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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • 360ing as Survivor is like 360ing as a normal Killer with no turning cap.

    Fun fact: You can flick an entire 360* as Legion.

    It's only a problem on Oni or Billy because it bypasses what is supposed to be a limitation on their powers. So if there isn't supposed to be a limitation in the first place like with 360ing, nothing is being bypassed so there is no problem.

    And you really can't remove 360ing without some more fundamental change to movement in general. It's not a mechanic by itself, it's a combination of 2 core mechanics:

    Mechanic 1: Survivors can move

    Mechanic 2: Killer attacks hit Survivors in front of them

    Consequence: If a Survivor moves behind a Killer, then the Killers attack wont hit them unless they turn around first.

    The minimum number of changes required to remove 360ing would be to make Killer attacks hit behind the Killer. And I don't think we want that.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/942818#Comment_942818

    Saves..with any competence they are unavoidable free saves..the killer doesnt even have to look at them

    Try looking up.

  • This is wrong and it's easy to prove with the stats the devs have provided:

    According to the stats Red ranked games have a higher Kill rate.

    Remember that Red ranked Killers are facing Red ranked Survivors baring SWF. (although there is a bug that makes the other way around not true). Now, regardless of what the specific number is you should expect the harder role to gain a relative advantage over an easier role as the skill of both sides increases. An example of this would be the Nurse, who's Kill rate spikes in red ranks compared to the general population.

    It doesn't matter what the numbers are or why they are what they are, the thing we are looking for is just a change in kill rate from non-red ranks to red ranks. If the Survivor role was Harder then getting better at Survivor would have a disproportionate impact on escape rate compared to the Killers, yet this isn't the case. Thus Killer is the role that requires more Skill.

  • Legion and Laurie. Both of them have caused ripple effect issues and are extremely hard to balance. Also Legions map is bad.

  • @Exxodus21 said:

    The reason SWF exists now is because solo survivors would dodge lobbies until they got randomly grouped with their friends.

    Now consoles present a new problem. You can send a quick party invite to anyone in the lobby and you're instantly SWF.

    PC actually already has that 2nd issue. You can use the pregame chat to set up VOIP to the same effect.

  • @Troman said:

    https://forum.deadbydaylight.com/en/discussion/comment/936852#Comment_936852

    That's exactly what I'm trying to say, although SWF might have similar escape stats, but they are having much more fun, because they have a much higher potential compared to solo. And a killer is on average much more frustrated in games vs SWF, even if such games' escape rates are close to escape rates of solo survivors.

    But just as a sidenote, it doesn't change anything about the killrates stats, it just means that as a killer you will be more frustrated in games vs SWF even if you get the same number of kills as vs a solo team. I'm not saying it's ok though.

    Or to rephrase. Even if it's ok balance wise, there are still problems beyond just balance.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/935796#Comment_935796

    Assuming I'm a crying killer main again bud? I said 3k. The game is balanced around 3k imo. You should only fail to get a 3k on a balanced or killer map because you have no skill. Again, please read.

    You should fail if you have LESS skill. Not NO skill.

    If you play otherwise perfectly but make 1 mistake, but your opponents played 100% perfectly no mistakes what so ever, then you should lose. Does that mean you had no skill in that game? Obviously not, you probably would be able to beat an imperfect team if you only make 1 mistake, but if you face a team that makes less and smaller mistakes than you then that means you should lose.

    Getting outplayed does not imply having no skill.

  • I did my research before hand so I don't regret my level choice:

    Shrine:

    • Ruin
    • BBQ

    Killer (in order):

    • Nurse (for NC and Thana)
    • Spirit (Not particularly for her perks, I just like Spirit. Though Rancor and HG are both pretty good)
    • Plague (Infectious and Corrupt)

    Survivor:

    • Claudette (SC is a good low rank perk)
    • Meg (All 3 of her perks are good)
    • David (DH, nuff said)
    • Steve (Second Wind)
    • Adam (Deliverance. I also want pebble and autodidact for some gimmick build ideas)


  • @FrootLoops said:

    Playing against a killer who is clearly new (at least on that killer) and seeing them get into a groove and learn on the fly. I love the roller coaster ride that starts with the easy ride to a high then have the floor suddenly fall out from under you.

    Also playing against a killer who dominates for 2 kills then farms with the last 2. Never knowing if or when they will turn on you (usually not but there is the unfortunate but inevitable betrayal for some)

    I'm pretty lousy as killer and survivors know it. And being able to down someone that just stood there teabagging in an overconfident way is soooooo satisfying!

    I've had games where I needed to reach the endgame for a challenge but the Survivors were bad and I killed 2 of them super quickly.

    So I just farmed with the last 2 and then Killed both of them when they finished.

    Have fun with the confirmation that Killers that will betray you are out there!

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/934927#Comment_934927

    I understand that and I hope you now understand the reason I deserve to win is because I am not satisfied unless I'm performing at my best.

    That's not how deserving works.

  • @T2K said:

    https://forum.deadbydaylight.com/en/discussion/comment/933848#Comment_933848

    I understand your point of view. Its just that it doesnt reflect mine.

    You mentioned "Lots of people agreeing that skillful play from the other side overcoming your own legitimate efforts can feel great." And I think that is where I have a different opinion. I want to leave aside the skill thing because thats very dependend on someones point of view. If I get outplayed, and sure I get, the question is why. If I get outplayed because of certain perks or by the other players using coms, how should I come to the conclusion they outplayed me on a fair level? I also wouldnt claim I outplayed the killer by losing him due to iron will or sound problems ingame. I wouldnt say I outplayed a survivor because of spirit fury or double backing. Its difficult for me to identify this skillful play in an unbalanced game with many different things that influence the actual game experience.

    Of course! If this was an objective matter I wouldn't need to ask people about it, I'd just try and work it out from the definitions and mechanics. But it's not, so this thread exists so you can give your opinion and everyone else can give theirs.

    Like I said, while my hypothesis was mostly confirmed, it's hardly universally true. It's more like a tendency than a rule of some kind. It would be weird if everyone agreed about it.

  • @T2K said:

    https://forum.deadbydaylight.com/en/discussion/comment/933808#Comment_933808

    You right. The enjoyment I get is set by things that tell me I did good. The only actual thing in DbD that tells you how you performed is the emblem score or if you de-, black-, double- or pipped. You can say with a black pip I feel neutral. Like I didnt win nor lose. But theres a difference in playing killer and survivor for me. If I play killer and I black pip it feels very unrewarding. Imo killer is more stressful, more pressure and needs concentration throughout the whole game. That doesnt mean I want easy games or always a win within my mindset.

    I win as killer if I at least pip. The game tells me I did good and I get a pip. Due to that I feel satisfied. Its very hard for me to understand others who find games (other than meme/troll games) satisfying in which they didnt pip.

    As survivor i find other things satisfying. Its not even about defining a win or a loss. I can have a good game because I did flash saves, long chases, etc. Doesnt matter if I pip or not. But If I hook 3 survivors in a game and all gens pop, all escape on their death hook, I have to resort to tunnel or camp, get tbaged, flashed, messaged after the game, etc. and didnt even pip, its hard for me to say I lost but it was fun. because its not the case.

    I hope I could explain how I dont measure the win with something subjective. Sorry for my lacking english ^^ hope you could understand.

    Ok that makes a bit more sense.

    Do keep in mind that part of the point of this thread (while not quite the MAIN point) was to differentiate between winning and enjoyment, because while correlated, one does not imply the other.

    However winning is inherently satisfying to a degree (which is what you just pointed out), so it's a bit more than a correlation. More importantly though, this means that LOSING and still being satisfied is not due to the inherent properties of the outcome. This lets us control for that variable thus leaving the gameplay itself as the satisfying element. Identifying THAT is the actual function of this thread.

    Like ok so old Legion was unsatisfying to lose to because both the Killer didn't need Skill to catch you and you as the Survivor couldn't use skill to avoid him. So I would expect to see a bunch of people citing skillful gameplay from the other side and from themselves as satisfying.

    And sure enough:

    @Mr_K said:

    If the outcome was fair without soneone abusing poor map design or cheesing a mechanic in some way.

    @Sonzaishinai said:

    My satisfying loss is usually when i feel that i had a chance but the other party just played well

    I use pips to determine wins or losses bassicly if the game tells me i've won i take it as a win

    I play both killer and survivor

    I very rarely get losses that leave me unsatisfied, unless i did something incredibilly stupid

    And only solo

    @JC316 said:

    When I did my gatekeeper nurse build, I technically tied, but I loved it because it was something new. I blinked behind the exit door with one gen left. Used insidious and noed, waited for it to open, then downed all 4, with two crawling to safety.

    If I genuinely get outplayed, not due to bad map design, but because they juked me, or 360'ed , or vanished into thin air, then I can be satisfied with the loss.

    @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/114162/what-is-a-satisfying-loss

    A 360 to me is that. No cheesy bugs, infinites, simply outplayed me

    @hocrux said:

    Good plays, i can't get mad if randoms work together and escape

    @Fibijean said:

    I rate a win or a loss by whether I meet the win condition. Meaning a win as survivor is an escape, and a win as killer is 3+ kills.

    I don't care about rank in either case, in fact I really dislike ranking up because it usually feels undeserved. So this is a difficult question to answer because I usually don't pay that much attention to it, so I couldn't say whether I usually rank up with a satisfying loss. I'd hazard a guess at about 50/50.

    Satisfying losses happen maybe 25% of the time as survivor, a lot less as killer (maybe 5-10%) because I'm quite a low killer rank so I'm usually very much in control of the game. When I lose as killer, it's usually on purpose.

    As a survivor (which I usually play in a SWF group), I'd say a satisfying loss is one where I feel like I had a chance or played well, but was ultimately outplayed by a skilled killer who played fairly and showed good sportsmanship both during and after the game. This can happen if the whole survivor team loses, but more often it happens when my death saves the life of a player who I thought deserved to win or who saved my life earlier in the game.

    As killer, assuming I'm trying to win, I'm generally satisfied with a loss if the person I killed was the most challenging of my opponents, or again, if I feel like I played well, maybe got quite a few hooks in, but the survivor team managed to pull a win together in the end. As long as the survivors were good players and good sports, I am generally happy to accept defeat at the hands of worthy opponents.

    Lots of people agreeing that skillful play from the other side overcoming your own legitimate efforts can feel great.

    It's obviously not the ONLY satisfying kind of loss, but it's pretty much what I was expecting.

    Plus it's also just nice to stand back and think about what you actually consider being legitimately outplayed, so you have something to contrast the BS loses with.

  • Btw how does that work exactly?

    Like, how do you quantify it? Because it's not easy to use subjective qualities such as happiness to measure objective ones like a win state.

  • @NinoV1 said:

    Satisfying match

    Losing

    Pick one

    @KillermainBTWm8 said:

    You can't. Sure it can be sorta fun but it won't compare to the dopamine you will get from winning unless you were memeing around which you already said you didn't want to count. So there isn't real such thing.

    Maybe I should clarify what I mean by satisfying.

    I don't mean "I like this result", because that wouldn't be much of a loss. But rather, I'm talking about a loss where despite not getting the result you wanted, the way you loss'ed was such that you still enjoyed the process anyways.

    For example I've had a game in MTG where my opponent pulled off a crazy series of combo's in order to get infinite mana, draw his entire deck, play laboratory maniac (which makes him win if he draws a card with an empty deck) and then drew a card and won.

    Did I lose? Yes. Did I stand a chance even? Absolutely not. Was it satisfying? Heck yes. When you lose to something super impressive it can wow you in a way that just makes you go "wow you can do that!?" and that makes the outcome satisfying, even if not successful.

    Or maybe you make a mistake and learn from it thus improving your gameplay forever. Or maybe you lost but it was such a close call that the tension alone made it worth it.

    There are a lot of scenarios like it, and of course everyone is different and prefers different things (just look at the variety of responses in this thread), but I wouldn't just count out the idea entirely.

  • @T2K said:

    So this here is totally my personal opinion.

    You can have fun games where players just troll or do silly stuff. But I cant determine here any win or loss. In regular games as killer I win if I get 3 or 4 survivors on dead hook and at least one pip. I dont know what a satisfying loss is. How can I be satysfied with a loss? Dont get it.

    As survivor I really never have the feeling of a lost game even if the killer 4ks. I almost never depip. I cant say I won as survivor if I escape, when the game tells me I pip even if I die.

    • What exactly are you using to determine a win vs a loss? - I use my enjoyment. If I enjoyed a game, I won. I had a good match and had fun.
    • Were you a Killer or a Survivor? - Doesnt matter. I can enjoy games as killer and survivor
    • Do you care about rank? If so do you usually rank up when this happens? - Ofc I care about rank. I cant have a good match when Im not pipping. Pips are the only things in DbD telling you how you performed. (Regardless if the pip system is good or bad.)
    • How frequently does this (whatever your satisfying loss is) happen to you? - Too less to be happy, too often to quit DbD
    • SWF or Solo primarily? - Atm 50/50

    Well if you are using your enjoyment to determine a win then no wonder you've never had a satisfying loss. You've literally defined a loss as being unsatisfying.

  • Ok while I agree with the sentiment and most of the challenge ideas. These ones are problematic:

    • Dodge the killer's power X times. - There is no mechanic to track this, and making one just for the rift is more trouble than it's worth, especially because it would need to be communicated to the player
    • Disable the killer's power X times (traps, plague, GF....) - While much less problematic this has a similar issue, but more importantly is very frustrating to be on the receiving end on.
    • Make X hit tanks to help your teammates. - Idea itself is fine, just remember that protection hits is already a keyword, so use it.
    • A generator ends when the killer has hit the generator X times. - ?????
  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/933192#Comment_933192

    If thats what you're advocating for then more power to you.

    But currently even missed swings remove tokens.

    Indeed. The difference is an explicit balance change suggestion.

  • @Mr_K said:

    Play With Your Food

    I believe PWYF's stacks are removed during M2 attacks such as chainsaws and shreds.

    Using the keyword would mean those attacks have to actually hit the Survivor.

  • Ok so taking it from the top:

    Objectives

    Just to be clear I'm under the assumption that the dynamic is the following. Find book -> Read book (x seconds channel) -> Find bucket -> Collect gas (x seconds channel) -> insert gas into Gen (x seconds channel) -> Get toolbox -> Repair Gen (45 seconds channel) -> go back to step 3 (or 4 if you still have the bucket)

    On it's own that's all well and good. However given the number of each item in play (1, 2, 2) it is very likely that Survivors will bottleneck each other. The issue here is that SWF can coordinate in order to remove this bottleneck. Survivors get the buckets and guide book. 2 Survivors read the guide book while the other 2 start filling up the gens. Then the Survivors who read the book start repairing gens while the other 2 finish putting in gas. The Survivors putting in gas will likely finish first and will read the book (so that they can be a backup repairer if a Survivor with a toolbox is chased). Finally they can get ready with someone on the gates immediately when the last gen pops. Setting that up as a solo is impractical but trivial and obvious as SWF and would have a MASSIVE difference in efficiency.

    Abilities

    Because of the above, the ability to see the other Survivor's auras is absolutely required. None of that "within x meters or only while injured" or whatever BS. If they can't see everyones auras always then this whole setup cannot work.

    Perks

    Say what you want about individual perks, but the overall perk system and the types of perks that exist in the games is one of the best part of the game. I cannot support replacing it with a 1 perk system.

    Mechanics

    That Exhaustion effect is a cool idea. Nice work!

    Items

    Other than the objective stuff I already mentioned looks good.

  • Could you please do a once over for the wording? This is very painful to read.

    I'll give my feedback on the idea itself in a bit, it seems cool tho.

  • So you have chosen death then I see.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/932671#Comment_932671

    By no means is it meant to insult you, it's just a perk in a video game. You're free to not use it if you wish. If you don't, hey, that's fine too, there's 65 other killers perks out there to choose from.

    I do think that reducing the terror radius by 8m per stack would be a bit much. That would mean having no terror radius the entire time you're chasing someone. I'd be more in favour of a lingering effect if anything.

    No TR in a chase isn't that helpful. BoP is a little bit better with full on undetectable with the red stain removal and aura immunity that comes with it, but even BoP is just kinda meh.

    A lingering effect is pretty much required for it to be useful on it's own merits.

  • @Peanits said:

    By other survivors? Mostly because people have had bad experiences with that guy that Urban Evades across the entire map while they're on the hook, only unhooking them after they hit second stage.

    In terms of emblems, mostly because there's not a whole lot of skill involved in staying hidden. But that's a whole debate. Should someone who can't survive in a chase rank up and get even harder chases, or should they stay where they are where they have a better chance if they do get caught?

    That's not to say that stealth is bad, but there's a time and place for it, and there's some people out there who can't tell when it's time to sprint in, and that tends to sour other people's opinions.

    Ok but Killers need better tracking to rank up as well. So it's not just that they are getting Killers that are better at dealing with loops, but also Killers that are better at dealing with stealthy Survivors.

    If you don't rank up the Stealthy Survivors then they will continuously go against Killers that are unable to find them, and that's unfun for everyone involved.

  • I'd actually want the perks effect to also keep the TR low for X seconds after the chase ends, where X scales with the # of tokens. Maybe 5 seconds per token?

    20 seconds of a 16 meter reduced TR every chase isn't bad.

  • @avilmask said:

    To be fair, only things that need a special treatment is Huntress hatchet with exposed (write it so exposed is effective only on melee hits), and STBFL (should only work with non-special attack). That's it, not a single one of any other abilities need restrictions. Is Dark Devotion op with ranged attacks? One shots? Ambush? Eh?

    Basically, Exposed is problematic when it works with special attacks.

    Frenzy, Hatchets, ect.

    Sloppy Butcher and 3rd Seal both COULD work with special attacks, but a case could be made either way so it's whatever.

    Dark Devotion I put on the list for a reason.

    STBFL should work with special attacks as well, since the whole point is that you are attacking non-obsessions and focusing them before the Obsession.

    PWYF basically already works like this.

    Surge couldn't work like this. It doesn't proc on injuring a Survivor so this keyword wouldn't work for it. If we were to remove the basic attack requirement it would instead be by wording it like infectious fright.

    I'm probably forgetting a bunch of on-hit effect perks but you get the idea.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/932440#Comment_932440

    It's not that we're avoiding you, we wouldn't be answering your questions if we were. We keep it simple because those Q&A reach a much wider audience, not just you specifically.

    For the Nurse, it went through a lot of iterations and testing, consulting experienced players, etc. At three seconds, you'll just about have a charge back by the time you recover from fatigue.

    For the Oni, it's much of the same. The PTB showed that the Oni was way too powerful in the right hands, able to zoom around the map and down almost the entire team with a single use of his power. We've changed it to have a soft limit, where your power ends sooner the more survivors you down. This way you can still get some oomph out of it, but the game doesn't end in under 40 seconds. Likewise, we changed it to cancel your power and maintain your current charge and spawn blood orbs when hooking a survivor to make hooking the survivor you just downed a little more appealing.

    kk thx.

    Btw what WAS the reason for the Legion M1 drain? You briefly mentioned it in the Q&A but you just mentioned it and moved on (which is fine, that wasn't what the question was about, but still)

  • @Peanits said:

    You absolute madman, you really did an entire summary.

    https://forum.deadbydaylight.com/en/discussion/comment/932118#Comment_932118

    I promise we're not avoiding you, we just can't answer the pirate questions.

    I feel like you are avoiding me. You keep acknowledging my question, and then answering it in the most vague way possible.

    Like with the Nurse update I asked why the cooldown was what it was, and the answer was basically confirming that you had a method, but not actually saying what the method to figure it out was and how you arrived at 3 seconds in particular.

    And this time you specified the thing about slugging, but my question was about why the Oni's power needed any kind of penalty at all. You sort of answered it in a very broad sense, but you never said what about the power makes it need a penalty moreso than other comparable powers like Plague's corrupt Purge or Myers tier 3 (no that's not a suggestion).

    I'm also not convinced that Legion needs a penalty for M1ing, but that's a different story.

  • It's perfect! Now I can take advantage of those games where no one but me wants to touch gens!

    *cough* please do gens when I'm being chased *cough*

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/930582#Comment_930582

    Alright, well. You go ahead and stand on your soap box, then. :)

    No I think I'll keep lying down on my bed.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/930574#Comment_930574

    Whatever the case - it still doesn't dismiss the very same point I made with Freddy. Not exactly why you keep arguing about it, lol

    Because you replied contesting my contesting.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/930560#Comment_930560

    His buffs were extremely minimal though, and that's all it took. That still doesn't change that everyone thought rework Freddy would just be "man with knife fingers" and he turned out top tier.

    They increased the exposed timer up to 60 seconds from 20. Made stalk progress not fade. Removed a global sound on entering stealth. Removed the loud sound he makes while "stealthed" (which was the changed that allowed the current anti-heal build). Increased the stalk range and made it harder to reveal him.

    Those buffs are neither trivial nor small.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/930466#Comment_930466

    In context, that's a different kind of argument.

    I'm comparing actual similar things. We really need to wait how it plays out. People said reworked Freddy would be awful, and he's top tier. People said Ghost Face would be trash, and he's top tier (depending on the person playing him). I think it's fair to say you should wait and see. If he's really that bad in practice, I'll be right there with you.

    Ghostface WAS trash. They had to buff him a ton and THEN he was a strong killer. Prior to his buffs he was 100% a terrible Killer.

  • @Cornpopers_Evan said:

    I always thought it would be cool to have a killer that deals with the fog/mist so this sounds incredibly cool to me. Just A quick question about the red stain addon, is that for the entire match?

    Yes it's the whole time, which in practice just means if you are chasing someone inside the mist it goes from hard to see your red stain (due to it being gray because of the mono-chrome effect and probably blending in with everything) to impossible.

    The only way to exit the mist yourself is to first lock the mist which makes you undetectable removing your red stain anyways.

  • @Gay Myers (Luzi) said:

    https://forum.deadbydaylight.com/en/discussion/comment/927968#Comment_927968

    The ban times are variable and subject to tuning. Anything we would tell you may become out-of-date during the course of our test, should we decided to alter the ban times. As long as you don't quit a bunch of games, you don't need to worry about it.

    Honestly the fact that I almost never quit is why I'm even bothering to ask.

    Otherwise I'd just find out when it comes up. But since I'm not expecting it to come up the only way for me to find out would be to ask someone else. And who better to ask than a community manager?

  • What's the intended escalation formula intended to be btw?

  • @Peanits said:

    I'm not sure if I'm watching the same video, but I saw the generators done in about 7:20, with the last survivor escaping roughly ten minutes in. That's not exactly a short match. You win some, you lose some. The killer lost in this one.

    This kinda reasoning is why gen speeds are only a problem at the very start of the game.

    Past that the Killer is capable of using momentum gained from hooks to buy them more time to get more hooks and so on. Meaning for most Killers it's reasonable to keep momentum going long enough to secure a win.

    The issue is thus only either with Killers who have so little anti-loop that this isn't enough, or Killers that struggle early on and thus can't get that critical first down in time. This is also why both a secondary objective or speeding up Killers is both more effective than slowing down gens directly.

    And even then there is obviously some degree where it stops to be a problem and starts to just be the Survivors doing better (which is the right reason to win)

  • @Thesaviour119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/927469#Comment_927469

    How about as in luring the killer to other survivors and then you escaping, I understand sometimes it turns out that you need to just escape without your friends but setting them up is a bit unfair

    That's not working with the Killer, it's just throwing others under the bus.

    The whole "I don't need to out run the bear, just you" idea. The Killer in this situation is just attacking the easiest target, while the Survivor is exploiting this by presenting an easier target than themselves.

    This is occasionally the motivation behind hook farming. I unhook you in front of the Killer, the Killer downs you and rehooks you, I've gained plenty of distance during that time.

  • @TicTokCringe said:

    https://forum.deadbydaylight.com/en/discussion/comment/927144#Comment_927144

    I don't really know about that. If a skillful huntress always hits her hits then that's pretty rewarding, but if someone new wants to play as huntress but suck and miss all their shots then what was the point of running the add on

    If you aren't confident in landing your shots then don't run the addon.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/927157#Comment_927157

    Even if it is a sidegrade (which to me from what I've seen does not seem to be the case), whats the point? He's already one of the weaker killers.

    The point would be to make him less annoying. And if it is a buff then to buff him.

    We cannot conclude how strong the new doc is until we've seen things like the Numbers and the details behind the execution.

    Remember this could be anything from a nerf that makes him Leatherface tier, to a buff that makes him current Freddy tier. That's an extremely large possible range of strength. Not enough to make any meaningful predictions regarding balance.

  • @Peanits said:

    For overrated, self care. You end up taking so long to heal that nothing gets done. If you have two or three people doing this in a match, you're in for one wicked long game.

    Underrated, Solidarity. Toss that bad boy on with We'll Make It and you can unhook someone, heal them, and then get healed yourself all in a little over 16 seconds.

    Second Wind is underrated for a similar reason.

  • @Vetrathene said:

    Doc leaks already seem to indicate he is getting nerfed.

    Doc leaks indicate a sidegrade.

    We'd need more info to conclude a nerf or a buff.

  • @supersonic853 said:

    Nah shes fine iri just needs to be alittle more skillfull like was suggested have it down at a long range because i personally wouldnt complain about a huntress who can land her shots. And please give her a addon to regenerate axes like peanits talked about.

    If you mean regenerating hatchets on hit then that was my idea.

    If you mean over time then idk.

  • @B_Random said:

    https://forum.deadbydaylight.com/en/discussion/comment/924834#Comment_924834

    No, I've been playing for a while. I've gone against sprint burst many of times but it used to be a rare sight to see sprint burst at times. But this is different. I know for a fact something is wrong. The 99% is possible but I'm still calling Bullshit with this damn perk.

    99%ing isn't rare.

    If your so worried about it then I'd recommend trying out the new blood echos perk.

    And before you say "reee perks are not counters", remember what the function of a perk is. The whole point is that a perk makes some aspect of the game easier or more reliable in order to cover your weaknesses or synergize with your strengths.

    Not everyone has a problem with Sprint Burst, Killers that switch targets often, such as Legion, can mitigate the perks effect by quite a bit by doing so, and the various downsides to the different use cases for the perk keep it in check compared to other exhaustion perks.

    Thus, if you have a problem with the perk the existence of other perks to counter it is specifically for people like you

  • The bug was that they got infected in a really weird way

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/924968#Comment_924968

    I don't think they can. Survivors can finish their objective too quickly. All 3 of those killers can't stop a genrush team. They need very good ultra rares. Nurse could lose the downside of being unable to use her power, and Oni didn't need the ability for survivors to take his power away. They are very, very bad addons.

    Nurse and Demo can at least, I predict that Oni can but he just came out so eh.

    But Nurses nerf isn't as drastic as a lot of people make it out to be, and Demo can stall quite well, I've set up 3 gens with the 3 gens being on opposite sides of the map.

    They tried to simply rush clear a portal every time I TPed (I didn't have CD addons or addons to slow portal closing) so I just put a portal hidden in the center of the map and bait it out to get hits from their attempts. The information and mobility is amazing for the endgame stall.

  • Surge.

    It's not a great perk in terms of strategical effectiveness, but it certainly has a satisfying impact to it's activating.

  • People don't often complain about addons like Iridescent Button or Redhead Pinky Finger because even though both of those addons offer a similar power boost compared to iridescent hatchet they are on weaker Killers that need that sort of power.

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