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RobMeister88

RobMeister88

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RobMeister88
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  • The whole game would have to be reworked. Insta down abilities are needed on most killers otherwise they have to rely on survivors being potatoes and not running at least a 2/4 meta build.

  • Yep, swf pretty much ruined the game. There's no more skill involved in any ranks, besides the 1v1 aspect, which wasn't even meant to ever be. In swf everything is known to everyone, so there's literally zero mind game throughout the trial. Not only that but swf are extremely sweaty. Toolboxes, flashlights, keys, DS, BT, DH, Adrenacuck, etc. Every swf treats the game as if it were a COD tournament and gets pissy if the killer takes advantage of their mistakes. They're responsible for the toxicity (them and Ochido). They bring the most crutch perks (most of which cant even be countered and the ones that can be, have risks, so either way, it hurts the killer and puts no pressure on the survivors) and items, yet if a killer tunnels, then he's the toxic try hard. Casual play styles from swf is gone. No such thing as casual swf anymore, either they try to bully inexperienced killers, or they just focus on gen rushing casual killers and avoid survivor-killer interaction at all costs. But according to the majority of the community, this is perfectly balanced.

  • I'm waiting for them to pull another 1.9.2.

  • The only way a survivor could do actions to harm other living things besides dropping pallets, is if The Entity allowed it. Survivors physically can't do anything besides dropping pallets and vaulting windows, otherwise Ash and David would demolish the killers in every trial. What would happen is if the survivor started to get dark passionate thoughts as to harming other survivors, The Entity would lift off its restrictions and allow said survivor to harm the others. This would be a sort of test, if you will, to see if the deranged survivor is serious about going haywire and to start killing. If the survivor goes through with it, then The Entity would consider the survivor's potential as a killer.

  • Nothing needs to be done about it. Just do gens if you want to get out asap. If you want more points then open chests and cleanse totems and open gates. You can fill up your evader emblem in other games.

  • Nothing needs to be done about this. Start running Resilience and Spine Chill and bring toolboxes in case this happens again. I'm sure you wouldn't complain if this were the other way around, where the Doc got gen rushed into oblivion and gates were opened in 4 minutes. But seriously though, people always say "oh just apply pressure" and now we got threads like this by the same people, that are now complaining about killers applying too much pressure.

  • In just two seconds (normal pallet stun duration), a survivor can cover 24 meters of distance, that's more than enough considering every map has pallets in close proximity to each other, not to mention windows as well. No reason as to why the survivor needs more time to run. They got the stun, that's all that's needed. Anything more than that and it's just a crutch hand holding baby perk. DS should have normal pallet stun duration, and let it be directly countered by Enduring.

  • Nerf Bastion

  • Lack of synergy from killer perks (relating to gens) and the sheer underwhelming effectiveness of them. If survivors can have overwhelming effects on gens with toolboxes and add-ons, and the ability to work together, and Prove Thyself, and have it all considered be balanced, then why not the same with killers? Why can't killer perks (relating to gens) have overwhelming effects? Why not have Tremors stack with Ruin? What about letting killers still kick gens even with Ruin active? Why do so many killer perks in general have restrictions like cooldowns?

  • And this is when Mikey boi went on a rampage and started to kill off all the other killers. R.I.P. Billy Boi.

  • They won't because they want the game to be easy for survivors. If the game is too much of a challenge for them, then they'll quit and that equals loss of profits. Truth be told, if the base game was balanced from the get go, over 80% of the things that were nerfed on killers and survivors alike would have never needed to be nerfed in the first place. But instead of balancing the base game, they just treat the game like it revolves around the perks, and that everything can be solved by changing perks constantly and nerfing/buffing killer powers. As far as money motives go, they can't touch survivors too much or else they risk them leaving. And it's not just money, they might actually think everything they've done (regarding balance) was for the most part, correct COA's. Just look at 1.9.2. for example. They thought that patch was balanced as can be, and they still think it was balanced, the only reason why they reverted it was due to killers leaving en masse, which caused queue times to skyrocket. For the most part, killers have been nerfed more consistently than survivors. And most of the killer nerfs were done for the sole purpose of making things easier for survivors, there was no regards to actual balance. Why did Nurse need to get nerfed? It was still easy to avoid her if you broke LOS and ran along sharp turns. Sure Spirit collision during phase was broken, that needed to be nerfed because it made no sense for her to be able to body block if she was in a different realm altogether, but why the vaulting animation change? Can't they just let survivors mind game instead of having free information given to them so they can loop easier? Why does Prove Thyself have no cooldown yet perks like Surge and PGTW have cooldowns? Why isn't swf a separate mode from solos since swf throws the game off balance? Why do Moris and Keys have such uses of ease when they have the capability to turn the game around in an instant with no skill, thought, or effort? Why do mediocre killer perks have so much restrictions yet the most powerful survivor perks (most of which require no skill, thought, or effort) have little to no restrictions? Why is it that things are made easier for survivors yet for killer things are made so hard when it's already hard to play as killer?

    Why is the game even being 'balanced' around yellow-brown ranks? If you make things easier for new and low skilled survivors, then you're removing the challenge for experienced and skilled survivors, and making things harder for new and experienced killer, especially experienced killers. Is this all to say that playing killer is impossible or that this response is just to push the killer main sentiment? No, it's just pointing out all the flaws with the way the 'balancing' team handles balance and how the state of the game causes the survivor vs killer main dilemma. When survivors get nerfed less than killers do and buffed more than them, then of course killers are going to notice this and call it out, they have been since 2017. Survivor bugs and issues also get fixed more quickly and often than killer problems do. Is there an actual logical reason behind this, such as maybe killer bugs and issues are more difficult to fix, or is it because survivor needs are more important?

    https://www.youtube.com/watch?v=qnwdPlx9yR4

    Not to be pessimistic, but this is where we're headed, back to the "Dark Times".

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1124997#Comment_1124997

    I disagree. There are different types of survivors (healer,gen jokey, good at chases, the urban evasion claudette, ect). In order to have the perfect game you need to be all of em, which is pretty hard if you ask me....

    That's the point... high rewards should have high risks, difficult to achieve, they shouldn't be handed down. The whole point of survivor in general is to make the best out of a bad situation with what you have. You need to make the team synergize or try to synergize with it. Do you 2nd guess yourself or do you stick with the original plan? Should I go for the save or stay on the gen? Do I take a hit or hide nearby? Do I take the aggro or let my teammates distract the killer? Should I heal my teammate or convince him to work on the gen first? This is the whole point of the survivor role. This is why solos is a true test of skill, people don't have their hands held, they have to actually use their brain and be good. It's why swf is frowned upon because against the casual killer, swf is almost always a guaranteed win. Something that is perfect shouldn't be brought down to a common level.

  • Yeah that's a no about changing the survivor scoring/emblem system, unless you want to make it harder. Survivor emblem system is already easy enough as is. It's just harder to get a perfect game as a survivor because you have to rely on 4 factors. Your teammates and the killer. Those are the main factors. Other factors include the map, map RNG (pallet spawns, jungle gym spawns, etc.) your perks, etc. Your teammates need to not die too early so that you can get saves and heals, then you need to try to work on gens with other people since working on gens by yourself gives you little rewards (2 gens solo equals silver emblem at best, 1 with 2 people already fills it up to gold). Then you need to get chased by the killer and avoid being hit at all costs because each hit counts as a chase you lost, so the more hits you take, the more penalties you recieve. There's just so many factors but that's why it's hard to get perfect games in the first place. They shouldn't be made easier. And in solos it's not impossible. Tru3 got has had some rare matches where he got perfect games and he always does solos. I've only had one once though it was in green ranks, but I still got it, and I was on solos. Point is, the way the system works to get a perfect game for survivor is already good enough as is.

  • @DamienDuff said:

    Why is Huntresses 1 shot hatchets still a thing in the game?

    are we only seeing survivor sided major nerfs to stuff that were considered OP?

    is this game lowkey leaning towards killers favouring patches?

    with not a single cell in my brain telling me to be biased to one side ! but Honest to god it feels like this game is catering killers blatantly.

    Lmao this is one of the biggest yellow rank moods I've ever seen. Time to hit you with a ruin vibe skill check, oh wait, you guys got it nerfed after enough crying and sending salty messages to the killers. Seriously though, drop the entitled attitude and actually look into the real balancing issues instead of ranting about something that happened due to your lack of skill. The recent patches are nothing but survivor buffs ffs. The killer "buffs" are literally just quality of life changes, with the exception of breakable walls, which good survivors won't even worry about since almost every map has more than one jungle gym and safe pallets. And the recent patches before this one were literally all killer nerfs with survivors being unscathed. Freddy's slow down add-ons got nerfed. Oni's flick was reduced to console level of mobility. Before that, Nurse got nerfed as well, and the Spirit as well, and then magically she got sound bug issues, which were rarely or never addressed (they're shadow nerfs probably). Oh and let's go back a bit, specifically to 1.9.2. Tell me that patch showed how biased devs were towards killers. Go ahead and tell me how killer sided they are when 2017 and 2018 were the worst years to play as killer against competent survivors. It's threads like this that cause killers to be nerfed with every single patch and update. You guys cry and cry for your mistakes, none of the things you guys complain about actually pertains to balance. It's just that you guys made mistakes, you get salty because the killer takes advantage of em, and then you use your sodium-fueled heads to make complaints which for some reason, the Devs always take seriously, and 9/10 times implement the desired "changes".

    Look at this as a reference:

    https://www.youtube.com/watch?v=qnwdPlx9yR4

    My response might seem harsh, but after watching this, you could probably understand why. Neither side should get unnecessary nerfs or buffs. Both have gotten em, but killers have been nerfed many more times than survivors have, and not for the sake of balance, but because of survivor complaints. The recent ruin nerf was the best example of this.

  • People defending the DC for hatch are the most boosted yellow ranks ever. Hope they all uninstall and go back to Fortnite. Entitled ochido wannabes the lot of em.

  • @siren_sorceress said:

    https://forum.deadbydaylight.com/en/discussion/comment/1122379#Comment_1122379

    Saying spirit was nerfed to oblivion LOOOOOOOOL.

    Omg you cant rely on collision or beads anymore?! Or was it the ruin nerf? Never used any of those and 4kd with her every game!

    4k hr spirit main here. Dont take any player seriously that says spirit is balanced fairly or was nerfed! Lol @ the killer mains who think they are not bias.

    Quality sarcasm mate, you actually almost made believe you were being serious. Here I was about to type a paragraph in response.

  • @Respectfulnancymain said:

    All these posts saying entitled survivors want to nerf everything. Can you tell me all the big nerfs that came from "entitled survivors". killers got pallets,gens,infinites and mannyyy more things nerfed. So what did survivors get nerfed?

    Pallets needed to be nerfed for real balance. Pallet vacuum and double pallets literally had no mind games, literally no counter play unless the survivor was a complete potato. Plus, if one pallet can waste 30 seconds of time for a killer, imagine two, and that's just counting one loop.

    Gens also needed to be nerfed, no regression to gens also had no counter play. People could 99 gens and at that point, the killer has to rely on the survivors dropping the ball in order to gain momentum.

    Infinites needed to be nerfed. Literally being unable to catch someone even with bloodlust was just way too broken. No mind games to infinites, just don't mess it up and the killer literally cannot get to you.

    As the comments above have mentioned, Nurse, Spirit, and Legion and Oni got nerfed to the point where people rarely play them now. Perhaps the most disheartening of them is Oni. I love how the Devs can support survivors being able to 360 yet apparently Oni isn't even allowed to do a simple 180 flick. Not biased at all. The one good thing Oni had that didn't require survivors being potatoes and it gets reduced to 90 degrees. And this isn't recent nor is it something that directly nerfed killers but it was huge blob of buffs to survivors, it was called 1.9.2. No timing required on flashlight or pallet saves, insta blinds, increased size of pallet hitbox, Nurse being able to get stunned by pallets mid blink, etc. The sad thing was, the Devs actually considered all of that to be balance, and they still do. They only removed all of that because the killers started leaving and queue times reached an all time high, and understandably so. I wouldn't be surprised if the Devs pulled another 1.9.2. Actually, I'm expecting it with the way things have been going.

    Recently, besides the aforementioned nerfs, Freddy's slowdown add-ons got nerfed (even though they didn't add much time to gens, even with the Forever Freddy build), Ruin got gutted, ultimately reducing it to nothing more than the bane of green ranks who can't dedicate to gens. And now they said they plan on removing Dying Light and Thana synergy because they "want to reduce slow down perks synergizing". Who can we thank to all of this besides the Devs?

    Survivors.

  • @toxicmegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1121683#Comment_1121683

    if you get a lobby with already 4 survivors in there, how do you assume they are swf? because they outplayed you? oh dear, solo survivors can be good too and swf is usually casual players. (though whenever i solo q i usually get potato survivors but that's just my bad luck and the reason i only play swf and killer now)

    Swf casual? Yeah and Stalin was just a casual dictator. In all seriousness though, there's no such thing as a casual swf. They all play like sweaty ochido wannabes who treat this game like it's a Halo tournament. At least this is true for swf in red-green ranks. Either swf tries to bully with bodyblocking and flashlights (this is what usually gets them all killed) or half of the team brings toolboxes and completely focuses on gens and puts everything 2nd.

  • @KingOfBadRNG said:

    When the gens are finished and I've got my BP nearly max everything except for survival why should I go back into the game and risk my 5k BP at the very end ,because you went down and wanted to be saved?

    Why does anyone care that i leave early? The team worked together because it's the best chance for survival. So when my survival is guarentee why shouldn't I take it?

    If you were productive the whole match then you have the right to leave. It's scummy but you earned the right to do so. It's players that don't do anything to help the team and end up escaping right away that don't have the right to do so. If you don't want to risk being killed, then the least you could do is 99 the gates and just stay there, that way the others have more time to save each other without being pressured by the Endgame Collapse. If you're at the exit gate and it's 99'd, then you're completely safe, and you buy your team more time to gather their bearings. If the killer has NOED though, then just yeet yourself out of their ASAP. Personally I'm a martyr in all situations (even with NOED) but I can't expect anyone else to play the same way.

  • Definitely not. If the community was chill, then yes, but it's extremely toxic, and I'm talking about the Xbox community as a whole. Sure every platform has its toxicity but on Xbox it's the worst. If people beat you in the game they message gg to bait you into a salt trap, or if you beat them they send salt messages and even party invites to berate you. Stuff don't phase me, if they send gg I just reply with "Nice bait, but gg", no point in typing out a sob story paragraph. Party invites are death traps but I sometimes accept em, and usually regret doing so after. Even when I try to get them to understand my pov and to teach them the fundamentals of the game and the messed up balance which influence my play styles, they just berate me or come up with a nonsensical argument. The Xbox community is just one big tragedy. Adding an endgame chat will just tempt toxic people to spread it more easily. I wish the community was more chill, but as of late, there are more bad apples than good apples, at least on Xbox.

  • I wish stealthy players would get punished. Hate the excuse people use saying nonsense like "i pLaY hOW I wANnA pLaY". No, you're meant to work as a team, if you can't do that, go play Fortnite or some civilization. I hope the new ranking system puts team players with other team players. Can't stand potatoes who are literally too afraid to do anything. Mistakes are one thing, but not being productive is just pure cowardice, plain and simple. Also hate it when people wait until you're in 2nd phase to go for a save when you're being camped. Just take the bloody hit and go for the save. Letting people go into 2nd phase is how you give the killer an instant gg. If it's a Bubba then yes leave me and do gens, there's no hope for me. But ffs don't just crouch and walk around me like idiots doing nothing. I hate it when teammates just circle you around the hook and killer acting like they're gonna do something but back off as soon as the killer looks at them. Just do something, either go for the save or do a gen/open an exit gate. 2020 and players still lack common sense, bravo.

  • If someone is running you on a strong loop, break the chase and get more hatchets. The whole point of Huntress is to use Hatchets. Her M1 isn't meant to be used frequently unless you catch survivors on a dead zone.

  • DS should really only work when being picked up from the ground. I don't see how anyone can look at having a full minute of invincibility in a locker as being balanced. Lockers shouldn't be available when DS is active, it literally removes the counter play (slugging) to DS. At least make the stun time for DS regular like a pallet stun, don't know why it needs to be 5 seconds. Welcome to DBD, where survivor mistakes are rewarded and a single killer mistake can cost them the game.

  • For now, it'd be healthy to make it as an option. Survivors who have common sense and true skill shouldn't have too much of a problem with it. Spine Chill exists to make stealth plays by killers practically useless, so making survivors use their brain more would be nice. Currently there's no mind games at safe pallets (unless the survivor is a potato and fast vaults the pallet every second, and that isn't a mind game, now is it?) since the pallet with surrounding objects make the survivor unreachable. Even before the pallet is dropped there's practically no mind game since the survivor can always see you with 3rd person point of view. If this were to be implemented as a permanent change however, the game would need some changes of course, plenty of balance tweaks and tons of bug fixes. I'd love to play survivor in a 1st person pov, it'd be more challenging and exciting. But sadly, most survivor mains would cry since they don't like challenges and want the game to be an Ochido simulator (ruin nerf is a clear example, and everyone complaining about the new updates thinking that they're killer sided buffs when they're actually just QOL changes). Killer mains would only support this idea because they'd just want things to be easier, and wouldn't look at the balancing issues. As someone who plays both roles frequently, this idea seems solid. But as stated previously, first it'd need to be optional, forcing it on survivors wouldn't be fair, like forcing new ruin nerf on killers without proper warning. It should be an option at first. Then after some time, the results should be reliable to determine whether or not it should become a permanent change.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113575#Comment_1113575

    I'm late to this, but i'm sorry to hear that your match-making isn't the greatest at this time.

    As said before, the Rank Rework should fix all these issues once it's fully implemented, but for the time being I can understand how frustrating it is to face a Red Rank Killer with teammates that're not fully equipped to face a Killer of that skill-set. Usually when the match-making acts this way, it'll just pair you with whoever it can find or has been waiting in queue, which is why you commonly find Yellow and Greens paired with Reds and Purples, the same goes for Killers, they wait awhile in the queue and as a result the queue just picks anything that's available.

    Understandable, this is be disheartening for lower-ranked Survivors/Killers that're trying to grind BPs and/or rank up, so I can see why this issue is a looming one for some players. The opposite can happen for Top-Tier Killers/Survivors as well, they get paired with... less skilled teammates... and/or paired with a Killer that isn't as invested in the meta, so it's hard to really enjoy a match when the skill-set is out of wack Killer or Survivor.

    Thank you for your regards. I hope the Rank Rework will fix all of this, or at least make things better than they are now. I imagine it won't be easy, because of the pipping system itself, which is how I think the Devs view the skill and capability of the players. As of late, survivor pipping is easy, whereas with killer, it's a challenge, and most emblems getting past silver usually requires on survivors making mistakes and not being good in chases. Then there's also swf to consider. A rank 14 after playing with swf after a 2 weeks or so should manage to get to red ranks, because of how much easier the game is; constant knowledge due to comms, no mind games, etc. What happens when he reaches red ranks and solo queues? Hopefully the Devs can nail the new ranking system, it'd be a huge quality of life and majorly healthy for the game.

  • So basically the Devs mind gamed us?


    Devs overpowered plz nerf

    But good job on actually figuring it all out. Though the game's balance is a mess, its lore is quite awesome.

  • Basic M1 killer. Easy to loop/mind game. Against green ranks she's a powerhouse (since most green ranks can't loop or rather mind game) but against red ranks who know what they're doing, she gets looped like a clown. I usually run spirits for a solid 45 seconds before I go down or they break the chase. The key is to not be predictable and to make her use as much of her power as possible in one set. Pretend you're going to stay on a loop and during mid-phase, walk away from the LOS of the loop and once you hear the heart beat again, run as far as possible, gain distance and waste her time as much as you can. Spirit is only really deadly in dead zones, since she can catch up to you quickly with her phasing vs other killers who can only walk.

    Now Spirit with Devour, that's a different story. Unfortunately, as of late, 9/10 spirits I encounter on Xbox run NOED. So that ends up changing the game as well.

  • Yep. After managing to finally get back into red ranks, I thought I would escape all the low rank potatoes. Nope.

    Matchmaking decided that placing me with a purple ranks who play swf with their green and yellow rank friends would be balanced. The killers are usually rank 4-6. You could probably guess how the games turn out 9/10 times. The Tragedy of a red rank solo player on Xbox. At least I sometimes get lucky enough to get paired with a full red rank solo team, and I can tell the great difference in the quality of the matches. Even if we get destroyed, we all get around 15k points and it was a gg. Good red rank killer who knows what they're doing and doesn't tunnel (unless it's obviously necessary) or camp unless it's endgame. As a balanced counter, I get teammates who know when to push gens out and when to save. They also know how to last at least 30 seconds in a chase without having to use every single pallet in their LOS. Unfortunately these are rare matches. Being paired with 3 man swf as the rando is the worst. The 3 men swf are always the ones that complain about how "the randos are potatoes they ruin the game this is why I do swf hurr durr". Sure thing bud, the rando is definitely the idiot when he's the only one who can loop and do gens.

  • The same killers will probably go on about how the game is broken and isn't fair, which I do agree to a certain extent, but killers like that have no say in discussions regarding balance. Truly sucks that they get a free kill thanks to their mistakes. Same to immersed and stealthy survivors, once they get caught they can't last more than 10 seconds in each chase and complain about how killers are overpowered and that survivors need more buffs to stay alive.

  • Bubba chased Claudette for about 90 seconds just for her to find hatch and open it within lunge's range. Bubba closed it and I ran up behind and opened it back up.

    Feelsbalancedman

  • It's pretty much a lazy version of Autodidact with a No Mither complex. Even with a coordinated swf it could never be optimal, at least not enough to be meta. BT is way better. We'll Make It is ten times better. 90 seconds of 100% healing for all survivors (except yourself) vs 100 seconds of being broken and you can only heal one survivor. I'd love it though for my sake as a Martyr. I always try to sacrifice myself to save people during endgame so this perk would definitely help with that.

  • Dutch Fairfield: Have some Goddamn faith Meg!

  • DC penalties need to be harsher in order to work. Consistent DC's should result in life time bans. Of course they first need to sort out the difference between intentional DC's and DC's due to internet connection issues, wouldn't be fair for someone to be banned due to internet issues. Unless the killer is hacking or cheating in some form, then there is no reason to intentionally DC. Killer's afk? Do gens and run in front of them to farm bloodpoints. No need to lose your cool over an odd game. Teammates rage quit through DC or 1st hook suicide? Just keep pushing through. You lost a chase? Deal with it. If people had common sense DC penalties wouldn't be needed in the first place.

  • Basically a time wasting perk for the survivor, and will only work on baby killers. If you want to waste a killer's time with noise notification then just fast vault a window, plain and simple. Besides, if the notification requires you to go into a locker, then that's a free grab for the killer. Gen not being worked on, no scratch marks, locker right next to the gen, you see where this is going. You could exit the locker but then the killer will easily hear you exiting and get a free hit. Sure you can go across the map to enter a new locker but that's a huge waste of time. And why would you stop working on a gen after 3 seconds? And if you work on a new generator the perk deactivates, so you either waste your time by doing nothing productive in hopes of wasting the killer's time by going to your location, which won't happen with killers that have common sense. I think it's a contender for the worst perk tbh, but I still think Deja Vu holds that title.

  • All Deathslinger needs is a normal MS. I could see why he's slow considering he's a long range killer but there's already plenty of counter play to ranged attacks. Needs to be 115% in order to be more balanced, otherwise he's pretty much nothing against good survivors.

  • I could just imagine 4 Bunny Fengs following Huntress across the map.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1104750#Comment_1104750

    The thing is, Hexes are too easy to find and destroy to make them good. That’s why nobody runs them aside from NOED; even with such a high reward, the risk is far higher.

    New Ruin good? Maybe, if you’re Billy or Oni. As for anyone else? Hell no.

    I would much rather run Discordance or Surveillance over either Gearhead or Dead Man’s Switch. Higher consistency and more useful, and one is good for finding people early-game to force off gens.

    As for the new Survivor’s Perks: Off the Record is total butt cheeks. Red Herring will take some creativity in how to get it to trick the Killer, but I can definitely see Survivors turning this into an actually good version of Diversion. For the People is perfect for people who are comfortable surviving while injured but still want to heal their team. Plus, imagine the potential if someone gets downed at a pallet or vault. Killer goes into weapon wipe, someone else runs up and hits the downed person with For the People and instantly picks them up old instaheal style. It’s niche, but it certainly has its uses and can easily be made ridiculous.

    Discordance only has information, where as Dead Man's Switch has not only information, but a slowdown effect as well. Stacked with Thrilling Tremors and good gen pressure, and almost all gens will be blocked off for 35 seconds. I agree that Hexes are too easy to be destroyed, but it still doesn't mean they're not better than non hex perks. For The People could be useful but it just makes slugging more easier for killers. I could only see coordinated SWF getting use out of it, but then who's going to protect the person who just used For The People? The person who just got saved can't take a hit unless they're using Styptic Agent, which is rarely used anymore. Autodidact is more useful. Besides, For The People is time wasting if used in the situation you just mentioned, with a huge penalty. It requires the killer being a potato tbh. Two people will be injured, and a killer who slugs will have his job made way easier.

  • @Arsen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1104692#Comment_1104692

    Will you really argue, that this HEX perk is good? No hex perk is good, because they can, and will be, destroyed before they get to be used,

    His two other perks are literally inferior Discordance with a timer.

    Hex perks are good (not all of em, especially Thrill of The Hunt). Old Ruin used to be meta, tell me meta perks aren't good. New Ruin is still good. Haunted Grounds is good, Devour Hope is good. Yes they can be destroyed but that's the point of them being Hexes in the first place they're high risk and high reward. Just because they can be destroyed doesn't mean they aren't good. Retribution doesn't seem to good, it's decent at best. It's way better than the new survivor's perks that's for sure. Dead Man's Switch with Thrilling Tremors and with a high mobility killer are definitely going to have great synergy. Anything that blocks off gens is easily good.

  • @Arsen said:

    He is weak, let's face it. Also his perks are all trash, while survivors got a nice set of perks.

    Yeah no. The new survivor perks are literal hand me down dollar versions of better ones.

    For The People is Autodidact but with a No Mither complex. We'll Make It is way more useful and Autodidact has no penalty.

    Red Herring practically has no mind game potential against killers past rank 10.

    Off The Record is also a dollar version of Iron Will.

    Hex: Retribution has information, which is always useful, especially on big maps. Paired with Thrill of The Hunt and/or Haunted Grounds can make an early gg for killers, especially with slugging.

    Dead Man's Switch on its own doesn't seem to good, but it will have good effect since most people are altruistic hook bombers. Now pair it with Thrilling Tremors and new Ruin, it'll slow gens down rapidly, especially with high mobility killers like Billy.

    Gearhead seems like a better version of Surveillance, now pair it with Surveillance and new Ruin, and you'll practically have 24/7 info on every generator being repaired and not repaired.

    The new killer himself ain't all that good, probably C or D tier currently but his perks definitely have tons of potential with high mobility killers.

  • Bro #########? Trapper is OP now no counter play whatsoever devs please nerf Trapper to 110% to compensate for this unfair buff. My yellow rank friends are literally crying right now. Trapper is now S tier confirmed.

  • Don't see why it's such a concern. Sensitivity on console is fine as is.

  • I only tunnel if I know the person is a weak looper, and I often try to hook them in a dead zone if I can or near a gen that's close to being done. I won't tunnel someone who goes to a safe zone right off hook, I'll find someone else and tunnel them while trying to maintain pressure on the gens. Either that or I'll try to make survivors 3 gen themselves but gen lock does nothing against swf so tunneling/slugging seem to be the only options to apply pressure, unless the survivors are potatoes.

  • Unfortunately they never synergized because they don't want killers to be 'too powerful' when the killer is supposedly meant to be the power role. Gotta love the Devs' take on what balance is. Almost all survivor perks synergize (even exhaustion perks, talk about balance). But powerful killer perks synergizing? Oh no, we can't have that. It'd be too overwhelming, and 'stressful' for survivors to deal with. Meanwhile exhaustion perks, DS, BT, toolboxes, and keys are nothing to worry about. Feelsbalancedman.

  • To me it was pretty easy to understand, might just be that way since I can relate to him on some things (but definitely not on the intelligence aspect). He's a man who lived with a strict caretaker who cared for him and encouraged him to do great things, mainly in the form of education. Adam was a calm and collected person with superb intelligence (probably the smartest character in Dead by Daylight, alongside Doc and Claudette). He also wasn't a push over, as he defended himself in his younger years. He also had a heart of gold, seeing as he sacrificed himself to save a girl from death. Basically Adam was a smart lad with a heart of gold who unfortunately got dragged into the entity's realm.

  • Just loop. If you're at a safe loop then Spirit, like every other killer, will have to rely on you making a mistake in order to get a hit. If you're at a dead zone then r.i.p.

  • Nerfing survivor meta? I can see why you're getting lynched. If this was about nerfing killer metas then this would have 100 upvotes and pages of compliments.

  • @SurvJoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084041#Comment_1084041

    yeah bro these survivors so insolent asking for balance let's add second killer after end game collapse started we will show them!!!

    "balance". Yes because asking for something to be made easier is definitely balance. Like I said, keys and hatch exist, if someone can't use either to escape, then everything is fair game at that point. There is no reason to ask for more when there is already plenty of existing counter play.

  • The only valid excuses for DC's are when the game is laggy or when the players are hacking, otherwise DC's are the result of entitled attitudes. "omg slugging" get good and loop. Run Unbreakable and No Mither if you must "omg bad teammates" just keep pushing the gens out by yourself. If you get left to die on hook oh well, don't ruin the killers' experience because of how you feel. "omg sandbagging" just quickly react, sandbagging is extremely rare anyway. "omg tunneling" run DS and get good at looping. "omg camping" can't be camped if you can't get caught, learn to loop kid.

    Survivor experience is already easy enough as is. If people feel the need to DC as survivor then they're trash at the game. Sure there's times where moments are frustrating but ffs, don't consistently DC. And before anyone tries to say this (because people have actually said this) no, survivor has never been, currently isn't, and never will be 'stressful'.

    Same for killers. If you DC because of your feelings, then you should get punished as well. Just play the game.

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