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Reborn2020

Reborn2020

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Reborn2020
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  • @OperationMintyHippo said:

    Killer queues only changed because everyone is trying to play the new killer. It will go back to survivor lobbies as 10 minutes and instant killer lobbies soon enough.

    And what was the reason before ? When survivors queues were pretty fast and killers like 10 mins?

  • We have something in common then. When i see clown he s always seem faster. Probably his animation.

  • @Karl_Childers said:

    I agree. I think the speed is balanced with regards to how quickly a killer can potentially snowball especially through tunneling and slugging. You see it now with many killers talking about how they need to play this way to 4K after the ruin nerf. Ok, so let’s say the survivors were given another objective (or repair slowed, whichever). Are we supposed to believe killers would then abide by an honor code (aka the “survivor rulebook” which is openly mocked by killers) and wouldn’t do this stuff anymore? Nope, sorry. This aspect is completely disregarded by so many. Killers who continued to tunnel/slug/camp would just stomp and be defended for “playing optimally”. You know damn well that’s what would happen. So in a nutshell, nothing can or should be slowed on the survivor side unless these playstyles are also eliminated in the base game, so a killer couldn’t use it as a strategy anymore. You can’t have it both ways. You can’t ask for the game to be balanced around playing totally fair, and also have the ability to not play that way and crush survivors any time you want. The only thing I’ve seen that I think is fair and should be implemented is Scott’s idea about the Trial warmup or whatever it was called.

    I think only ds should be nerfed to 45 seconds due to quick gen speeds.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156378#Comment_1156378

    MacMillain Estate, the one with the long shed. There's a generator by trees and rocks, generally near an exit gate, one down a two-way path with a pallet at one, or has a single way in and usually a generator next to the pile of logs.

    Pretty unsafe against a majority of killers. The second one can be useful against Huntress.

    Or how about Ormond with one on a hill, another near some logs and the open just outside the house on the other side?

    MacMillain: so yeah there are 2 unsafe gens at the best. But if you re not waiting for a killer to come right at you you can make it to pallet close to some structure. And that case you describing is usually 3 gens which survivors can avoid .

    Ormond : the one that is on a hill has structure nearby. Gen near some logs has structures on the both sides and the other gen as well.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156329#Comment_1156329

    Ok, but the point is if there is 3 or more like that, then they must be done making the argument presented irrelivant. Not every generator will be safe, so saying that I have bad positioning is incorrect since I'm forced to be there.

    And what would be your example?

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156198#Comment_1156198

    Stopped reading? Then don't comment. You missed the point, clearly.

    The point of that statement was that heaps of people just say that I'm out of position when that is one of the few points remaining to do a generator, which happens to be in an open area, negating the redundant argument of "you're out of position".

    It is a mute point, and people should stop championing it. Not every engagement is made optimally and we should stop treating each other as if they are.

    Certain generators are safer from certain killers. That way all pallets are safe, but not all the time.

    There are more gens to fix not only the ones you mentioning. And you re out of position only if you stay on that unsafe gen until the very last second abusing hillbilly limits as he doesnt have that much of steering by default.


  • @Frankie said:

    Not even reading the OP. Billy's base kit is perfectly fine. Only his addons need to be reworked so certain things don't stack.

    Period. Only bad survivors think Billy is OP. Including all the boosted usual suspects you see in here.

    If you do that it will ruin some hillbilly players. If some hillbillies plays with both steering addons what you suggest them to play with ? Thompsons Moonshine + what? Addon that reduce chainsaw charge time? it s only more like 0.30 seconds and if i want insta chainsaw im just going to hold m2. Green Engravings? It will work against thompsons moonshine addon. Begrimed chains ? Nerfed to the ground and here s the proper description of what that addon really does as the one in a game is/was false:

    • Moderately decreases Repair speed of Survivors injured by the Chainsaw for 120s.
    • Survivors injured by the Chainsaw suffer from the Mangled status effect for 120s.


  • @Booper_Of_Snoot said:

    Billy is the perfect state of balance. The only tweaking he needs is simply this

    Tuning Guide - Iridescent add on - Same stats, maybe a unique dialogue at the bottom

    Primer Bulb - Iridescent add on - Slightly increased miss penalty + moderate charge up

    Spark plug - Rare add on - Slightly increased penalty on missing + slight charge rate

    This would make billy 1000% balanced, because it gets rid of a lot of instasaws, makes it so the add ons are fair (Add ons are the only true unbalanced thing about billy) and I think it'd be a welcome change.

    BUT ONLY THIS CHANGE.

    Remember nurses "add on" change? Obliterated her addons and basekit. These just need to be changed. No saw timer, no saw refueling, just these 3 add ons.

    Insta chainsaw is not the best build . It only takes one short loop to abuse insta saw Billy.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155950#Comment_1155950

    Ok. First off, love the name. I'm a big Slaanesh fan.

    Second off, it's a THREE SECOND ANIMATION. That is NOT a cooldown!

    https://forum.deadbydaylight.com/en/discussion/comment/1155949#Comment_1155949

    Point was that Billy has more map coverage, soft destruction and an instant down in his base kit with none of the limitations that Nurse has. I get that Nurse can ignore cover and what-not, but I've versed and played Nurse and all I can say is that it's WAY harder to get a good Blink hit than a saw no matter what level of gameplay you're at.

    It's also an eternal crusade of mine with the warcry "You have a weapon, USE IT!" that I tell just about all Hillbillies. That's not me hating Hillbilly and his kit, it's a case of me having an ideological disagreement with 99% of his playerbase.

    In this video pay attention please to how one chainsaw miss allowed meg to cover such a huge distance to another pallet .

    https://www.youtube.com/watch?v=9Nemc-BqdCk

  • @PigMainClaudette said:

    I tried pointing this out and I got attacked for most of my replies. All I can say is prepare for war.

    I personally think that he has too much going for him to be the "centre of balance" and too much power in one button.

    Apologists will also say that you can just 360 him or his chainsaw punishes bad positioning, which is just wrong. It rewards the killer bad play on both sides. Some generators are NOWHERE NEAR window vaults or pallets that you can use to avoid him and there's no 360 you can do against a Hillbilly tapping his chainsaw to be within 1m of a survivor.

    There is also zero punishment for missing/colliding with terrain, unlike Nurse, Spirit, technically Freddy (teleporting to the wrong generator) or Bubba. Not even a cooldown until you can use the saw again!

    He can also tap his activation to hover the meter, unlike Pig, Doctor, Deathslinger, Nurse, Spirit or Freddy. One you go for it, it's all or nothing.

    Oni, who has basically the same ability, has to BUILD UP his power by using his actual weapon and collecting resource.

    Now when you play him like a normal killer, as in use his hammer, he's GREAT! Still really strong, but infinetly less frustrating to go against. It also opens you up to more perks, such as Third Seal or Sloppy Butcher.

    By all means, use the saw to bait a pallet. If they drop it, eat it. If they don't then you get a saw down. Use it against teabaggers and punish them for toxicity. Bridge the gap against Adrenaline or snipe people. Have some actual SKILL with your saw!

    Saw-Billies are on the same level as BT, DH, DS abusers. You are exploiting one particular feature about part of the game for massive benefit. These people are just getting too great a reward, and only loosing out on some Chaser emblem so they can't double-pip as easily.

    I don't like Billy because I've versed too many of them, been hit by too many unfair saws, and had too many apologists just tell me to "Git gud" for anyone to justify his current state to me. Because of his player-base. Because of those who think the saw is a weapon and they're godly at the game for it.

    Billy is the popular King of the Meta on console and it's time for a coup. Let's dethrone him already and get some variety back in the game.

    Stopped reading after this "Some generators are NOWHERE NEAR window vaults or pallets that you can use to avoid him and there's no 360 you can do against a Hillbilly tapping his chainsaw to be within 1m of a survivor.".

    You want all gens to be safe?

  • You got sniped by Hillbilly? You re just got outplayed by better player !

  • You suppose to force them to leave gen actually.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156064#Comment_1156064

    If you don't want to use it, you don't need to. If you think it's useless, don't have it as part of your build. That's fine. The whole point of niche perks is they're not for everyone, most people are going to think they're not worth running and ignore them. But your experience and tastes are not everyone's experience and tastes, and you shouldn't advocate for the removal of a feature from the game just because you don't find it personally valuable. It doesn't need to have value in your eyes to have value at all.

    The point is that 6 meters is laughable . Its like a few steps survivor needs to make to reach that hook. Devs truly know how to ruin perks.

  • Dead hard is not an issue for viable killers but i can see what you talking about. You will be injured anyway against loopable killer and dead hard allows you to abuse any loop to full extent while keeping you safe in case you screwed it up. But its not like weaker killers are better at other aspects. So its fine.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154859#Comment_1154859

    Just because it's niche doesn't mean it's useless. Not every perk needs to be meta or widely used.

    It is useless. Why would i need to know if someone trying to sabotage hooks? Im only glad if survivors wasting time doing that hit. Why would i need to see survivors aura within 6 meters of any hook when i can just use Infectious fright?

    Just remove that perk as it bear no use at all.

  • @Gcarrara said:

    Please keep the tones down while discussing!

    Else we'll be forced to close the thread.

    Just close the thread. People that continuosly arguing with each other are just wasting their time. Im here to just make valid points.

  • @PatBrutal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153507#Comment_1153507

    My apologize, the way you asked your question it sounded like this was recently implemented, this is why I wrote that. To answer your question, this change was adjusted during the development of the EGC.

    Prior to the EGC, Survivors had an infinite amount of time to open a gate or find the hatch (when the hatch could not be closed). With the addition of the EGC, Remember Me was proven to be more oppressive for Survivors (especially as the last Survivor in the match when the hatch has been closed). The change was implemented to help reduce some of the pressure on the remaining Survivor/s in the situation where the Exit Gates have not yet been opened but the EGC is underway and the Killer is defending the Gates.

    Maybe you could change it back? Because the current default time(16 seconds) of opening the gates with killer pressuring the gates is not even enough most of the times against mobile killers not talking about 30 seconds. What you did is just ruined very interesting potential of a perk.

  • @Teshie said:

    Killers usually want easy chases y'know? Why would they chase a good person if they can make it easy for them.

    Its easy to force killer to chase you. Take a hit trying to save survivor. Or just borrowed time save survivor then killer will be forced to chase you. There are plenty of ways.

  • @rhodamia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154067#Comment_1154067

    Perhaps different for different consoles. I'm PC. I see it a decent amount. Perhaps not a 4 man. But 2 is common like that. And even 2 can be devastating if they know what they are doing.

    Im pc as well. I dont think so.

  • The most annoying killers that can hide their identity is Spirit, Myers, Ghostface, Hag. When one of them is killer it will always be so quiet but the thing is that both loopable and both not loopable so its hard to be cautious about them and they can catch you off guard quite easily.

  • Core problem of this game is swf? You see 4 man swf like once a year. Come on!

  • @re5_gamer2263 said:

    Mine was when a meg dead harded into my chainsaw as billy. (skill)

    Killer moonwalks but then losing you out of sight.

  • @yutycorn said:

    I'm seeing a lot of "That survivor is screwed anyway, even if 30 or 50" but this is false...

    Ive gotten out many a time, just as much as I've gotten found and killed. When gates are closed together, hope the killer is 110 and be good at hiding. Oh and it's not Billy or spirit or wraith with addons. It's not over till it's over.

    I do understand how it can feel like you're screwed. Just remember, the killer has to go back and forth between the gates. Time it just right and you can get it open before the killer gets back. This tactic works on most killers, not all.

    Especially when gates are on opposite ends of a large map. There's no way the killer gets back in time.

    Then the same logic could apply to 50 seconds. Just hide when killer comes.... Stop justifying stupid change with no good reason.

  • You suppose to find them yourself.

  • You also forgot perks of new killer. They are survivor sided as well.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154050#Comment_1154050

    You're missing one important thing regarding prove thyself. It's not very obvious, so I'll try to give you an example - I hope it helps.

    Without prove thyself:

    • 1 Survivor - 80 seconds/survivor/gen
    • 2 Survivors - 44.44 seconds to finish the gen, so 88.88 seconds/survivor/gen
    • 3 Survivors - 33.33 seconds to finish the gen, so 99.99 seconds/survivor/gen
    • 4 Survivors - 28.57 seconds to finish the gen, so 114.28 seconds/survivor/gen

    With prove thyself:

    • 1 Survivor - 80 seconds/survivor/gen
    • 2 Survivors - 40 seconds to finish the gen, so 80 seconds/survivor/gen
    • 3 Survivors - 27.8 seconds to finish the gen, so 83.4 seconds/survivor/gen
    • 4 Survivors - 22 seconds to finish the gen, so 88 seconds/survivor/gen

    As you can see in terms of overall gen speed it's only efficient for 2 people to stack on a gen if one of them has prove thyself. In any other scenario gens would be done faster if survivors split up and did gens separately.

    Now to add more context into this imagine a real game - you hook a survivor and see all of their teammates on BBQ. What would you rather see - 3 survivors on 3 different gens all in different parts of the map, or all 3 survivors stacked on the same gen? I would personally shed a tear in despair if i see the first scenario. That's when I know I'm fu**ed. However in the second scenario (or even if it's a 2 and 1 split and one of the 2 has prove thyself) I know that all i need to do is pressure those 2 in order to gain/maintain control of the match.

    Lastly, I'll mention that from personal experience usually the people who equip prove thyself (aside from the noobies and potatoes) are the survivors who don't intend to spend much time doing gens. What prove thyself allows you is to max out your objective points really quickly and then spend the whole match messing around with the killer, getting chased and helping out teammates. That's why I said that as killer prove thyself is my second-favourite perk - it's because people who use it are either absolute potatoes, or people who don't plan to spend much time on gens and just want to max out their objectives as quickly as possible, so they can move on to the fun portion of the match.

    This cant be true. Two survivors working together on a gen with prove thyself cant be just minus 4 seconds.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153958#Comment_1153958

    LordEmrich gave you a visual answer above, but no, each one literally looks like the face of the corresponding survivor.

    Its funny because i never encountered Leatherface wearing one of those :D

    Ah well i see. I thought they are going to be really identical like just one of the survivors regular faces.

  • @rhodamia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153912#Comment_1153912

    4 man SWF is pretty common in red ranks. Made worse if they are actually good. Just a note. I'm neutral here. Haven't gotten hit with the sabo issue on my end yet. Just saying swf is more common than 1 in 1000. Maybe 1 in 7? Which is still annoying if they learn an exploit. Again. Neutral. Lol. Hasn't been an issue for me.

    In my 2500 hours i faced 4 man swf more like 7 times if not less. BHVR also posted somewhere how rare it is . It was more like 4% if i recall correct.

    @Mo4ntus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153912#Comment_1153912

    But the scary thing is that it doesn’t have to be a swf anymore anyone can sabo now

    If they dont bring hook offerings its nothing really.

  • Do they all look identical?

  • Fun to play against. He s unique. Feels like playing against hillbilly. But i dont have time now to learn him. Maybe some day later.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153545#Comment_1153545

    Yes but the point is hooks are spread far enough apart that once I commit to walking to a hook survivors were been able to sabo before I reached it provided it's a decent distance away and at that point I don't have enough time to walk to another one. Again, I haven't had anyone try it on live yet to see if it's still as nutty as it was on PTB, I could be fearing nothing here.

    It may be an issue against 4 man swf that happens 1 time out of 1000 games.

  • One of the dev team is going to respond in this thread but to some irrelevant post like "What was this perk like before?" and it s going to appear like dev already answered your question. Like one did to my mine here : https://forum.deadbydaylight.com/en/discussion/136071/why-did-you-nerf-remember-me#latest

  • @ThisGuuy83 said:

    Keep in mind, tru3 is a fog whisperer and probably in the top 10 best at this game. How many times do you see him die as survivor? Hardly ever. Yet, he still gets smoked sometimes when playing killer. KEEP in mind, how GOOD tru3 is, and HE can't even constantly 4k, and sometimes gets 0k... That shows you just how powerful the survivor role is alone, let alone a SWF team...

    Im not a bad killer myself and i see him playing like trash with zero strategy. Of course it hurts someone playing games for living to not be able constantly 4k 😂

  • @Kwikwitted said:

    DS should immediately de-activate if the killer hooks another survivor.

    The fact that DS is a full minute of immunity is ridiculous when it's meant to be an "anti-tunneling" perk.

    it should be 40 seconds just like "remember me" going from 50 seconds to 30 for no reason.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153454#Comment_1153454

    Haven't seen it yet on live to confirm. But bringing a hook offering along with the Sabo pretty much makes it so as a killer you had to commit to a hook immediately upon pickup on the PTB. So the idea that sabo changes are nothing is downplaying it's power by a lot. "Plenty of hooks" is a misnomer, even at base level killers do not have enough time to walk to multiple hooks unless you happen to down right next to one but want to walk to a basement hook for example.

    You dont have to walk to them multiple times. You just have to choose hook you going to hook survivor on.

  • @PatBrutal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149313#Comment_1149313

    Just so everyone know because it seems not clear but this was not in the recent 3.6.0 patch notes. Remember me has been changed long time ago in the 2.7.0 patch note when we released the EGC. https://forum.deadbydaylight.com/en/discussion/61785/patch-notes-2-7-0-mid-chapter#latest

    How is this an answer to my question?

  • He needs range strength . Thats all.

  • I feel like the new map is too easy for killer. It barely has any abuseable loops except for main building. And you can even make every loop unsafe.

  • Sabo changes are nothing to be honest. Its viable only if you use toolbox with speed addons and clearly you can counter it by hooking survivor somewhere else as there are plenty of hooks or you can drop that survivor and hook him 30 seconds later(keep in mind that dropping survivor is also not punishable as before) . And for that to work one survivor have to be on your tail consistently which will temporarily remove one survivor from a game and imagine if survivor gets downed close to hook ? Su much time just wasted for nothing. They also have to equip saboteur perk to see hook auras.

  • @AlbinoViera said:

    I see a tonne of people saying about how he got a 3k anyway.. But, from what I could tell it looked like the survivors literally gave him it. They 99'd the door instead of opening it and tried to heal while close by, seemingly forgetting that Nurses was a thing. Not only that, but instead of going in, maybe more than one at a time. Only one of them went for the save while the others did nothing but try and pick someone up while close by..

    In that situation, if they had all just left, he would of finished with one kill. Which would mean he had lost.

    But, if they had healed to full, opened the gate, and then bum-rushed the hook while body-blocking. Tru3 would have had to have landed about 5 hits I'd say, maybe 6 with BT, to be able to down them all. With body-blocking, Death- Deathslinger is such an edgy name... Just gonna call him The Gunslinger. Gunslinger's chain would be made pretty much worthless since it's easily broken. Seeing as he's 110%, would be unlikely he'd be able to catch the ones that are in front with standard melee, and with the speed boosts he'd give the healthy ones along with reloading. I doubt he would have gotten them all, if any.

    That's not even taking into account the dead-hards they had to dodge one of the hits/shots as well.

    But, they were idiots and gave him free kills. Which means people have an excuse to say how he won anyway, instead of looking at the actual problem. That problem being how can you trust any kill ratios when people do stupid stuff like that- Oh and Gens being done really quickly. Which would probably be sorted by leaving the base speed the same, but increasing the time it takes with multiple people a small bit and giving Prove Thyself a little nerf. With the slowdown perks killers have and how toolboxes work now, I think that would even it out.

    The killer is not new but he plays like trash. He downs Nea and then hook her in basement instead of bringing her close to those gens that are blocked . Clearly killers fault. I also like how he plays without even paying a single attention to gens at one point. Killers fault .

  • @LoverOfDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1152179#Comment_1152179

    Omg do I really gotta go find the all the killer games from multiple streamers or all the posts and complaints talking about this very issue to prove to you that this exists? I can go make a smurf get in a green rank game with clown and make the survivors my playthings if I wanted to, is that what you are referring to when you say killers decimating matches? We've all seen survivors that are average or make really dumb mistakes get decimated, your point? If it is evidence, the evidence is very much out there and very blatant but i'm not going out of my way to show you every case that has presented itself.

    Do you really want to see how my games are going on? I can start recording 50 games and in all of them i will lose more like 1-3 times if at all.

  • New map is easily killer sided. Even bad killers will end chase in seconds. Being able to hide there is slight buff for survivors on that map.

  • The gens goes fast but killer gets 3 kills.

  • @Prex91 said:

    For me 360 is a stupid thing that "ruins the mood". Is like a non exaution infinite dead hard, and it is also a big problem against some killers, like legion. Change my mind.

    For me its like "Why it even works?". To know how to counter it but then again i dont even face much survivors doing that effectively so i dont even have time to play around it much at least i think so which either means that there are only 5% of survivors being able to do it correctly or its just not that strong move at all.

  • @Flatskull said:

    This is way too vague.

    What are the killers BEST tools. Moris?

    Moris mostly stomp because survivor run into a match thinking they got 3 hooks and then get surprised and fragged by it. An ebony mori dosen't end chases and it dosen't assure a hook and it dosen't assure that even if you hook someone you'll down them a second time.

    What a killers best is varies from killer to killer. Iridescent Seal or Rule 2 are both junk and pretty much a wasted addon slot unless I'm memeing around or got some weird obscure build idea for example.

    IF ....you play exclusively as the best killer like nurse or billy....and you have a VERY GOOD build. And you put yourself on a killer sided map. Yes. A killer may be overpowered if they also slug and proximity camp and they get survivors without comms.

    But the real power of the game comes about in who actually controls the game. A killer can only gain control of the game by quickly and swiftly either out right stomping the survivors that momentum comes on his side, in which case I garuntee you that killer had to sweat his balls off for that unless the survivors are lagging or made a long series of mistakes over and over in his favor.

    B: used a mori early at the cost of points to gain a momentum.

    C: They tunnel the ######### out of someone and then maybe do so again for good measure.

    The problem isn't that killer is OP. Killer is underpowered, at least in the area it matters most, in the feeling of having power since they have no control over the time of the game and the game time is never on their side. Not unless they're going to waste perk slots for stuff that 3 gen pause for a short while, have massive maintence(Hex ruin/blood warden) or is meta-gamed easily out(blood warden). There's always a sacrefice or a massive...silly amount of work just to not feel under pressure...as the power role.

    Which is the biggest problem killers always had with this game. Killer feel more scared of survivors and gens that survivors do of killers or the world.

    It all comes down to assyemtrical skill.

    It's easy and breezy to m1 a gen in a mad rush and it's easy to loop around a safe area. It's not easy to pressure 4 people even with the best tools you have and the best killer trying to desperately stop the invisible clock ticking to another gen will scream that you failed to apply enough magical pressure. It's easy to run to another pallet and camp at it then butt dance. It's not easy to have to come up with some mad 4D chees mind games with your stain and trying fake out a survivor with every tiny little flinch or flick of your character to hopefully make them make one mistake so you can get a hit while another 2 gens pop.

    Mori are a problem but if they get nerfed anymore they should just straight up be something your killer can do rather than third hook. It might as well be the same #########. I ain't wasting a offering spot for an additional 500 BP and a animation.

    What am i going to do against 4 man swf on comms with bnps and a key? I will just think how to play around that :?

    I will bring ebony mori for sure. And i will create a build around mori. So lets say they only need to fix a few gens for hatch to open and then they can escape okay...

    I need to bring something that wont allow them to fix gens effectively so im going to bring Corrupt Intervention and Ruin . Also whispers maybe? to find them fast and whether or not to decide leaving a 90% progressed gen. And the last perk would be? Haunted grounds? Just in case. Okay.

    So after hooking two survivors i can easily kill them i assume and i need to prevent them only from fixing 3 gens not to mention they will also have to find a hatch after that. And Billy is good on any map so dont give me that crap. And if nowdays killers struggle to win with these conditions they are simply bad.

  • @TiredNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151594#Comment_1151594

    not even trying to flex, but i can 360 chainsaws. billy and LF

    Not when hillbilly is trying to chainsaw you in close. If you can then killer just did mistake.

  • @HollowsGrief said:

    It was nerfed because the killer actually had a real chance at winning the game once gens were done and they did not like that. They want survivors to win when gens are finished unless they are overly altruistic. They are trying to balance the game around more people escaping not less, like it or hate it that is what they are doing, why do you think gen speed is still the same despite everyone and their mother saying how gen speed is way to quick now.

    Who said that?

  • @DrownedFish said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151997#Comment_1151997

    https://forum.deadbydaylight.com/en/discussion/comment/1151997#Comment_1151997

    That doesn't mean anything. Your whole team is dead and killer caught you.

    If you are that good at looping you can loop the killer forever before he dcs. I don't see any problem here.

    Even bad killers wont get looped forever as there are no infinites 😂

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