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PassarinoT

PassarinoT

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  • @zone_dymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261024#Comment_1261024

    If you play him then you already know what makes him weak where.

    Missing a shot is painful, a survivor constantly going around objects is painful, when he finally gets you it should be a hit most of the time honestly, otherwise its kinda like saying survivors should have an easier time wiggling out.

    Huntress telegraphs clearly a hatchet is coming but when she hits, its a hit.

    Deathslinger telegraphs it less but when its a hit its not necessary a hit, that is the balance, but to make it even easier to (after you sorta messed up) to just deny that hit is not healthy imo.

    But like I said a few posts above, trading some far shots for close up moving around the object hits is not perse a bad idea, bit of give and take.

    This is true, missed shots are a pain. Possibly reducing the cooldown/removing it altogether on missed shots is an appropriate thing to try. His spear itself is not fatal, the killer is. Missing a shot shouldn't be such a painful thing but the cooldown on reloading is defs ok. His shot is very easy to access and, if missed, has less penalty than huntress. She has limited (but really unlimited) ammunition. She has to reload at specific locations, deathslinger can wherever. Like clown, his ability can also be used to slow survivors escaping in a chase. Even if you don't get the hit, not all is lost. The survivor is usually brought back/prevented from further distance and that in itself is a great help. I don't think people realize how strong that is in a chase, just break the chain yourself and you have little to no cooldown and a closer survivor!

    The thing about huntress is that, yes, she sends a warning of when she's winding up a hatchet, but that is an instant injury and the survivors have time to dodge it. Deathslinger is the opposite, he has barely any warning, but in turn, the survivors have a later chance to escape the potential hit. Again, maybe deathslinger should offer faster wiggling from side to side instead of longer reeling, but this current state where he can step backwards and drastically increase the speed you are pulled at in relation to your surroundings is insanely strong. As a deathslinger main, I think it's almost unfair to the survivor how you can side step to influence the survivor's wiggling angle and step back to offer less opportunity to swing to nearby objects.

    His power isn't supposed to be a guaranteed hit, it's a chase shortening mechanism itself even without getting the "Reeled In" hitscore.

  • @TheRockstarKnight said:

    I think the reel time should be faster and his aiming time slower.

    Part of my issue with Deathslinger is that he's basically undodgeable since he can aim and fire in less than a second. You don't dodge Deathslingers, they miss. It's not fun when your input is pointless.

    Additionally, reel time as Killer is wasted time; you're just stationary staring at one Survivor unable to act for a hot second. It's also a way for the Survivor you hit to find a way to render your successful usage of your power meaningless. It's not fun to win a "you lose" trophy.

    Both are unfun at a conceptual level IMO.

    This said I'm not really sure Deathslinger would work if you changed those two things in those ways. They're a big part of his power's core design and what make him distinct from Huntress.

    Reel time on deathslinger is ABSURD when you step backwards, it gives the survivor speared little to no oppurtunity to grasp on to anything or have any teammates help out. Not to mention he can angle where the survivor is being pulled with great force. His aiming time is fine, his shot is not meant to be a guaranteed hit. That's what this is intended to accomplish. Make more spears escapable. Not sure how pulling a survivor in is wasted time unless they're already injured and they grasp on an object really far from you.

    Spearing a survivor without even hitting them does all of the following:

    • Pulls them towards you, negating any distance they could potentially gain. Missed hits as huntress at a distance slow you down and do little to nothing to a good survivor.
    • Deep wounds them if the chain breaks
    • Faces them towards you, making the view behind them obscured and possibly disorient them. I often see survivors scrambling to find a route away from once they break free.
    • Grants 200+ bloodpoints in deviousness. Fair amount.

    His power was made to give survivors a fighting chance. Whenever I play, they hardly break free. It's not fun on their end, I can tell. Esp whenever I play against one. It's definitely easier for me to evade a deathslinger but it's still extremely dissatisfying to get speared and have little to no chance to even break half the chain's charges.

    Deathslinger could certainly survive with these changes. They just need experimenting with. If you spear a survivor, you can also break the chain yourself with little cooldown on your end and continue a chase from there if the survivor is stuck on an object.

    Deathslinger doesn't need every single spear to be a hit. Even as a main of him, sure it's a little frustrating having them break free, but on their end when I have almost every spear hit them and I reel them in successfully, it's almost as if they had no chance. It's like dangling money in front of somebody but never letting them have it, it's a tease to have a chance with no actual success most of the time.

  • @Huff said:

    I don't know if he exactly needs slower reeling or whatever, something that I think he needs more, or rather what the survivors need, is more capability to wiggle side to side when they get hooked onto. I don't mean anything crazy because I don't want him to be weak, but honestly when I get speared I end up just taking my hand off the movement keys because it never ends up mattering whether I struggle or not. Even if there's something just slightly to the side to me that I want to fight for, it doesn't matter because when they reel in, you can barely move like 1m to either side, and that's not enough to really do anything.

    This is what this intended to accomplish. When he reels you in slower, you get more time to slide to an object or wall. This could also be changed to waste less time by making survivors move side to side quicker, I reckon. Both accomplish the same effect.

  • Suggesting this because Deathslinger has a very creative concept, but I feel so helpless as a survivor when a Deathslinger spears me and steps back and suddenly I have barely any time to reach objects near me. This is coming from a killer/deathslinger main, too.

  • @shwag said:

    Annoying yes but you could you know... Move out of the line of fire.

    She can't hold many of the iri hatchets and has to reload....

    Ever make an iri head player dc ?

    Good times.

    Although that's not to say it is satisfying making them go get more hatchets after the very rare event of dodging all her hatchets

  • @shwag said:

    Annoying yes but you could you know... Move out of the line of fire.

    She can't hold many of the iri hatchets and has to reload....

    Ever make an iri head player dc ?

    Good times.

    With this games hitboxes, I'd take my chances with a fully loaded gun in russian roulette over that

  • I really wish it was just deep wound or something :/ there's so many possibilities now with 2 new status effects and many more but instead it remains as is. Odd to me.

  • anything lady gaga or sia. sorry the gay is jumping out idc

  • I feel hatches are fair, even as a killer main. But... they need a progress bar in order to be opened imo. Like a totem progress bar, but make it last longer for a key. That way survivors can't teabag on hatch and escape in your face.

  • I agree, although I think the devs still could give the game more horror with further darkness, it is nice! I especially like that they listened to the community and changed the red forest floor back in the hotfix!

  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260939#Comment_1260939

    Yes! Extremely good idea! I feel like deep wound was an EXTREMELY disappointing status effect. It's basically just a little extra heal you can pull off yourself. I was also thinking it could possibly be worth trying to make deep wound's timer decrease slightly more with each vault. Maybe like 15% decrease with each vault? That gives a survivor about 6 vaults before their timer runs out. Then possibly change mending so that for how depleted your bar is, you have to mend an extra amount? So 8 seconds plus an entire bar would equal an additional 12 seconds? Then while mending, it restores your bar to full and then once full you begin the extra 8 second mend?

    So basically,

    You get hit. You vault 2 times. 30% of your bar is depleted, that means you have an additional 3.6 seconds to mend. If you're in a chase and are in a safe spot and don't want to run out of time, you could mend back half of that for 1.8 seconds and gain an additional vault.

    Might be a concept worth brushing over in my opinion. Would reward survivors who take time in a chase to mend a little bit, also giving The Legion time to catch up. Then, if the survivor looping is insanely good and/or doesn't think mending is worth the time, they get downed. And if The Legion gets them close to down and leaves them, they still have a good amount of time to mend. 18.8 seconds would be the mend time after a chase if they vaulted 6 times without a 7th, leaving them 10% of their bar full.

    In hindsight, I guess this doesn't really address the issue of survivors not in a chase too well..

  • @NMCKE said:

    Here's the main problem with The Legion!

    — Deep Wounds doesn't pressure survivors to mend.

    Survivors can monitor their Deep Wound timer and complete objectives with great efficiency. They know when they need to stop and mend.

    They need to hide the Deep Wound timer from both roles, then make the timer only pause when they are within 24 meters to the killer (Since they can't see their timer decrease, survivors don't get any information). Survivors will always take a risk if they repair a generator (or anything other than mending) while in Deep Wounds. 😄

    Yes! Extremely good idea! I feel like deep wound was an EXTREMELY disappointing status effect. It's basically just a little extra heal you can pull off yourself. I was also thinking it could possibly be worth trying to make deep wound's timer decrease slightly more with each vault. Maybe like 15% decrease with each vault? That gives a survivor about 6 vaults before their timer runs out. Then possibly change mending so that for how depleted your bar is, you have to mend an extra amount? So 8 seconds plus an entire bar would equal an additional 12 seconds? Then while mending, it restores your bar to full and then once full you begin the extra 8 second mend?

    So basically,

    You get hit. You vault 2 times. 30% of your bar is depleted, that means you have an additional 3.6 seconds to mend. If you're in a chase and are in a safe spot and don't want to run out of time, you could mend back half of that for 1.8 seconds and gain an additional vault.

    Might be a concept worth brushing over in my opinion. Would reward survivors who take time in a chase to mend a little bit, also giving The Legion time to catch up. Then, if the survivor looping is insanely good and/or doesn't think mending is worth the time, they get downed. And if The Legion gets them close to down and leaves them, they still have a good amount of time to mend. 18.8 seconds would be the mend time after a chase if they vaulted 6 times without a 7th, leaving them 10% of their bar full.

  • I feel you. Legion is certainly a cool concept of a killer but the devs execution of it was slightly rough. Playing legion now feels like you are running in molasses half the time, no counterplay to chases, huge cooldown after frenzy, it's tremendously annoying to play sometimes.

    I like the idea of being able to find and harm multiple survivors at once, but it's not like deep wound does anything anymore. I feel like deep wound is a very powerful mechanic that the devs can use to make legion strong. But they have yet to make it really interesting.

    I'd like legion a lot more if deep wound actually was a frantic problem for survivors, but no. It's just a slight addition to healing. Maybe if deep wound would slowly tick down for each vault in a chase? I feel like that is a potential buff to legion. Getting looped just makes the survivor more weak. Maybe mending increases the timer a little bit so if they are at a vantage point, the survivor can choose to mend to gain an extra vault chance?

    I fear this might be annoying on a survivor's end, but it could possibly be a useful tactic against people who can loop M1 killers to hell and back. With this change, I would think legion could be 110 again but maybe given a stronger frenzy to get more people deep wounded.

  • @Rey_512 said:

    I think it’s fine the way it is.

    1) It requires a smart play to activate (safe unhook). At the very least, you’re probably bringing in BT so if you decide to farm a teammate they’re not instantly boned.

    2) Can only be used ONCE per match, and ONLY if requisite is met.

    3) Offers a great reward, and it gives you a “penalty“ (Broken status) to compensate.

    This is arguably the most balanced game-changing perk.

    Balanced? Sure. Most? Definitely not. It's a complete hit-or-miss. I think the perk is fine as is, it's just an alternate idea to make it more balanced. The same reward ensues from a safe unhook, but this makes you be extra sure it is a safe unhook. On top of that, this idea makes it so it's not a total hit-or-miss perk. It still grants you 50% even if you are the first hooked.

    A perk like deliverance is all or nothing, not saying it's even going to be used, but if you are hooked first, or all your hooks are unsafe/not saved at all, you won't gain anything from it. I still think the penalty for being broken is a good idea, forgot that part though. It makes you weigh using the perk slightly more. Still wish you could get points for being unhooked tho :/

  • Sorry, forgot to mention, this basically makes it so just by bringing the perk you have a 50% chance to unhook. This is meant to make you really consider when to unhook as it punishes you if you mess up. Also, if you're first hooked, you still have way more hope.

  • Ehhh, it's definitely alright as is. You can learn what the killer has using it, and avoid using it again. For example, got read with BBQ but distortion popped? Just get in lockers or get close when a survivor is about to be hooked. I do think adding a token every time a totem is cleansed is a good idea though, may need to start with 2 tokens then, tho. I like the incentive to do totems.

  • @JnnsMu said:

    Hatchets one-shot survivors that were at least X meters away from the Huntress when she threw them

    Ooh this is a good one, similar to deathslinger :o

  • Fair, but small game can still be hard to use with totems, and not only that but esp in solo you don't know if other survivors are doing bones so often you might not do it yourself. I run into the issue a lot of not being able to find the last totem even w small game. Also, I feel like NOED and Inner Strength should be more accessible since they're only DLC or shrine permitted.

  • @NeaMainNON_TOXIC3 said:

    David and the insomniac twink

    Yui and Kate

    Jake and Dweet

    Meg and Claudette

    Also Quentin and sleep. Tbh my favorite one

    These are real good and cannot be argued with in my eyes

  • My proposed solution is that each time a generator is completed, a noise in the general direction of a standing totem is made. Or their aura is revealed. This will show survivors where totems remain and if they remain at all. Might be dumb idk

  • As a killer main, I'm fine with keys. What I wish, however, is that you couldn't just open the hatch with the click of a button. Often from this, survivors just sit on hatch teabagging until I'm close. I think it should be a progress bar like finishing totems, that way nobody can 99 the hatch and teabag on it. It's either leave or don't.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1244280#Comment_1244280

    Even the totems that are well hidden there are still only a handful of spawn points. Once you know it spawns in a certain spot you know to check there going forward, or atleast you should. Unless I'm lucky enough to run right into the killers arms at the beginning of the match (which I am awesome at doing fairly regularly) I can usually get all 5 totems on a map by the time the first gen pops or just after because of how few spawn points there are. Stinks for the Inner Strength people but atleast I don't have to worry about NOED. 😂

    Have you seen Dead Dawg Saloon?

  • @bm33 said:

    As a solo survivor in red ranks they should leave NOED alone because it's not that hard to cleanse 5 totems. They spawn in only a handful of locations. If you aren't sure where totems spawn you can use Small Game or Detectives Hunch or a map. NOED rewards the killer for lazy survivors not taking 15 seconds to cleanse a totem. I can't count the number of times I'll pass by a lit generator during a chase and see a dull totem right next to it that my teammates ignored.

    With totem placement getting more and more well hidden, it's not a surprise that NOED is becoming more viable. Even red ranks solo queue can't inform everybody well of where a totem is hidden. Maybe auras are too specifically revealing, though.

  • @Meroko said:

    NOED is an adrenaline counter. It's already balanced just fine. Cleanse totems or face the price. Stop being a whiney survivor main

    I'm a killer main but aight. NOED Is definitely not balanced. Especially a killer would know, a good one that is.

  • I also have this, but all my challenges don't say "unlocks the next entry" either, hopefully just a bug.

  • I understand that, but even then the add-on remains a 4 chance by default and has no negative effect to the killer aside from taking an add-on slot, which is barely anything.

  • @Milo said:

    Well, to hit it you have to be pretty up-close (or you have to be a god at clown's bottles).

    Not really? His "Bottle Toss" hitscore is relatively easy in my experience.

  • This said, I like the changes they squeezed in on fast vault animations. Even when playing with my friend and I get 200 ping because of it, the vaults feel smooth. I don't see my character jittering post-vault now.

  • I'd say less rude, but more impolite. The mods and devs on the forums alike tend to be short and to the point, which can come across as rude I reckon. But sometimes, I understand what you mean. Instead of taking a step back to try and understand the issue, some mods or even devs shoot down any idea that strays from their own.

  • @Dr_Trauts said:

    simple solution to NOED: do bones

    exactly, but sometimes do bones is hard to do when you’re in solo queue and then don’t know what bones are did and what bones are not did.

  • @Trollthem said:

    Lol so survivors want easy mode again , you don't want all totems to have an aura? so they just have to go for it ? Jeez

    I’m a killer main, I’m suggesting this because currently NOED has a big gap in potential between solo queue and swf. Alongside this, it shouldn’t be so heavily relied on by other killers.

  • @csandman1977 said:

    So the grind is real. But prestiging is nice also. Most people don't use the bloody clothes if they have another choice. So some people just wont prestige characters.

    What if every level of prestige gave you a 5-10% discount on that characters bloodweb. This way it makes it a little easier to build back up your inventory and levels once you prestige. I've noticed that regular level 50 webs take roughly 50-55k bloodpoints. P3 webs cost between 60-70k. A little discount would be nice

    I agree with you here, but more so I think mobile really sets the pace. On mobile, the offerings and items pool together so that you can use them on any survivor and I believe you don't lose them upon prestige? It would be very nice if you kept all items, addons, and offerings post prestige. I understand losing perks, but single use items and offerings being lost? Makes me sad :(

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1232970#Comment_1232970

    To be fair, i'm pretty sure they can't always give specific answers.

    And if they gave dates and didn't deliver because x thing happenned then they would get even more yelled at.

    This is fair, I mean look at what happened with DBD mobile being released the year after it was supposed to be released. But still, why even bother bringing in questions like "Are you going to rework more maps?" when all they can say is "Our answer is redacted, haha, sorry." when they can answer a question with a legitimate response? It doesn't make sense to me, this livestream felt like an attempt at reeling in players with a slight sense of hope for the game, but without making any promises just to stay safe, which is ok, but wasteful.

  • To think I used to have faith in these devs, pathetic. Can't believe they waste so much time responding to posts only to be rejecting their idea. Do the devs not know how to say a simple "sorry, our fault, we'll fix it"? They literally defend anything just so they can change it at their own leisure instead of the demand of a whole community.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1231715#Comment_1231715

    Everybody on the forums already knows that critical questions are either deleted in before or just gotten ignored for the Q&A. Most questions asked do not bring any relevant Information. And even if some questions find their way into the stream the answers are "works as intended" like the question about survivor addons, when most of the question Was just ignored, or "we are working on it" and not giving any further Information on when or how or anything. Its just about "funfacts" in this streams. Maybe our opinions on what a Q&A should contribute to the community differ, but as it stands atm theyre just not relevant for the gameplay.

    Exactly, the devs need to learn to be able to listen to the community and respond to even the most negative of feedback. They don't know how to interact with their audience well. They aren't transparent, instead they give vague and unpromising answers or ignore the questions altogether for a less meaningful question.

  • @Desh said:

    Hmm right now for Killer as Oni, I love using Rancor and Nemsis

    Same here, it's my good-luck charm on Oni and Spirit, double the Yamaoka

  • @myersismydaddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1231849#Comment_1231849

    Regarding that, people could have watched the video below, and the devs could have answered other questions instead. I know why the gun goes harpoo and not pew, because I watched the video.

    https://www.youtube.com/watch?v=1chz9YSVDJo

    https://forum.deadbydaylight.com/en/discussion/comment/1231861#Comment_1231861

    "It was simply just about that, nothing related to bugs, number of pallets, sounds."

    So what was this stream even about then? The things I have stated above are all the things that are changing in the upcoming patch. How is it not a good question to ask why the death traps are there or how the pallet distribution works now? If this is too technical then say that in the upcoming Q&A thread, so we know not to ask those questions. You know, the questions that actually matter on how the gameplay will unfold in the next couple of months.

    Man, it's not even worth arguing with him. He's just as thick-skulled as the devs, he won't even consider what you're saying. Or she, or them, idk pronouns here.

  • @Demogordon_Ramsay said:

    I feel like they just looked at the first page of questions and only went with that. I mean, I asked a question about the issue with TR audio for Killers like Oni, Doc, and cowboy Legion, and for a question that didn't have the fortune of being on the first page, it got a fair few upvotes; clearly people wanted to know the answer.

    They ignored it entirely.

    Not to mention the last time I asked a question that got TONS of upvotes and when they finally got around to answering it, it was re-worded to such a degree that it was barely the same question anymore—they were essentially LYING about what I even asked them.

    So, yeah, I don't trust these QnA sessions and take them with a grain of salt.

    I feel that. I think the devs literally just pick what they want to answer and even then, they avoid responding sometimes it feels like.

  • @Salty_Pearl said:

    Most of them I feel like are good but this one was really bad. Half the questions were completely useless like "How long have you wanted a gun wielding Killer?" or "What are the inspirations for his gun?"

    Yeah, most have some good pieces to them, but this last one had one important issue and the rest were of little to no importance. Then, if they were of slight importance, the devs literally brushed them off with no specified answer. REDACTED is such a joke of an answer, why even bother with the question.

  • @VSLl said:

    They do not make sense if they read the prepared text. Like Ethan. The whole stream, if asked about something, he just read the finished text from the screen. What is this Q&A stream? What's the point? With the same success, you could put it in text form in any topic in the news. All. This is ridiculous. I am very disappointed with this stream, and the previous ones, where Ethan was, because he just reads the text and this is not a bit interesting. He even forgot the name of the perk when asked, god, and this is a game designer.

    It's literally embarrassing to watch anymore, not to mention the content they had prepared, a looping 4 minute clip of deathslinger round gameplay. The devs literally have less motivation than my manager when she's stoned to the bone.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1228883#Comment_1228883

    The flames are hot... literally. It's bad enough to see a literal undead samurai ogre demon bearing down on you at Mach 10 with a studded club bigger than Nea Karlsson's forehead. But then he's on FIRE on top of all that?!

    He's the first time in a long time a Killer has been persistently terrifying.

    The flames are a good idea but their execution is tacky as hell at BHVR.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227997#Comment_1227997

    RIGHT?! The music and the aesthetic are some of the best in the game, just a giant flaming samurai ogre bearing down on you with those wooden chimes blaring in your ears... Plus, he feels so well-balanced to me; he's like the only Killer that actually makes me feel consistently outplayed when I get totally demolished by him.

    Unless you bring Scalped Topknot. If you bring Scalped Topknot you should be reported for exploit abuse.

    Bro, Oni was SO well made. The sound design is fantastic, although I don't like his tacky flames, he is still amazing to hear and see run around the map. Actually instills a bit of fear in me when I hear thump thump thump getting louder and louder.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211577#Comment_1211577

    Especially now that protection hits are being improved. I think it's fine now.

    This is fair, I had made this concept before I heard about it. I did not know they actually fixed them. I saw they tried to a few patches ago but I noticed barely any difference. Seems this time they really increased it. Happy to see. Although I still find the perk a little difficult to use and not punishing enough.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212487#Comment_1212487

    If that was your intention, then the penalty isnt really harsher. You mend once, which by itself isnt a huge time waster (see: Legion). You cant heal, but with current MoM you also dont heal, except that you choose not to (and lasts longer) because getting your aura revealed permanently is far more punishing than being broken.

    Read closer. You mend, then you remain broken for 60/50/40 seconds. With auras being revealed, it's not a big issue for good killers. Most likely they'll ignore you. Also, the aura revealing is most often used against the killer. You can distract a not-so-smart killer for far too long by just idly moving about as they try to follow up. The aura revealing is also very inconsistent with the perks multi-use function. Being broken is after mending is much more punishing if the killer loses you. Alongside this, beforehand survivors could 99 heal themselves to avoid being revealed.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212099#Comment_1212099

    But the effect you gain is very very powerfull, imo if you want to reduce the requirement, you have to reduce also the "reward" cuz a free hit is actually insanly strong.

    Instead of reducing the reward, there is a bigger penalty for using it. Similar to deliverance, for the people, etc.

  • @BenZ0 said:

    I dont see a reason why Mettle of Men needs a rework? This perk is actually fine and fun to use lol. Not to mention that I got alot of clutch escapes with this perk.

    That's fair, I'm mainly doing this because the difficulty to get a protective hit. I had this idea a long time ago when it first came out as a nerf, but now it seems it would be more of a balance/buff. But currently 3 protective hits is something you have to try really hard to get, which even as a killer main, I think is absurd for just a single perk use.

  • @Uistreel said:

    So wait why are you suggesting nerfs for trash perks?

    The two presence perks I only made in a feeble attempt to make perks for all killer's but I gave up on that, the rest I still stand somewhat by aside from Iron Maiden. Didn't word that one right.

  • @DetailedDetriment said:

    Nerfs Unnerving and Overwhelming...why?

    Removes open speed bonus on Iron Maiden. No.

    Oh my bad, I forgot that part. That part was OK on Iron maiden. Idk abt the presence perks, I was trying to stick to making a change for each killer but couldn't think of many, those were basically just random concepts.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188408#Comment_1188408

    Okay fair enough for me not reading correctly. But still my point still stands - nerfing perks that don't need nerfing. Some of your buffs are alright like Dead Man's Switch. But Spirit Fury would get seriously butchered and probably replaced by Brutal Strenght entirely.

    That's fair but again, most of this thread was to counter metas that make survivor gameplay almost entirely countered. I think the spirit fury/enduring combo is insanely overpowered when paired with 115% killers, although I reckon it does pose a new counter. Even as a killer main, using these metas to me is completely boring and should not be available. I think that adjustment to enduring/spirit fury will not completely nullify enduring, though. The enduring part would be canceled out during the pallet-breaking stun. That would be to give the survivor a slightly bigger window to gain distance. Regular pallet stuns that don't break the pallet would still be shortened, just not the pallet-breaking stuns, they would be normal length so as not to let the killer get a practical insta down.

    All this being said, I do think killers still have it rough right now, but I don't think giving them super strong metas will be useful as it will become a crutch and, hopefully, when the game is more balanced, these will either be overpowered or adjusted by then. These changes are, again, in an ideal world where DBD has fair hitboxes, no genrush, etc.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187076#Comment_1187076

    I mean, you tried to nerf perks that really didn't need nerfing. Also some of your buffs are also a nerf like Spirit Fury. It buffs tier 1 and 2 technically but super nerfs tier 3.

    B stands for buff and/or balance. Does not entitle a buff to it, the balance is to make it more consistent with it's use.

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