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LeFennecFox

LeFennecFox

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  • @Rokku_Rorru said:

    Hi it's a simple post,

    Killer instinct shouldn't proc on those who are in lockers, this doesn't effect those who use the effect on other killers like Pyramid Head, Sadako, Twins etc. I feel this is a change that could help solo queues deal with legion but also allow synergy with perks Iron Maiden to pressure those who choose to do so (you know their own perk).

    I just think feral frenzy should only really be effective in a 4 hit if survivors are being greedy/altruistic trying to clump together, a survivor who recognises deep wounds and that feral frenzy is active should be able to hop in a locker and hide their killer instinct before he approaches, giving some kind of interaction to the power.

    Its absurd there is little to no interaction with feral frenzy with how it is, this is coming from a Legion main, and would allow people to avoid the mending simulator situations by having more ways to avoid the power other than running.

    That or make perks like distortion counter it but... I prefer the locker idea honestly.

    So basically nerf an aspect of legion's power which is already really weak so it's even less common to get value? You maybe get ~1-2 instadowns a game from it unless it's a huge map or survivors are severely misplaying.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089420#Comment_3089420

    I play solo survivor (and killer). There's never been a time where I had no chance of losing. If you're interested, though, SupaAlf streams his Nurse gameplay and is at 290+ consecutive wins. He started the streak well prior to the patch so it's guaranteed -- no chance of losing -- to reach 300. And 400, 500. So much for the invincible solo survivor.

    A singular killer being too strong on someone with thousands of hours on her who used to play competitively is pretty unrealistic. He also runs starstruck (remove special attacks please) and very strong addons (need nerfed)

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089369#Comment_3089369

    yes, they dc because the huntress was able to throw a hatchet and then m1 in 0,5 seconds or so. On top of that, she slugged the 2 who DC and even with 2 left, she slugged so we couldn't get hatch. real fun

    How is this any different than huntress before the update? She could run wind up/cooldown addons before 🤯

  • @StrayChowChow said:

    Right now, Lucky Break only counts how many seconds you actually spent healing, so if you are using a medkit or heal speed perks, you will recover less than 16 seconds of Lucky Break. I think it would be great to make it work proportionally, so you regain 16 seconds of Lucky Break if you complete a full solo heal on another survivor, regardless of the speed you actually healed at, so if you're running Botany Knowlege/We'll Make It or using a medkit to get a fast heal off before the killer shows up, you're not putting yourself at a disadvantage.

    It was already really good before when you had to heal quickly to keep the effect so I think it's fine as is.

  • @Onyx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087113#Comment_3087113

    Can you run a baby killer for more than a minute and still win the game?

    If my teammates are gen jockeys as they're supposed to be since that's the entire objective of the game I will win

  • @xphillipx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087113#Comment_3087113

    I can see your confusion here, you hide the entire match and get hatch after your team dies trying to do the objective. Nothing has changed for you since the update so you can't understand why people think this way about how the recent overall killer buffs on top of nerfing the 'default' survivor loadout at the same time creates an unwinnable scenario for normal players. This thread is more for the people who run the killer AND do objectives.

    What is this even supposed to be mean? I run m1 killers for 1-2 mins unless the map is dead and s tiers for much longer than the average joe while being a gen jockey otherwise. Have I been winning less after the update due to teammates not doing gens and going down sooner? Sure but that's purely because of solo queue just as before you could run the killer forever and have no gens pop. Have you yet to get a match where all 4 teammates can loop and do gens because it's rather obvious when the last gen pops with the killer only having 5-6 hooks even running these "op" slowdown builds because survivor is still the stronger role against almost every killer if people have a brain.

  • The problem is that thana can make a gen take 115.3 seconds instead of 100 seconds last patch + Gen regression gets more value since you can have 15%(normally 13.5s) of a gen that took 20 seconds with max thana taken away with PR. It also combos very well other slowdown like gift of pain which doesn't necessarily combo, but it makes them eat the 16% to avoid thana while also not being a super easy down with faster pallet breaking etc. Thana can still stack as well on top of that if not everyone is healed so it's either the 16% + any thana stacks active or you eat up to 22% of thana.

  • @BlightedDolphin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087157#Comment_3087157

    No where near as good as the old meta but there are some useful ones.

    OTR, BT, Unbreakable, Prove Thyself, Deliverance, CoH, Kindred, Bond, Rookie Spirit, Sprint Burst, Lithe, Overcome, Windows of Opportunity, Adrenaline, Lucky Break, WGLF, Repressed Alliance, Vigil, We'll Make It, For the People, Alert.

    Again, not as strong as the previous meta but still some solid choices.

    There are still super strong perks left people were just meta slaves and only ran DH DS BT IW when sprint burst, prove thyself, and deliverance existed.

  • @MikaelaWantsYourBoon said:

    Spirit does not need another nerf, she is alright.

    Her addons definitely need a pass they were strong before, but now they're even better. MDR, Amulet (Duration still gives 75% faster recharge rate when the green recharge only addon gives 25%), Teacup/Uchiwa, Cherry Blossom really shouldn't exist the way they do.

  • Her top addons need absolutely nuked (range/3 blink) and removing special attacks is probably the best way to stop her potential to end games way too easily with perks.


    Haunted Undying Retribution Devour: One person cleansing haunted and the game can end there. Don't cleanse her devour before she can get 3 hooks which is rather easy you just lose because she can instadown 2 people with devour and then get out of there and protect totem as her last stacks come in.

    Starstruck + Agi: You're forced to basically stealth and get off gens because she can snowball insanely easily if you're caught

    Myc + Monstrous + PR + Floods of rage: Deal 15% of a 90 second gen and then proxy a hook as the hook timer goes down so early people are forced to get off gens or they reach next stage and when they do simply get your free instadowns


    <Insert any m1 addon here> gets 1000% better on nurse since you not getting value is very unlikely when you can land a hit in 10-30 seconds almost every time

  • @tamsmi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087116#Comment_3087116

    i think solo q plays a part in it you're correct. but ive literally had games where we could barely finish one gen thanks to thana, jolt, scourge, pop or whatever else they wanted to stack on TOP of the slowed gen times. and this is with everyone really trying to do gens. you get a small map and a killer with stacked slow down and high mobility and its just gg

    Thana: 100% didn't need the buff and besides legion/plague there are tons of healing options that get better and better every update

    Jolt: I only see being a problem on nurse or survivors grouping up for absolutely no reason

    Pain Res: Actually shouldn't exist in the way it is. Was buffed with gen time increases and it can take like 20 seconds of worked time if 4 stacks thana is active while they did the time

    Pop: basically a joke now since it only beats out Pain Res when the gen is >75% by a small margin

    Overcharge: Ehhh after ptb nerf

    COB: Actually pretty alright still since it's 60 seconds of ruin with surveillance info. The real issue you might not have noticed is that there is a bug and it regresses even after you tap the gen without giving an indication it might also happen with overcharge or it happens only with overcharge not sure

    Dying Light: Pretty bad unless you happen to be chasing non obsession always and get lots of hooks quick

    Gift of Pain: Might combo with thana a little too well since it's a strong 16% ignoring other injured survs and if survivors heal to counter thana they heal slower too. If they don't heal against a competent killer they will be at risk of having too short of a chase and can't go for unhooks.

    If you're not going against an insanely strong killer and people are actually doing gens immediately you will still pop 2-3 gens first chase before any slowdown is really going to start showing itself. The problem is that people simply don't do gens and generally your teammates are going to be very bad and stealth a lot.


    I think a lot of the gen slowdown could be tweaked some since combined they can be a little oppressive w/ new gen times + the value of the remaining gen regression increasing with the time worked vs % gained being way worse.

  • Blah blah blah hug tech is just a flashy risky move that blights will throw chases to do and is only useful in a few places/getting around awful collision on maps and indoor maps.

  • @tamsmi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087113#Comment_3087113

    i do run killers still thank you very much. would you like to see my clips? i have many. the problem is, the gens still dont get done with the longer gen times. ESPECIALLY when you factor in all the slowdown perks these killers are stacking.

    Is that a problem with solo queue or the killer buffs? Solo queue has always been terrible when it comes to gens there is just less leniency when it comes to not doing gens.

  • @tamsmi said:

    im sorry where did i request that? i said i wanted killer buffs toned down a bit. the only reason im losing to people worse than me is because they are buffed beyond belief

    If you can't run a baby killer for over a minute with this update you're the baby

  • The changes aren't that insane on most killers it's just that solo queue teammates being generally inefficient isn't viable anymore without dh extending most chases a ton for free + hold w getting nerfed some. Two people going for a save while someone in chase means 0 people on gens and in the end they'll probably double heal the person off hook and only then travel to their gen to work on it after that. People following the killer with a flashlight too much? You will lose the game now there is less margin for error and having 0 information for solo queue can mean an instant loss unless you actually get 3 competent teammates who stick to gens whenever someone is being chased.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085465#Comment_3085465

    My point for lucky break is that it initially launched with very safe values as most survivor perks do. This isn’t the case as often for killer perks (PR, Deadlock, Call of Brine, Starstruck and pentimento all launched with fairly high values)

    Not to say it doesn’t happen at all for killers. The likes of eruption, Gift of pain an oppression are all perks that launched pretty weak. I just feel like killer has been more opportunities to get strong perks at launch

    The narrative that lucky break was weak before this update is funny now it's pretty nuts

  • It should have stayed 1 second that or they need to make the animation match up with the endurance time you get

  • @PBsamichShoe said:

    Please make an exhaustion perk that activates when the player decides for it to activate by pressing the active ability button.

    It doesn't have to last long.

    It can still cause exhausted.

    It doesn't need to give the player iframes.

    It only needs to give me some fixed amount of distance when I want it to.

    That's it.

    You are describing basically old dh where the i frames were never guaranteed but was still ran by almost everyone

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083427#Comment_3083427

    Deja Vu plays in the killers favour. They can already see the three closest gens and choose to defend those to ensure they get a 3 gen. Survivors attempting to make use of their repair buff will be sitting ducks.

    Is this a serious post? You can't ignore 3 gens because "the killer will be trying to protect it" you are purposely losing before the game even gets to midgame because you can't pressure 3 gen while killer is in chase. Sprint burst literally exists to work in deadzones and get out of bad situations like this safely.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082534#Comment_3082534

    They reduced fun parts (chases) and increased unfun parts (gens). Why are you surprised that people don't want to just M1 all game against 4 slowdown guaranteed loss?

    Guaranteed loss 🤣 hop on 3 gens and have someone drop as many pallets first chase and 3 gens still pop. You're the teammate who does nothing when I run killer for 2 minutes because you want to win without doing the objective holy entitlement

  • It's still heavily in favor of survivors that are coordinated solo queue teammates are useless though so expect 0 gens to pop for a long first chase instead of 3

  • There is a small time period before the stun part of the pallet drop activates so if you're right on a pallet and they swing as it drops generally you will get hit. Ping is also a factor for stuff like this since apparently if the killer doesn't see the pallet dropped on their end you basically never dropped it.

  • @Viskod said:

    I think debuffs to repair speed need to be capped out at 30%

    In a vacuum there's nothing wrong with Dying Light, Thanatophobia, Scourge Hook: Gift of Pain, and Hex: Pentimento but being able to combine them to reach nonsensical levels of repair slowdown is well, dumb.

    Using a combination of Dying Light, Thanatophobia, and/or Gift of Pain to reach 30% is fine.

    Using just Hex: Pentimento to immediately reach 30% is fine because of its nature as a Hex Perk.

    But the ease of use when combining Thanatophobia or Dying Light (or god forbid both) with a Hex: Plaything/Pentimento combo is just a miserable experience for survivors, and I say this as a killer who loves Plague and Legion and who has experimented with such a build.

    You're going to lose games if you seriously go out of your way just to cleanse plaything anyways. Literally 0 point unless you're on an indoor map

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2952641#Comment_2952641

    At high level gameplay, like competitive for example, it very much is a core mechanic, especially where add-ons are restricted. In pubs, I doubt it would make a huge difference, but I dislike the removal of any hard-to-master technique that lets players demonstrate skill and mastery.

    Have you actually watched a competitive match of blight? You're forced to use double speed addons and almost every hit you will ever get will be from fast bump logic instead of a gimmick. There is a form of a hug tech that is much less obvious that let's you practically instantly start hug teching and rushing but that's only used sometimes at certain tiles.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2952693#Comment_2952693

    You should try rereading what was actually said. You seem to really struggle with it. Hug tech is not that strong, and even its removal is only going to move him from high S to low S/high A. Removing sliding entirely would be removing a core mechanic, but that isn’t what’s being done. The sass from someone who was proven wrong is hilarious though.

    Fun is subjective and is not a good standard for balance. Also, Trapper is one of my 3 favorite/most played killers, but keep assuming nonsense, it really just proves my point.

    Ah yes, comparing it to a killer not designed for going through walls being bugged to be able to go through walls with an inherent instadown power.

    Why are you responding to something literally nobody said? Literally nobody in this thread except you has said "this was supposed to be in the game". I can adapt, but that is not the point of this thread. It is better for game design to incorporate and balance around it.

    Also Nurse is balanced already outside of range addons and three blinks, but that is completely irrelevant and off topic.

    Try actually reading what people say, then try again. You keep making up strawman arguments literally no one is talking about. Is everything okay? You need help? I pity you.

    https://forum.deadbydaylight.com/en/discussion/comment/2952738#Comment_2952738

    And this is precisely why I mentioned incorporation of a mechanic is what allows for further balancing around it.

    Hug tech will not change his ranking at all if anything it will encourage flashy blight mains to actually run tiles correctly instead of relying on a gimmick

  • Do people actually think hug tech is ever worth doing over just bumping? You were already dead if you're in a position where a blight can do a hug tech and even then it can be avoided/flared it's just for style points in 99% of situations.

  • Just wait until you're practically on top of someone and bump once for a hit

  • @Seraphor said:

    OtR overhyped?

    As if BT hasn't been an essential meta perk for years. How could a personal BT that doesn't rely on another survivor, that comes with built in Iron Will and Distortion, not be a meta perk itself?

    Because the killer can hit you immediately off hook 🤯 so it must be bad. I don't even understand this argument because you guaranteed the killer can't wait 5 seconds and hit you down instantly because a teammate is farming. As long as you have 2 seconds before the killer can reach you sprint burst practically guarantees you can get to a loop and keep your endurance. If a killer seriously wants to tunnel you that bad you now are basically healthy with iron will and anti aura reading. Even better run it with deliverance and a lot of the time even face campers will step away a little too far to scare off your teammates and you're out of there.

  • @Sumnox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081361#Comment_3081361

    I never expected any perk to particularly replace Deadhard, but that still doesn't answer my complaint. The point is there's absolutely nothing that comes near in terms of usability and power to what we had before, and things that didn't need any nerf got a nerf (Iron will) and things that got buffed are still dumpster worthy (Lightweight, Pharmacy)

    Survivor shouldn't have been that strong to begin with the game has always been in favor of survivors and it's just now reaching some type of balance with some tweaking still being needed to slowdown and a few perks. These changes don't come with blight/nurse adjustments though which is scary and I'm seeing a lot of boosted nurses running strong perks. Solo queue is impacted the most because 2nd chance and dh no longer artificially extend chases and m1 killers stand more of a chance. Solo players actually have to be wary of doing gens and they clearly don't care to considering my matches where I loop killer for 2 mins and 1 gen pops. 100% survivors should see each other when someone is hooked so 2 people aren't running to hook while someone is in chase.

  • @Biscuits said:

    I win 100% of the games I am able to get use out of deliverance while running off the record. It is easily the most broken interaction you can do as a survivor right now. I also unhook instantly while they are in range because I want them to chase me, and 9 times out of 10 they just don't. I would take killing dead hard for off the record any day of the week.

    Yea I've just been running Deli OTR SB and just jump off the hook and if they chase me it's going to be long enough for them to throw the game. People act like there aren't strong anti camping/tunneling options still like kinship/deli nope gotta chase killer with flashlights & head on and cry that you lose while doing 0 gens.

  • @Sumnox said:

    There is no meta.

    Anybody who says "There is this new meta in the making that will replace the old one being equally or even SIMILARLY strong" just lies, knowingly or not.

    The strongest perks are still in fact the perks that haven't been reworked yet.

    Lightweight is overhyped

    Pharmacy is trash

    Off the record is overhyped

    Deadhard is trash

    DS is trash

    BT is irrelevant together with Off the record because they cancel each other out.

    So, all in all, we were robbed actual good strong perks, and we were given absolute garbage in exchange.

    Of course, every entitled killer main (not all killer mains are entitled mind you) and people who claim they only play solo Q and it's just not true, will praise and sing anthems about the new meta.

    Those same people are facecamping and tunnelling you with 4 gen regression perks.

    There is obviously a new meta even if it's just leftover perks that were very strong beforehand, but skipped on because everyone used the same build aka DH DS IW BT. I don't see how the strongest role in the game could be "robbed" of an easy to use always available chase extender that can't be played around and a perk that guaranteed immunity to the exit gate (Stun time needs reverted for sure).

  • @Gary_Coleman said:

    I'm consistantly getting 4 gens done by myself in soloQ survivor games. If anyone could just do one gen we could potentially escape. I'm not even using tool boxes. Everyone dies with 1 gen left, every game I've played tonight.

    The extra 10 seconds isn't that big of a deal. My build has been Lithe, Windows of Opportunity, Boon: Circle of Healing and Alert. Nothing spectacular. We don't really need 3 people to run the killer every game.

    I'm even unhooking and healing people while I get 4 gens done. Even against Nurse. I need your help with gens. Thank you.

    New gens means solo queue teammates can't be absolutely useless anymore and follow the killer all game/stealth. People upset need to realize that you actually have to do the objective now to win what a surprise. Solo queue teammates do so many things wrong and with the new gen/slowdown times you can't carry their dead weight.

  • @[Deleted User] said:

    Feel free to correct me if I'm wrong. But prior to patch 4.7, Freddy could run Swing Chains/Jump Rope along with Thanataphobia and force gen speeds up to 105.6 seconds. Taken directly from the patch notes, "The Nightmare has been overperforming for some time, and his game slowdown addons were still causing more frustration than we would like".

    This was in May of 2021. So last year, it was acknowledged that 105.6 seconds was too slow for gens. It was frustrating. His add ons were changed so the Forever Freddy build was no longer possible.

    Fast forward to July of 2022. Gen speeds have been changed to 90 seconds at base, and Thanataphobia has been buffed to a max of 22%. Meaning literally every killer on the roster is now capable of gen speeds (115 seconds) greater than that which Forever Freddy was capable of (105.6 seconds).

    What changed? Why was 105 seconds too frustrating last year and 115 seconds acceptable this year? I don't really understand the logic. It still feels way too sluggish and unfun. And the slowdown reaches a point where survivors aren't being rewarded for good plays. Which was the whole point in nerfing Forever Freddy in the first place. It reminds me of the initial DS nerf only to see Mettle of Man pop up the very next patch.

    Jump Rope (Version right before patch 4.7): -4%

    Swing Chains (Version right before patch 4.7): -2%/survivor assuming -8%

    That version of Forever Freddy should be 113 seconds


    Forever Freddy rewarded you with ~11 seconds to a gen without thanat for doing absolutely nothing passively which is why it got nerfed base kit gen slowdown is a pretty bad idea since it messes with perk balance. Thanat is a weird spot because healing has been getting progressively better every update, but killers that counter healing get way too much value old thanat 4 stacks added 20 seconds to a gen vs adding 25 now which is a little excessive since that's 35 seconds longer to do a gen with gen time changes.


    The longer gen times in general against killers without strong chase don't mean much in reality for any group besides solo queue. Competent survivors will drop as many pallets as needed in the first chase and still pop 2-3 gens making the slowdown only matter mid to late game. So is it purely a gen problem or solo queue problem?

    1. Watch lilith's video on how to run tiles as blight so you can see what the confirms are so you don't run the tile in a way that gives him a very easy hit.
    2. Be patient, but also quick to react
    3. STOP BEING GREEDY. A decent blight can and will get you at tiles when his power is up. Don't be afraid to predrop/drop pallets a little early because if you give him very quick downs the amount of pallets on the map won't even matter he will hook you and immediately start applying pressure across the map so every extra second you have in chase helps
    4. Learning his timings/track number of bumps he does. His power recharges at 2 seconds per token so you can know exactly when his power is up to know whether you can continue running the tile or drop pallet early.
    5. Playing unpredictable can help a lot too like knowing he can get you if you run the tile normally and going outside the tile to force him to burn another rush which could be his last. If he somehow reads your moves too well he might be running the aura reading addon so watch out for that.
    6. Actually learning blight makes him much easier to play against since you know his general limits ignoring addons such as how fast he can run around tiles, where he needs to bump in order to catch you, and his turnrate/lunge.


  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/336237/brace-yourselves-survivors

    Any killer who says that is dumb. That perk is not OP or a crutch.

    Prove thyself was always insanely good it's just more popular now with longer gens.

  • I've played 20 games and haven't seen straight up facecamping besides endgame which is valid anyways and one pig who didn't even get to kill me because deliverance & OTR.

  • Pink addon/Alch ring blight, Range/Starstruck nurse, and bubba

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081034#Comment_3081034

    Doesn't the perk disable after you touch a gen or do pretty much anything? Or am I thinking of a different perk?

    Only the endurance disables you keep the built in iron will & distortion though

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080998#Comment_3080998

    So it's good when stacked with 2 other perks to get use out of it.

    Fair enough. I'll consider it average then. 🤣 I'm personally not a fan of any perk that struggles to get value on its own. It also gets no use at all if the killer decides to not tunnel you but that's another point entirely

    Just SB (Best exhaustion currently why would you not run it) & OTR should get you lots of value by itself it just combos well with deliverance. There is no way you get "zero value" unless you're in a complete deadzone and killer has complete LOS on you which SB will help prevent letting you use the old iron will bonus.

    Old DS was the same thing but everyone still ran it even if it got no value. The aura reading protection and iron will stay even if you're not tunneled so you can travel to and work a gen while being "Off the record" and you might even get value if the killer comes to that gen soon after you 80 seconds of ironwill either way.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080931#Comment_3080931

    I guess we'll have to agree to disagree on the OTR because I've yet to hear or see a scenario where you can gain a lot of value from that perk.

    Unlike Saboteur which I get a lot of value from every game consistently. In fact I had a game last night on Garden of Joy against a Bubba who was only able to down 2 survivors the entire match. Now because I happened to be in the right place at the right time, I was able to get 2 Sabo plays thar deleted all the work he had put into those 2 downs.

    When I see OTR have even half of that kind of value, I'll consider it a good perk

    You delay the killer while getting iron will, distortion, and an extra health state wym? Even when being hit immediately off hook you should still get enough distance to start looping. A really good combo I've been running is Deliverance, Sprint Burst, and OTR.

    Example from a match I had:

    Ran pig for 3 gens and had deliverance up and she facecamped. She stepped a few feet away for a second so I get off hook and used sprint burst to reach tiles and started to loop for a minute just playing safe and dropping pallets early until she hit me and proc'd OTR so I was able to reach even more pallets. I waited until she was attempting a mindgame and just left buying more time with the ironwill/lb. By the time I was downed again the gens were done and my teammates double saved me and I was just out of the gate.

  • @Johnny_XMan said:

    Umm are you a bot?

    How do you have a reply ready for me when I have posted it 2 seconds before. LOL

    Also, I am not complaining about anything. I am letting you know that your theory that OTR is going to stop a killer from tunneling is wrong.

    There is nothing you can do to stop tunneling you can make it very unattractive and waste their time with OTR while gens pop that's the point. You get iron will + an extra health state you shouldn't be instantly going down a few seconds off hook unless it's bubba or nurse/blight. Sprint burst also let's you gain some good distance and even avoid burning your endurance before you reach a pallet unless it's a complete facecamp and your teammate is farming you off hook without a double save to bodyblock.

  • @BadZilla said:

    https://us.v-cdn.net/6030815/uploads/N3EQEPXGPQ2B/1.png

    I waited like nearly 17 mins or something it took forever for me to play killer and in the lobby someone didn't want to press ready so everyone keeps leaving ..

    Moved to play some of the doomed solo q and I had one of the most scummy nea's and trickster's, he had the red addon that exposed you quickly and he just face camped everyone, we managed to finish the gens since he tunnels and face camps but this nea didn't get hooked at all not even once and she didn't unhook anyone she's just hiding till everyone dies so she can get hatch.

    Survivors are suiciding on hook and disconnecting, killers tunneling and facecamping with all the op buffs..

    It's either this or 17 min killer queues, this is the first time I'm considering to leave it's not worth it.

    Kinship/Deli/OTR are your best buddy if you want to make camping a huge time sink hard to communicate deli though unless you're on crossplay off pc.

  • Survivor is still considerably stronger than the average killer even with these changes while the killers that don't need these changes benefit too much (please nerf blight/nurse addons into the ground).

    The major issue is that now solo queue doesn't have insanely strong second chance/dead hard to artificially extend chases easily. I don't think it's that solo queue is worse it's always been terrible, but the way your average solo queue teammate plays isn't going to work anymore since you have to actually be gen efficient and get good gen spread.

    Having zero information by default about someone else going for an unhook, a slugged survivor, or who is working on gens makes it hard to play optimally. 2 People for a save while another person is being chased means 0 people on gens for that entire length. This is why you run the killer for a minute and when you're on hook you see 3 people around each other after an unhook with little actual progress for the work you put in.

  • Off the record (Def not a trash perk lmao), Deliverance (Was already amazing before now with OTR if they tunnel you many gens should pop), Sprint burst/Lithe, Prove, BT, Botany (Healing creep moment), Adrenaline

  • Practically instant survivor/killer queues for NA East

  • Survivor players when chases aren't artificially extended 30 seconds by one perk and they actually have to be gen inefficient instead of spending their timing messing with the killer and opening chests 🤯

  • Whole separate issue they talked about adding those icons forever ago yet we're here. It doesn't take a rocket science to put something together to let people know ######### is going on with your teammates.

  • @Marigoria said:

    I have to agree with you. They just added way too many training wheels for killers in this update.

    Everyone was complaining about dead hard and it was fairly nerfed. They didnt have to touch on anything else on either side.

    I'd barely call making m1 killers viable instead of pallet eating + holding w simulator training wheels. I'm super confused how people can justify how terrible the majority of the killers were in chase do people just want to go back to free outs?

  • @jeremycarinio said:

    yes, they were successful at removing Dead Hard as meta.

    now, nobody uses it anymore, and killers are now getting free hit.

    good job making a good perk now a TRASH.

    even with change, its still buggy as fock.

    Sprint burst still exists 💀

  • @Derix said:

    I'm not sure on anyone else's experience today, maybe survivors as a whole are just getting used to new perks, and all of the try-hard killers are out to play today but games have not been fun. I normally play killer a majority of the time but this has to feel brutal for solo queue players. Make kindred basekit or something.

    Mix of not knowing what teammates are doing (Why haven't they added the action icons yet), boosted survivors getting their mmr adjusted, and m1 killer buffs making them more viable

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