PickCollins
PickCollins
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@Watery said:
https://forum.deadbydaylight.com/en/discussion/comment/714364#Comment_714364
Was the RESCUING survivor asleep?
Also, just to clarify- I was wrong.
I was about to say, I'm pretty sure BT applies based on the rescuer. I'm pretty sure that's why they added oblivious.
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@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/714417#Comment_714417
And then you are back in the same situation of people complaining about rank matching. . .
No system is perfect, as you have said :)
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@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/714394#Comment_714394
Also, common sense is an arbitrary concept. Just because something seems like it's "common sense" doesn't mean it's easy to implement technically.
And? I already gave you a solution. If someone has been in a queue for 5 minutes, put them in an open match and ignore the ranks. If SWF groups queue up together, do the same thing ,after 5 minutes start ignoring rank.
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@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/714394#Comment_714394
The get over yourselves comment was directed towards everyone who whines about wait times. And if you have such a great understanding of the matchmaking algorithm then please, specifically tell us all how to fix this. I'm sure the devs would love advice from an expert like you.
After 5 minutes in queue, ignore ranks and throw them in.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/714394#Comment_714394
Then they can remove swf completely since if they fix one side then that side complains about wait times:( devs just remove swf completely
They remove SWF and killer queue times spike again, but that'll be bc they ######### butchered their game to satisfy killers.
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@Lost_in_the_Fog said:
Ok so first people complain about the ranks being widely varied. That got fixed and now people are complaining about wait times. Yet no one seems to be able to put together how the two are intertwined. GET OVER YOUR ENTITLED, WHINEY SELVES!
You all act like the devs are purposely messing with your lives. I can bet almost none of you have a base understanding of coding, internet communications, or basic game design theory. I'm an electrical engineer so I at least have good grasp on the first two. There is no magic trick the devs can do to make matchmaking instantaneous and perfect. It's all about tradeoffs. That means making one element better often makes another aspect worse. The devs are just trying to find the balance that makes the most people happy.
QUIT HATING ON THE DEVS YOU PETULANT BRATS! If you hate this game so much then do what you keep threatening and quit playing (which you won't because this is really all about trying to make your pathetic self feel better because you never developed this thing called patience.) IDIOTS!
Killers were whining about wait times for literally forever. Where is the "get over your entitled whiney selves" for them?
And guess what? Killer queue times are gonna spike back up again when BHVR snubs Survivior mains enough for them to stop playing. You can only demand the devs abuse the other side so hard before they eventually say enough and suddenly ur left with long queue times again bc nobody wants to play the game.
If the matchmaker is ######### Surviviors, it needs fixed. If the matchmaker is ######### killers, it needs fixed. No there is no solution to everything, but there's still things they can do to prevent 10+ minute queue times and still reduce the instances of rank 10 killers facing rank 4 Surviviors and vice versa.
It's not entitled or whiney to think that. It's common effing sense. And the fact that you can't see that makes your "I'm and electrical engineer" claim shaky. And even if it was true, you wouldn't understand coding or the matchmaking algorithm.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/714112#Comment_714112
Dude calm down. I for one love this change and that's coming from a player that plays both sides:)
Also what rank are you at? Just curious.
Also you sound more like someone who just likes the change bc it ######### over SWF, not someone who plays both sides.
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@Captain_Spaulding said:
https://forum.deadbydaylight.com/en/discussion/comment/713761#Comment_713761
I'm right there with you about the SWF groups. I don't care about them. If I face them, which is a high chance, then cool. I feel it makes me a better killer because my mistakes are way more easily pointed out. I'm aware of it. I've been playing the game for a long ass time now. However, as I stated, I was far more concerned about the new killers getting bullied quite easily in the game. Screw SWF time queues. I've been suffering as a Killer for far too long and finally having some good news about swf getting something bad thrown their way feels good.
This kind of mindset just furthers the divide in the community. The people playing SWF groups paid for this game just like you did, they have every right in the world to play it however they want provided they aren't cheating.
People don't deserve to have bad things thrown their way just bc you suffered from something that they had no hand in.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/714112#Comment_714112
Dude calm down. I for one love this change and that's coming from a player that plays both sides:)
Also what rank are you at? Just curious.
Rank 6 killer rank 5 Survivior.
I play both sides and I'm not rly feeling any improvement on the killer side and feeling detriment on the survivor side.
I'm only miffed bc people think that Surviviors by some weird logic deserve long queue times. All that kind of mindset does is further fuel this "us vs them" schism in the community
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@Watery said:
https://forum.deadbydaylight.com/en/discussion/comment/708996#Comment_708996
Not all perks are intended to be meta. Some cater to different playstyles.
Also, I believe that BT will still work, since the hooked survivor can hear Freddy’s Terror Radius since they’re awake.
EDIT: The previous info (in regards to BT), is incorrect. According to Peanits— it’s all about whether or not the RESCUING survivor hears the terror radius. Hence, if the rescuing survivor is oblivious, Borrowed Time will NOT activate.
Then the perk is bugged. Bc as of rn it is not working the way ur saying Peanits descibed
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@Spicybarbecue said:
because entitled cry babies want easy wins vs lower ranked killers which is why they queue with rank 20 survivors(on alt account).
dnt worry though, they won't revert this as they don't balance the game around cry baby, entitled survivor players.....oh wait
Yes bc crybaby Surviviors wanted exhaustion nerfed, medium vaults added, Decisive strike reworked, Mettle of man gutted, pallet spawns nerfed, the entity blocker, flashlight nerfs, healing nerfed, prove thyself nerfed, gen speeds nerfed, Noed to exist, and Bloodlust all in the game.
No matter how you slice it the devs have always had a killer bias.
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@Tucking_Friggered said:
https://forum.deadbydaylight.com/en/discussion/comment/713817#Comment_713817
2 in 10 you might be speaking on behalf of. The other 8 in 10 I point towards. I'd wager 1/2 of the 2 in 10 you represent are simply groups incapable of bullying anyone because they lack the talent.
What is wrong with you? Assuming 80% of SWF groups are tryhard sweatfests that want to bully the poor newbies? What if, and this is a crazy thought, they play in groups bc they have friends and they want to play a video game with them. I know, crazy thought.
Killers complained up and down about queue times being unreasonably long for a very long time. Now BHVR has fixed that issue but it's flown so far it went in the opposite direction, and now we have killer mains like yourself acting like it's some cosmic justice that all Surviviors have to pay bc matchmaking that they didn't design just gave them shorter queue times. That's not something you should be happy to hear and if you are, you probably need to take a break from video games.
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Killers can't stop bitching about DS can they?
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/712996#Comment_712996
If you learn how to loop effectively to make the killer waste a massive amount of time you are carrying your team since it's time they are spending doing gens or if you can hit all great skill checks and doing gens or just use left behind and keys
You can't force ur team to do gens. And if you adopt that type of "solo carry" role, ur the one who dies and maybe safety pips if he's lucky.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/712279#Comment_712279
The answer still doesn't change and why don't you improve as a survivor while your teammates run around like headless chickens if they are being potatoes or go play killer and see how the game functions from the other side
There's a limit to how much one Survivior can do. One Survivior contrary to popular belief cannot run the killer, do gens, and save teammates all at once. Surviviors do not have the capability to "solocarry" their team like someone would in another team game like League of Legends or Overwatch.
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@StupidPallets said:
Agreed. If you're facing the Nurse, you have to do near the impossible to survive.
I feel like I can't stress enough that I literally main Nurse. I just understand unfair BS when I see it.
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/711335#Comment_711335
That's the point of an asymmetrical 4v1 horror game. If you're gonna cry that your teammates sucked, Find a new game or play killer.
That's a good way to drive away players. If ur a smart player, you should be given the opportunity to Survive and not lose bc ur teammates were trash and RNG screwed you. That's the epitome of unfair.
And again like I said. If killers were losing bc of RNG, that would be hotfixed and killers would be given oral sex by half or BHVR and the keys to City Hall as an apology tour. But no, Surviviors are dealing with it.
So ######### them, right?
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@NoShinyPony said:
Sometimes exit gate spawn is in the killer's favour, sometimes in the survivor's.
If the exit gates would always spawn on opposite sides of the map, it would always be a free escape if the killer doesn't run Whispers.
No it wouldn't. Deductive reasoning can often tell you where the last dude is.
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/710750#Comment_710750
Thems is the breaks
So you get punished for ur team playing poorly. Got it.
If killers were losing bc of some outside reason they couldn't control, that ######### would be hotfixed in a day, but it's a survivor woe so ######### them, right?
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Or maybe, and bear with me here, they're better at the game than you.
I know. Scary thought.
God forbid good Surviviors be rewarded for playing well.
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@joker7997 said:
I'm real sick of exit gates that spawn way the hell too far apart. This only matters for survivors that failed and the hatch gets closed. Cry me a river.
How do I fail as a Survivior if my 3 teammates are bonobos?
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/709002#Comment_709002
It's kinda ironic you're trying to downplay the creator of the DBD Wiki and pretending like what you're saying is in any way right. He outright proved why all your points are wrong, and then some, but you still refuse to admit you're wrong.
"Surviviors aren't gonna flashlight save if you scare them off. Patrol the slug, fake it. Do something that ISN'T walk right into the save and the ######### about it."
Scaring them off does a few things so let's break that down for you since you have trouble seeing anything outside of black and white. You chase them off, that gives the slug time to recover depending on how far you chased them/scared them. This assumes they don't have an exhaust perk ready to roll up and blind, or they didn't just run back in to bait you while letting the slug recover.
Patrolling the slug, or faking it can maybe get you a hit, but this also wastes some time cuz now two survivors are totally safe to work on gens, and you aren't gaining momentum. This also assumes you'll get a hit, and that a surv won't roll up and heal the slug and leave as you get baited. Doc didn't say he walked into a save, he pointed out how broken flashlights were, and why your parroted logic of, "LOOK AT WALL!" just doesn't always work like you all claim.
"You not see where I said it exists on UNSAFE windows? Like TL walls? Ever mindgame a TL wall? It's easy. If a Survivior manages to get 3 good vaults off at a TL wall in 1 chase they should not be cut off from it. Period."
So punish newer players, or newer killer players, and also, if you don't like Entity blockers, just don't use the unsafe windows? Wasn't that your logic about flashlights? "Just don't do it." I can do that too. Also, it takes 3 full vaults while in a chase to block the window regardless of distance, or time so you can really squeeze out time and keep that window open for awhile. The thing is there is A LOT MORE SAFE windows and structures than unsafe, and by your logic simply by using the unsafe structure they deserved to be hit, and downed.
"You can be relevant whenever you want. I'll wait."
Again, you're talking ######### to the creator of the wiki. They're a lot more relevant than a hivemind survivor main who can't play without their generic meta perks.
"The existence of Bloodlust alone is an abomination. It was a lazy fix for strong loops. And now that we have maps like Hawkins and Badham, why does Bloodlust exist there? Start Removing it. It's not needed there."
See, the funny thing is most killers agree that bloodlust is trash, because it shouldn't be needed. The fact maps are so poorly designed that they needed to add this mechanic is insane. Either fix the maps, or you can keep dealing with bloodlust, that they have already nerfed multiple times. Also, the Badham maps are safer than ever. Hawkins has a few unsafe pallets, but most of them are totally safe if you know how to run or have Balanced Landing. Just using the portal room you can keep a killer busy for a few minutes due to the hyper safe window, the drops, the pallet, etc.
"Those second chances were then gutted or are balanced. Decisive? Reworked. Mettle? LMAO. Deliverance? If you can't counter that sorry but ur bad. BT? Don't camp and be good enough to not need to."
Decisive wasn't even nerfed, it was buffed, twice. I know you can't possibly see how DS was buffed cuz you somehow think Mettle was balanced, but I'll try. New DS meant no more penalty for multi-ds, didn't know who had it anymore, is a free win end-game, can't be missed, and basically creates a minute long bubble of safety. DS should turn off if I hook another survivor, and end-game. If I have time to down and hook another survivor, and you DS me? ######### that, I didn't tunnel you.
DS also got buffed a second time to 5s stun, got enduring nerfed, then wasn't even reverted back to 3s. Despite the reason for it being 5, being nerfed. Thanks Devs, guess only Pig can get consistency changes right?
Mettle was utterly broken, and should've never existed. It punished killers for playing the game. Not playing "unfair" and ignoring the Survivor Rulebook, no. Just playing the game gave you immunity to downs for a hit and a speed boost. If you honestly think Mettle was ok then your entire opinion can be discarded cuz it's worthless.
Deliverance? How do you counter it without hooking everyone before anyone is saved, or just hard camping the hook for a minute? Oh right, you don't. This is just a really stupid comment, and I don't know what you're trying to say.
Borrowed Time got buffed multiple times, and can be a free win end-game which is why people have issues with it. Also, makes saves totally safe if you choose to just bumrush the hook. You made a really bad play, but now the killer gets punished for it cuz it's unfair the survivor was bad? Where's the logic there?
Also, there are plenty more second chances then, DS, BT, Deliv, and Mettle. You've got exhaust perks, you've got insta heals, Adrenaline, Unbreakable, keys to just get out if the game's going poorly. Killers do not get these, I don't know what you're talking about.
The only one is maybe NOED and that's easily countered.
"How do Surviviors counter the Entity blocker on a TL wall? How do they counter Bloodlust at an already unsafe pallet? They don't, the killer just gets those for free for FAILING to catch a Survivior."
You don't, and you get hit, cuz as you said you played poorly and chose to play on an unsafe area. If I can't catch you without bloodlust on an unsafe pallet, then that pallet is pretty safe. 15s to gain bloodlust, that's a lot of time wasted for a single hit. May not even be a down. There's a reason why bloodlust is seen as a meme, only survivors seem to think it's strong. If map design wasn't so bad, we wouldn't need bloodlust.
As for your other comment, horrible perks? What, BBQ is bad? Pop isn't a gen stall perk? Agi/BS aren't stellar but that does the job. Sloppy wouldn't have slowed the game down, maybe CI, maybe Ruin, but if they were SWF and as good as they played they'd have done the gens anyway. Tru3 put up a vid of him losing 3 gens almost instantly through Ruin. Almost like Ruin is a meme.
I made a misplay but one chase = 3 gens is stupid, and really goes to show that you have no idea what balance or skill is. As for your final response about an ad hom. You literally insulted Doc in your reply then wanna try and act like you didn't do it first? Cute, and at least he was cordial.
Okay lemme crack my knuckles.
"you're talking [BAD WORD] to the creator of the wiki. They're a lot more relevant than a hivemind survivor main who can't play without their generic meta perks."
Main Nurse but thank you for assuming I'm just a Survivior main. And the only meta perk I run is DS bc I'm sick of tunneling fuckheads ruining my fun. Moving forward.
"Decisive wasn't even nerfed, it was buffed, twice"
It was reworked to give counterplay. Merited or no, that's a nerf. It was then buffed bc the reworked version was so ######### trash that even TYDE THYME admitted it was bad. You hear that? The guy who wants every killer to be Nurse tier thought the hot off the rework Decisive strike was actual trash. THATS saying a lot. Also...
"you somehow think Mettle was balanced, "
Where did I say this? I was first on the train of "MoM is OP".
"by your logic simply by using the unsafe structure they deserved to be hit, and downed."
Unsafe does not mean unwinnable. It means it's winnable for both sides. You can mindgame unsafe windows without the entity blocker. For safe windows like coal tower and ironworks there's a reason it's there and it needs to stay there. On TL walls and similar runs, there's no reason for it to exist there. The TL wall being mindgameable makes it unsafe, not the entity blocker. If the killer can't mindgame a TL wall in 3 runs through, the Survivior should still get to run them through it bc it's not a safe loop and the Survivior is playing well by outsmarting the killer.
"Borrowed Time got buffed multiple times, and can be a free win end-game which is why people have issues with it. Also, makes saves totally safe if you choose to just bumrush the hook. You made a really bad play, but now the killer gets punished for it cuz it's unfair the survivor was bad? Where's the logic there?"
The logic is that you shouldn't be near the hook for it to trigger and if you are, then ur doing what Borrowed time was designed to counter. And at the endgame a hook bumrush only works if there's 2 or more Surviviors, so you were probably gonna at best tie anyways. And if all 4 Surviviors make it to endgame, you ######### up down the road and BT is not the reason you lost.
"I made a misplay but one chase = 3 gens is stupid,"
People on this forum, including myself, have given you a cornucopia of solutions and reasons why you lost 3 gens in one chase. You refuse to accept that you deserved that to happen and you refuse to take ANY of the advice we have given you. Whether it's bc you don't see the potential in the perk like CI or TT, or bc ur virtue signalling against it like Ruin.
" You literally insulted Doc in your reply then wanna try and act like you didn't do it first? Cute, and at least he was cordial."
Cry more. This entire post is just you whining about why ur bad play got hard punished and you've been trying to bash anyone who gives you legit advice. I told you that Ruin is a good perk and you went on some tangent about how I'm some metaslave bc I choose to run it.
U stand for nothing dude. Stop talking bc ur being an embarrassment to good killer players who don't ######### that they lost and take the opportunity to get better.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/709033#Comment_709033
The initial Freddy Nerf, the initial Legion nerf, do I need to go on? Whenever survivors complain about certain killers they always end up getting gutted. Now Nurse's addons are being looked at (That in itself isn't a bad thing, since nurse's base kit is fine, and Omegablink was NOT fine, but the principle stands here). A lot of these changes are very survivor sided.
The Freddy nerf I concede. But a rework was necessary even without the nerf, since his kit was too one dimensional and promoted Tunnelling.
But Legion as a whole was an abomination and needed to be reworked. He was legitimately broken. His power had zero counterplay. And besides, Legion wasn't gutted. He was given a Rework to get rid of all the exploits and now all the Legion mains who liked their old Cold Dirt Frank Mixtape combo are out whining about how gutted he is when he's now actually fair to play against.
Nurse is getting a much needed nerf to her add-ons (and no I'm not a salty Survivior main saying this. I'm a Nurse main saying this). If Surviviors had their way about aspects of killers that were OP. Iridescent head, Mint rag, Tar Bottle, The Ghost, Prayer beads, mother daughter ring, Waterlogged shoe, Redheads pinky finger, rusty shackles, Caburetor tuning guide, Iridescent king, and most of Freddy's add ons would be getting nerfed. But guess what? To my knowledge none of them are. Meanwhile...
Killers want MoM nerfed? Got nerfed.
Killers want DS nerfed? Got nerfed.
Killers wanted flashlights nerfed even tho they could look at a wall/run franklins/lightborn but chose to not adapt? Got nerfed.
Killers didn't like Surviviors healing? Gets nerfed.
Killers want pallet spawns nerfed? Got nerfed.
Killers want unsafe windows to get the entity blocker on top of safe ones? Boom.
Killers want a free speed boost for failing to end a chase quickly? Boom, Bloodlust.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/709002#Comment_709002
This is not worth replying to in an honest way. This is just too wrong and too far gone.
Ad hom.
Nice.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/708748#Comment_708748
You missed the point of what he was saying, and I warned them that it'd be misinterpreted as such... that he'd look like he is shifting blame.
He was saying that both sides can be toxic, it's not just about toxic survivors or toxic killers.
I do not just ignore the bad apples just because I see more with survivors than killers. I have barely seen this victim complex. However, I have seen it with survivors, especially those who only play survivor.
A lot of changes in the past were survivor friendly changes. However, killers have been getting some nice ones too as of late.
NOED isn't a second chance perk. If anything, I'd call it a clincher perk if they rush the gens too much perk.
But have you seen the perks survivors have? So many of them reward bad play with either wasting killer's time or stuns (Exhaustion perks - Head on, DS, BT... just to name a few).
I don't think T-bagging is toxic. It's just a behavior that infers you're better than the other side. I love taking overconfident survivors down a peg. XD
If survivors call out their own side, I will always call out my side for their actions.
"A lot of changes in the past were survivor friendly changes. However, killers have been getting some nice ones too as of late."
Lmao. Lemme see how many Survivior nerfs can I remember hearing about/experiencing.
Exhaustion, medium vaults, pallet spawns, entity blocker, Bloodlust, healing, gen speeds, prove thyself, Decisive strike, Mettle of man, lockers, flashlights, Oblivious, and even more.
Ur hard pressed to find a single patch where Surviviors were NOT nerfed in any way.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/708792#Comment_708792
The devs have gutted mechanics that came within a hair's worth of being exploits. And the rest of your comment speaks of newcomer ignorance:
You can't look at walls if there are none around and good Survivors made sure to get downed out in the open with their flashlight team mate nearby.
Lightborn never countered insta-blinds since they blinded so quickly in the first place.
Sloppy Butcher got buffed only to the extent that it now applies Mangled. A Status Effect that was NERFED when the Healing Nerf came so that effectively, there was no difference between pre-nerf-healing and post-nerf-healing when you were affected by Mangled.
Entity blockers were introduced to stop infinite window loops. Those loops were absolutely impossible to mindgame. Wretched Shop used to have THREE open Windows right next to each other in the day. Mindgaming that does not work, since it's a fool-proof loop.
Bloodlust a paradigm of a mechanic getting nothing but nerfed to bits, even since before it was implemented into the game.
Bloodlust is lost so quickly these days that most Killers barely get to Bloodlust I. Most Killers I know haven't gotten to Tier II or III in well over a year.
And the only ones in DbD's history to consistently get second-chance mechanics/Perks were Survivors. Period.
"You can't look at walls if there are none around and good Survivors made sure to get downed out in the open with their flashlight team mate nearby."
Surviviors aren't gonna flashlight save if you scare them off. Patrol the slug, fake it. Do something that ISN'T walk right into the save and the ######### about it.
"Entity blockers were introduced to stop infinite window loops. Those loops were absolutely impossible to mindgame. Wretched Shop used to have THREE open Windows right next to each other in the day. Mindgaming that does not work, since it's a fool-proof loop."
You not see where I said it exists on UNSAFE windows? Like TL walls? Ever mindgame a TL wall? It's easy. If a Survivior manages to get 3 good vaults off at a TL wall in 1 chase they should not be cut off from it. Period.
"Bloodlust a paradigm of a mechanic getting nothing but nerfed to bits, even since before it was implemented into the game."
You can be relevant whenever you want. I'll wait.
The existence of Bloodlust alone is an abomination. It was a lazy fix for strong loops. And now that we have maps like Hawkins and Badham, why does Bloodlust exist there? Start Removing it. It's not needed there.
"And the only ones in DbD's history to consistently get second-chance mechanics/Perks were Survivors. Period"
Those second chances were then gutted or are balanced. Decisive? Reworked. Mettle? LMAO. Deliverance? If you can't counter that sorry but ur bad. BT? Don't camp and be good enough to not need to.
How do Surviviors counter the Entity blocker on a TL wall? How do they counter Bloodlust at an already unsafe pallet? They don't, the killer just gets those for free for FAILING to catch a Survivior.
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@Maximus7 said:
https://forum.deadbydaylight.com/en/discussion/comment/701697#Comment_701697
He and others have explained multiple times why Ruin is heavily overrated. It honestly does nothing unless you're a killer with no mobility (Huntress) or a killer that needs time at the beginning at all costs (Trapper, Hag, and Myers). Other than those four, Ruin is a joke of a perk and the only reason people run it so often is because every other stall perk is so trash it's not worth running.
He misplayed, yes, but that misplay happened after he lost 3 gens in a minute and a half. You cannot recover from that if the survivors aren't braindead. Period.
His misplay was persisting on the Claudette before the gens popped.
He ran horrible perks on Legion.
He didn't have any perk to slow completion speed.
That was likely a 4 man SWF or at least a 3man.
Why should he not get punished? He played like ######### and got punished for it, like he deserved.
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@Maximus7 said:
https://forum.deadbydaylight.com/en/discussion/comment/701646#Comment_701646
Because most survivors are trash at this game. That simple.
It's so pathetically easy to hold M1 while someone runs from pallet to pallet to window to infinite to shack to pallet etc. If the majority of the playerbase actually learned how to play instead of complaining at any possible buff killers ever got, the devs would have buffed killers long, long ago.
The devs have GUTTED Surviviors whenever any relevant opening for them comes up. Killers don't wanna look at walls or run lightborn to counter flashlights? Killers sick of Surviviors healing? Ok let's buff sloppy butcher and gut self care. Killers don't like mindgaming unsafe windows? Entity blocker. Killers can't chase Surviviors effectively? BLOODLUST.
Tell me sir if Surviviors are the trash ones why are killers the ones that get all the favor in balance patches and why do they get mechanics programmed around second chances.
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@kalivooo said:
https://forum.deadbydaylight.com/en/discussion/comment/706789#Comment_706789
It's really not... Because nobody loses offerings with lobby dodging.
That's not supposed to happen either way. Ur not supposed to lose offerings if someone offer dodges
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@Wuhelm said:
https://forum.deadbydaylight.com/en/discussion/comment/706675#Comment_706675
That is very different and you know it.
No it's not lmao. Surviviors dodge Moris killers dodge SWF.
Punish them both the same or don't punish them at all. I don't wanna sign up to play the game if my opponent is gonna use the most broken item in the entire game against my brown toolbox, thinking I'm running a godbox with BNP, forcing me to depip if I get hooked even once. And no, them not pipping isn't a fair cost for doing so.
I also don't sign up to first time doctor or plague against a 4 man SWF group running flashlights, Toolboxes with BNP, and Instaheals but at least I can anticipate that they're running good stuff.
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Yeah I gotta side with OP on this one. I think many times killers are hasty to dismiss particularly caustic members of their own subdivision of the community bc of a bigger issue with killers: their infuriating victim complex.
A lot of killer mains have been conditioned into the mindset that they are an oppressed species and that it's the fault of all the horrible Survivior mains and BHVR being biased towards Surviviors, being willing to gut anything valuable to killers while giving Surviviors a collective of overwhelming meta perks.
Obviously this isn't true at all, BHVR has a killer bias if anything, and I'm having a hard time thinking of a killer perk that was gutted the way Survivior perks were when they became pervasive. But the fact that killer mains are so Swift to dismiss toxic behavior like facecamping or Tunnelling is rather.... telling.
There's also the whole "Surviviors don't need second chances. Killers only have 1 and it's Noed" like...no. you get Bloodlust, entity blocker even on unsafe windows, fire up, blood warden, Noed, and more. Killers have just as many if not more second chances than Surviviors do anymore.
Or the T bagging thing. I cannot tell you how hard I laughed when killers went on and on about how toxic T bagging is, just to start using Ghostface to T bag every Survivior they met, toxic or no.
In short, killers need to start calling out their own kind more.
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Killers dodge SWF lobbies, flashlights, and toolboxes. Start punishing them as well
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@Kabu said:
Makes me want to theory craft which two killers would do well as a team.
Myers and Ghostface, stalking the ######### out of survivors.
Doctor and Nurse. Doctor to find them, Nurse to kill them. They cover each other's flaws so we'll that it's a match made in hell.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/699431#Comment_699431
If you are getting beat at Rank 13 then that just shows you have a long way to go to get good at this game.
I mean seriously? Crying about imbalance and how the game is rigged against you at such a low rank when you aren't even an average (median) player in terms of skill? Come on.
Your gens are getting rushed because you're not exerting enough map pressure.
I just finished a game with a Huntress who killed all us in under two minutes. Yeah, she was using a Pink Hatchet, but if you want to feel like you "have no control" Survivors can get curbstomped a lot worse than killers.
These things happen. You need to accept that you lack skill and get better at the game. Crying that the game is survivor-sided shows that you have no interest in improving or even learning the game.
You need to accept that sometimes you outplayed, and just move on to the next game.
I like this guy
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@Skaraok said:
https://forum.deadbydaylight.com/en/discussion/comment/699317#Comment_699317
Ruin does nothing to slow the game down. The fact that you think it does is laughable.
The ONLY reason that Ruin works as absurdly well as it does, is because low rank morons spend ######### ages Urban Evasioning around the map searching for a totem instead of doing the generators. Either that, or they're just so ridiculously bad at the game that they can't do gens and/or they're extremely unlucky and get Hex skill checks every 5 seconds. That's literally the only reason why Ruin works.
In every other scenario, Ruin pops instantly and you're forced to play with 3 perks, OR the survivors literally just don't give a ######### about Ruin and powered through it. And don't give BS that none of these scenarios happen because I've been the survivor/killer player in every single one of them. Even today, I've done gens up to 50% or 75% without getting a single Hex skill check. Ruin is a ######### joke and everyone knows it.
As for the other stall perks that you brought up, most of them are either too situational to be used effectively (Thrilling, Surge) or wouldn't have worked against those survivors. Overcharge isn't really a great alternative for stalling unless you get potatoes. Surveillance and Pop might have been helpful, but they would have done absolutely nothing to help at the start of the game.
Now, I will concede that CI and Discordance can get work done, however. You presumably watched the video, you saw how those survivors were hyper focused on generators. Discordance wouldn't have helped because all of them spread out, and as Caretaker said CI would have just forced them onto other generators and he maaaaaaaaybe would have gotten 1-2 hooks before the first three gens were completed. But even that is a stretch.
The truth is, Legion is ultimately a low tier killer and any survivor with two clumps of braincells to knock together would have kicked his ass in that match. If he had run NOED and CI? Yeah sure, he would have gotten at least 1-2 kills, maybe even a 4k if they screwed up badly enough. But ANY killer can be genrushed to hell if you know how to play correctly. I've seen it happen so many goddamn times and done it myself so many goddamn times over the past 2 years, and it's frankly unbelievable to me that it's STILL this bad.
That's the most ignorant statement ever. Ruin is an amazing perk even if it gets smashed by ur first down. The only time ruin isn't useful is when it gets smashed at the start of the game, but adapting to the shift makes it possible to still come out on top.
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/699317#Comment_699317
Aw it's mad. Past your bedtime? Need a nap chief?
Imagine thinking a free 4s stun for a minute after getting unhooked is fair. Especially end-game where you literally get to win for free. Or getting DS'd after you hook other people cuz you clearly tunneled them.
You keep throwing out words, but all I hear is, "I can't refute you so I'm gonna keep spouting the same crap cuz I wanna be right." How about we agree to disagree and move on?
1. Decisive strike only works if your opting to tunnel someone off the hook. And even then you can counter it by slugging or just...not Tunnelling. Pretty funny. It has counterplay. It's called time.
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@Caretaker said:
It was literally a minute into the game. Nothing would've changed. At this point you're just TRYING to be contrarian.
Also, why are those the 3 safest? If they're on the same side/closet on that side you pretty much showed them how to avoid 3 genning themselves, so sure, you really did a good job. Clearly why I see CI run SO often right?
16s of regression? Is 4%. It's .25% regression or a 1/4 rate. Congrats, you dropped roughly 10s off a gen. You did such a good job. Also, if surge knocks someone of a gen they can literally immediately tap it and stop the regression. Really powerful stuff that Surge. Just run Surv, you'll see it glow, and the surv will run away from the gen so Surge won't even work on it. 10/10 will try that next game.
"Killer rulebook for Surviviors page #456 paragraph 2C clause 6 subsection 982: any Survivior who is working on a generator when the killer approaches is to stay on the generator so the killer can pull them off. If they do not do this then they must bc Tunnelled off hook and facecamped. Okay now I see the confusion. Moving on."
Uh, you feeling ok there bud? Maybe get outside, find a hobby, something. That's just a whole lot of gibberish and projection, or SOMETHING, but you do you. You run Ruin cuz the meta tells you to and you wouldn't stray from it if someone paid you to. I 4k without Ruin, and have plenty of 4ks with just pop if any stall perks at all. Clearly you're the superior player here though. My 100% doesn't mean #########, nor do my quad iris or anything. Guess I gotta delete all my footage since it doesn't have Ruin. All staged, and fake.
Everyone runs BBQ cuz the grind is ass. That's something called false equivalence, look it up champ. They don't give us anything to truly stall the game, and even said multiple times they avoid stall perks, but they keep just pinching off these crappy perks that don't change the meta in any way, cuz they're bad.
This was a loss, plain and simple. I made mistakes, but they didn't really make any so I just lost with 0 chance outside of hard camping or tunneling which risks DS, cuz that's a fair and balanced perk too. We have all these perks, but for the past 2 years people have begged for second objectives and a real answer to the gen speeds, but sure the devs are giving us options.
The devs aren't touching gen speeds bc they like where they are at.
As I've said and you've kinda failed to dispute there's a wide range of anti gen perks you can run. CI prevents Surviviors from being able to pop the gen they spawn at on the off chance you search the wrong gen in the beginning and it forces them to approach you if they want to start the game off on a high note. Surge combined with Surveillance allows you to spot nearby Surviviors and hinder their repair speed. Tremors is an amazing tracking and stalling perk especially with Surge combod with it.
Ur only real argument you can give me here is ur one against Ruin and it's all this virtue signalling "I'm not gonna be a metaslave and you can't make me" BS. Blah blah blah. You don't wanna run Ruin we get it. Something about not wanting to metaslave or something like that.
And I used the killer rulebook analogy bc it's pretty hilarious how many times killers go out of their way to get pissed with Surviviors for doing stuff and act like camping or Tunnelling is supposed to be a form of penance for breaking their made up rules. I mean imagine thinking Decisive strike isn't balanced. Oh wait...
"DS, cuz that's a fair and balanced perk too".
I'm told Noed is balanced bc it has counterplay. DS has counterplay too, so by that logic it's balanced. So....shut up.
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/699153#Comment_699153
That's assuming they don't SPAWN on Ruin which I have done multiple games. Or that they even bother wasting time to search for it. Also, I don't play survivor much and guess what I rarely miss? Great skill checks. They're not hard to hit. It's an extremely easy rhythm to match. I'm aware of how Ruin works and stopping to work when someone messes up. I've also worked on gens with no skillchecks, so Ruin was SUPER helpful let me tell ya.
CI is 3 gens, but doesn't guarantee anything. Just means those gens won't pop. Doesn't mean closer gens or farther off gens will be done. I have tried Corrupt, it didn't change anything. Why do you think no one runs this perk? If it's so good why isn't anyone dropping Ruin for it? Thrilling is tracking, I don't have issues with tracking. Discordance I don't run cuz I don't like hearing BOOM BOOM BOOM. Not to mention you won't always be free to drop a chase, or just run to that gen. What if it's across the map? Now you get annoyed, no sound, and a gen pops, nice.
Apply map pressure how? Especially when I'm in a chase, and they're not incompetent and know to focus gens? Enlighten me. Surge is just awful. 8% is laughable and the range rarely gets more than 2 gens if you're lucky to get one at all. Surv requires me to still travel back to the gen. If I'm not in a chase, sure I can go check, if not then oh well at least my gen is glowing?
out why those perks are unreliable and don't do much of anything?
"The fact you can't play with, didn't read what I said, and think Ruin does anything is very telling."
Yea, you're doing something. Being complacent and running the same generic perks that every killer does, yet still getting rushed. Despite parroting the, "JUST DO X". You're really helping there champ. I post video showing a problem, and you're response is, "Ruin." When even survivors make fun of how bad the perk is, there's a problem. There's a reason Monto memes on it.
Okay here I go.
"Assuming they don't spawn on Ruin".
I admit this is an issue but that's when you adapt to the situation. You don't need to focus down a survivor in the chase if ur afraid 3 gens are gonna pop in the process. You can go do other things and judging from your clip, you clearly made plenty of mistakes that went outside of chasing the Claudette. You could have just landed a hit and moved on but you chose to pop Frenzy and then boom she held you for 3 gens, pretty darn stupid move on ur end there buddy. If your ruin gets cleansed instantly you still have options, you just need to be more careful in your execution. Don't commit to long chases, pay close attention to key generators. Defend regressing gens so they don't pick back up quickly. You can do a lot even without ruin.
"CI is 3 gens, but doesn't guarantee anything. Just means those gens won't pop. Doesn't mean closer gens or farther off gens will be done."
That's hardcore disingenuous. Corrupt intervention doesn't block 3 gens at random. It blocks the 3 gens FARTHEST FROM YOU. Meaning if you spawn in a map like Suffocation pit or Azarovs, you have one section of the map completely cut off from getting progress done. The fact that you can't do anything with a 2 minute promise that the 3 safest gens will lot get touched, idk what to say to you. Learn to capitalize on stuff ig.
"Apply map pressure how? Especially when I'm in a chase, and they're not incompetent and know to focus gens? Enlighten me. Surge is just awful. 8% is laughable and the range rarely gets more than 2 gens if you're lucky to get one at all. Surv requires me to still travel back to the gen. If I'm not in a chase, sure I can go check, if not then oh well at least my gen is glowing?"
First of all, your goal gets a ######### ton easier when you decide to defend gens more than kill Surviviors. One thing I did to get to purple rank was to think less about killing the little snots and more about defending gens. Nowadays, it's rare that Surviviors get to endgame against me. Bc I'm not surrendering map pressure for a hook that I know is gonna come later anyways since killers win the war of attrition. Surge is powerful when it combines with perks like Surveillance bc it alerts you to knowing when the regression stops. Surge also applies normal regression on top of the 8%. The 8% is just a bonus. Combine that with Thrilling tremors and you can defend hella gens. Imagine ensuring a gen regresses for 16 seconds worth of progress plus an extra 8%. That's really good.
And Surviviors on gens will flee when you show up, that's when you chase them instead. They aren't gonna sit there and let you pull them off. Wait wait wait hold on oh I see why you might think they would
Killer rulebook for Surviviors page #456 paragraph 2C clause 6 subsection 982: any Survivior who is working on a generator when the killer approaches is to stay on the generator so the killer can pull them off. If they do not do this then they must bc Tunnelled off hook and facecamped. Okay now I see the confusion. Moving on.
"Yea, you're doing something. Being complacent and running the same generic perks that every killer does, yet still getting rushed. Despite parroting the, "JUST DO X". You're really helping there champ. I post video showing a problem, and you're response is, "Ruin." When even survivors make fun of how bad the perk is, there's a problem. There's a reason Monto memes on it."
I run Ruin bc my goal as the killer is to make sure they don't escape. How do I make sure of that? By not letting them do gens. Ruin lets me more time to chase and allows me to stop applying gen pressure in favor of hook pressure.
And "being complacent" lmao. Okay buddy. I'm guessing every killer that runs BBQ is also being complacent and running the same generic perks? Bc if so, pretty much everyone here is a basic #########. Killers have bitched about gen times for how long and nothing has been done. Give up, it's pretty clear BHVR likes them the way they are. You don't like that, well they gave you a cacophony of stuff to use in order to prevent them from sneaking 3 gens past you. Use them.
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/698835#Comment_698835
The fact you can't play with, didn't read what I said, and think Ruin does anything is very telling.
What can I use? Pop? Gotta actually hook/hit gens so, that's not gonna work. Ruin? Blows up in 20s, or they just hit the skillchecks. Shocker, survivors can hit greats, who knew? Corrupt? Just hide, or do other gens. You can still loop while gens are worked on. Thana? Requires me to hit survivors, and I wouldn't have gotten 4 injured that fast, nor would 15% save the game. Dying Light? Crashes the game requires hooks which I didn't get. Thrilling? That's more tracking than stall cuz they can still work on gens.
There isn't any really good stall perk in the game. None of them are remotely reliable. BS is good for clearing out pallets and Agi is good for body blocking. Let me guess, Thana/Sloppy Legion? If so, I think I'll stick to my build and avoid the generic Legion players who probably only used Frank's pre-nerf.
The time they spend looking for Ruin is the time they spend off of generators. Which buys YOU time. No person will hit 100% great skill checks and most people play around ruin by stopping for 5 seconds after hitting a skill check to make sure the gen doesn't lose any more progress from another skill check popping up (watch Tru3 play Survivior and you'll see if he doesn't hit the great he will hop off the gen for a few seconds). And let's say you still refuse to run Ruin bc you think it having counterplay is such a bad thing. Corrupt intervention gives you a promised 3 gens not getting work done, meaning you can go to a gen far from you, be wrong about them being there, and they won't be able to pop a corner gen in the time it takes you to find them. It's amazing. Or there is thrilling tremors which allows you to block gens by picking someone up and if a gen isn't blocked well ######### man, now you know where to go next and you didn't even need BBQ. Or there's Discordance so you can tell when minimum half their team is working on a generator so maybe you can stop chasing the runner and, oh idk, go apply map pressure. Or there's overcharge which isn't consistent but can catch a few people off guard. Or there is the new Surge which does apply the passive on Surveillance so you know if someone is near and on a gen!
You have a cacophony of perks at your disposal to help slow down and defend generators. The fact that you refuse to run any and all of them in favor of Agitation and Brutal strength is where you are struggling. Also
"The fact you can't play with, didn't read what I said, and think Ruin does anything is very telling."
At least I know to run gen defense perks. And look at that I'm not on the forums whining about gens getting done too fast. I'll admit they do, but at least I'm actively trying to do something about it when I play.
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Well yeah ur getting rushed. Ur giving a BS reason to not run Ruin and ur running Agi and Brutal, 2 perks Legion doesn't need or make any good use of.
Throw them out. Pull up your big boy pants and use ruin, run Thanatophobia to gut their action speed if they don't heal, and run something like Sloppy Butcher. There ya go. Now they're going to be neutered as far as repair speeds go.
Ur complaining about an issue but it doesn't even seem like ur trying to make the best out of the situation. There are a large number of killer perks to help defend generators. The fact that you don't use them is very very telling.
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@Redd said:
https://forum.deadbydaylight.com/en/discussion/comment/691602#Comment_691602
The tier list isn’t any different imo. People just play worse so you rarely see a good huntress.
Actually Nurse is considered to be like...C tier on console bc of the controls and the frames.
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One of 3 different things should happen..
1. You can only Mori a survivor on death hook.
2. You need to hook every Survivior at least once before you can Mori anyone.
3. If an Ebony Mori is burned, Decisive strike is reverted to its pre-rework state but the skill check comes at the same time it does now, in order to prevent the killer from juggling. And every Survivior should benefit from the obsession version of Decisive 1.0.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/691753#Comment_691753
I never said counterable, I just said survivable
You want to counter moris?
Do the purpose of this game and hide!
Yes bc it's totally feasible that you won't get hooked at all that game.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/691432#Comment_691432
Haha, implying survivor is challenging, or stressful.
Ever play against a good Nurse or an AB Spirit? That ######### makes you cry.
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@SpyMature said:
Jesus, the absolute ignorance of all the people in the comment section
Read Premonition's description, it says "TRUMPS ANY KILLER'S STEALTH ABILITIES" (Same as Kinred) which means it will still work against stealth killers, it's trash and obviously it wasn't nerfed, if you're actually this bad to the point of thinking that stealth killers "have no counterplay" then use this perk
Spine Chill is a top tier underrated perk that completely annihilated a stealth killer, there's no point in sneaking up when a survivor know EXACTLY if you're coming for them, or someone else. It also notifies you at a range of 36M - higher than default 32M terror radius. Spine Chill will still be a top tier perk in my eyes cause it notifies you when you should comming to a gen inside Killer's terror radius, or when he's coming towards you before you can actually even hear his hear beat.
Like I said, a single perks shouldnt absolutely annihilate stealth killer's abilities, and if you're bad enough to think stealth killers "have no counterplay" then use Premotion.
"Read Premonition's description, it says "TRUMPS ANY KILLER'S STEALTH ABILITIES""
So why does it not work against Tier 1 Myers? I occasionally use premonition bc it's a fun perk and good against certain killers, but it's kinda like Spine chill in the sense that it's effectively powerless on its own.
"Spine Chill is a top tier underrated perk that completely annihilated a stealth killer"
Spine chill has plenty of issues. It doesn't tell a Survivior where the killer is coming from, who the killer is, nor does it pinpoint their location. The only thing spine chill does is tell you that the killer is looking at you. It gives you information that you need. If it was nerfed to not effect killers in some kind of "stealth" mode then it'd be a big and quite unnecessary buff to Ghostface. (Ghostface is already regarded as a solid Hag/Huntress level killer, being insanely strong in the right hands. He doesn't need buffs).
"single perks shouldnt absolutely annihilate stealth killer's abilities, and if you're bad enough to think stealth killers "have no counterplay" then use Premotion."
it doesn't annihilate their abilities. Spine chill is powerless by itself, it's all about the information it gives you. Spine chill does very little for as much as it does. It tells you the killer is looking at you, which is often times enough to save you, but it doesn't tell you where they are, who they are, what they're doing, or if they're actually coming after you, or if they just so happened to be looking at you while doing something. You act like Spine chill gives you the endurance status or something. It just gives you barebones information. It's just that those barebones are all you really need to survive if you know how to use it.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/675781#Comment_675781
Object needed the nerf. At high level play, it was just broken. Especially in a team. Being able to see where the wraith is 24/7 is lunacy and denies him his main appeal: invisibility. Oblivious and Undetectable were designed to nerf Object against stealth killers, which was those killers' achilles heel.
Stealth killers needed the buff to compete with killers like Billy. Sure, they're not nearly as good, but they're certainly getting better.
Running Object is signing a contract that you will probably be Tunnelled all game long. And against any non stealth killer it's a BAD perk. You ever run Object against a Nurse? You've pretty much done the hard part of playing Nurse for her. Spirit? Now she knows exactly where to go. Billy? Do I even NEED to explain. Only time object is ever good is when it's being used to counter stealthy killers and it comes with a giant drawback of not only revealing your aura but also shoehorning you into the "yeah I can get camped and Tunnelled and I don't rly get to complain about it".
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@Raven014 said:
Honestly, Spine chill needed the nerf. I've been finding myself relying on it too much when I play survivor. Having it be unreliable is a great change, since, as @Benzinjiq said, "Using 1 perk to absolutely destroy a stealth killer's abilities is just stupid".
Spine chill is powerless on its own. All it does is give you a warning that you need to be doing something. It doesn't tell you where the killer is coming from. It doesn't tell you what they're doing. It doesn't tell you any of that. All it tells you is that the killer is looking in your direction. You need to actually DO something with that information in order to make it a good perk. It's a perk that enables skill based okay.
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@heartstone_malone said:
https://forum.deadbydaylight.com/en/discussion/comment/675737#Comment_675737
Object SHOULD counter stealth killers. Thats the only upside to basically agreeing to be tunneled the whole game. It's not an easy perk to run and if you're using it against a non stealth killer it's really not as useful. The fact that it has gotten nerfed is just disgusting.
Edit: If you can't tunnel down the one rare person running object every 50 games and need to cry about it being nerfed you are just being outplayed.
I agree. It only got nerfed bc of the incoming Bugface mains that were sad they had a perk that made their job difficult. When you could watch Matches of Gf against object users and it wasn't as bad as anyone made it seem.
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Spine chill is a very powerful Survivior perk but it's also one of those perks that's pretty underrated.
It helps you know if the killer is moonwalking as as well as if a phasing Spirit is tracking you. It does a lot and I think it needs to be respected as such. That being said, Spine chill should never be nerfed. It's powerless on its own and only provides information.
It should counter stealth killers the same way Object should, object just got nerfed bc it's more obvious.
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@chieftaco said:
i can guess with good enough probability what perks people do and don't have by their appearances in the lobbies.
you'll be able to also after enough games. it's almost as if the lobby looks just like your screenshot.. i dug it. props.
The only thing you can ascertain by looking at a Survivior is that there's a minimum of their 3 teachable perks they have access to (okay theres a Claudette she likely has self care, okay there's a Meg so she probably has Adrenaline). You can't guess that the Jane has Aftercare or that the Dwight has Deliverance.