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Munqaxus

Munqaxus

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Munqaxus
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  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2295998#Comment_2295998

    This shows a fundamental flaw in the game's design. Learning to play killer in a way that's fun and interactive for survivors is 1. Not intuitive, 2. A Pain in the ass and not necessarily worth the effort if all you want is kills.

    It is so much easier (and more intuitive) to stagnate and just camp the hook for kills. Learn to use complicated/buggy killer powers? Why bother? Stay in the crappy ranks, destroy unskilled players.

    The game does not push the two sides into interacting but actually encourages sticking to methods that are easy and not really fun: Camping and tunneling for killers; rushing through gens and avoiding the killer for survivors. Everyone loses out on having an entertaining match.

    Gen rushing is very rare. When you say gen rushing, your talking about BnP, Toolkits, gen speed up perks on every survivor. Otherwise it's not a gen rush.

    But I definitely agree with you on killers with tunneling and camping. Killers that do that, never learn the game. I'm surprised the Devs haven't done something to severely penalize it.

    It's not fun for survivors, it's not fun for killers and I bet killers that camp end up going to another game and playing it, because it makes DBD seem like a boring game.

  • I think what most people are talking about when they say "tunneling", they mean soft-camping and tunneling. In any rank, that isn't level 1 Red Ranks or red rank SWFs, the survivors don't have a way to counter it. Even with DS and BT, a survivor is going to go down in a matter of seconds after getting off the hook. Then they won't have DS for the second and 3rd hook and most likely the killer will wait out BT after getting hit with it the first time.

    On top of this, the few extra seconds you get with DS and BT, may not even happen because not ever survivor below Red Rank 1 is running those perks.

    You have to remember that only about 5% of players are red ranks (less in red rank 1), so you are talking about 95% of the player base can do nothing against tunneling.

  • @konchok said:

    What OP is saying is that there is a strategy that doesn't require you to play well that will guarantee at a minimum a 2k. I wouldn't use this as an example of why killers are OP, but rather why there is a core issue with some killers around hooks. Specifically Bubba, Huntress, and Hag.

    This is exactly the case. Face-camping is a guaranteed 2k and almost all times it will be a 4k. You have to remember, Face-camping killers don't level up, so they will continually get 4k and stop pipping after a point. People are saying that decent survivors won't lose to this, but the problem is, this type of strategy never runs into decent survivors.

    Face-Camp + NOED + No pip Strategy is unbeatable.

  • @Mattie_MayhemOG said:

    Sprint Burst is the selfish play because you spend the entire trial walking while your team runs from Gen to Gen. Dead Hard is much more valuable as a tool to make up for loop mistakes, which is the only way a survivor gets caught in this game.

    That said, Head On is the most fun exhaustion perk hands down.

    I hardly ever just walk around when I run Sprint Burst. I use it to get to a gen faster right at the beginning of the match or I use it to run away from the beginning survivor grouping, so I can find a generator away from other survivors. By just a little bit of time of working a gen, Sprint Burst is back and ready to get away from a killer.

    Dead Hard does not allow you to get to a gen faster or break up the beginning survivor grouping. Not using it at the beginning of the match is one of the most ineffective things you can ever do. The power of getting to another gen right away at the beginning of the match cannot be underestimated.

  • @PerfectlyPink said:

    Now this isnt really about Scott specifically or even that he's wrong about spirit counterplay, I just struggle to find the right words, and he is often at the center of these arguments for one reason or another. This is my video, I would have just made a discussion post about it, which probably would've been a better idea to get my point across, but I really don't want to type that much on a phone.

    https://youtu.be/ZY-HZqJONi8

    Any one agree or disagree? I'd love to talk more about in a civil manner

    Maybe give reasons why you are saying this and have a video supporting your arguments.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285863#Comment_2285863

    I never said using dead hard to avoid m1's and special attacks is the problem, that's something you tried to push onto me. I'm perfectly fine with people using it for that or to make distance, I have a problem with Trappers traps being ignorable when its literally the only thing he has going for him, his traps should be something you either respect/avoid or you actively disarm to deny him the benefit.

    But his traps aren't ignorable. You have to specifically use Dead Hard to get past 1 trap and it's the only way to ignore traps and it only ignores traps if the survivor sees it and if the survivor is hurt and if the survivor isn't exhausted. These are extremely specific conditions to justify a nerf to a perk, don't you think? Should a perk be nerfed just because, in very specific conditions against a specific killer a survivor happens to use a very specific perk that allows a survivor to ignore a killers power 1 time every 40 seconds? Does this seem over-powered to you?

  • @Evilhorst said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285570#Comment_2285570

    No data... alright man, guess the games yesterday were just a coincedence than. Also we are on 'No true Scotsman' territory here. There is simply no way that tru3 was going to win these games yesterday but oh well. You made up your mind already. Show me 5 games, where wraiths or trapper or pig or any killer except nurse and spirit wins against that team, mate. And even nurse and spirit seem to loose the majority of games against them. You say Stats are the only data we have and simply ignore that games like this are data too. Btw games like this are data with context. Killrates are not.

    Is Tru3talent a killer main that plays at the same level of play as one of the best DBD teams? Is Wraith the best killer in the game? If you say no to either one of those, then how is this "data" reliable for anything? How is this not comparing apples to oranges? Also, how is taking a very small subset of biased data and claiming it proves something, used in statistics, since you claimed to work in statistics?

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285791#Comment_2285791

    All of this is valid but no, since they're the trapper main and they say DH isn't a problem its ok. /s

    But you have already said that the Trapper special power isn't the problem with Dead Hard, you said the problem is a perfectly used Dead Hard can avoid M1s and Special Abilities. But again, I ask, why is a perfectly used Dead Hard a reason to nerf a perk? How does Dead Hard unbalance the game? I think we can assume you mean it unfairly extends chases, wasting killers time. But how does it unfairly waste killers times more than other exhaustion perks?

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2255711#Comment_2255711

    If he lead the killer on long chases and his team got gens done he would have chaser and lightbringer emblem points. It's certainly possible to pip by only being chased.

    You can safety pip with Iri Chaser, Silver Lightbringer and Silver Unbroken since Alturism defaults at Bronze.

    Sometimes you do get bad games and depip. It's not the end of the world. Pipping is fairly easy if you are where you should be.

    How do you lead killers on long chases when the killer comes right back to the hook and hits you off the hook. Even if you had a 1 second head start, you are going to go down within 2 feet from the hook.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285657#Comment_2285657

    So ill go with Calm Spirit and the doctor, calm spirit prevents the screams doctor makes you do since its his power. Its a good perk for him that isn't always used since the effect of calm spirit isn't applicable in every situation. Dead hard, allows you to dodge any killer attack(basic or special) or make distance, which can always be of use, as well as dodge a trap set by the killer that you would normally have to disarm...i think that's just a bit much....

    So you don't want Dead Hard nerfed because of the Trapper, you want Dead Hard nerfed because if it is used perfectly, it allows you to dodge any killers basic or special power. But just because a perk does something special, don't necessitate it needing a nerf. You agree that a nerf is needed on something that is causing unbalance in the game? What unbalance is Dead Hard causing in the game that other perks aren't causing?

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285580#Comment_2285580

    No, because im saying that you can change dead hard for this one specific instance, that technically doesn't make sense. I started by saying that you don't need to nerf dead hard but i guess you ignored that, you can change it without it being a "nerf". I didn't say change the way it worked at all except for allowing you to step over bear traps for no reason, since the point of bear traps is to cut off options for survivors at the cost of having them disarm.

    So Dead Hard should be nerfed so it doesn't negate a killers power but other perks that negate other killers powers should not be nerfed, so what makes Dead Hard different from all the other perks that negate other killers powers?

    Also, how is changing a perk so that it is less effective not a nerf?

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285510#Comment_2285510

    But i mean you don't need to nerf dead hard, just make it so you can't ignore bear traps. Why must survivors be able to ignore killer powers, it defeats the purpose of having a power in the first place.

    If Dead Hard should be nerfed, like you are saying, because it negates a specific killers power every once in a while, does that mean that every other perk that negates a other killers powers be nerfed also?

  • @Evilhorst said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285458#Comment_2285458

    Because nurse having the lowest killrate, but beeing the best killer means that these stats have to be fed with more context in order to be valuable. I am NOT saying stats are useless. I am a big fan of stats as this is also what i do professionally. But i also know that the right context of stats is inherently important. And again: if optimal play shows, that survivors have to do mistakes so the killer can win then this means that survivors in general NO MATTER the skill have to do mistakes so killers can win. It is what it logically means. You do not need any more data than this, when it comes to determine who has the upper hand. When it comes to balancing its another discussion, where many different sides have valid points. But the question of who is the power role of this game has been answered. In order to balance properly people have to realize that first and when i look in this forum, not many people seem to have realized that yet.

    There is no data that shows survivor players need to make mistakes for killers to win. In fact, that's just something some Streamer said and now is parroted back by the masses.

    I mean how does that saying even make sense. No one plays optimally, so there's no way to even test this saying.

    Look at the Tru3talent game, he absolutely did not play optimally. The survivors were much more optimal than him, but even they didn't play optimally. So you are taking a much less optimal Wraith game play with a streamer that isn't the optimal killer player and are comparing it to survivors that play much more optimally setup and are one of the best teams in DBD and comparing sub-optimal Killer game play to a much much higher optimization of pro DBD team.

    I think you would need the top Nurse killer, with the best perks and best add-ons on a map that is considered average, against that pro-DBD team before you can even compare the 2.

    (And we both know this is NOT normal game play on any level).

  • @FancyMrB said:

    Unless Trapper gets buffed DH should not make survivors immune to bear traps.

    Trappers has too many downsides to also allow a perk to ignore his power like that.

    I main Trapper and Trapper is one of the lower tier killers. However, just because 1 perk out of ~50 perks, counters, allows 1 survivor to counter 1 or 2 traps the entire match, does not indicate that 1 perk needs nerfed. Iron Will counters Spirits power, Calm Spirit Counters Doctors power, Spine Chill counters Stealth Killers powers. There should be perks that somewhat counter killer powers. It's what really makes this game unique. It makes every game different, sometimes the killer has the advantage because of perks, sometimes the survivors have advantages because of perks.

    The Trapper should be buffed and start out with 2 traps. Nerfing Dead Hard is not helping the Trapper and asking for a Dead Hard nerf for the Trapper just means that the Trapper is getting a crappy buff when the Trapper could be getting a much better buff.

  • @Evilhorst said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285419#Comment_2285419

    Your argument is inherently flawed. When optimal play shows that survivors can only loose by doing mistakes of their own, that means that its on the survivors if they loose or not. No matter how you see it. In order to win the killer has to capitalize on mistakes. Killrates mean nothing without context, nurse has the lowest killrate in the game. The stephen hawking anology is also somewhat wonky.

    Those stats are the only stats we have. We have no other stats to go off of except from the Developers. You can say you feel this way or that way, but that means absolutely nothing. And why are these stats flawed? The Developers work on this game as a job. They would be the only people I would trust. Saying you can't use their stats makes no sense, unless you have proof those stats are flawed, which no one has. We don't even know how they get the stats, they probably have formulas to calculate out all the flaws can think off, because it's literally how the developers make a living.

    Saying that a single game out of millions of games, with the best professional team in DBD against an above-average streamer using an average killer shows the game is survivor sided makes no sense. You have to take the average game play against different levels of play to determine who has the upper hand, and you don't have that data.

    The developers stats are the best source of information the player base has, hands down.

  • @Evilhorst said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285282#Comment_2285282

    Because it proofs, that a game is ALWAYS in the hands of the survivors to loose. There are so many cries for nerfs because that or this has no counterplay but this basically proofs, that survivor as a whole have no counterplay. A game designed to be this one sided is inherently flawed. It is not only the top % that are like this. If both sides have equal skill, survivors will always win.

    No it's not. You are comparing the absolute best profession team that has fully optimized perks, comms and thousands of hours of experience that is going against a Wraith and saying this represents the current player base. This is like saying every human on earth should be as smart of Stephen Hawkings. This team is an anomaly. Even the Developers data shows that Killers have a 60% kill rate. So it's really the Killers game to lose, not the survivors game to lose.

  • @Kebek said:

    I'd consider perfectly used sprint burst VERY SLIGHTLY better then perfectly used dead hard.

    I totally agree with you. But using Sprint Burst and Lithe perfectly is much much easier than using Dead Hard perfectly.

  • @Nebula said:

    I’ll play devils advocate here.

    I played a game against trapper yesterday where he put someone in the basement of Azarov’s main building trapped the window, put two on the stairs and waited for someone to go down for the save while he put one in the only doorway in.

    The only way that the two people could have gotten out is if one had dead hard.

    I understand that the “counter play” to this is simply to let the dude in the basement die and pound gens, but I feel like a lot of people don’t realize how boring this is for every single survivor in the game. Dead hard is the only perk that allows you to escape these types of situations while also trying to be altruistic.

    Totally agree. You literally have only 1 way to counter situations like that, if you take Dead Hard away, survivors would have 0 counter play. And of all the exhaustion perks, Dead Hard is one of the hardest to use effectively. It's the highest skill exhaustion perk in the game. And I still would argue Sprint Burst and Lithe give you much more chase time that Dead Hard will ever give you.

  • Sprint Burst is by far, the best exhaustion perk. Next would be Lithe. Dead Hard is third, it's just not that great. Balanced Landing is last but can be 1st or 2nd best depending on the map.

    Sprint Burst, Lithe and Balanced Landing all give you a lot more chase time, on average than Dead Hard will ever give you. (Balanced Landing only if the map is good for it).

  • @HollowsGrief said:

    While I do not consider Tru one of the top killers (he is solid but nothing special) he is in fact right about game balance for the most part. At the highest level of play the game falls apart, it's impossible to win unless your killer can ignore literally every defense survivors get. The game is not balanced around high level SWFs and as such they will always dominate the game.

    I really don't think Tru is a top killer, to be honest. He makes a lot of mistakes. On top of playing Wraith. And he's playing against a group that represents less that .00001% of the player base. And I guarantee the best Nurse, Spirit, Blight, Billy and Hag can beat that team, which in all honesty, that team shouldn't be beat by any Killer.

    Honestly, Dowsey playing the Twins could probably decimate that team. That guy is an amazing Killer player.

  • @Steah said:

    I don't want it nerfed per say, i like what it does now but it just kinda invalidates stealth killers, GF especially.

    I still want it to be good but, and if they do make it so it doesnt work vs stealth they should give it something in return, but it makes playing some killers feel kinda pointless. 1 perk countering my who ability seems dumb.

    Any idea's on what could be done?

    Certain perks help against specific killers and stealth killers shouldn't be exempt. Calm Spirit helps against The Doctor. Dead Hard helps against 1 Billy, Nurse and Leatherface. Iron Will helps against Spirit. It's part of the game and a stealth killer is not totally neutered by it.

  • @JimbusCrimbus said:

    How is this a thing in 2021? Like, just how?

    Does anyone else just kind of vomit in their mouth when they see another Dead Hard complaint.

    I main trapper and it's not that big of a deal. You are making a big deal out of something that isn't game breaking. Yes, we know that JimbusCrimbus hates Dead Hard. There's thousands of posts from you on how much you hate Dead Hard. You are kind of the Sluzzy of Dead Hard right now. Maybe you should play Dead Hard as a survivor and see how very little Dead Hard contributes to your game play compared to how much Sprint Burst contributes to your game play or even Lithe.

  • MMR would put Killers against survivors that match the Killers skill level. The matchmaking is so bad right now that Killers and survivors are getting screwed. You're getting matched with survivor death-squads or survivors are getting potatoes in their group. MMR will fix these very unfun matches.

  • @Sweet_Potato said:

    There is no such thing as gen rush if killers achieve a kill rate of 68% on average.

    The only persons complaining about gen speed are crying killer mains focussing on 4 k every match and poor guys doing killer adepts with killers without any slow down perks.

    The same way 4 survivors can finish 5 gens in 3 minutes a good killer can snowball a whole team in 2 minutes or even less.

    ^^This

    Killers are getting about a 68% kill rate which is incredibly lope-sided. Even with the ability to gen-rush and use keys, killers are getting an average of 2.72 kills per match. If anything, gens needs to go faster for survivors, not slower.


    @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2239626#Comment_2239626

    68% is like 2.5 kills on average. Which honestly isn't that bad.

    It's 2.72 kills per match. Even at 2.5, that's still to many kills in a match, but your math is wrong. It should be slightly less that 60% to be more fair, so under 2.4 kills a match.

  • @EntitySpawn said:

    It's an inefficient perk, it's not good. Especially if sloppy is a thing, honestly I'd happily verse more selfcare users than the people that dont heal and rely on dead hard. It's much easier to pressure people and gens when they spend most of the time healing.

    As for the buff, it's not needed it's just not a good perk... plus if you buff it youd have an infinite medkit which would be a big issue especially for certain killers or the idea of causing pressure

    If it's "just not a good perk", then it should be buffed.

  • Camping/Tunneling is not a weak strategy.

    You are pretty much guaranteed 2 kills and will usually get 3 if not 4. Everyone saying you can get 3 gens done if someone is face-camped/proxy camped, is not calculating the time to get to gens and the time to realize a killer is face camping/proxy camping. Not to mention if you maximize your perks for face-camping/proxy camping and count to 12 before re-downing someone if a rescue is tried, you'll be constantly winning (more than 2 kills) games.

  • Glad I finally got everyone to admit it's a good perk. My plan worked.

  • Hawkins Lab, Coal Tower and I still consider The Game map, a nightmare for survivors.

  • What is the most reliable source of info then? There is literally no source of reliable info except for stats. You can say the stats have flaws but it's literally the only way you can collect and compare data on anything.

  • @justbecause said:

    It's neither sided both have equall chance to win or lose anyone saying otherwise are one sided and has no idea of both roles gameplay

    Actually, you don't know this and the last time Devs showed stats, it was Killer sided. I would only trust stats. People saying one thing or another don't really know unless they have stats from their games showing one way or the other.

  • Teleporting is the problem. It completely ignores everything a survivor can do against it. The Nurse even wipes out SWFs. I would say, just make it so she can't teleport through objects.

    After you do that, you can figure out how to buff her so that she's viable. Making her harder to play obviously didn't nerf her. It just made it so most people don't play. I bet there's a lot of good Nurse players that stopped playing her because she's an I-Win button.

    My Suggestions...

    1. Stop Nurse from teleporting through objects.
    2. Then buff her to make her viable again. (Faster Movement speed, Extra blinks, less stun, make her work similar to how Blight works the teleports would be a burst mechanic to catch people outside of loops)
    3. Make her easier to play and learn while doing the first 2.
  • My suggest to everyone is to actually keep stats of your games. After keeping stats of my games, I found that the games were heavily Killer sided. However, I haven't kept stats after the last patch and I highly think MMR has been turned on because my games seem a lot more balanced. The few games near the end of last patch, when they announced they were turning on MMR, suddenly took my survives vs kills to 50/50. Before, my kill rate was close to 80%, so a survivor would escape about 1 out of every 2 games, which was horrible and highly Killer sided.

  • @Phasmamain said:

    Sprint burst is still better IMO since it can end the chase before it even starts

    Sprint Burst is hands down better than Dead Hard.

    Sprint Burst also gives you the ability to get away from the area in which you were unhooked, helping immensely against tunneling and soft camping killers. Sprint Burst has no requirements. Sprint Burst works against insta-downs. Sprint Burst gives you 3 seconds compared to the 1 1/2 seconds of Dead Hard.

    I would be hard pressed to even say Dead Hard is worse than Lithe and in some stages, even Balanced Landing.

    Some forum users obsession with Dead Hard is one of the craziest things I've ever seen.

  • @drseal said:

    What do you do when survivors decide that they're tired of working on gens and would rather crawl around the map hiding for 20 minutes?

    Why isn't there some sort of penalty or timer on gens? Like if gens aren't worked on for X seconds all survivors get afk crows or something.

    Thanks for coming to my ted talk.

    -Killer who was just kept in a game for way too long.

    If there were 2 survivors left, then they probably were looking for keys or trying to get in a position to work opposite each other.

  • @Shirokinukatsukami said:

    Wraith has always had the reputation of being a weak killer, but taht era is over. Frankly I never though Wraith was a weak killer; he was problematic to verse for many reasons (the main one being how difficult it is to maintain positioning against him -- which is the most important skill in the game for a survivor) but he was fine before and indeed a bit on the weaker side without his super add-ons.

    Now though that is simply not the case. Wraith has beenoverbuffed, with his invisibility buffs, his decloak buffs, and everything else. Wraith is OP right now and everyone knows it but no one will admit it here. I play DBD these days it's basically the Wraith show -- it's close to how Spirit was 2 years ago.

    Every other game is Wraith. It's like how every game was a Spirit back then. Even during a Tome where Plague is the featured killer.

    And he is practically unstoppable. Without add-ons he's manageable but still a headache. With Swift Hunt and Windstorm he is practically unbeatable.

    I know all the killers will still say he is still weak, but this isn't really the case. Worse, Wraith still attracts the worst of the killer playerbase -- the tunnelers and campers who will just kill someone off the bat by tunneling hard. And if Wraith wants you dead you are dead. You can't lose him, you can't outrun him, and you can't even see him!

    They need to dial Wraith back down a bit. He's in a similar position as Leatherface (overcompensated buffs) but frankly it's atrocious how meta he is now.

    I agree. Any killer that has map traversing abilities with little to no cooldowns are massive problems on these tiny maps. Nurse (of course), Billy and Wraith.

  • Nurse. Her teleport just needs to go away and be replaced with something else. Her kit has always been a problem. A player that takes time to learn the Nurse is unbeatable. Sure it's hard to learn the nurse, but once you do, the survivors have no counter play. Teleport totally negates any counter play.

  • @Sluzzy said:

    I was actually looking forward a little to using Lucky Break but not now. A 1-time use perk that depends on the killer to close their eyes to get any value is a hard pass for me and seems very ridiculous. The devs obviously listened to killer mains again and are scared to give survivors any good perks. Tinkerer certainly wasn’t nerfed when it was obvious how busted it is.

    All someone has to do is look at all the godly killer perks, with powerful effects, and can be used multiple times without question. Tinkerer is literally unavoidable and is multiple uses and is a free win and with only 2 survivors are left as it causes a stalemate. A perk shouldn’t guarantee wins. It made it to live as is, but Lucky Break is most likely only a 1-time use and it’s a dead perk. Lucky Break shouldn’t have a timer or at least have a long one to give you time to evade and heal. 45 seconds is literally nothing. 

    Huntress was proudly left in a busted state while only nerfing her one addon. Freddy can still teleport to the survivor objective with BBQ.  Buffed another licensed killer.

    Why wasn’t a licensed survivor buffed?  

    Very disappointed in the update and the lack of equality.

    Totally agree with you Sluzzy. I've played Lucky Break as a survivor for a bit and doubt it would be worth replacing any of my usual perks even at 90 secs. Lucky Break is a D perk at 45 seconds and by itself. It's a C tier perk when combined with other perks. And I say that because you have to use multiple perk slots and/or a med kit to get Lucky Break to be useful. That's just perk slots/med kits wasted to get a single perk to function.

  • @Gay_Police_Dept said:

    I like to bring green keys with no addons just to troll killers, it would be a shame if you guys didn't tunnel me :(

    I bring green keys so I can use wedding band and have a mini-bond. Also there are some other addons that I like using with a key.

    I just don't think keys for hatches justifies tunneling just because I so rarely see hatch escapes with keys. But then again, I get tunneled so much now without keys, after the DS nerf, that it's not even funny. I think the Devs are going to need to address tunneling since it's become such a massive problem.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2184570#Comment_2184570

    No it doesn't, that's Off The Record. Lucky Break removes scratchmarks and blood for 45 seconds. Which is absolutely insane and I'm glad no-one else is using it much or my survivor ques would be twice as long.

    Ok, but OoO would only go off for 3 seconds every 30, if you happen to be the obsession. That doesn't seem very useful. Plus, OoO would work just the same without Lucky Break.

  • Honestly, the information provided by BBQ is amazingly helpful, especially now that the maps have shrunk. I would run it even if it didn't give bloodpoints. The BPs are icing on the cake.

  • @MadLordJack said:

    Dude/ette, it is now part of my main build and it is one of the, if not the, strongest perks I have ever used. It's like Old DS but you can use it more than once and it kills any potential chase.

    But I've been a little more nefarious - I use it with OoO to drag out chases without using any resources.

    I'm confused, how would OoO and Lucky Break work together? Lucky Break stops the killer from seeing your aura, so OoO wouldn't go off?

  • Unpopular opinion, but Nurse, Blight and Billy. They're ability to have total map control because of their movement abilities makes them oppressive to play against. Nurse just flat out needs her teleport reworked, it not only gives her map control, it totally ignores looping, the only defense survivors have against killers.

  • New Flash, MMR has been turned on for a while. I've been keeping track of my survives vs kills in games and it's radically changed a couple days after the Devs originally said they turned it off. It's been on for a while now.

  • Trapper, he really is one of the most fun killers to play. He's also pretty weak compared to the others. However, there is not more satisfying that hearing a trap go off on a survivor.

  • @Viktor1853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2182239#Comment_2182239

    What about when survivors kill them self on hooks. That just adds to the kill rate so you cant really use the kill rate

    Survivors also escape through hatches. But it's so rare that either happen, that it's probably not statistically significant.

    However, I will say this about survivors killing themselves on hooks, they are doing it, most times, because they feel like they have lost the match. If the match is going so bad that you are killing yourself on hook, then the killer is probably going to kill you anyway.

  • @Viktor1853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2080524#Comment_2080524

    And survivors want free escapes and. Survivors cry about killers being op

    Killers have a higher kill rate than survivors right now. So the Devs will continue to nerf Killers until it's closed to 2 kills/2 deaths. Right now killers are running above 60% kill rate.

  • @Streamkaboom said:

    Coldwind used to be one of my favorite maps. The new lighting in this update is absurd. This game should NOT feel like you're playing in the middle of the god damn day. Lower the ######### brightness, BHVR. You're a "horror" game, remember? Stop trying to make things look absolutely gorgeous; i want the map to be dark. Not for the sake of hiding as a survivor. But for the sake of feeling like im playing a horror game. Jesus christ.

    I actually agree with this. You want mood lighting with a horror game. I think Dead Dog Saloon and Cold Wind Farm need to be changed to night. You can have plenty of different colors at night, in fact, I'm surprised we haven't seen any of the "blue" lighting that you see in a lot of horror movies.

    And as for Texas Chainsaw massacre, most of the atmospheric parts of that movie are either inside or at night also.

    Plus, lets be honest, it does affect game play. It makes it much harder for survivors to hide.

  • @swager21 said:

    sometimes youre gonna get tunneled to death, sometimes you wont. the perk is just dead weight if the killer doesnt chase off hook

    Honestly, they should give current DS as base kit for survivors. There is way to much tunneling and camping going on now.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2157591#Comment_2157591

    LoL What?

    Yesterday i powered up DbD during prime time. Solo survivor queue = 6 minutes. Killer queue = instant.

    Weird. That's definitely not what I'm seeing. I'm getting instant survivor queues and am waiting 5-10 minutes for a killer queue.

  • @Vetrathene said:

    Because Mori's have been nerfed twice, and gutted into worthlessness. Keys are still a get out of jail free card that works for your entire team, and is already OP, even more so in SWF hands. It literally requires very little effort on the survivors part, and with comms can be used to ridiculous degress to rob the killer of a pip or two. Even a depip if things are going bad enough. But thats fine right? Take forever to change anything on the surivor side, but take less time to do anything to killer. Because its all about the fun of the game right? And its so much fun for survivors to be able to escape in droves with very little counterplay.

    You're going to like it when the Devs get rid of keys have have to nerf Killers because of the crazy kill rates Killers have is someone diluted by keys.

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