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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • To answer the question, it's because those Killers haven't recieved an addon pass recently. It's not exactly a high priority.

    Of the newer Killers only Demogorgon has an exhaustion addon and it's triggered by a Survivor action.

    The doctor just had an addon pass and one of the changes was to rework his exhaustion addon.

    The Huntresses exhaustion addons will likely be reworked when her addons get addressed. Clowns will take longer due to him not already needing an addon pass anyways.

    Anti-Exhaustion perks such as blood echos and mindbreaker have been added as an alternative to addons if you still need to counter exhaustion perks.

  • @BeardedMenace said:

    Starting to wonder if some even actually play this game... If I go in and rush 2 gens, 2 totems and evade a chase while also escaping and then the others did the other 3 gens I depip... I've got actual video evidence... So don't say survivors don't depip for rushing. This is coming from someone who plays both killer and survivor.

    Post that video please. If you have hard evidence then you could not even own the game for all I care.

  • @JarMa13 said:

    There is no such thing as finishing gens too quickly.

    The game design is this:

    Killers have so profound an advantage that death is inevitable for all four players. The trick is to escape so fast that you can avoid your demise.

    I find it incredibly offensive when people say "get good" but the state of this game right now is absurd.

    All of the killers are ridiculously OP and survivors have no way of countering it.

    I am a killer main but I do play as survivor with friends.

    Every match I play is 4k. I am a red rank level 1 survivor and I escape MAYBE 1 in 15 rounds

    So if you are having trouble as killer, it really is that you need to get better. Change your strategy. NEVER chase one survivor for more than 30 seconds. If you don't down them, leave.

    Make sure you bust up multiple people working on gens. Run the legion perk that shows you went 2 or more are on a gen. Then when you chase one, KNOW THE OTHERS RETURNED TO THE GEN and sneak back and get them.

    The reality is, the killers are WAY too OP. There are multiple killers I can't even play because I feel guilty because they're too OP for an experienced killer.

    So if you're having trouble, you need to alter your strategy.

    The other problem is killers often feel like they failed if they didn't get 4k.

    If you get BRUTAL killer, YOU WON!

    if you don't kill anyone, you will won.

    You don't need 4k.

    As long as you hang everyone once.

    And as strategies go...

    Stop the camping and tunneling. If you've hung someone, you got them. MOVE ON.

    GO GET SOMEONE ELSE.

    If you're worried about the hook, you are missing out on the other players.

    Everyone I know says the exact same thing.

    Most games are 4k. Killers are way too OP.

    So none of us have any idea what y'all are talking about.

    And lastly

    DON'T BE PSYCHED OUT.

    LOOPERS WILL ALWAYS GO DOWN BECAUSE YOURE FASTER.

    I LOVE IT when people try looping me. It's a guaranteed down.

    Stop approaching the game like the survivors have power.

    They don't.

    Stop getting psyched out.

    Take control.

    This game gives killers such a huge advantage that is frankly unfair.

    So use it.

    Whining when the game is already this imbalanced is really unattractive

    "If you get BRUTAL killer, YOU WON!

    if you don't kill anyone, you will won."

    I contest this claim. According to the in game tutorial, the Killer must kill the Survivors in order to win. Thus both of these claims are false.

  • @Peanits said:

    It'll start this coming Tuesday (the exact hour has not been confirmed).

    has it been confirmed which tuesday?

  • @Adriang14 said:

    Omg Kurapika confimed

    YES. Hunter gonna hunt!

  • My bets are on a werewolf Killer. Fit's the chained up monster option and is one of the more iconic horror monsters while also being sufficiently humanoid.

  • I'm predicting a werewolf.

  • Because that's the end result of the mechanics interacting naturally.

    Or in other words, that's the default.

  • Scott gave 3 conditions.

    1 was the chase

    but there are 2 more:

    • Survivor within 4 meters
    • Survivor loses a health state

    Unlike chases those 2 are much more reliable and can act as failsafes just in case.

  • @Waffleyumboy said:

    Medkits don't proc SW I thought

    They do. There was a bug in the PTB that made it not, but it was fixed since then.

  • @NorMak3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072901#Comment_1072901

    I just realized I hadn't clarified her hatchets (in this scenario) would be able to down someone if they were hit for a third time. I understand that Huntress has limited hatchets and point black hatchets don't always work, but the fact that they are as effective as they are (being able to down an unsuspecting survivor from across the map or stomping new players since point blanking is what most huntresses seem to default to and is also one of the more effective strategies) indicates there needs to be a change. Does that seem reasonable or do you think that's too much of a nerf for her?

    The Huntress is balanced right now. So any nerf would need to come with an equivalent buff. And this nerf is a massive one. Hatchets taking 3 hits to down is an insanely big downgrade.

    Remember, Huntress HAS to have that insane downing potential or she straight up doesn't function as a Killer.

  • As per the in game tutorial 4k or escape.

  • At the start of the game and on big maps gens are too fast.

    After a chase or 2 gen times are fine on most maps.

  • @NorMak3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071989#Comment_1071989

    Well NuclearBurrito, the reason I suggested that (the reasons for all of them I will be trying to add in over the weekend) was due to the tendency to abuse the lack of cooldown on a hatchet throw in order to get point blank hits instead of ever using her melee weapon, since the point of the hatchets is to get long range hits. Would it perhaps work better if there was a range that it couldn't down in or is the idea of nerfing point blank hatchets a bad idea all together?

    That last one. Point blank hatchets are hard to hit, consume a hatchet and aren't even a foolproof combo.

    Huntress is a 110% Killer with time wasting built into her kit and has the largest effective Terror Radius with the lullaby. So she should be the best at ending chases quickly in the entire game by far.

  • Suggesting that the Huntress can't down people makes me want to kill someone.

    That would be terrible. Her entire point is to be a ranged attack, so why even bother if it's not threatening?

    We already have the Plague for that.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071961#Comment_1071961

    I know but I am more or less bringing up the potential danger design wise of having a perk like this in the game.

    As this perk would have developers design all vault spots around potentially 30%+ vault speed(This perk 2 unhooks and unhook heals + spine chill =30% at a min) for as long as the perk exists.

    To be fair that would also mean you are on death hook and are stacking 2 perks for the boost.

    Plus when several perks are being used to their full potential towards a single function, it's ok for the end result to be extreme.

  • @TDR said:

    I like how many things now need to be redone in the game just because they nerfed Ruin. This was definitely a very wise decision by the developers. Or not?

    Given the implied answer being yes I'd say that indeed nerfing Ruin is thus the right move.

    Because if this much is needed to make up for it, then it's a good thing we are finally getting to ripping off that bandaid so we can get a REAL solution.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071961#Comment_1071961

    Or not add even more broken perks to the already broken game.

    You haven't actually said anything about why it's broken. You've just asserted that it is without proper justification.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071877#Comment_1071877

    Here's one thing though: Once vaults reach a certain speed they will begin to break chase which will prevent the entity from blocking off the window.

    Mind you this isn't a problem on normal windows/vaults however its a problem on god windows/vaults due to any speed increase above 15%.

    Mind you even at 15%(Spine chill + resistance) if the survivor plays perfectly and the killer makes even the slightest mistake already breaks chases) will cause normal speed killers to lose chases against the survivor's there theoretically at 25%+ which after 2 unhooks and 2 heals this perk puts them at 24%.

    TLDR:Due to how powerful god windows are and how vault speed isn't allowed to be too high or else chases break and thus entity blockers don't spawn which is already an issue with the "house of pain" infinite against huntress.

    At that point I kinda just have to say that the map would need to be addressed as the solution. Those God loops already need nerfing with or without this perk so it's not too crazy to just say to fix the relevant maps.

  • @Warcrafter4 said:

    The main issue with having infinitely stacking vaulting speed is it can cause infinites at god windows.

    This would make the game unwinnable on maps where a god window can spawn in the center of the map(yes that can happen)for killers.

    This is along with letting yourself get hit to make it to the window with the hit speed boost and keep on running + vaulting until the killer gives up(Sense they can't get you anymore due to the vault speed) self-care back to healthy rinse and repeat getting better and faster each time at doing it.

    TLDR: This can cause infinites due to infinite vault speed increases so this can't be allowed into the game.

    Not infinites. Entity blockers would stop you sooner than vault speed limitations do at God loops.

    Vault speed boosts have the biggest impact when looping from angles that can't be fast vaulted, since a medium vault is 1 second making an increase in speed more noticeable.

    So the extreme scenario where you get a crap ton of tokens is one where your Medium vaults are extremely hard to punish, rather than one where your fast vaults lead to infinites.

    Even a 0 second vault likely wouldn't lead to infinites. It'd be useful sure, but not infinitely.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071571#Comment_1071571

    What makes it particularly broken is the vault speed part that has literally nothing to do with the rest of the perk.

    If it were just being healed, sure. But faster vaulting, too?

    And there are plenty of survivors who are good at chases who can just go hide and heal between chases who'd go get whacked by the killer on purpose just to see how many stacks they can get.

    actually the vault speed part was the initial premise behind the perk. But I quickly realized that just vault speed on it's own wouldn't be enough unless I gave it insane values, so instead I made it so stacking it made it easier to get more stacks via increased healing speed on self.

    Basically, look at all the perks that directly assist in a chase. Pretty much all of them are second chance perks. DH, BT, DS ect.

    I wanted a non-exhaustion chase helper perk that wasn't a second chance perk. Movement speed would be busted for obvious reasons, Any Means Necessary already covers pallet reuse, and any kind of tank method would be another MoM situation. Hence a Vault speed perk.

    Having amazing vaults right off the bat would be problematic due to how important the early game is for the Killer. Hence making it a stacking perk. Since it's designed for people who are planning on being chased a lot it makes sense to use something that would proc a lot if you are being chased as a stacking requirement.

    I didn't want to use the actual chase mechanic because that's too abusable for a perk who's stacks are designed to stick, and being hit is a reward for failure. Thus being healed or unhooked.

    While it is supposed to be a big boost to late game vaulting, it would need to be an utterly massive boost in order for that effect alone to be good. However it would be problematic if it got too high too fast. So I instead gave it a complementary second effect.

    Then I used unhooks scaling faster to smooth out the expected payouts for the perk so the end result would be that it's still fairly useful in a normal game and having extreme results in a drawn out game. But in a drawn out game the Killer by definition isn't being gen rushed and thus the Killer has had plenty of time to build up momentum. So having the Survivor get really good perk benefits in this situation is perfectly fine.

    Or in other words:

    "And there are plenty of survivors who are good at chases who can just go hide and heal between chases who'd go get whacked by the killer on purpose just to see how many stacks they can get."

    This is literally the type of person the perk is designed for so that they'd be running this instead of Dead Hard or something.

  • Proof that they are not:

    @NuclearBurrito said:

    The claim that the Devs are Survivor sided also includes the claim that the Devs will implement features such that the Survivors become more powerful given their implementation.

    While it's easy to just point towards a list of Survivor buffs and declare that as the proof that this is the case, I don't necessarily think that's the case.

    Specifically, instead of looking at things 1 patch at a time, rewind to a year ago.

    Hatch couldn't be closed. EGC didn't exist.

    DS worked on first down

    More safe pallets

    BL infinites and instant heals allowed for crazy long chases

    probably a bunch of other things I'm forgetting about. But basically if you were suddenly thrust a full year into the past playing Killer would feel far worse than now.

    If you go back even further the problem becomes even worse, trending all the way back to several infinite loops per map with no perks needed and no skill needed and also gens are even faster because ######### you.

    The devs that brought us to this point are the same devs working on the game now. Yet there seems to be the idea that even though the game has been getting more and more balanced over time that the same devs that got us this far also are devs that want to make Killers suffer and hate progress and whatever other random idea people have.

    I'm not trying to say that the problems people claim to exist don't exist. But rather, that over time the number of problems in the game has been going down and not up, and there is no reason why we should expect this trend to stop. Will all of our problems go away in one patch? No, but the trend has been positive, not negative. So try and consider the big picture before trying to call the devs biased and terrible or whatever.

    Bloodlust, Entity blockers, the entire gen regression mechanic, Several killer animation speedups, the EGC and Hatch closing wouldn't have been added if the devs were truely as Survivor sided as people claim.


  • @Marcavecunc said:

    Stack indefinitely? What kind of broken ass idea is that?

    Count how many times you are healed per game.

    Potentially infinite is not infinite in practice.

    Under normal circumstances I'd expect someone to get 10 tokens by the end of the game tops.

    8 tokens are gained from being unhooked and healed under hook. And you get 1 extra each time you manage to escape a chase and heal up after being injured.

    The reward for each individual token is small enough that I wouldn't expect Killers to tunnel specifically to counter this perk in particular, and since it's fairly selfish it wouldn't particularly boost SWF that much.

    Also note that Botany is better for Self Care until you get 5 tokens, or in other words likely only after you're on death hook.

  • @Kungpowa said:

    As a survivor main I don't think this would be a bag change. The only thing I disagree with is a 50% nerf to gen repair during warmup. I think thats a bit too drastic and if that is the suggestion then why not just bring back old Hex:Ruin. I think something more in the range of 20-30% would be appropriate.

    On large maps I see this being the most beneficial, especially for killers with low mobility. Being as honest as I possibly can, low mobility killers on large maps need help. This could be the help they need.

    Of course there are people who would be able to game this and if that happens then it could be adjusted. Very experienced killers would benefit greatly from it as well but I think its a fair trade-off considering low mobility killers really could use some help on large maps.

    I want to have fun as a survivor main but I also want things to be fair. I think this is a good idea, especially for large maps.

    It's 50% because it has to be an utterly massive slowdown for it to accomplish anything at all.

    That way they are better off doing things like searching Chests, Breaking Totems ect.

  • @Kenidur said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062145#Comment_1062145

    Not really, Once you have used the 1st box, the choice is made. by default the next box people choose is the closest box. With that being the case, the closest box will be wrong 66% of the time. You're better off going to one of the further boxes.

    Ok but between the 2 further boxes each of them only has a 33% chance of having the key. Even if the odds of one of them is 66%, that doesn't help you figure out which box to check. Since ANY combination of 2 boxes at this point is 66%.

    The monty hall problem works because you have 3 options when you make your first decision, but only 2 when you have the option to change or not.

    However here, you still have 3 options both before and after you could change.

    If you pick a door in monty hall, are shown nothing, and randomly decide to pick one of the other 2 doors you didn't initially choose then your odds haven't gone up.

  • It'd need to be something active that takes time and requires a slowdown to turn off, much like with the Wraith.

    Otherwise it requires either giving the Killer free information or giving the Killer movement speed in chases.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061127#Comment_1061127

    Can it not be modified so moonwalking still keeps you in the chase?

    Not without also making it start chases with Survivors you can't see and thus are often not aware of.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054885#Comment_1054885

    Nice joke there. Yes, I am aware that "with certain add-ons" Ghostface's ability becomes more manageable (by decreasing the radius to be pulled from the ability and everything); but the Devs seriously need to lose the mentality of killers are only good/viable with add-ons. All killers should be good and viable as base and the add-ons should just tweak their playstyles; not have to rely on having add-ons to be decent.

    Ghostface as a base, is incredibly easy to pull out of his power - he can't even stalk mid-chase like Myers because Survivors just have to rotate their camera to be behind them and it pulls him from his power too.The only 'killer side' mechanic he has is the ability to toggle into Night Shroud at his discretion. Survivors should not be able to pull him out of his stalking mode for the express reason so he wouldn't be too similar to Myers (which is why he is designed that way); and at the very least, his unique lean-stalking should be survivor independent and unable to be cancelled by just 'looking at him' within a certain range.

    While Ghostface does have a bit of addon dependency, it's the cooldown addons he's dependent on, not the anti-reveal addons.

    If you are being revealed then stealth is already irrelevant. The entire point is to stalk them from stealth.

    Unlike with Pig and Myers you can patrol at full speed while in stealth. And if you position yourself correctly then you can lean stalk while ignoring the reveal.

  • You could change the perk to an aura or location reveal instead of a scream. That way the Survivors wouldn't be alerted and thus would keep procing the perk.

  • @Peanits said:

    Just to chime in, it's possible that they were just trying out Doctor for the first time since the changes and trying to get the timing down for when to shock. It's easy to shock too early or too late at first.

    Or it's totally possible that they just don't know what they're doing and shock like crazy. I won't rule that out.

    In the 2nd case hopefully they read this thread and learn from their mistakes. <3

  • @Peanits said:

    More or less. You will see your own rank. It'll be something for you to work towards each month. Nobody else will see it, though.

    Your rating is going to be completely hidden, though, and your rank will have no influence on matchmaking.

    How is a win vs loss determined.

  • @LordOfTheBald said:

    So red ranks could be matched with brown ranks....

    I don't understand the direction this game is going in. This is my first comment , usually things I just get on with but this is massive problem.

    So a brand new survivor will face 1k hr+ experienced killers and vice versa. Doesn't that like make no sense? You changed ruin to stop frustrating new players?

    Doesn't this decision like seem backwards considering the above? How can you have bragging rights "oh look I'm rank 1" but in a game where you get to rank one vs'n brown ranks. Either you keep the ranks and have people actually compete at those ranks or just remove them totally. What fun is there having a potato fail every skill check on your team. And where is the fun in destroying new players as killer? It's like most games, they are more fun against people relatively on your level.

    Your reasoning for this just screams laziness. You are tackling no problem but simply band aiding it. It seems that this is how you quite often deal with your problems. You make one problem into a massive problem. 0 logic whatsoever...

    Just sort it so killers / survivors actually get matched against the same colour..... It's like in other games where you play ranked. You get matched with other ranks who are the same. Playing someone with considerably higher play time and skill rating just doesn't make the game fun. In fact it's worse than what currently is produced.

    They are removing ranks. The label used to denote ranks are not being removed, but they are now a meaningless number that has nothing to do with a non-existent ranking system.

    MMR is being used for matchmaking now which is another method of preventing all of those issues you just brought up. So a brand new Survivor will only face a 1k experience Killer if they've been doing amazing and the 1k experience killer has been mostly failing in that time.

    Experience != Skill.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021968#Comment_1021968

    Than it's a reverse Spine-Chill...?

    It really, really, really, really, doesn't matter what it is Nuclear. Premonition gives an auditory notification when you're looking at the Killer in a 45 degree cone within 36 meters, afterwards it goes into a cool-down for 60/45/30 seconds.

    OoO against a Undetectable user is still Spine-Chill albeit reversed in this scenario, where the Survivor is the one that activates it and the Killer doesn't. It doesn't give that auditory notification and it stays on for how long you're looking in the Killers direction, it's not Premonition at all no.

    The cool-down part was also talking about premonition, not OoO.

    Premonition tells you when you are looking at the Killer

    Spine Chill tells you when the Killer is looking at you

    OoO against undetectable tells you when you are looking at the Killer.

    Guess which of the first 2 perks is the better comparison.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1020357#Comment_1020357

    Spine-Chill lights up when they're looking at you...

    So does OoO against an undetectable user, it doesn't flash and than turn off with a cool-down, it'll stay lit up until they stop looking in your direction, just like Spine-Chill.

    No, YOU look at the Killer to light it up.

    It's based on where the Survivor is looking, not where the Killer is looking. That's what Premonition does except it doesn't have a cooldown.

    And I explicitly said there wasn't a cooldown.

  • 13 is not twice as much as 8. Not even close.

    It's 5 more.

  • @FireHazard said:

    @HuntressIsMyFavXD

    If the Killer has the undetectable status effect like Myers in Tier l, Wraith cloaked, Pig crouching, and GhostFace in nightshroud, than OoO will not work on them at that time.

    By not work on them, I mean the aura effect won't show for them but it'll work for you, meaning they'll see you but you can't see them. This is why it still lights up, OoO is still active but it isn't showing their auras because of the undetectable status effect!

    So, OoO at that point becomes a pocket Spinechill with no bonus effects on it... unless Wraith uncloaks, Pig gets out of her crouch, Nightshroud turns off for GhostFace, and Myers goes into Tier ll, than you won't see them when they're not out of thier undetectable phase.

    But the light will still show up when they're looking at you and vice versa, making it a bootleg spinechill during that time.

    The light shows that you are looking at them, not that they are looking at you.

    So it's a premonition with no cooldown, not a spinechill.

  • no I give advice if I have any or just say gg if I don't.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010366#Comment_1010366

    With her synergies, she definitely outclasses Myers, not just "keep up" with him.

    tbh with Nemesis + PWYF maybe. I originally made this comparison before Nemesis was added.

  • Anyways as for the topic of Myers vs Plague.

    I personally consider them to be the 2 Killers that are the closest in terms of strength.

    Just looking at their base kit the advantages of each are like this:

    Myers:

    • Tier 1 Stealth
    • Tier 2 Limited stealth with an instant down combo. Also small vaulting boost
    • Tier 3 Instant down. Lunge range. Bigger but still small vaulting boost.

    Plague:

    • Instant down combo at all times
    • Early game objective tracking via infecting other objects
    • Lesser but still present late game objective tracking via infections
    • Hard counters any and all healing perks/items/whatever
    • Also corrupt purge exists I guess (but who really cares if it's never used)

    Just looking at that, while I know I made Plague's list longer it's pretty obvious Myers has more going for him in his base kit.

    However, Plagues strength comes from how her benefits allow for amazing build synergies. And no I don't mean addons though I'd argue that she has better addons too.

    Thanataphobia? Basically permanent

    Infectious/knock out? Plague can slug really well due to everyone being injured at all times. Myers can do it too but it is less reliable due to tiering mechanics.

    TR manipulation perks? Stealth is the #1 best way to capitalize on injured Survivors. They are loud and can be 1 shot without warning. Plague works great with perks like Dark Devotion, Monitor, Tinkerer ect. Myers works with Monitor, but in general he doesn't have both stealth and instant down potential at the same time, so he needs a lot more setup to make use out of whatever perks he's trying to combo for this.

    PWYF? Vile purge doesn't consume stacks and 1 shot Survivors take only 1 token to down.

    Honestly the new PWYF + Nemesis combo is nutty on Plague.

    Deliberately get up to 3 stacks, and then use that speed to just go at people for quick downs, procing Nemesis again to regain stacks.

    Nemesis also applies Oblivious which is extremely dangerous for injured Survivors to have.

    Anyways even with all of this Plague isn't better than Myers, but her superior synergies with the games perks let her keep up with Myers. So both of them are about equal in overall strength.

  • @shootaman777 said:

    Injuring a survivor with the Plague's infection does not count as a hit for the Brutality emblem, but when they cleanse back to full health, it counts against the Plague as healing for negative Brutality emblem points. In other words, the best way to rank up with Plague is to never touch her power.

    Additionally, survivors can heal in 6 seconds in a fountain, whereas against Myers they have to deal with normal healing times (16 seconds normally, or 32 with Self-Care).

    The Plague's entire power is countered by survivors not cleansing. Her entire M2 is worthless if survivors never cleanse - the no-heal meta that was the death of Legion, is just as much the death of the Plague. This also makes one-hit-downs worthless on the Plague.

    Myers has an effective one-hit-down that the Plague does not. It can be activated on command, rather than being fully dependent on survivors cleansing at a conveniently located fountain.

    Her power does not have any mindgaming potential, like Myers' power does.

    It's fairly straightforward. The Plague is trash compared to Myers. And Myers isn't good in the first place. It's saddening, truly.

    ######### are you talking about. Plagues 1 hit down is based on the Survivors not cleansing.

    Them cleansing is omega-huntress, but not a 1 hit down.

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1002680#Comment_1002680

    Not even a buff, it's just a straight side grade that made for better flow instead of me standing on hatch for 3 hours until the survivor got bored and gave up

    No, it's a direct buff. Now you can force a win, since in theory they can wait until the end of time making it a true 50/50 with the standoff scenario.

    The Hatch close scenario is significantly better odds.

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1001704#Comment_1001704

    And popping that hatch closed activates end game perks like Adrenaline. The only way you can consider it a nerf is if you considered standing at the hatch for 3 hours intended gameplay meaning you not only have a disingenuous list, but also have no idea what to actually consider a nerf.

    The alternative to closing the hatch and giving them adrenaline is them just escaping or a hatch standoff with them probably still escaping, so it's a buff.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1001915#Comment_1001915

    Difference is, we don’t need to wait to see what happens when you play without Ruin against decent Survivors because we already do; that’s why people run Ruin to begin with.

    not a difference. They could have instead looked at the players that don't use klepto. But they didn't

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/997886#Comment_997886

    This is like if Riot Games said they didn’t know what to do about a character in League of Legends because their 80% ban rate prevents them from being played enough. Four out of five high rank players running a Perk to counter a strat is a pretty good indicator that something needs to be done.

    Actually it's like when Riot removed Kleptomancy and didn't change Ezreal to make up for it, specifically so they could see the magnitude of the impact first.

  • @Carpemortum said:

    Your first point, endgame and hatch, is not a killer buff.

    That's more about ending standoffs and holding the game hostage, ON BOTH SIDES, not as a help to killers.

    That's WHY there was a buff. The impact is what makes something a buff or not

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1001546#Comment_1001546

    *Counting EGC as a nerf*

    Found the guy that doesn't understand the difference between a nerf and a gameplay overhaul. It was a nerf to both sides.

    The EGC can be broken down into a series of individual gameplay tweaks, all of which can be evaluated in terms of buffs and nerfs.

    The collapse itself is unequivocally a Killer buff.

    Hatch closing is a big buff

    Killer being able to open the game is a very small buff (due to Bloodwarden)

    Killer not being able to hatch grab is a nerf when a Key exists and irrelevant otherwise

    Hatch spawning with 4 or 5 gens is a Killer nerf

    Overall a significant Killer buff.

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