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SavouryRain

SavouryRain

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SavouryRain
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  • @Endstille said:

    @azame

    What is a smol pp build?

    Are you so insecure that you actually change builds depending whether people say it is big pp build or small? lol

    It's the unbreakable/DS combo. Scott Jund coined the phrase because he really hates the combo.

  • They aren't getting rid of the Hatch.

    Sucks that lost out on a 4k. It's similar to when the doors spawn within eyesight of each other and the last survivor or two can't open the gate because the Killer can see both doors from one spot.

    It sucks but you move on.

  • You did: "If you get my totem after i ask, i’ll be less inclined to get you."


  • @LethalPugy said:

    I just want to clarify, if you’re on a totem, and survivor runs up behind you and spams come here and shakes their character side to side, here’s an idea for you. Give them the totem. They will probably have inner strength. So i mean if they’re healthy, they can help you. They can save you in the future. If you get my totem after i ask, i’ll be less inclined to get you.

    So you'll throw the game simply because someone didn't give you a totem?

  • Deathslinger's counterplay is similar to Huntress. Not a problem there.

    The issue people have with Deathslinger is that he has virtually no windup time for bringing his gun up, and isn't punished by having it up for a second to force the survivor to run sideways, allowing him to cover distance for free essentially.

  • @Justalittlepeeck said:

    Do you know why Spirit is the "SWF" killer?

    Because she doesn't depend on survivors being bad or making mistakes like many other killers do.

    AS WE ALL KNOW

    Most killers lack abilities that shut down loops in one way or another and have either to power through them (run in circles until survivor is forced to drop a pallet) or try to mindgame survivors (which usually works only in closed loops, where nor killer or survivor can see each other and have to guess what each of them will do.).

    Killers are forced to "guess" what moves survivor is going to make and try to predict them and act accordingly or make lucky guesses (if killer has zero clue how survivor and hope that they will be correct. The good example of such "mindgamable loops" are:

    • Long&Short high walls. They are usually present by high rocks or walls which cannot be seen through.
    • T&L walls
    • Jungle Gyms` pallet loop
    • Any unique loops with long walls

    and etc. In any of these loops, killer has to either power through and waste a lot of time or "mindgame". Good killer has a pretty good understanding of survivors' behaviour in such loops and he can try mindgaming them there and hope his mindgames will work. The thing is, if the survivor is good, he will not fall for these mindgames. Killer will only waste time doing them and he will have to power through loops.

    The "M1" killers are at disadvantage in mindgames. They are the ones who have to rely on survivor's mistakes and the ones who have to force these mistakes in order not to get looped for 5 gens. If survivors are bad - mindgames work and killer is winning. If survivors are good, the killer is losing because he cannot afford powering through loops against good survivors.

    All "M1" killers mindgames are relying on survivors' mistakes, guessing and trying to force mistakes. Or losing because 1 chase costs too much.

    That situation is perfectly fine for many spirit, edgeslinger, pyramid and other "not loopable killers" complainers. They are totally fine when the SURVIVOR is in advantage in loop and killer has to be the one "relying on other's mistakes".

    however

    When the situation is mirrored, people are going nuts.

    When survivors are at the disadvantage and not the killer that's awful.

    When survivors have to be the ones "guessing" it's horrible.

    When survivors cannot do much against a killer who makes no mistakes it's a disaster.

    When survivors are the ones who have to understand killers' behavior in loops (instead of just hearing them/seeing red stain) or lose it's unacceptable.

    I'm talking mostly, almost entirely about spirit, as she is the one who gets upper-hand in mindgames, however this partly applies to Deathslinger&Pyramidhead (as they have some other generic counters like early pallet drops, keeping distance or hiding behind obstacles/having direct line of sight between you). As for Spirit - you understand how she moves, there's little guessing for you. If not, then yeah, flip a coin, just like bad killers have to or get downed, just like they power through loops and lose 5 gens in 1 chase.

    I'm waiting for your pathetic excuses "yOu DoN't uNdeRsTaNd tHaT iS dIfFeReNt"

    Obviously with your last statement, I already know that you won't actually listen to anything anyone will say. So I'm aware that this is falling on deaf ears:

    In the times that the Killer is guessing, the survivor is also guessing. When the killer attempts to mindgame, you're guessing if the survivor is going to double back or not. At the same exact moment, once the killer's stain is gone from sight, the survivor is also guessing. Likewise, when the Huntress' hatchet winds up, you're guessing when she is going to release, guessing when Billy is going to fully charge his saw, etc.

    Stridor Spirit removes pretty much all of the guesswork from the Killer's side. That's the part that people are complaining about.

  • @Alphasoul05 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576451#Comment_1576451

    It doesn't really work best though, because no one is afraid of a Wraith, a killer most easily looped to oblivion. Why would I heal against a killer I can so easily just loop? Even if he does catch me, he'll never be able to apply enough pressure or hook enough people faster than we can do generators.

    Wraith should have a green windstorm for map pressure by default, just like trapper should have, at the very least, a brown bag by default. These killers are no where near strong enough to not justify such minor buffs. Maybe we would see more less common killers if we made changes like that.

    https://www.youtube.com/watch?v=WIWn6YP3IlI

    Tru plays wraith pretty well.

  • @Boss said:

    @GoodBoyKaru 'Kay.

    @Jessbydaylight You're not in the wrong to really like "Windstorms", they're arguably his best Add-ons, or at least the best Add-on series he has.

    I wouldn't say he's impossible without Add-ons, but you're gonna feel an uphill battle if you play without.

    From my experience, there's really only 2 things i want changed on his Killer Power.

    1. Not my idea, but: Completely invisible to Survivors as long as you're far away enough. Being able to spot this almost-completely stealth-dependant Killer across the map with base Survivor abilities can just kill his play.
    2. More cloaked-speed, NOT "Windstorm"-base, that'll just give him a sucky super-lunge. Give him more speed while cloaked, then change the "Windstorm" Add-ons accordingly. Not only would i like this change cause more speed, but by also changing "Windstorm", it would make other Add-ons more appealing to a certain degree. I mean, you got Hillbilly here, Chainsawing all over the map, faster than Wraith, carrying a standard 1-hit, Wraith can still potentially be seen...Yeah, he can at least use some more speed.

    As for his Add-ons, the "Blinks" need an overhaul, they're near useless.

    The best they can do is support your other Add-on, like cloaking faster to get "Windstorm" or "Shadow Dance" faster.

    "The Serpent" is weird, it's really just a gimmick, but i can't find a good use for it, i'd rather just see it be something else, like increasing your super-lunge distance. (Which would fit the Add-on name, like how snakes practically launch at you to bite you.)

    Lastly, i don't like "Blind Warrior" - Mud, but that's of course only because of Blindness. It doesn't need a change, but as long as Blindness is what it is, i won't care for it. It can be a nice passive to block some Auras, but ehh.

    His Teachables are overall quite bad.

    I like his Shadowborn the most just to feel faster, but for functionality, Wraith doesn't really need it.

    I have no idea what to change about this Perk, best i can think of is to make the game be brighter for you only, but they removed the brightness Offerings for a reason.

    Bloodhound is okay i guess, i just never lose their trail.

    Idk, maybe leave this one as it is.

    And Predator even moreso not losing their trail, at least blood pools could be hard to see on some floors or in corn, but Scratchmarks glow.

    I've had the idea that Predator could reveal the Aura of the Survivor who made those Scratchmarks as long as you're within 1/2/3 meters of those Scratchmarks.

    This could be incredibly useful in loops, to see what they're doing, and it really fits his hunter style.

    It's gonna look weird to end this comment just like this, but this is my take on changes to him.

    2 things on him really just work for me: Successfully getting close enough to land that first hit without needing to chase (especially awesome with Exposed), and his super-lunge, especially when successfully pulled off at a vault or Pallet, or against Sprint Burst users.

    I don't want his base Power to change, and i definitely do NOT want him to have a cooldown Power, no matter how balanced it is. (Nothing wrong with it really, i just dislike being on cooldown.)

    I think that if they made him harder to detect, they'd have to make him decloak even slower in order to balance it.

  • @OniWantsYourMacaroni said:

    Poor OP just wanted to vent a bit and gets insulted for using certain Perk.

    Gotta love this community sometimes <3

    And when Killers want to vent because they got the ######### kicked out of them in game, they get coddled "It's just the dirty SWFs," "this game is so survivor sided," etc.

  • Didn't you know? Survivors aren't entitled to anything in the game, but Killers are entitled to ruining your game for whatever reason they like.

  • Hit and run seems to work best with him.

    Obviously if someone is in a dead zone, down them. But just a simple hit and recloak and find someone else does wonders for his map pressure.

    Plus always recloak after every hit and chase while invisible to bodyblock pallets and vaults and the like.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574388#Comment_1574388

    Knowing my luck I'll bring a Ward, cancel their four Ormond offerings, and still get ######### Ormond.

    So true.

  • @xenotimebong said:

    Why Hag? Hag is probably the killer where DS bothers me the least to be honest.

    It's because the Hag can teleport back to the hook and immediately get both survivors. So I'm willing to bet that in this case, they tried to tunnel the rescuee and got hit by DS.

  • It'll get a nerf when devs punish killers for tunneling.

    Until then, it won't.

  • Luckily, they are making offerings to cancel out a map offering. That way if you think you might be playing a 4 man Seal Team 6 SWF, you'll be able to cancel the offering.

    Yeah, the tryhard SWFs really ruined keys for everyone. I mean that sincerely.

  • @BigTimeGamer said:

    hot take; moris are infinitely more powerful and game changing wheras keys have more of a requirement to use.

    yes, the 3-4 man escape with a key sucks but that happens WAY less often than a game being lost (or won for the killer) due to the impact of even a single mori.

    We're not talking about moris, we're talking about keys. Get the whataboutism out of here.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/1573852#Comment_1573852

    Both are equal issues closing a game early and giving an unfair advantage to one side. Even a developer noted that keys would be seeing changes in a previous post just like this when the topic was focused on mori's.

    Whether or not they are equal or not is irrelevant: It's a logical fallacy to bring up keys when moris are being discussed because it is an attempt to draw attention away from moris.

    It's called whataboutism, which itself is a casual usage of the "tu quoque" fallacy.

    If you want to talk about keys and moris, feel free to start up a discussion entitled "keys and moris both need a nerf, and here's why."

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1573975#Comment_1573975

    You need a massive amount of games in order for it to be even a little reasonable. Thousands upon thousands is not an unreasonable request if the notion is understanding the balance of the game, considering how many players play the game.

    Probably about 100,000 people play the game a day. Steam says about 40k, and I'm doubling and adding some to account for consoles.

    To have a 95% confidence on a population of 100k, you need about 400 games.

    Like I said, that's a far cry short of a massive amount of games.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1573908#Comment_1573908

    Ain't nothin' mentally gymnastic about sample sizes. That's just statistics 101.

    So then use statistical methods to determine just how big of a sample size is needed before just talking about low sample sizes?

    For the record: 50 games probably isn't quite enough, but "thousands and thousands" is just speculative posturing.

  • The only thing that needs to be fixed is that hitboxes should move with the character.

    I'm tired of being hit after the killer lunges around a corner and hitting where I used to be, not where I am.

    Note: I'm not complaining about being hit through windows.

  • The mental gymnastics in this thread is gold-winning, for sure.

    Y'all should be in the Olympics.

  • @Zarathos said:

    Alternative fix mori's work on death hook. They save you time hooking and can be used to bypass obnoxious perks/equipment. Also whenever the mori comes up its generally important to bring up it's counterpart the key. They hatch only spawns when all gens are done or all survivors except 1 are killed. Both are items that end the game fast both should have there power weakened.

    We're not talking about keys, we're talking about moris.

  • @BloodyNights said:

    So Otzdarva got 50 wins in a row with the only conditions for winning be that he kills 3 people. The last person escaping through hatch doesn't matter. For consistency he isn't using any add-ons.

    I know Otz has a ridiculous number of hours in the game. But if the guy can get 50 wins in a row with Legion of all people, against all sorts of survivors. SWF, Strong Items, the full array of Borrowed Time, Decisive Strike, Unbreakable, Dead Hard, etc.

    Maybe...just maybe killers are stronger than a lot of killer mains lead you to believe. I've heard the excuses of well those survivors were just potatoes, but Otz did like 100 games. I think just maybe...people need to stop blaming the game's balance so much when they lose the occasional game as killer. Because clearly at high levels, a killer can wreck if the person playing the killer is good. I think the biggest issue isn't really that the killer is just that much weaker than survivors. It's that the killer takes a lot more time to git gud than survivor.

    Hard agree: I'd say a good 99% of people who play this game parrot what others say. Even the people that tell others to think for themselves are parroting some other idea.

    That said, this game is horribly balanced: Killers are underpowered against SWF but overpowered against soloQ.

  • @Shenanigan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1572034#Comment_1572034

    Ahhh I understand you mean. It's just I sort of find it sucky that there's a killer that I enjoy playing a lot with (probably same thing goes for everyone and their own killers), and I'm nervous that the devs might actually nerf him more less tweak them to where chases are more extended. Don't get me wrong I still understand your point, from what I read you want to get the satisfaction that you avoided the possibility of taking some damage where as in deathslinger's can only be, "oh he missed". With the power to end chases quickly for me it makes up for the lack of map pressure, area control, tracking, and locating. Especially when you might have an ace up your sleeve.

    Yeah, I definitely don't have a problem with playing against the Deathslinger (despite what some posters who lack reading comprehension think I've been saying), in terms of power level. He needs to be dangerous in a chase because he is lacking mobility and what not.

    I just think a little more interactivity should be put in. How to go about doing that, I don't know; I'm not a game dev.

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1571973#Comment_1571973

    This is a killer vs survivor game. I dont see how it's possible to discuss one side without considering the other.

    The person you quoted wasn't saying discussion about the killers vs survivors was bad; they were saying whataboutism is bad. Whataboutism doesn't yield productive results within a discussion.

    Anyways, DS is the only real counter to tunneling (despite the devs saying it isn't anti-tunneling). So to counter DS, killers slug. Which then means survivors bring unbreakable to counter being slugged. The next prevailing killer behavior (whether or not it's fun or unfun for the survivors) will yield the next meta perk.

    The only real way to get survivors to stop running the meta perks is if BHVR some how hard punishes the killer behaviors that the perks are being used against. Only then can you nerf the perks to encourage more perk diversity.

  • @Shenanigan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1571882#Comment_1571882

    So, with Pyramid Head do you just run straight or diagonally or do you have to guess where he's going to use his ranged attack at?

    With Huntress where do you think she's going to throw her hatchets? Are you going to run in the same formation or are you going to guess/predict where she's about to throw her hatchets or are ya going to let her semi trucks get a hit on you?

    There are killers where you have to guess/predict their next attack. Deathslinger and Spirit aren't the only ones in this scenario. It's sort of unfair that other killers have the same format from time to time and those still singled out. I mean it makes sense if you singled them because if you have to guess the most out of all killers then yeah it's understandable, but I don't think that's the case

    I think the issue a lot of people have in regards to Huntress vs DS is that Huntress has more visibility in what she is doing. Like, you can see when she's throwing: that little feedback allows the survivor to have the ability to dodge/juke. DS doesn't have that tell; when the gun is up, you don't really have the ability to dodge, so you have to rely on moving erratically in an attempt to make him miss. Plus, really good DS' can quickscope you, giving you no feedback on anything regarding his power.

    Now, that said, I don't find the quickscope, or really anything about his power, to be OP or anything. The non-interactivity is what makes him just really boring to play against.

    When I dodge/juke a Huntress, my thought is "whew, dodged that." When I dodge/juke a DS, my thought is "he missed." That's the inherent difference between playing against them. "I dodged that" implies that I had an active role in it, whereas "he missed" implies that I had nothing to do with it.

    PH is another matter, because aside from the fact that he completely circumvents a pallet completely, which wouldn't necessarily be a problem if he had the reduced movespeed, he's completely fine. I just wish more PH's would put me in the box instead of just hooking me and saving my torment for the mori.

  • @Dr_doom_j2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1571794#Comment_1571794

    So he evens out to a regular 114 killer then? BFD.

    You call him boring all you want (I'm sure you came up with that one all by yourself as well) but for most killers, having to run and mind game certain loops isn't fun, having to play against flashlight DS+UB+That damn penance perk isn't fun at all, alot of what killer is forced to play is very unfun, especially at high ranks, but if you want to win you deal with it.

    So now that killers exist that put survivors in the same uncomfortable position most map offerings, perk combos, and loops do, it's a problem?

    You just sneak crying, you know you have a problem against him. You want to be able to play him at loops like most other killers, but you know what's boring? Dealing with every killer in the exact we way. Most survivor mains got way to comfortable with just doing the basic hold m1 then run to loop. If you aren't willing to adapt as killers have so often had to, good riddance.

    U mad.

  • @Dr_doom_j2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1571587#Comment_1571587

    Dude, that's a straight nerf, not a "Tweak". Point blank if you can't avoid DS, you really aren't as good at survivor as you think. Juking doesn't mean you were shot at and you dodged, it means you faked a move and forced a bad shot from DS.

    Scott ain't a athlete so I'm not surprised that terminology flew over his head. I assume that's where most of y'all get you're "you can't juke a DS" rhetoric from.

    Nice ad hominem buddy, I really respect your opinion (/s in case it isn't obvious).

    I don't find him particularly difficult to play against, but he just really is boring to play against. All he has to do it bring the gun up and put it down and the survivor takes a less efficient route by trying to make him miss. Never actually using his power allows him to slow you down, which plays counter to all of the other 110% killers pretty much having to use their power to catch you.

  • I don't think he needs a nerf, just a tweak.

    Something like making it more punishing to aim but not fire and less punishing to shoot and miss.

  • There's a difference: opt-in means CP would be disabled by default, and opt-out is what we have.

  • Ways to buff soloQ in order to address the discrepancy between soloQ and SWF, which would allow for overall better balance:

    A) The survivor should scream when they enter a chase, alerting their teammates that they are being chased.

    B) Some form of nerfed kindred added base. Maybe use the on screen notifications that infectious fright uses every 10 seconds, or maybe use the killer instinct mechanic at a much slower rate? You'd then have to rework Kindred to do something better.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557060#Comment_1557060

    Rescues are an intended part of the game. If survivors were not supposed to be rescued they’d automatically die on first hook.

    Hook cycling is how the game is supposed to go. That’s why you can’t block the unhook prompt or trap too close to the hook and it’s why stuff like BT, Devour Hope and Make Your Choice exist. It’s why survivors are marked down by the emblem system if they leave a teammate to die on hook and why the killer is rewarded for hooking multiple times. The entire game is balanced around it.

    Don't bother. Most killers are of the "I must 4k every time before 3 gens are done or this game is survivor favored" opinion.

  • This game is no where as survivor-sided as people tend to make it out; they remember the days from where it legit was super survivor-sided and just run with it, never even stopping to critically think about how the game has changed.

    in the same vein, killers are overly sensitive. I've had people tunnel or mori me because I was Scoop Troop Steve, and not even because I was toxic (which I am not, unless you count being marginally decent at looping as toxic).

    Likewise, survivors: outside of a few situations (stridor spirit, ebony moris, iri huntress), the killer isn't OP, you just sucked.

  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556907#Comment_1556907

    Its not special. Its to tell you a killer is looking at you. If it didn't work with stealths, why TF would anyone use it?

    Well, it is helpful for all killers in general.

    Especially since you can pair it with resilience for a vault build while being chased.

  • Man, all these GFs and Myers I play must be getting hardcountered all the time, with the number of times they 99 their power.

    Don't come at them from predictable directions and you get your stalk off.

  • A, B, C) If the Killer was the one that got stuck, I wouldn't expect survivors to let themselves get killed in EGC for sportsmanship. I've been trapped by the hill and wanted the Killer to come get me. I'd rather be hooked instead of stuck for an entire trial. It sucks when you get screwed over by a glitch, but glitches happen.

    D) That's about the only thing I don't really like crossplay for: I liked not having to deal with cheaters on XBone.

    E) They really should've optimized consoles first before crossplay, but the 60+ FPS doesn't really change much. All it really does it make it easier to not get spun (unless you're Scott Jund /s). Well, it also helps survivors hit skillchecks (I can tell when I have good FPS on XBone because I can hit two greats back to back lol).

  • Because when they bring MMR back it isn't fair to find 4 survivors using a bad MMR and then allowing the Killer to switch to their main and steamroll the survs.

    Plus, all survivors are the same. So, about the only thing that locking survivors does it stop them from doing that switch from an empty-handed survivor to a survivor with an item.

    They probably could've disabled the Killer-lock when they disabled MMR though.

  • @Pryzm said:

    The Shape is anything but OP. He may be one of the most balanced killers in the game. He is slow to get started, but the more the survivors feed him, the stronger he gets. The counter play is distance. Lots of distance. Break line of sight and try to evade.

    Nothing worries more than a Shape who has not tiered up all match and we are down to 1 or 2 gens. Infinite T3 is a massive crash. lol

    Myers is my absolute favorite killer to go against. I always feel like I deserved the win or loss. Plus scratched mirror is the closest DbD gets to a horror game.

    Edit: Obvs tombstone sucks, but it's pretty map dependent. Tombstone isn't too bad on indoor maps with lots of LoS breakers, but feels bad on maps like Red Forest.

  • @ALostPuppy said:

    Or we could suggest a rework for spirit to be more engaging and fun to play as, and keep stridor the same so killers still have a useable perk because it's good on every killer if you use it? It's a win for everyone.

    All they have to do is make it so that the survivor in the TR can hear a quiet phasing sound unless you're near a generator that is running (either completed, being worked on, or fully regressed from a kick or ruin).

    This preserves her ability to get grabs off of gens while still allowing survivors to know if she is faking a phase in a loop. It doesn't remove the guessing game of which direction she went or if she is standing still while phased

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1530567#Comment_1530567

    Dedicated servers being what they are, even if you don't leave the hook, there's a 50/50 chance the grab will actually work.

    All factors need to be taken into account.

    That's at least a fair rebuttal. That said, hook grabs never seem to fail for or against me.

  • For the same reason that survivors aren't supposed to know who the Killer is.

    Is the 4 man SWF Seal Team 6 a problem? Sure. It's way less of a problem than Killers say (but probably a bigger problem than Survivors think) though. And if you give Killers the option to dodge SWF, then all that is going to happen is that every killer will dodge SWFs until the SWFs can't play with their friends, in which case they'll stop playing.

    I almost literally only play this game with friends, and if I'm going to be punished because I play with friends, just going to stop playing.

  • Interesting though. A lot of Killer mains believe that they deserve to win not only when they have 3 survivors dead but also when they have 0 hooks with 2 generators left.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1530221#Comment_1530221

    Ive seen your posts the reason he and probably so many other people haven't guessed you are a killer main stems from 1 of 3 reason

    1. Most everything you write looks like it was written by a monkey mashing the buttons on a typewriter and completely thoughtless
    2. Even the comprehensible things you say usually stem down to I disagree with this person and no matter what they say they are wrong and because of that i'm right which just makes you look entitled and we all know what being entitled is connected to
    3. You usually delve into ad hominem whenever someone just isn't agreeing with the garbage that you spew which seems like a toxic survivor thing to do

    So you complain about his ad hominem with ad hominem of your own?

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1530469#Comment_1530469

    You have 2 kills in the game. Exit gates are opened. You have a third survivor on the hook, and you want to ensure your kill. They get unhooked, but you immediately slug them. Except, the door is opened...and they have DS. So, no matter what, unless they miss that skill check, they get away for free.

    Guess the killer played bad. DS clearly had zero benefit there. It was "just ineffective".

    Wait, if there is 1 survivor left that isn't hooked, why did you even let the unhook happen? There's literally no reason to leave a hook at that point in the game.

    And why are you not staying close to the survivor in this scenario? This seems like a series of mistakes by the Killer.

  • I really enjoy Autodidact. It counters all slow downs once you have 2 tokens.

  • Can Killers stop qqing about the hatch already?

  • @seki23 said:

    basically it helps people with certain programs to know who they are going against for free now, wich is sad because we cant change killer in the last second anymore.

    So you're complaining that it's BHVR's fault that people are cheating?

    Also, supposedly they fixed that in the new update.

  • I'm enjoying the QQs in this thread

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492464#Comment_1492464

    i thought since you didnt get the sacrifice points you couldnt rank up with 4 moris?

    You literally just said no matter what, which by definition would include a 4k with ebony

  • Honestly, I feel like the biggest issue with balancing in this game comes from the three layers of balance each Killer gets:

    Killer Power is layer 1.

    Killer add-ons are layer 2.

    Killer perk loadout is layer 3.

    The game is in serious need of a revamp though, imo, as the 3 layers are making it harder and harder to balance the game properly. I think the concept of teachable perks is actually kind of bad, because it allows Killers to overcome the built in difficulties to the kit. Stridor instantly makes Spirit's downside, which is diminished tracking in phase, almost non-existent. Likewise, perks like I'm All Ears enables Huntress/DS/Nurse/PH to overcome their downsides. I'm a fan of killers having set strengths and weaknesses, because then it allows you to dial in hard on the strengths in order to make Killers oppressive at their role, but still able to have counterplay.

    Survivors have a similar problem, only it's item, add-ons, and perks. Personally, I wish survivors only came with 2 teachable perks, and the 3rd was rolled into the survivor as a power. Like Jake could have saboteur built in, Claudette could have botany knowledge, Dwight Leader, Meg QnQ, Nea Streetwise, so on and so forth. And then you could lower both sides down to only having two layers of balancing to worry about. And then you'd only get to choose 3 perks instead of 4, or something like that.

    That way there would be a reason to play a survivor over another one.

    Edit: Sorry for the slight derail.

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