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Seraphor

Seraphor

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Seraphor
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  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2075108#Comment_2075108

    I think the issue is that it's only situationally useful. Why run DS when you can run stronger perks that almost always see use. DS is much like Deliverance now in the sense that, they're both extremely powerful SOMETIMES, whereas in other games they don't do a damn thing. Before DS was almost always great if used correctly, now that it's been nerfed it's just situationally good. It's still great, sometimes. Other times, you'd be better off running literally anything else (Except maybe no mither, lol). That's not inherently bad but it's probably why there's a significant uptick in unpunished tunnelling. I think when people say DS is useless, they're technically both right and wrong. It can be useless at times, which makes it unattractive as a perk choice. There's a reason why people rarely use Deliverance.

    All perks are only situationally useful.

    Borrowed Time is only useful within the killers terror radius.

    Unbreakable is only useful when slugged.

    This is the case with all perks.

    Why was DS so 'meta' that everyone ran it in every single build, and utilised it almost every game? Because it was too good, because it wasn't situational enough.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2075000#Comment_2075000

    There are cases where camping is a valid or necessary option.

    EGC, in order to secure a kill, you have to camp. You literally have no other objectives as a killer, no more gens to defend, you only have your hook and the survivor hanging on it. If there are three other survivors in the game, then by trying to go for another on you are almost guaranteed to lose the one you've hooked and finish with 0K.

    You hook someone, and you 'know' for a fact that there's another survivor right there ready to rescue the moment you leave. You saw scratch marks or something similar. What option do you have? Even if you're running anti-camping perks like Devour, leaving the hook will end up with that survivor being rescued before you get far enough away for it to trigger.

    You hook someone, and there are TWO other survivors plainly standing in your FoV, not even attempting to hide. Their obvious plan is for one to bait you away while the other goes for the rescue. Both standing at minimum safe distance so that even should you go for the chase, you probably won't catch them anytime soon. They'll run you for 2 minutes and then all the gens will be done.

    This is what rank 1 killer matches look like.

    Outside of these situations, I'd agree, camping is a poor move, and often detrimental to the killer if the survivors know what to do about it.

    I'm arguing for these specific conditions, cases where camping is a required strategy, so I'm not changing the topic at all.

    You're the one taking the absolutist stance that it's NEVER allowed. If it was never allowed, it would be a reportable offence.

  • @Kolossoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2075155#Comment_2075155

    You've already lost in that situation, buddy.

    If you were so capable in the first place, you wouldn't have ended up in that situation.

    So, like I said. You are basically throwing a tantrum just to keep a few kills that'll make you feel better about yourself.

    Grow up and get over it.

    Nah. I've hooked a survivor fair and square. If they want that survivor back, they have to come and get them. I have no other objectives if all the gens are done. They have to risk getting hooked themselves if they want to rescue their team mate, not "play dirty" by baiting me out while another goes for the rescue and they all escape.

    If the survivor on the hook was so capable, they wouldn't be there.

    See what I mean? One rule for survivors, another rule for killers.

    Why don't you grow up and get over the hooked survivor you can't save, instead of playing dirty to get them?

  • @Kolossoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2075138#Comment_2075138

    Is that what you got out of my statement? Hmmm okay.

    No, I don't go up to a killer and sacrifice anything. Why should I?

    If I play as a survivor, I did my best and that's that. Sometimes I win, sometimes I lose.

    Same with playing killer.

    I sometimes let survivors go if I enjoyed a match or so. It's nothing that's demanded nor is it compulsory.

    Just playing the game as it is and doing your best is what counts. Camping is for little brained people who can't do anything but to abuse their powers sorry.

    Did you read my initial post?

    Being in those situations, where you have no choice but to camp, knowing that if you leave the hook you're GUARANTEED to lose (not just let them make a rescue which you can claw back, but actually lose the game entirely from) is just as 'unfun' as getting camped.

    If I see two survivors boldly standing in front of my at minimum safe distance baiting me out for a guaranteed hook rescue, that's just as 'toxic' as camping. There's nothing I can do I that situation, the survivors have all of the power and I'm their #########.

    So what do I do? throw the game, lose the sacrifice bloodpoints and let them win? Why can't the survivors do that? Why can't they let the hooked survivor die and lose out on the altruism bloodpoints? They may even still escape themselves.

  • @Kolossoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2075033#Comment_2075033

    If you really don't know the difference between fair play and dirty play, then I have no words for you.

    Whenever I play as a survivor or a killer I don't do everything in my power to secure anything.

    I don't secure kills nor do I with lives. Just play and whatever you do is the result.

    Being a sore loser and camping just for a few kills is like looking at a kid throwing a hissyfit. It's pathetic not to mention selfish and obnoxious.

    I don't have to play a game where I must forego my dignity and sportsmanship just to win. That's how a 5 year old child thinks. Just saying.

    I expect you to be offering yourself up to the killer as a sacrifice then, if you don't consider winning to be important.

    I'm on the bloodpoint grind. I estimate I need somewhere in the ballpark of 50 million bloodpoints to even make a dent. A successful sacrifice is an additional 1,250.

  • Agreed. I think people are overreacting thinking "DS is useless now" just because they can't use it for invincibility moves anymore. It still has loads of value as an anti-tunnel perk, especially if you jump in a locker mid-chase. I still run it with my Head On build with Inner Strength. I can rely on Head On for locker stuns initially, then when exhausted DS is there for good measure.

  • If you feel DS is necessary, then use it yourself.

    If you don't get an opportunity to use DS, then you're not getting tunnelled.

    It's great to see survivors accusations of tunnelling when there is none getting exposed.

  • @Kolossoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2075016#Comment_2075016

    There's nothing to be substantiated for the validity of camping in any situation. It's still a personal choice.

    You want to secure a kill? Fine, camp.

    Does it ruin the experience still? Absolutely.

    Your necessity to secure a kill shouldn't dictate the way you play the game, but if you are willing to play dirty just for a measly kill or two, go for it.

    I'm sorry. As a killer, I shouldn't want to win?

    Survivors are allowed to do any ######### things they like but killers are expected to throw the game for the benefit of survivors.

    Next time you play survivor, why don't you offer up a little altruism towards the killer? Say "no, I won't hit my skill checks, I'll make sure to regress the gen a bit and show the killer where I am, to be a good sport" or perhaps "I can see the killer is coming towards me and I nearly have this exit gate open, escaping would be a really ######### move so I'll stop opening the gate and let the killer down me so he can get a kill." After all your necessity to escape shouldn't dictate the way you play the game.

    If you think those suggestions sound insane, then you will understand why killers camp.

  • @Kolossoni said:

    Camping is literally the most selfish, obnoxious method of playing than anything else in DBD.

    Camping forces killers to stick to one survivor and do nothing else.

    Survivors also have to play selfishly or must replace the hooked one instead.

    Both don't get objective points and both waste their time.

    So it's ultimately a crap experience for both parties.

    If you are here to camp, then you need to go find another game cuz this one's not for you.

    There are cases where camping is a valid or necessary option.

    EGC, in order to secure a kill, you have to camp. You literally have no other objectives as a killer, no more gens to defend, you only have your hook and the survivor hanging on it. If there are three other survivors in the game, then by trying to go for another on you are almost guaranteed to lose the one you've hooked and finish with 0K.

    You hook someone, and you 'know' for a fact that there's another survivor right there ready to rescue the moment you leave. You saw scratch marks or something similar. What option do you have? Even if you're running anti-camping perks like Devour, leaving the hook will end up with that survivor being rescued before you get far enough away for it to trigger.

    You hook someone, and there are TWO other survivors plainly standing in your FoV, not even attempting to hide. Their obvious plan is for one to bait you away while the other goes for the rescue. Both standing at minimum safe distance so that even should you go for the chase, you probably won't catch them anytime soon. They'll run you for 2 minutes and then all the gens will be done.

    This is what rank 1 killer matches look like.

  • @Afius said:

    They are legit strategies but they should balance the killers so those strategies are less effective or appealing so killers can do other things. Ironically I believe that's the issue in most cases is that the killer feels that's how they will win is by playing a unfun strategy.

    And in those cases, killers feel they need to use 'unfun' strategies because survivors are too good, or more specifically, they can complete gens too quickly when coordinating.

    Survivors want to run the killer for a while in a chase. Killers want to chase survivors, both get points out of this. But the killers also need to end chases and eliminate survivors ASAP because before you know it, 3 gens have popped and you've pretty much lost the game.

    That said, there are many perks that discourage camping and tunnelling, and killer perks do it best. Things like Devour Hope, BBQ, Ruin, etc. Using perks like these makes camping and tunnelling less effective strategies, while appearing to the killer to improve their performance. Thus perks like this are a healthy, positive way to tackle it.

  • Survivors probably wouldn't mind being tunnelled so much if survivor queue times were better. Get tunnelled? You get to leave this match earlier and start the next one.

    Sure it's disappointing to lose the game quickly, but that's what happens when you get caught. Your job as the survivor is to not get caught by the killer. Nowhere does it say you're supposed to get caught and escape a certain number of times.

  • In a competitive context, players do everything they can within the rules of the game to win.

    If Tunnelling and camping gets them those wins, they're legit strategies.

    How can you possibly condone a competitive tournament where killers are expected to NOT play their best and NOT try to win?

    This is what is so absurd about the 'survivor rulebook'. Survivors can do any ######### things they like but killers are expected to throw the game for the enjoyment of the survivors. For casual play there's some merit to that, as everyone should be able to enjoy the game, but when it comes to competition, all of that goes out of the window.

    Don't like being camped and tunnelled? Don't Get Caught.

    It is possible, you just need to play more carefully, stealthy, and less 'running right up to the killer and teabagging them and flicking your flashlight.'


    Next you'll be arguing that Boxers have to drag the fight out at least 15 minutes before they knock out their opponent, or that football teams have to allow the other team to score every time they score.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072398#Comment_2072398

    The devs are trying to make it an anti-tunnel perk, but with the befuddling decision to keep its old second chance functionality. If it wants to be a true anti-tunnel perk, it needs a complete overhaul, not just taping on the red tape to how you can use it. Now, it's a second chance if you get tunneled off of the hook, but it won't effectively discourage tunneling. The main purpose is to give the user an escape; a second chance, not necessarily to hinder the killer.

    That DOES hinder the killer. 5 second stun, up to 24 second lead, getting to a decent loop can extend the chase by about 40 seconds or more depending on how good you and the killer are at looping. 40 additional seconds, added to the end of a chase already that could easily be just as long. That's enough time for your team mates to do multiple gens.

    If it didn't hinder the killer at all then survivors abusing it before wouldn't have been an issue.

  • Ruin making survivors waste time looking for it is a decent trade off. It's a gen defence perk, it's intended to slow survivors down, so it's (usually) doing that no matter what.

    Devour Hope being cleansed before you can use it is not a decent trade off. By that point, they likely haven't had to go out of their way to find it, because by then the survivors would have covered most of the map anyway, so they would probably just stumble upon it. And that's the big problem with hexes, survivors will find them eventually, so you can almost guarantee they'll be cleansed. If the perk itself is one that doesn't come into effect right away, or isn't merely a 'slow down' perk to begin with, then that's not entirely 'fair'.

    I kinda like the idea someone posted before, about Hex perks that 'power up' having their totems grow in brightness. So Devour would start off a dull totem, because it has no effect on the game at that stage. Once it gets the first token, it gains a little bit of a glow, after the 3rd token it's half as bright as a regular Hex totem, and then the 5th token makes it full brightness.

  • @IIITweedleIII said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072317#Comment_2072317

    I said the rushed saves make Survivors believe it's tunneling. Which the actuality it is not tunneling. If BT was delayed the lotted rush time to rescue to activate. There be no reason to rush a rescue. Allowing the killer to go about searching. (Survivors not hooked to do other objectives) Instead of being blamed for camping hook and tunneling. Also BT ought to "protect" both survivors but still, rushed saves is abused and if BT didnt activate instantly after a rushed save. Killers wouldn't be blamed for coming back to chase again so fast afterwards. if they go for a insta-save have it not activate for a penalty. Also it wouldn't hurt the survivor if the one unhooked afterwards got stroked after unhook the killer themselves got stunned instead. Like being blinded.

    Going after the survivor who unhooked them isn't tunnelling, even if it's straight after hooking the other one.

    If BT protected both of them, it would be abused ALL the time. The survivor who was unhooking would have nothing to fear, and so rushed, unsafe rescues would become the norm.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071144#Comment_2071144

    When? always. How? camping. Why? Because you're in red rank only because of camping/tunneling.

    I don't believe anyone gets to red ranks through camping and tunnelling alone.

    I've managed to get to red ranks far too easily, playing mainly as Spirit, Freddy, Hag and Doctor. No camping or tunnelling was necessary. I even tried to make use of Devour Hope for most of it.

    When did I actually feel the need to camp and tunnel? When I played a weaker killer (Bubba, Trickster, etc.) when I had already reached red ranks and was thus put against sweaty SWFs. And even then, that was to secure ONE kill, and I STILL depipped from it.

    You don't need to make excuses for why people who reach red ranks are crap. It's just far too easy to get there to begin with.

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072272#Comment_2072272

    I mean, in the event that the killer is chasing you your distracting them and giving your team time to complete objectives.

    Right... but I was referring to team mates who are NOT being chased, but still don't do objectives, in order to save DS 'just in case'.

  • @MarcoPoloYolo said:

    Yes and no. The effect isn't problematic itself. The problem lies in that a killer that is failing the entire match can get a potentially free kill once it's used, and so many bad killers use NOED. There's a difference between a killer potentially getting a 4k with NOED after getting 8 hooks VS a killer never winning a single chase, but get one person at the end because of NOED. I think the solution to this is adding a hook requirement to make NOED earnable so it's less of a second chance as much as a last push type of perk. Though maybe in that circumstance, it shouldn't be a hex. I dunno.

    The problem is that just ends up making it Devour in a slightly different form, that's only valid at end game. May as well run Devour instead.

  • He stepped in a trap. It's his own fault.

    It's no different to the person who was just unhooked running up to you and begging to get whacked.

  • Then why did you say BT "makes killers need to tunnel"?

    It makes them NOT tunnel.

  • @Olokun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068415#Comment_2068415

    i dont agree, the game should be balanced around 50/50 with SOLOQ

    Ideally, but that would mean SWFs always have a huge advantage.

  • The only nerf I would give NOED is to display the exposed status as soon as the final generator is repaired, instead of when the first person is hit following that. Often that first hit is too late, often right by the exit gate, and so you get no chance to find and cleanse the totem, especially if EGC has been triggered.

  • @IIITweedleIII said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068933#Comment_2068933

    I agree BT needs reworked. But I also believe Rushed Saves is the issue with BT. More often then never, as a Killer. The sooner I hook anyone. And I start to leave. Someone goes for a save. What am I supposed to do? Let it go? First instinct is I go right back and chase them again. Only to have BT stop me from doing so. BT Makes Killers need to tunnel. Chase down the weakened survivor. To sacrifice to the Entity.

    I say BT shouldn't activate until a certain amount of time being on a hook happened. Getting rescued a minute after should be enough for BT to work.

    If someone gets rescued with BT, the idea is you go after the one who unhooked them. If it's right in front of you, you should have no problem at least injuring that survivor. Now both are equally injured and both equally easy targets, except one has ~20 seconds of invulnerability, so go for the unhooker.

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072251#Comment_2072251

    Agreed 😔

    I feel like they can do these and it doesn't change the function of it. You still can't tap gens, cleanse totems, unhook others or do anything except be chased/tunneled.

    Except this might end up screwing over your team mates. People who want to save their DS so they do nothing to further objectives, and can now continue to do so indefinitely instead of just for 60 seconds.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072246#Comment_2072246

    Which is probably why the Devs should reconsider trying to make it an anti-tunnel perk. Chases can last more than 60 seconds, you can be on the ground for 60 seconds, and with the recent changes to really require you to be hard tunneled, the timer should be doubled, or outright removed.

    Leaving you on the ground for 60 seconds is also a huge risk for the killer. You might have Unbreakable, someone else might recover you. If they camp your body, that's just as bad as chasing you for 60 seconds, your team mates are free to do gens.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072233#Comment_2072233

    The issue is that 60 seconds isn't that long to be slugged or chased for, and even if you have unbreakable, you won't get value out of DS if they wait out those 60 seconds. Having two chances to escape is definitely stronger than one, although I see what you're getting at.

    If you can run the killer for 60 seconds, you've already given your team mates loads of time to get gens done. Although I wouldn't be against a change to something like; DS only lasts 20 seconds, however if you're in a chase the timer is paused. Similar to the Deep Wound/Mend timer.

  • It's been three days. BHVR just don't work on that kind of schedule.

    I'd say they were naïve in thinking the minor buff they gave after the PTB was enough, but they won't make any major changes now until the mid-chapter patch at the earliest. That doesn't mean they're not going to take feedback from now into account for that patch.

  • Nah, I think that would actually be a bit of a buff. As it is now, Survivors can "waste" their DS after their first hook, leaving them with nothing for when it arguably counts more. It's situational, but survivors will almost always use it as soon as they get a chance to. Get it out of the way early, and you don't have to worry about it when the gates are powered or open.

  • Breaking those walls is always in the killers favour. NOT breaking them makes those god windows even stronger.

  • @Adeloo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068308#Comment_2068308

    if you get tunnel and last more than 60 sec, you don't get to use DS tho ,)

    1. No different than before.
    2. Congratulations! You ran the killer for at least 60 seconds and gave your team loads of time to do gens!
  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070896#Comment_2070896

    the problem is is that the SWF system isn't the problem, 3rd party software like Discord is, the game was never meant to be balanced around the survivors knowing where the killer and each other are at all times

    Imagine playing with friends in silence...

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071454#Comment_2071454

    I never teabagged once in 4k hours. Want to try again?

    As a survivor, that's statistically almost impossible. They all teabag whenever they think they've outsmarted the killer.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071443#Comment_2071443

    If you get tunneled through both hook stages it doesn't work as an anti tunneling perk, since the killer can tunnel after both unhooks.

    "Just dont get caught 4head", I mean if the gens are too fast, just pressure gens 4head. Typical argument of someone who has no understanding of video games.

    No, you just don't want to change the way you play. You like teabagging too much.

  • Best thing they can do is to add a charge time to all unlocking actions.

    2.5s as a minimum would be fine, could even scale up with the number of survivors still in the game. So all 4 survivors would need to take 10 seconds to open it.

    It wouldn't change a whole lot, but it would stop the hatch being a quick escape during a chase.

  • @Marigoria said:

    It's still not an anti tunneling perk, that's about it. If the killer really wants to tunnel you, DS wont mean much.

    Of course it does. It's a 5 second stun, and gives you a ~24 second lead on the killer in a chase. You can utilise that to extend the chase between looping structures and get another ~40 seconds or so out of it. During that time gens can be completed.

    The better option would be to not get caught in the first place. You know, because it's a scary killer who wants to kill you, and your job is to survive. Not to dance around in front of the killer teabagging because you know you have a million ways to stun them and know you can't be touched.

  • @Pulsar said:

    The core functionality of DS has not changed.

    This. If you get tunnelled, you still get to use DS.

    What this shows is that survivors didn't take DS for it's anti-tunnel capabilities. They took DS to abuse the invincibility they get from it, so that they can go for an unsafe hook rescue while injured, or complete a gen in the killers face knowing that they can get away no matter what happens.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069370#Comment_2069370

    Yes! Why should I have to play a killer with crap perks? Nowadays I always lvl a new killer/survivor until I have my preferred build on them, or as close as I can get. Then, and only then will I play them. No playing with green and yellow perks required. And I'm assuming others have figured out to do that as well.

    So... then you have no reason to care about bloodpoints at any time other than the week before a major patch so you can immediately max them out?

    Do you see the problem here?

  • @Nicotinhaltig said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068308#Comment_2068308

    A situation I just had: Was hooked beside a generator that was regressing. My teammate rescues me. The killer is really close, but I go ahead and tap the generator before immediately running away. The killer (obviously tunneling) catches me 5 seconds later, but DS is gone because I touched the generator for like 1 second. I do think DS needed some kind of rework. But the current state its in is just kinda frustrating.

    So why did you tap the gen if you wanted to keep DS?

  • @Laurie268 said:

    Sure, lets nerf all survivor perks while all killer perks stay the same. We want easy wins, pls nerf everything.

    This is hilarious, because every patch in the last 2 years has nerfed a killer perk or two and left survivors untouched.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067218#Comment_2067218

    Why does anybody save up currency? For a special occasion, like when a new chapter comes out. Except, 1,000,000 bp, as I've said, gets you basically nowhere on the bloodweb. So instead of sitting at 999,999,999 like we could, and getting a new killer and/or survivor from level 1 to 50, we have to wait at 1,000,000, spend it, get a few 100k more, spend it, rinse and repeat. So I'll ask, why not save them?

    Do you think people should be able to max out the new characters the instant they're released?

    Or should they have to play them for a while first?

  • You're right. This would make him play more like Doctor, Pyramid Head or Plague.

    And guess what? They're all 115%.

  • I play Killer when solo and Survivor with friends, which works out about 50/50.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069010#Comment_2069010

    I will never agree that a 110% M1 killer with or without instant down is good or even remotely strong. I thought this was common knowledge that 110% M1 is bad. I was wrong...

    I have no trouble hitting knives accurately when given opportunity to fire, a lot of players complain about recoil but you can easily move your mouse down to control recoil as you fire. I think recoil problem is console issue, they often get affected by recoil more severely and other aim intensive mechanics like Huntress, Nurse etc. you can reliably down people with knives, It is just not very rewarding.

    Your reading comprehension is failing again. Not once did I ever say 110% was good. Nowhere in my post did I even mention it. In fact I even said "all of your other points are good".

    It is possible to isolate different elements of something and address them individually.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067213#Comment_2067213

    This. I can't count the number of times someone's been injured or rescued during EGC, and I'm right behind them, but they DH to the exit gate and there's nothing I can do about it.

    Guess I should just camp more?

    @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068738#Comment_2068738

    Please look 2 posts above yours.

    Survivors use DH when running to an open exit gate. They use it BEFORE you get close enough to land a hit, rather than baiting a hit, because the added distance is what gets them to the exit line.

    @Seraphor said:

    I'd be happy if DH had additional i-frames, but then momentarily stunned or slowed them immediately after. So that the net distance gained is neutral.

    Say for example DH propels them forward 4 meters in a second, effectively doubling their speed for that second, the 2 seconds following the DH reduces their speed to 2 m/s, meaning over the course of 12 meters, whether they used DH or not they get just as far in the same amount of time, but with DH they make that first 8 meters quicker and the last 4 meters slower.

    Why do people keep ignoring this?

    No, Dead Hard isn't 'perfectly fine'. It may not need a huge nerf, but it definite has issues.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067842#Comment_2067842

    It makes knives unable to down you which taking away is only strength of being able to down survivors at loops in which you can throw over. granted it take twice as long as Deathslinger and Huntress but at least it works. I used this add-on in PTB, It makes you a 110% m1 killer with instant down. 110% m1 killers are.... really bad at loops regardless of instant down. I have no clue why you believe this add-on is good. Easily one of the top 5 worst Iri add-ons for killer.

    But when you injure a survivor:

    1. They get a sprint burst (which Trickster can't catch up to)
    2. They can use perks like Dead Hard, It's not Happening, etc.

    This negates all of that.

    Like I said, you're playing M1 anyway because Trickster's power sucks. You can't reliably down someone with knives, And doing so would take 16 knives in total. This only requires 8 knives in total (you don't need to worry about laceration drop off after those first 8) and one M1.

    It requires a certain strategy to pull off, but the very fact that you disable their sprint burst and dead hard is a huge bonus. That sprint burst when injuring, and any additional distance gained from Dead Hard, are both massive blows to the Trickster.

    Sure, it's no Iridescent Head, but then what is?

  • Why would tunnelling take any less skill than not tunnelling?

    You're still chasing a survivor, you're still getting the hooks... no?

  • Everyone fancies themselves a joker today.

  • @jeremycarinio said:

    https://forum.deadbydaylight.com/en/discussion/238959/ds-nerf-results

    EXACTLY. DS was both supposed to be Anti-Tunnel perk, and limited protection for a survivor. The DS nerf basically makes it USELESS. Here are situations.

    1. KILLER ASSUMES survivor has DS: Im just going to slug and wait it out.
    2. KILLER pick ups survivor with DS : At least he has no DS anymore.
    3. KILLER sees survivor on BBQ chili working on GEN : im going to tunnel the fvck out of him.

    How about on survivor side.

    1. Its DO OR DIE situation. either you do an objective or lose LIMITED protection.

    Even in the OLD DS, KILLER does the same thing. so i dont see the reason DS needs a nerf. Decisive Strike is a good meta for survivor perk. Just like UNDYING, RUIN, BBQ and CHILI.

    "KILLER sees survivor on BBQ chili working on GEN : im going to tunnel the fvck out of him."

    ...do you not see the problem here?

    ...how do you "tunnel" someone on a gen, after using BBQ?

    You've just hooked someone else.

    That's not "tunnelling."


    DS needed a nerf because survivors would ABUSE it.

    Survivors would spend that 60 seconds doing things they shouldn't be able to do. They'd work on gens and commit to them in the killers face knowing that if the killers downs or grabs them, they get away anyway, and they'd heal each other up, or they'd rush in for an unhook, while injured, and take a hit, knowing that they're invincible because of DS. They could do these things even if the killer wasn't tunnelling, so long as the killer has chased, hit or even hooked someone else within 60 seconds.

    DS is supposed to prevent you from being tunnelled off the hook, not make you invincible for 60 seconds.

  • @Pig_Is_Pog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067499#Comment_2067499

    no because i don’t use ds, i haven’t for months. Killers would still respect it as if i did though so generally they wouldn’t tunnel but now killers don’t fear it so they just tunnel like there’s no tomorrow.

    So you're saying, you're not getting the benefits of a perk that you don't use, when you don't use it?

    Do you see how broken that makes the old DS? You could have it... when you didn't have it...

    Four survivor perks instil their effect on every game, purely through their existence as perks. DS, DH, UB and BT. Every killer has to assume every survivor is running these perks, and thus, survivors benefit from them, even if they're not actually using them.

  • I'd be happy if DH had additional i-frames, but then momentarily stunned or slowed them immediately after. So that the net distance gained is neutral.

    Say for example DH propels them forward 4 meters in a second, effectively doubling their speed for that second, the 2 seconds following the DH reduces their speed to 2 m/s, meaning over the course of 12 meters, whether they used DH or not they get just as far in the same amount of time, but with DH they make that first 8 meters quicker and the last 4 meters slower. Hell they wouldn't even notice the slow down if they DH'd into a pallet or window, because the slowdown duration would be eaten by the vaulting/dropping animation.

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