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PickCollins

PickCollins

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  • @Rokku_Rorru said:

    Hey all,

    So this bothers me as both a survivor and a killer, I don't get why blendette in her prestige skin is just so popular (I mean I do) it just sort of comes across as the people who play her are like racist (though don't likely intend it). I don't think people play her because they actually like her, more because she just hides more easily, it really makes me judge anyone who plays her in that skin, and usually they are really toxic too (Farm you while killer is right there, don't do any gens, just hide all game, don't do totems etc etc.)

    The fact that it seems like the dev encourages this sort of play, with Claudette really bugs me, I don't think this is a great way to promote such a cool character they have, she isn't popular because of her story or how much people relate to her, it's because she is just a joke, I swear they just think they can put no shaders in her hair etc, as pretty much has the same value as any shadow in the game, light just doesn't interact with it, she is a person, not a ghost.

    TL;DR: Claudette is a great character, but people don't play her because they like her I feel, they play her to mock her and something needs done about it.

    Ofc I'm sorry if this comes off bad, but I just don't understand, maybe I'm not supposed to.

    Not trying to be racial, but Claudette has a natural stealth advantage bc of her skin color and the fact that most of her cosmetics are fairly bland in color.

    Only map this doesn't work on is Ormond.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/641431#Comment_641431

    Both sides have entitled people. I also survivors mains complaining about green add-ons on Plague, apparently Vommy Mommy is too strong with add-ons ...

    I never said Surviviors were the harbingers of God tier game design. I'm simply saying acting like killers are, by virtue of the fact that Surviviors aren't, is asinine.

  • Despite the rework being a massive power down, current decisive is still one of the best Survivior perks in the game. It's a stab off a Tunnelling killer that you can force by using a locker, that kind of power is not to be underestimated. One decisive at the right time can buy you an escape

    Alert is also very powerful since it gives you the up&up on the killers location as well as who they are if you are soloq. This information is also without downside, it's extremely powerful.

    Object might only be useful in soloq if ur a good evader, but it's power in a SWF group is not at all to be underestimated.

    Deliverance is also very strong if you favor the altruism and stealth. Just unhook someone before you get hooked and you have a surefire Kobe, which is insanely powerful. Especially if you combine it with decisive, Quick and Quiet, and Lithe for my patented "######### your basement build" build.

  • @Locker_Monster said:

    https://forum.deadbydaylight.com/en/discussion/comment/641431#Comment_641431

    And Survivor mains screaming to nerf anything they don't like ARE the right ones?

    I didn't say that either. I think BHVR is best left to balance the game how they see fit and they shouldn't listen to what killer or Survivior mains ######### about.

    But now that I stop and think about that...they were kinda left to their own devices with Mettle of man and...well let's not talk about it.

    Nvm u know what, let's have like...Steve Harvey or someone balance the game. They probably have a better vision anyways.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/638609#Comment_638609

    The concept of "we fixed a second chance perk because there was no counterplay" then releasing the exact type of perk they just removed.

    It's funny that you mention that bc now my fellow killer mains are telling me it's impossible to counter the new Decisive again.

    Honestly killer mains are not the ppl to go to when it comes to balancing this game.

  • @RakimSockem said:

    Also, exploits are typically things that need to be addressed/removed from a game. If you're suggesting removing looping, what do you want survivors to do exactly?

    Run in a straight line, obviously

  • I've had games where I cleansed 4 totems before the last gen popped but we all still got hit with Noed.

    I've had games where all 5 totems get cleansed and the killer DCs when they realize they didn't get Noed. It says a lot about who uses it.

    My gripe with it is that Noed as a perk actively discourages killers from getting better at the game and it's mostly the reason why killers probably won't be seeing substantial buffs. Ever seen Nurse with Noed? Words cannot describe how excessively overpowered that is. Especially if the Nurse is doing decent. If every killer was brought to her level killers would be disgustingly overpowered

  • @Chickenchaser said:

    I will never understand the hate NOED receives. Just break dull totems. It's Really easy.

    You've clearly never played solo q

  • @UltraBanana said:

    It's a game where if there are no weak links on the survivor team it can be over in 5 minutes or less; and there are easily 15-20 pallets on each map that can be looped by an experienced survivor with very little room for counterplay; then add in some infinite window action on top of that and it's pretty rough out there for the m1 killers. Survivors are also given a ton of second chance perks to use if they choose to which can stall out chases for an incredibly long time. Killers have the OP spirit fury / enduring combo to deal with it; or noed which is there after the game has been lost basically.

    There's not even 15 pallets on any map XD

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/635299#Comment_635299

    I don't have to show nor prove anything to you as you can do it yourself in the game. I have no obligation to waste my own time to measure something in the game. Facts are the bleed out is faster when you crawl.

    You make the claim. Burden of proof is on you.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/632941#Comment_632941

    Well, it just was a concept. I don't like RNG either, but it doesn't stop me from using NOED and BBQ. The whole game is already an RNG sink anyway...

    If there was an ability to restart certain totems perks or something, then it might be better.

    I mean, it would make the second objective a reality. I could get rid of that mechanic, but that's if they don't break totems when they find it. It's really designed to counter the toxic rushers more than anyone.

    I'd rather have Remember Me be reverted to pre-nerf stats, with 6 tokens for 30 seconds.

    Thank you for the feedback though. : )

    Yeah but remember me was nerfed bc of EGC. You'd have to adjust other things to buff Remember me

  • Survivior second chances: old decisive, old MoM, current DH. Unbreakable. Any other perk considered second chance is limited in use or earned.

    Killer crutches: Noed.


    On my killers I usually run Nurses Calling, Ruin, MYC, and Sloppy Butcher (sometimes I swap Ruin and Sloppy for Devour and Thrill).

    On my Surviviors I run Urban, Decisive, Balanced Landing, and Adrenaline.

  • @thesuicidefox said:

    "next to no counterplay"

    Spine Chill has entered the chat

    Tier 1 Myers is typing...

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/632998#Comment_632998

    Huh... Red stain is affected by TR, so it should... : P

    M&A is still a good perk though.

    Ur red stain is not tied to ur TR. You can be outside the killers TR and still see their red stain.

  • @Raven014 said:

    Gotta disagree with a few of these:

    Shadowborn can be decent. Especially for killers who need good eyesight. You have to to be able to use this perk.

    Lightborn: Surprisingly useful, especially at high ranks, where you can just expect one ultra rare insta-blind flashlight.

    Stridor raises the volume for all survivor breathing, not just for when they're injured. You might be able to realize someone's there when you wouldn't otherwise.

    Devour Hope, when it gets going, oh man is it good.

    You'd be surprised how many times I catch people with M&A... they just do not expect the shorter red stain and TR.

    Overcharge only works on Green to white ranks. It backfires everywhere else.

    PWYF can be very good on certain killers, such as wraith or tombstone myers.

    Bloodwarden is garbage. Most of the time, you can't make it work, and the other times... nope, you really can't make it work with how many adrenaline survivors there are. Not without NOED, and even then it's unlikely you'll be able to do anything.

    Remember me used to be good, then they changed the token max to four and lowered it to 12 seconds. I remember 6 stacks and 20 seconds. You could get things done. : D

    Hangman's trick is bugged, so it doesn't even work properly.

    Haunted ground is such a roulette wheel. If you can get downs, then it can work, but it can be broken immediately and you find no-one.

    Spirit fury is the current best of her perks.

    Rancor is just an obsession mori. That's it.

    Huntress' Lullaby isn't that great at higher ranks, it's almost a worthless slot. Especially if destroyed before 5 hooks.

    Beast of Prey losing your Red Stain is a big deal, but nobody seems to care. If M&A can trip people up with a smaller Red Stain, then removing it can be very confusing. However, this really only works better at mid ranks, who understand the red stain's importance, but aren't quite good at mindgames yet.

    I've been running Mad Grit way more. Then again, I use the Agitation, Iron Grasp, Mad Grit, and NOED combo so I can down people really quickly in endgame. It's really satisfying...

    Iron Maiden is good at locating people, but not at much else. Especially when you run BBQ.

    I've seen Infectious Fright used well, so it's not really a mid tier perk.

    Corrupt only lasts the first 120 seconds of the match, making it wasted if you don't catch anyone in that time.

    I haven't played enough with GF's perks to make any good judgements, I'd like to see the cooldown for I'm all ears reduced by a lot.

    MA does not shorten ur red stain.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/632596#Comment_632596

    There was a reason recovering from exhaustion while running was removed. It's still possible to run a killer around some loops for more than 80 seconds even without an exhaustion perk with no chance of counterplay.

    My idea for Vigil was to make it just a global buff, much like Open Handed and Up The Ante are, and is able to stack with other Vigils. 4 vigils on a team means 80% increased recovery speed from status effects -- including exhaustion, nearly cutting the cooldowns or status effect durations in half for the entire team.

    The change from small radius buff to global immediately makes it much more useful, but not overpowered, even when stacked.

    If it's still underperforming after that, we can change it further.

    But think about that. If all 4 people take vigil and it applied globally, and decreased the duration of exhaustion by 80%, that's 80% of 40. That's 32 seconds of exhaustion shaved off so Surviviors only get an 8 second exhaustion duration. All they have to do is win 2 pallets and then they get their exhaustion perk back. Meaning if a Survivior wins 2 loops, they pretty much can run the killer all game without even getting hit.

    If all the maps were reworked like Badham so there were more pallets, but less safe pallets, then I'd be on board with a change like yours. But as it stands I'd rather Surviviors get to recover from exhaustion while running if they use Vigil than to have it on 8 seconds which means they get SB back for winning at 2 God pallets.

  • @matt6996 said:

    https://forum.deadbydaylight.com/en/discussion/comment/632114#Comment_632114

    WAIT....... so we won't need to use ff to apply the status effect then?!?!?!

    No. The way the add-ons work is you need to use FF and hit someone with the deep wounds in order to inflict it. This would make it so you inflict the debuff and deep wounds at the same time

  • He's joking about the bug that increased ur action speed across the board

  • @Kagrenac said:

    https://forum.deadbydaylight.com/en/discussion/comment/632094#Comment_632094

    Alright so since he can avoid all of the survivors methods of defense he shouldn't be able to down?

    THEN NERF NURSE BY THIS LOGIC BECAUSE IT'S THE EXACT SAME THING.

    They are nerfing Nurse. But she also can't M1 brute Force her way through a chase like Legion can.

  • The issue isn't that gens get done too quickly. It's that there's no emphasis on doing anything EXCEPT the gens. If there was more emphasis on totems (a totem counter for example and extra rewards, like restoring item charge), or simply adding new secondary objectives would help with the "genrush" issue.

  • If you advocate for any of old legions mechanics to return, then you're opinion is unpopular and wrong.

    For example, missing frenzy stabs SHOULD cancel frenzy (for counterplay purposes), Legion should not see blood for anti Tunnelling purposes, and you should never be able to use frenzy to down a survivor.

    Old Legion was basically a badly designed Nurse rework and thank God it's gone. Is he undertuned? Perhaps, but mechanics went out the door for him for a specific and good reason. Keep them out.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/630191#Comment_630191

    It also requires survivors to fail their secondary objective - cleansing totems.

    Yeah and killers have to fail harder.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/629932#Comment_629932

    here is your reuirement:

    it requires the survivors to fail at their secondary objective

    a killer perk that is 100% survivor reliant is not in the need of a nerf.

    It requires the killer to fail both primary and secondary objectives

  • @Drazen said:

    same goes for decisive adrenaline bt etc cant count how many crutches survivors have

    Borrowed time is to counter camping which is either toxic or desperate.

    Adrenaline is a reward for doing objectives.

    Decisive counters tunneling which is either toxic or desperate.

  • Remove Moris and then remove keys. Problem solved.

  • @Horrordude83 said:

    It's because they can't run in the open and haven't learned how to properly loop yet. Once you learn how to loop properly tho, Billy's just a big teddy bear that purrs like a kitten.

    That's not true at all, or else he wouldn't be considered anywhere near the top 3 killers In the game.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/629452#Comment_629452

    Not pressuring someone I found on a gen for 60 seconds is a loss. If I can slug that person, even if they get up later... That's a win. If I'm in the position with someone in a locker who I KNOW has DS, there's no choice I can make to apply pressure. I either open the locker for the injured person to stay injured with a DS or I leave so the injured person can keep working on a gen for 60 seconds unopposed. Standing in front of the locker for 60 seconds is ALSO a loss since it's inviting 3 OTHER ppl to work on gens without pressure. Relying on someone else to mess up a skill check that was made easier to hit isn't counterplay. I'm left without any counterplay.

    You're left without counterplay bc you let them jump in the locker. Again, if you aren't Tunnelling, then you shouldn't have to wait that long for the timer to run down anyways, and If you do have to wait for the timer to completely run down, it might be behoove of you to learn what the definition of Tunnelling is.

    You leave one guy in the locker for an undetermined amount of time (all we know is less than a minute if you aren't Tunnelling) and go pressure the other 3 if you want the gens to not get done. If you want that guy dead, then you'll likely just sit there and wait it out.

    Yes it's a disadvantage for you, but think about this practically. It's widely accepted in the community that decisive strike is designed to counter Tunnelling. If you have to wait the full minute for a Surviviors decisive timer to run out standing in front of a locker, then You are doing the thing decisive strike is, according to what is widely accepted, designed to do. So as it stands, you only waste 60 seconds if you were Tunnelling a Survivior off the hook to begin with. It's a losing situation for you but only bc you opted to make it one. You suspected the Decisive and you still refuse to respect it, so you shouldn't expect sympathy or for anyone to think changing how decisive interacts with lockers is a good thing.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/629248#Comment_629248

    How is that a gamble? There's nothing to gain from EITHER option. Normally with slugging, you can still get map pressure. The locker thing is a lose lose.

    It's you gambling on them having/landing decisive if you grab them. Leaving them to apply map pressure elsewhere isn't a lose lose.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/629069#Comment_629069

    Why would NOT opening the locker ever be the better option? If I get DSed, at least it's gone, if I leave the locker alone... I get the same result except DS is still in play.

    That's ur decision. You get to make it. That's the thing. People are complaining that Surviviors can use lockers so if you want to grab them when they're fresh of the hook they force you to gamble on the D strike.

  • Okay here I go.

    @BBQnDemogorgon said:

    @PickCollins Slug them? What if they get in a locker to force a grab/pick up? Sit there for a minute waiting?

    You have one of 3 options in this scenario. Wait it out, leave, or gamble. They forced you to make a decision but 9 times out of 10 you won't have to wait the fill 60 seconds to rehook them if you weren't Tunnelling them to begin with. So practically you almost never wait the full 60 seconds. If they hop in a locker near you, and you suspect they have decisive, and you still open the locker and grab them, that's you taking some rather obvious bait. And yes, that's something you deserve to get punished for. Why is it that Surviviors are suddenly the only side allowed to be punished for mistakes?

    @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/627506#Comment_627506

    thats what hes saying...if you just eat the DS, it was apparently a bait and you lost the gamble...

    If you open a locker with a survivor in it that you think has DS, that's a gamble. You get hit, and you lose. You aren't forced to take the decisive, you can go do other things, come back to the guy, and hook him later. This isn't rocket science.

    @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/627315#Comment_627315

    Honestly no, I think Decisive should last as long as you are in the killers terror radius, and I'll stand by that, that way it is an anti tunnel perk much like borrowed time, but having BOTH seems overkill for such an idea, maybe add a mechanic like exhausted to stop them both being stacked, it's like having Sprint burst and balanced landing but they both work seperatley... seems silly.

    Decisive strike was never clearly stated to be an anti Tunnelling perk.

  • High end of mid tier. I'd say hes about on par with Huntress in terms of strength

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/627315#Comment_627315

    What is the other choice to be had? Leave them completely alone? At least with slugging, it helps build pressure.

    They baited you using the locker, you fell for it and got punished for it. They aren't the only Survivior in the trial, go find someone else if you really fear eating their decisive that much. If you really want them then camp the locker. If they jump out, hit them. If they stay in until the timer is up, grab them out. If they have head on and you fear the head on stun, wait for a stillness crow to jump onto the locker since Head on doesn't work if you have stillness crows.

    Stop acting like decisive strike has 0 counterplay bc it just doesn't. Using a locker to force the killer into grabbing you just to Decisive off of them is wasting their time, which is what Surviviors not doing objectives should be doing so the Surviviors doing gens can get them done safely.

    @BBQnDemogorgon said:

    Just give the survivor free 60 seconds to do whatever they want.

    EZ totally fair and balanced :D

    Slug them. You get the same pressure as a hook, and you don't have to fear the stun. Ezpz lemon skweez.

    @savevatznick said:

    Just make it deactivate if the killer hooks another survivor and let it keeps its ridiculous 60sec duration. That's all it needs.

    Slugging gives the survivor a chance to be healed by teammates without losing a hook state and is pretty fair considering a survivor got caught twice. I get the feeling that a lot of people who whine about getting "tunneled" are just bad at running from the killer.

    Bad idea. Killers will slug the guy they hooked, hook the unhooker, then come back and hook the unhooked and they wouldn't have decisive to save them. Now they can tunnel without fear. BHVR clearly doesn't want killers Tunnelling, that's why they nerfed Enduring to no longer lower decisives stun time.

    @switch said:

    I'm going to start by saying DS was never meant to be in the game rightfully so. Why put a free escape in the game, it just promotes toxic gameplay on both sides.

    Tunneling ins't a problem, i'm sorry it is not, you have 3 chances, if your team is smart, if you fail 3 times to escape the killer and hide / or juke him for 5 gens, i'm sorry you're playing the wrong game, i don't get mad when a killer tunnels into me since he basically throws the game for 1 person, i'm fine with that, i get 3 out, a win in my book.

    Just COMPLETELY rework this perk, for the better game.

    You may not have an issue with Tunnelling but that doesn't mean it isn't a problem. The goal of a video game is to have fun. Surviviors mains also paid for this game (I know, shocking) and they're allowed to be able to play it. And no, "playing the game" is not the same as standing in front of a hook waiting for the killer to pass judgement on them and then the killer wondering why he didn't quad pip after all 4 of them escaped.

    Tunnelling is a toxic strategy, it ruins the fun for someone who paid good money for this game. I've Tunnelled but only when the situation called for it. When Surviviors flame me I tell them "run decisive" and If they did, I tell them "hit ur decisive". I've been Tunnelled through decisive, and flashlight saves, and pallet saves, and sabo saves, and just about every other save on the planet and u know what? It wasn't fun. I paid good money for this game, I should not be told I can't play bc someone had a bad day and decided to skip their anger management classes. And if you don't think Tunnelling is toxic, ask any killer main if they blame Surviviors for DCing when they see a hidden killer offering and that ######### "dying light" symbol pop up on their screen bc I sure as ######### don't.

  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/625668#Comment_625668

    It is bad play it's 60 seconds of oh I can body block the killer, get in their way and be super toxic for no reason and completley against the design of the game, like the Nurse at high level play 2 things I hate.

    Okay. Again if you watch a Survivior jump in a locker and you suspect they have decisive strike that's not them playing bad when you grab them. That's them knowing they can escape this situation using Decisive and that forcing you to grab them is the only surefire way out. The bad play is on YOU for not respecting the decisive.

    It's like I say: if you suspect but don't respect then sympathy you should not expect.

  • @Tensor said:

    Exposed sounds like your Aura is being shown

    Especially since when newer players check out Surviviors, they look at Laurie and they see that the game describes her perks as giving her powerful survival tools at the cost of leaving her "exposed", which is referring to object of obsession, which reveals ur aura. I can't say I blame people for confusing it

  • Uh. No they most certainly aren't. There are far too many safe loops in this game. The Badham rework was perfect, it gave more room for skill expression on both sides. More loops, but less safe loops, meaning both players in the loop had to mindgame the other into getting hit/stunned.

    You have loops like Coal tower, ironworks, strode house, borderline every pallet at the game, and more loops that are 100% safe and undmindgameable, which siphons far too much power out of killers.

    As someone who plays Survivior and killer, the Badham rework was amazing, and I hope more maps get addressed like Badham did. Bc loops are for the most part not fine.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625615#Comment_625615

    So it should be totally fine if I have a chance to punish a Survivor for making a bad play but I have to ignore them because Survivors can’t handle DS actually being fair? Lol this just shows so much about Survivors. They really just want as many chances as possible to escape and lose their minds when Killers have the ability to punish them.

    Tunneling a Survivor who keeps stunning you is a bad play on your part, not theirs. You are the one getting punished because the others are doing gens.

    Their "bad play" is an attempt to bait you Into getting stunned. That's not bad play, that's using your resource to your own advantage. It's not uncommon to use lockers when you have DS, it forces the killer to gamble on the stun hitting them. It's quite entitled of killer mains to assume any attempt at using perks that help Surviviors to...oh idk, survive, is such a toxic thing.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625384#Comment_625384

    Lol what? Where’s the LOL button when you need it?

    Jumping into a locker when the Killer is near has been considered a bad play for years. Old and new DS turn it and other bad plays into safe ones. It just seems like you want DS to grant you the ability to do whatever you want and not have to worry about getting punished for making a bad play.

    If you suspect a Survivior has D strike and you know they went into a locker, why would you open it just to know they have a shot at hitting you with it? That's the way it works now. Get over it. Tunnelling a survivor who stunned you with a bunch of pallets is considered bad play but people still do it.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/625481#Comment_625481

    Then why 90% of survivor mains prefer to play against Billy than Spirit if you have a easier time against Spirit ? And Spirit being more loopable than Billy make my day 😂.

    I'd like to see that statistic that shows 90% of Surviviors like to play against Billy more than Spirit.

    I play both sides and Spirit is far easier to take advantage of than Billy.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/623250#Comment_623250

    The fact is Spirits mindgames are instantaneous. The moment she stops you need to read the situation. Is she phasing? Faking? What addons does she use? What if she Short phases and still has it up in less then a second? All these and more factors into a Spirit in a brief moment she stops.

    Spirit can end chases in seconds. Billy being able to instadown someone is cool and all, but countering loops and having the single strongest chase potential in the game with her strong addons allows Spirit to effectively

    The fact is Spirit makes you consider so much about every little thing in such a short amount of time.

    Really asking which one is superior is odd considering both are top tier for the same thing, but for different reasons.

    So what? You mess up against Spirit you get hit. You mess up against Billy and u get hooked. There's a massive difference.

    Billy and Spirit have been locked in this "who is better" war ever since Spirit got buffed. She's easier to loop than Billy is, since you have promised ways to force her to drop her power, which turns her into a 110 killer. Like I said before she cannot brute Force through a chase. She needs her power. Conversely Billy's is a luxury. Now that wouldn't be an issue if Spirits power had 100% no counterplay. But considering something as simple as vaulting a remotely safe window destroys her phasing entirely, I'd say it's an issue. You have a far easier time against Spirit than you do against Billy. That's not saying Spirit is a bad killer. But that IS saying she's not superior to Billy.

  • @SnakeSound222 said:

    It also needs to be changed in how it works with lockers. As of right now, Survivors can do whatever they want for 60 seconds and not have to worry about being punished for any bad plays, including jumping into a locker when the Killer can see or hear you and you’re not going to be able to use Head On. Why? Because they have DS to bail them out. If they jump into a locker, then you have no way to avoid the strike besides standing in front of the locker for 60 seconds, which can make you lose a good amount of pressure or leaving the Survivor and letting them do whatever, which was one of the problems with the old DS. A lot of Survivors unfortunately seem to not like any version of this perk where it’s fair to Killers and cannot be abused. They think this perk should give them 100% hook immunity. I’m hoping the devs take a look at DS in the next patch and turn it into an actual anti-tunnel perk.

    That's obvious bait and if you take it, you deserved to get hit by it.


    Every time decisive strike is brought up it's in a negative light. The perk is fine. You either deserved to get hit or were stupidly unlucky (and being stupidly unlucky bc of DS is pretty low priority considering everything else you can get hit with bc of bad luck). Just bc killers complain that the perk is too good, doesn't mean it is.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/624630#Comment_624630

    It's because Spirit can end chases as fast as the Nurse. Billy can waste a lot of time on a survivor and some maps are not the best for him. At base with no addons Spirit is weaker but with addons and Prayer Beads added into the mix she will always be better than Billy. She also has better mindgame potential and her counterplay is only based on lucky guesses, which survivors often fail spectacularly.

    "Spirit can end chases as fast as Nurse"

    As someone who plays Spirit and Nurse, this is a Kroc of #########. Spirit takes WAY longer to end chases bc there are far more constraints on her power than Nurses.

    She doesn't capitalize on errors as much as Billy does, she has a cooldown to her power (an actual one. Not 2 seconds.) She's a 110 killer outside of her power so she cannot brute Force her way through a chase like Billy can. Windows are her hardest counter, there are perks that Surviviors can run that literally do all the countering for them against Spirit (Poised, Iron Will, lightweight, QAQ).

    ALL of these issues she has are issues Billy does not have to deal with. He's a 115 killer so he CAN brute Force through a chase. His power has a borderline non-existent cooldown. Any error against Billy is a hook, not a hit. Windows mean as little to him as they do to any other M1 killer with how gutted they are nowadays. And there are no perks Surviviors run that do all the countering for them against Billy.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/623805#Comment_623805

    Last time I checked Stridor countered Iron Will and @thesuicidefox can confirm, he uses Stridor on Spirit from what I heard from him.

    Iron will at rank 3 reduces the grunts of pain caused by injuries by 100%, rendering them completely silent. There's nothing to increase the sound of if there's nothing there.

  • Also @Marcus just outed himself as clueless. Stridor does not counter Iron will.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/623658#Comment_623658

    This post is... nah, I am not gonna say this.

    Sorry, but OP made exactly no reasoning in his initial post. And it is kinda cheap to ask for reasons, when you dont give some.

    But to use your IQ-"argument"...Everyone above Green Ranks will agree that Spirit is better. But I think you are a troll.

    I'm purple rank on both sides and Spirit is 100% not better

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/623250#Comment_623250

    Billy is top tier because he has mobility and punish survivors mistakes like no one else, but even Billy mains with thousand of hours said that good survivors will loop him like a mad lad. And how is Spirit more exploitable when I know Billy mains who would DC any day on Hadnofun and Lery's, while I didn't met a single Spirit to DC because of a bad map ?

    "Billy is top tier because of his mobility and punish game".

    Yes that's why he's widely consider an easy killer. He capitalizes on small errors a ton.

    "but even Billy mains with thousand of hours said that good survivors will loop him like a mad lad."

    Nurse mains will tell you that good Surviviors will juke her like mad. Spirit mains will tell you good Surviviors outplay her like mad. I don't see your point in saying this.

    "And how is Spirit more exploitable when I know Billy mains who would DC any day on Hadnofun and Lery's, while I didn't met a single Spirit to DC because of a bad map ?"

    Ok by that logic how is Nurse broken bc I know Nurse mains who will DC on Coldwind maps. Spirit is more exploitable bc she flubs her power once and she's a 110 killer for a while during the chase. Billy flubs a chainsaw and he still has it ready to use and is a 115 killer making him faster at base.

  • @Aven_Fallen said:

    So you are asking for a reason, but dont give one yourself?

    Spirit is better. Billy gets looped, Spirit not. Easy as that.

    If Billy is easily loopable, how is he even considered one of the best in the game. Spirit has a higher skill cap, but she's also far more exploitable than Billy is.

    She has god tier mindgames? You can simply abandon the loop she's mindgaming you at. You force out one use of her power and she has to wait to recharge it. Billy meanwhile has a power with no cooldown that applies superior map pressure. Only thing Spirit has is superior chase potential and that's if she secures her power

  • I usually play SWF with my friend who bought me the game and while it is annoying when we have to carry our teammates, it does feel balanced bc it's usually 2 escapes 2 kills.

  • @rd_dex said:

    What is it with this nerf Mori epidemic? I swear people in this community just need something to cry about it's insane they got devs to nerf Nurse now they need something new to cry about. From my purple/red rank survivor experience out of 20 matches there is 1 killer that brings a Mori which makes it a pretty rare occurrence I don't see a need to nerf it.

    Nurse is getting an add-on rework to remove her bullshit. That's hardly a nerf

  • Not rly. At best they lower the value of ruin for a time and if u have a coordinated team you can all instantly pop a gen if you all have BNPs. But that doesn't mean they are strong.

  • @Judgement said:

    https://forum.deadbydaylight.com/en/discussion/comment/617428#Comment_617428

    I think the user meant that at the time (ie, early days of Dead By Daylight), looping used to be called an exploit. It is not considered an exploit anymore as of today, however.

    Looping was an unintended side effect of map design that they just decided to go along with bc it took them too long to realize what was happening

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