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HollowsGrief

HollowsGrief

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HollowsGrief
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  • You are aware he could of d/ced right? That happens to me sometimes, I'll be chasing or even outright winning the match then I suddenly d/c and it kicks me out of the match.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2156658#Comment_2156658

    I want it to be more effective at its intended use. Making it work on both hook stages would discourage tunnelling after being DSed and would make it feel like a more worthwhile choice

    Yeah but having 5 hook states is broken af, the perk does it's job of stopping the immediate tunnel off the hook. You aren't meant to feel safe coming off the hook all trial long. Sorry but even in it's current state it's still extremely strong.

  • It's fine where it is, it doesn't need a "buff." It is a free escape if the killer tunnels you, that's like a 4th hook state which is crazy strong and no it shouldn't get a second use. People can't abuse it now but that doesn't mean it needs extra power, honestly most survivor perks are already to strong to begin with and after DS being the best perk in the game since it was added I think it's fine to NOT be the best perk. Let it rot with old MoM. Use it to avoid being tunneled but if you want more value then run something different.

  • This window has always been a problem, it is way to strong and will likely stay that way. This dev team has no desire to fix unbalanced maps, I mean just look at what they did to The Game for crying out loud. They make maps and tiles like this because they either have no idea how strong they actually are or don't care, as for which it is who can say.

  • They weren't really buffs, more like fixes for things that should of never existed in the first place.

  • I had a full swf of no mither + breakdown clowns who sent me to the "new" asylum and I had to just slug them until they died, it was extremely boring and I'm not even slightly surprised that the devs have left it in the game as long as they have. I had 1 hook left on that entire map other than the basement, every inch of that map was a total safe zone and half the time losing just one hook made an entire spot safe. The 8 hooks per map thing is bullshit and this bug just proves that.

  • When they re-rework the maps again and actually add grass to the ground.

  • Depends if you want to factor in typical solo que matches or not. If you include a typical solo que then yeah he is A tier but if you are talking about him dealing with actual good survivors no he isn't, he is B tier easily. When I swf I legit never struggle to escape Freddy, he is a pub stomper but not actually a top tier killer, this is honestly the reason I rolled my eyes at the nerf, he should of been made harder to play not actually weaker but eh this is bhvr after all so I'm not surprised.

  • From my understanding (which I could very well be wrong) I believe every survivor and killer is going to be getting a graphical enhancement. But if I had to pick the very next I guess I would go with my favorites, Kate and Ace.

  • You think the far stronger of the two perks should be buffed to fully counter the already weaker perk? Okay.

  • No one cares. Trickster is a laughably weak killer and you shouldn't be impressed with yourself for looping him for any decent amount of time.

  • It's fine, how often do you see a Myers oppressing people with it? On paper it's busted sure, and in a good killer's hands it's busted af as well but it's not something that is abused and honestly I enjoy that Myers has an exclusive add on like that. I think it should stay as is, leave it alone no need to try and reinvent the wheel. If you buffed Myers to be on par with killers like Billy and Oni then sure nerf it but as it currently stands it's a perfectly fine add on on a killer that is mediocre at best.

  • They should be called: "Attention Checks" because lets be fair, that's all they are lol.

  • @PokemonGOPlayer said:

    It has been proven multiple times that Trickster just has a very high learning curve, learn how to play him before complaining, the right add-ons can make a massive difference in outdoor maps.

    Oh yeah you wanna sight those sources hmm? Cause I'm pretty sure you just pulled that out of your ass. If you have nothing constructive to add to the conversation at least have a witty funny remark, otherwise you should keep things like that to yourself. "Proven multiple times" what a joke.

  • A Trapper who doesn't use his power is stronger the trickster and that isn't an exaggeration. Trickster is actually a joke, he isn't just weak he is a literal meme just like old freddy, he is actually weaker than old freddy because at least old freddy could make a comeback endgame, this guy is just trash.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141594#Comment_2141594

    It has nothing to do with Deathslinger being the "power role". It has everything to do with the survivor's skill making very little difference in how long the chase lasts for. The killer should always have the advantage in the chase, but both sides should be able to extend or shorten the chase with good play or it's not going to be fun. Most killers fall squarely into this bucket. Deathslinger does not.

    Survivors do not need to make a mistake for most killers to land hits. Playing flawlessly usually just buys you time, and that's exactly how it should be.

    How about you read the entire post instead of just the first sentence before commenting.

  • Sorry but the devs only like "buffing" one killer perk every 5 months, maybe in 20 years they will be fixed.

  • People hate on Slinger because in a chase he is the power role where as most of the time it's the survivor that is the power role. What this means is he does not require the survivor to make a mistake in order to secure a hit and survivors hate that.

  • The grind is way to much I agree, everything in the BW should be half cost and that is honestly only a start.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139727#Comment_2139727

    Uh. What?

    She gets pulled off the hook right in front of the killer and it's her fault for getting hit twice?

    You DO know that killers move faster than survivors, right? You've played DBD before?

    It doesn't even matter anyway, the dev team will never change it like that because it would require a lot of work I am sure they are not willing to put into it when they can just do something "simple" like change a number value.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139727#Comment_2139727

    Uh. What?

    She gets pulled off the hook right in front of the killer and it's her fault for getting hit twice?

    You DO know that killers move faster than survivors, right? You've played DBD before?

    You DO also realize that the killer isn't meant to be helpless at stopping a safe unhook right?

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139675#Comment_2139675

    No, your suggestion doesn't remove the abuseable part of the perk, your suggestion removes the perk's value outright. Yes, if he hits the Meg twice, he's quite a ways away, most likely, but for the entire duration of the chase, Dwight is on the ground and in need of assistance. Which means that, while old BT would probably get one person downed, your suggestion for BT would see both Meg and Dwight downed and force Felix to move in to pick up Dwight. Meaning you now have THREE people off gens, totems and gates as opposed to one or two.

    We're not saying both of them should benefit from it (At least I'm not. I want BT bodyblocks gone too.) but there should be -some- benefit. BT as suggested by you is not a benefit to survivors at all and could even greatly help the killer. Tunnel off hook and you get an almost free extra down.

    BT is supposed to be a survivor perk, not a killer one.

    Just remove collision on the BT unhooked survivor so they CAN'T bodyblock and the entire issue is resolved without hurting the perk's intended use and value.

    Ignorance is unbecoming of you. If that Meg got hit twice like that then I'm sorry but she deserves to get tunneled, that is a full sprint burst in any direction she wishes. You seem to want the perk to protect stupidity and that is a pretty bad argument I'm sorry my guy. You are never meant to full fully safe at any point during the trial, that comes from the devs themselves.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139655#Comment_2139655

    I think you're misunderstanding.

    Let's say Meg is on the hook, and Dwight is coming for the rescue with BT. The killer spots Dwight and hits him before he gets the unhook. Now Meg and Dwight are both injured, and your version of BT is active. The killer runs after Meg and hits her, now Dwight is down. The killer resumes the chase on Meg and downs her, too. All BT has accomplished here is that Dwight and Meg -both- went down, as opposed to just one or the other.

    BT, currently, can negate one hit. Your suggestion for BT would be for it not to negate any hit at all. In fact, your version of BT has no net gain to survivors -at all-.

    Yes, bodyblocking isn't fair and a bit exploitative, but I'd much rather have BT render the unhooked collision-less for a short duration than having BT not do anything beneficial to the survivors. We have enough survivor perks like that.

    The only thing I suggested was to remove the abuse-able part of the perk, if BT worked like that then the unhooked person would not be sticking around to take a hit they would be trying to get away like they should. You realize if the killer hits that said Meg TWICE then he is very far away from the unhooker who was downed at that point and he can be easily picked up by his teammate and that is absolute worst case scenario. The amount of times I actively try to avoid the unhooked person to get the unhooker only to be foiled by this bafoon standing in the doorway refusing to let me pass happens just as often as a legit tunneler if not more so. I think BT should benefit the unhooked person and ONLY the unhooked person, you guys just keep saying how both of them should benefit from it which is not anti tunnel it's just second chance.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139635#Comment_2139635

    I'm completely fine with survivors using BT to body block actually yes.

    But with your version of BT why would you EVER go for the unhooker?

    The situation is this, survivor gets hit going for the save, they save with BT, you ignore the Unhooker because with your version of the perk hitting the saved survivor would injure or down the saviour, you then just go after the saved survivor because you'll get two downs out of it, there is literally no reason to EVER go for the unhooker if you can down them just by chasing the injured saved person.

    It would literally read like a killer perk "Once a survivor is saved from the hook hitting them would inflict damage on the saviour, making them injured or downed".

    Why would you ever go for the unhook? Oh so you mean you never go for the unhook without BT on? The point is it makes you question "is this a smart idea or not?" Instead of "oh I have BT so it's fine, he can just body block and we both get out." Thanks for proving my point, I'm also going to assume you were against the DS nerf as well. You probably think keys are okay as well.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139443#Comment_2139443

    No I'm just not blinded by bias, this literally turns BT into a perk that ONLY benefits the killer by tunneling, you ONLY want this change because you'll be able to down two people by chasing one person who has JUST been unhooked.

    You want a protection perk to not protect anyone.

    I can tell if you are trolling or just missed the entire point. Maybe you should take a second to reread my original post because I have no idea how you got a protection perk that benefits the killer. I just want BT to not be an abuse-able perk that lets 2 people escape the killer unscathed. The entire point was to make it unsafe for the unhooker while leaving it basically the same for the unhooked person. Sounds to me like you just want survivors to be able to body block with BT on for a free escape that would not be possible without BT.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139421#Comment_2139421

    Killers aren't stupid, they hit the unhooker, making them injured, they save because you know they have to at that point, then the killer chases the unhooked one which downs the unhooker, and then just caries on chasing the unhooked one because literally nothing was lost and BT gave them double the pressure, making the perk literally useless.

    Yes but your entire argument is based on thinking both survivors should be able to get out of that situation because of the perk, that is why it's considered a crutch by a lot of people and promotes bad play styles. The purpose of BT is to keep the unhooked person safe, not give the unhooker someone who can body block for them, the only reason you are saying this is because you want the unhooked person to be able to body block for the unhooker which isn't anti tunnel it's second chance crutch. Unhook safely or risk going down, that's the entire name of the game.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139390#Comment_2139390

    This idea used to sound good but doesn't really work in practice, a lot of killers run STBFL, you chase the unhooked one, you hit them, the saviour randomly goes down, and you recover super quick from STBFL and then down the saved person, basically makes BT a perk that benefits the killer by tunneling.

    The point is you aren't meant to be able to safely unhook when the killer is around, BT is about saving the hooked person not the unhooker. I see no issue with the unhooker going down because it puts risk to the perk where as it currently is a crutch. Also I meant health states not a full on down. So lets say the killer tunnels and hits the survivor off the hook, the unhooker takes a single state of health so if they are healthy they just go injured, if they are injured they go down, thus adding the risk factor to unhooking next to the killer.

  • Duration of Endurance is to long if you ask me. I think either lower it to 8s at T3 or better yet make BT swap damage to the unhooker, that way you can't hook bomb without a real threat of being punished but the unhooked person can still get away.

  • I mean the only thing about huntress's base kit that needs changes are her hatchet hitboxes, sorry but throwing semi trucks at people is just dumb and there are plenty of times when I get a hit and I'm like "no that did not hit but okay game."

  • There are a number of good ideas in this thread but the end result is the same: current base gen regression is severely outdated. Gens should lose a small % the moment they are kicked and base regression needs a buff. This gives killers more control over defending gens without actually making gen time longer so it's not "boring" for survivors. I highly doubt the devs do this but it is a great idea none the less.

  • I agree, please make this a thing. (I also find it funny survivors were given this when it was always killers asking for it not the survivors.)

  • Oh okay so I was pretty close on just a guess, good to know.

  • It feels good yes, but does it help you win matches? No not really. I could be wrong, but doesn't it only shave off like 0.2 of a second from kicking or something crazy small?

  • Talking about Spirit is boring and unoriginal, what I want to talk about is the next killer survivor mains will complain and moan about if Spirit does get another nerf. My guess will be either Slinger or Doctor, maybe even Nurse is good Nurse players become more plentiful.

  • The map is almost if not just as bad as old, original ormand (pre first nerf) which is saying a lot. It's utterly unfair for the killer who basically has no chance if there is even one semi decent survivor.

  • They want Spirit and Nurse nerfed because they like long que times, they're secretly hoping to hit 30min per match.

  • Babysitter changes are great, off the record are busted af overkill though lol.

  • Being unfun to face isn't the same as being to strong.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123718#Comment_2123718

    yeah I always thought by default killers should apply a small amount of regression on kicks but might as well add it to overcharge since it fits the theme!

    Also yes, Kate is best girl (and I'll cut anyone who says otherwise!!!)

  • I'm a big fan of the overcharge changes you came up with, it would actually make the perk pretty solid.

  • I am not 100% sure but I am like 90% sure it is something they can get in trouble for. It was holding the game hostage though proving that might be harder than you think. It is at the very least something that is valid to report so you should take advantage of that feature.

  • "We want Freddy to be more strategic with placing traps outside of a chase." Also we removed almost half of his traps he can place. Okay bud lol.

  • People complain about camping etc etc but BT is one of and has always been one of the strongest perks in the game. I don't get why they keep buffing it, they legit want it to have no counters at all? I get that being camped is ######### but I see this perk abused WAY more than I see it used for anti camp, sorry but killers don't camp nearly as much as survivors like to complain that they do. What does happen all the time is some moron bombing the hook before the killer even has a chance to get away. Terrible change imo, gen rushing should of been the counter to camping, not a perk that is extremely easy to abuse.

  • I just wanted them to follow through with what they originally said and make him take more skill to play, instead it's just a basic ######### nerf like they always do. Freddy was always mediocre vs good survivors now he might actually be weaker than clown with these changes. As someone who hated how easy Freddy was to score kills with I think these changes are terrible. He is still brain dead easy to play only now he is just weak af. Also seriously nerfing PALLET Freddy, why, just why?

  • Am I the only one rolling my eyes that they are nerfing pallet Freddy? So much for a higher skill cap for Freddy, this is just a base nerf across the board with no additional skill factor on the killer players part. Also, perhaps I'm just being salty but why the hell aren't they doing anything for trash killer perks? This and last time it was only a single killer perk that got a super minor and pointless "buff" while the survivor side gets 5+. Bruh I'm so glad I quit this game, I forgot how utterly annoying it can be watching them fumble every patch cycle.

  • Bruh no offense but you are getting kind of boring now. No one thinks your troll attempts are funny or even original anymore and no one is fool enough to think you actually believe the stuff you post. Seriously my guy, find a new hobby.

  • A classic example of having your cake and wanting to eat it too. Survivors who complain about this do in fact have an option to not be slugged: stop crawling away. This isn't about being unable to play the game, this is about not wanting to give the killer their hook, it's purely selfish and petty. Most survivors who are slugged for the 4k don't crawl away to find hatch they crawl away because they would rather bleed out than give the killer their hook. No I think how the slug mechanic works right now is perfectly fine, if you dislike being slugged then stop crawling away to some random corner of the map trying to cuck the killer out of their hook; you lost the match, stop dragging it out then saying it's the killer's fault.

  • Kindred base kit and Whispers base kit are what I think they should do. Would help solo que without really helping swf and it would help remove the immersion crap that happens a lot of times when 2 people are dead.

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