good enough to down people fast as well as predicting where others go and thus downing them quickly too. Sure every now and again I find someone who gives me the run around but most of the time people last less than 30s in a chase, 10s to hook them then down the guy who was unhooked because he isn't healing he is working on a gen 10ft from me. You don't counter DS, you ignore the survivor who has it or you take a huge stun, either way you lose map pressure no matter what you do.

    in DS Comment by HollowsGrief
  • @Reborn2020 said:

    https://us.v-cdn.net/6030815/uploads/015/3AOWWHXS1A5I.png

    4ked against 3 man swf. All swf members have over 1 000 hours and there s one solo player with 150h.

    They struggled to fix 2 gens by the way thanks to "nerfed" ruin.

    But i guess those survivors just did some mistakes which led them to total destruction.

    How about you show me a screen shot of that with you playing as Clown and add a couple of toolboxes into the mix while you are at it, then you can make sarcastic posts like this one. While you're at it, make it a map like Rotten Fields too.

  • @Fibijean said:

    The EGC is not designed to give the killer kills or put pressure on the survivors, it's designed to stop the game from being held hostage. That's why it slows down when there are still things to be done (heals, hook rescues, etc.) because it's supposed to be forgiving - it is not and never was meant to make surviving harder.

    If all this is true, and I believe it is, how come they nerfed Remember Me? It use to be a solid endgame perk now it is trash and never worth using.

  • @Peanits said:

    To play devil's advocate here, what are you aiming to fix with this? The EGC isn't made to give you more kills or force people to leave while there's still things to be done (saves, etc.), and if they do refuse to leave, you can always open the gate to force them out yourself.

    If it isn't mean to force people to leave then what is the purpose of it? I was under the impression it was meant to stop people from holding the game hostage and make them leave.

  • You want to counter a mori? Don't worry about unhooking until he is close to death, also bring a toolbox. 4 toolboxes beat anything a killer can bring, including an ebony mori.

  • @toxicmegg said:

    why can't you just stop tunneling and go after someone else? seriously, it's not so hard. if you tunnel someone and they enter a locker, just leave them and patrol gens. or waste your time complaining and waiting in front of the locker, or eat the DS if you want that one survivor that bad

    You say this, but what you really mean is "just leave this survivor alone for 60s and don't do anything to interrupt their gen repair time." That is the problem with DS, slugging someone off the hook is not "tunneling" them, it's stopping them from doing a gen, and forcing their teammate to come get them up and heal them which is NOT TUNNELING. You really think that a killer should just leave an injured person alone when they come across them? DS should prevent an immediate rehook, which it does, it should not prevent the killer from interacting with you at all.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125044#Comment_1125044

    I think the issue here is a matter of expectations. The EGC is not really meant to help you get kills, it's meant to get rid hatch standoffs and end the game so survivors can't hang around all day and waste time.

    I think what he is saying is that 99% the gates eliminates what the EGC was meant to do: end the game. No one wants the EGC to help killers get kills, we want it to force survivors to escape and end the game, 99% the gates eliminates the EGC's ability to do this, which is what many people see is the issue, not the fact it doesn't help them kill people. I believe that 99% the gates removes the entire purpose of the EGC, which is why I believe some kind of gate regression should be a thing because it forces the survivors to actually open the gates and leave, and while yeah the killer can go and do that themselves, what if they have someone on a hook and another one downed by the hook, they should leave all that pressure to open a gate?

  • I think the point of this thread is that none of the "second chance" perks are overpowered by themselves, it's when combined and typically on 2-4 of the survivors in most games. I play red ranks every season and this is by far the norm not the exception. These perks are as common if not more common than "meta" killer perks. I deal with these perks constantly and it is extremely boring and stressful. Every single survivor runs DS, 3-4 run unbreakable, 3-4 run DH and the last perk is a mix of either IW, Adrinawin or BT. Put this on the entire survivor team and add in some toolboxes and it is just stressful, unfun and entirely unbalanced.

  • @CrescentGent said:

    Before I continue, let me preface this with "I'm a killer main" but I also play Survivor and I have been a fair amount recently.

    Anyway. Recently, I have gotten into 3 games, back to back with The Oni. Now the way to beat the Oni is to gen rush him, don't both healing. However, personally, I feel that the Oni should be nerfed in many a capacity

    For a start, he can whip around corners with his demon dash, who came up with that and why? With the Billy, it's a tad different, you have a chance to miss but with the Oni, it's near impossible to miss. Especially around trucks etc.

    and lastly but certainly not least. He gains blood fury ridiculously quick, I get the idea of the power but my god, he can go from Blood Fury to Demon Dash to Downed Survivor to Hooked Survivor and back to Blood Fury again within easily 1-2 minutes if he's efficient. Why?

    Please, nerf him.

    Also, off topic. Why did BHVR feel the need to remove the thing where you can't leave the trial with a bear trap on your head from the Pig, that's literally her entire kit and is precisely the point of the bear trap and yet they removed it. Now Pig mains get to be bullied at the gates and still escape, nice one.

    Bruh he is literally just a weaker in every way Billy. Why are you crying about this killer of all killers?

  • The simple fact they lost to him with all these second chance perks shows how utterly overpowered they are when combined together. This team that he curb stomped was very VERY obviously way worse at the game than Otz, he was so far above and beyond them in terms of skill it is just silly, yet they came that close to winning, due to their perk choice. Sure he as using a meme add on and meme perks but that isn't the point, most killer perks dont effect you having 3 people already downed or hooked with the 4th one in a chase injured. No matter what perks/add ons he used, if they didn't have all these second chance perks the game was well over in just a few minutes, and that is the problem the OP is talking about. These perks allowed a team that had no business winning vs Otz to nearly escape which is what the issue with this video is.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1111189#Comment_1111189

    Not really sure why Killers feel so entitled to a 4k, there should always be a chance for a survivor to escape, even if its not that high. The hatch mechanics by themselves are still killer sided because all killers have faster movement speed so they can cover more ground searching for it

    Not sure why Survivors feel so entitled to a escape. Your team didn't finish a single gen and only 2 people are left alive? You better believe I'm going to slug for the 4k, you don't deserve to escape at that point, your team already lost you are simply dragging it out by hiding in lockers waiting for the hatch to spawn.

  • Opening the hatch with a key just needs to have a progress bar that takes some time to open. Very rarely do people just "escape" with the hatch when the killer isn't around if they use a key, it is almost always with the killer right on their butt and in their face, which I think is what people consider to be the most frustrating thing about keys. Before you could grab them and stop the key entirely, since EGC you can no longer stop a key in any way shape or form. No one was crying about keys before EGC, that is because they had "some" counterplay to them, which is all the devs need to change about them, add counterplay.

  • The only thing about this that needs to be changed is someone killing themselves shouldn't screw the killer out of his points/emblems.

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