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Seraphor

Seraphor

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Seraphor
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  • Why don't you play killer and see the other side of it then?

    True camping and tunnelling is rare.

    Survivors accuse you of 'camping' and 'tunnelling' for the slightest things.

    I've been accused of camping when I hooked someone in the basement, and another survivor immediately decided to loop me around the killer shack the basement was located in.

    I've been accused of tunnelling, when I've hooked two other people between re-hooking the tunnellee.

    Get the other perspective, and you'll realise that what you see, and what the killer sees, are two very different things.

  • Usually if I've already had a string of bad games and I see a Key AND a Map. Otherwise I'll take what I'm given. Killer queues aren't very long and even a bad match usually nets a killer at least 15k points.

  • @DBDisBAD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053280#Comment_2053280

    I'm sorry, it seems that (at least on May 6) there are rules against alternate playstyles. I wish I knew Peanits had said that, I'd have reported all those killers that refused to kill and made us do gens while they watched.

    ...which is an interesting question, what happens if a killer drops you on the hatch at the end of the game, but you don't go in? Who took the game hostage there? Both players?

    But I will say, I don't imagine that we would drag a game out for thirty minutes, and with idle crows you have to move around anyway, so it would be difficult to against any kind of good player (and play normal against anyone rank 8 or below, c'mon). And at the very least, we'll never have to hear a killer whine about gen rushing!

    1. That's called farming. Most survivors love it.
    2. You did, the killer gave you an out, the hatch, you're the one refusing to take it, you're not held hostage. But in either case, it's not reportable, because the bleedout will kill you before 'an extended period of time' passes.
  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053280#Comment_2053280

    So you can basically report blendettes? I'm confused.

    Extended. Period. Of. Time.

    The quote from the mod shows that struggling on the hook (up to 2 minutes and 34s) is not regarded as an extended period of time.

    Hiding is part of the game. Refusing the PLAY the game is not.

  • @lagosta said:

    He can still be matched with 2 or 3 SWFs.

    And as you can't communicate with them, they A. won't be as effective as a SWF and B. won't be able to tell if they are a SWF or not.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053586#Comment_2053586

    I do count that, they go into the 320 seconds total out of a gen, that includes any reason people are not doing gens like going for a heal or an unhook. Also take on account people tend to commit to gens a lot more when Ruin is active, for example a 70% gen without Ruin may be left for an unhook but with Ruin they will finish it and then go for unhook or finish the gen and then healing with a medkit.

    On a side note Pop+Tinkerer looks like a bad combo overall, they dont synergize well for you need a hook and then you have less 45 seconds after Tinkerer activates, assuming it doesnt activate when you have 10 seconds left on Pop.

    Well in that scenario, without Tinkerer it wouldn't have even been a near miss, it would have popped on the other side of the map. Point is PGTW isn't that reliable, you can't guarantee that there's a gen to kick, and get 25% regression out of it, within 45 seconds of hooking someone. Most of the time I resort to kicking gens that have barely been started.

    The only gen pressure perk that you ever get 100% value out of, is Corrupt Intervention.

  • @Hex_Llama said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052647#Comment_2052647

    I like the extra gen idea, actually. Maybe that would be enough by itself -- if there are 2 people in SWF, play as normal. If there are 3, do 6 gens. If there are 4, do all the gens.

    Doing all the gens would literally be impossible.

  • @AsherFrost said:

    Put voice comms in the game, make them range dependent and let the killer hear it as well (but not speak, because that gets weird, at least it did inF13) then make it so that the game takes over audio in and out when running, so team speak/ventrillo/discord/skype/etc can't be used.

    Is that possible? I'm not sure, I know it can be done on console at least and I think it's worth considering, because at that point the only advantage swf will have is in people knowing they have friends they can rely on to do objectives.

    Will people of the extra sweaty variety find a way around it? Probably, but not in nearly the numbers we see now.

    This isn't possible. I SWF with friends on a range of platforms, and we all have to use Discord because we're not all on PSN. In addition, console players in this scenario have to use a second device to run Discord (and two sets of headphones, in ear and over ear) so how would you police that?

  • I'd rather bring solo players up to SWF level.

    1. Allow survivors to see each others perks in the lobby, so they know the capabilities of their team mates.
    2. Provide buttons for preset, map wide communication. So hit a button to display "Killer is here", "Coast is clear", "Help me, or "Leave me" next to your player portrait.

    Give solo's the tools to coordinate half as good as a SWF, brings all survivors up to a higher level, which then makes room for some minor balancing tweaks like reducing gen speeds.

  • Nobody means 'the average SWF' when talking about how strong SWFs are.

    SWF gives the survivors an advantage, greater coordination. What they do with that coordination is up to them, it's a matter of individual skill, team synergy, and experience in general.

    So for the 'average SWF' they will performed averagely, but with a slight edge in the form of communication.

    However for experienced, skilled survivors in a well-oiled team, that edge can be used to it's full extent, and give them a HUGE advantage against most killers.

  • So you'd rather rob other survivors of a chance to recover their teammates form the dying state? There's several challenges involved in that.

    Maybe that survivor is using Unbreakable, and they actually get a chance to use it for once!

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052528#Comment_2052528

    No its not, its totally dependant on which Killer you are playing and what map you got, Pop gives roughly 20 seconds with every kick, since you can get roughly 8 worthy kicks out of Pop (the last 11 and 12 are useless since the game is already over and lets assume you dont kick a gen over 25% twice) you can get 160 extra seconds/charges out of Pop which means they Survivors have to repair 2 additional generators only by using PGTW.

    For Ruin to give 160 extra charges you need to force Survivors out of a regresable gen 320 seconds in total (If you force someone for 320 seconds out of a gen thats 10% done you are not getting 160 charges, you are getting only 8 charges) thats almost 5 minutes worth of people forced out of regresable gens which is no easy feat with low mobility Killers, especially since is hard to push 4 people at once unless they are clustered, Ruin has to last that much without being cleansed for it to reach PGTW levels of stalling.

    Pop is MUCH better for low mobility Killers and 3gen defenders and Ruin is better for high mobility Killers who can push Survivors easily and defend the Totem.

    This isn't entirely accurate. You also have to account for any survivors who have decided to stop doing gens and go look for the Hex instead. That's also gen pressure, that's time they're not doing any gens.

    You're right that you get more mileage out of PGTW on low mobility killers, but it's not foolproof.

    I tend to run Pop with Tinkerer, and I can't tell you how many times I've made my way to a 70% gen with PGTW ready and the gen pops just as I get there, with no other viable gens to kick. Or the times where all 5 gens have been completed and I've only made about 4 hooks, netting me a total of just 80s of gen pressure via PGTW.

  • @Zozzy said:

    Tell that to the swf groups that dc the moment i hit someone with iri hatchet. 10/10 games so far have had this happen.

    I had a game as Spirit yesterday. I was stood on a hill at the start of the match watching a survivor just walk up to the closest gen (they were facing me). SO I took the low hanging fruit, and phased right up to the gen and yanked them right off it.

    By the time I had them hooked, the rest of the survivors were crowding around me teabagging. Despite the fact that one of them had used party streamers. The refused to unhook, I downed someone, the other two DC'd.

    I took it as spite. "I don't want no Spirit player benefiting from my streamers."

  • @[Deleted User] said:

    200% would be ruin tier 3.

    My suggestion is to have a ramp-up effect on normal regression. Every 5 seconds the regression ramps up by 25-50%, until it matches ruin regression. Instead of nerfing things like PGTW, simply add a condition where they don't get the ramp-up effect.

    I would do the opposite. Currently there's barely any benefit to kicking a gen if a survivor can jump right back on it. Have those first 10-15 seconds of regression be at 200%, then knock it down 50% in 10-15s intervals.

    Alternative, have base kicks automatically regress gens by an additional 5%, with Pop going up to 30%, Surge up to 13%, etc.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052420#Comment_2052420

    So, the Survivor would not be healing. Would not be working gens. Would not be cleansing totems. Would not be unhooking. Could still be slugged. The only thing they'd be doing is wasting their own time to increase the timer on DS while accomplishing nothing. They would not be advancing the objective or helping their team in any way, and instead throw out their worth just to increase a timer.

    What do you realistically think they are going to do that is so troublesome?

    You've never faced the bully squad have you?

    All survivors circle you at minimum safe distance, doing gens and such right in your face, body blocking if you try to do anything. Making those survivors more invincible, knowing that even IF you do down them, you can't pick them up, is a terrible idea.

  • Killer could do with a 5th perk, but giving survivors 25 perks to play with would be way too much.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052409#Comment_2052409

    I personally wouldn't mind DS pausing the timer if the Survivor is in chase. After the updates that prevent abuse come through, of course. With DS no longer allowing flagrant abuse, extending the timer on it in chase really isn't that bad of a thing. It would definitely punish tunneling, while giving the survivor a larger window of safety if things are going badly for them.

    They would have to significant reduce the duration of DS if it could pause via any mechanism.

    The survivor would be untouchable, invincible, if all they need to do is run around in front of the killer.

    Does that not seem broken to you? Run around IN FRONT of the killer to become INVINCIBLE?

    Another suggestion I've seen is have the DS timer pause when in the dying state... but again, downing a survivor makes them untouchable then, and if they have Unbreakable too, they're guaranteed to get themselves up, and the killer can't do anything about it.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052321#Comment_2052321

    Have you read OPs second example? The new changes dont do anything to make it an Anti-Tunnel Perk, if the Killer does not catch the Survivor in 60 seconds, DS is gone, despite the Survivor getting tunneled.

    Let alone that against some Killers, DS does nothing. If I stun a Nurse, Spirit or Blight, they are on me right after the stun again. So DS is mildly annoying in this case, but not a protection from tunneling at all.

    As I said, that doesn't mean it's not an Anti-Tunnel perk, that's simply a limitation of the perk.

    The perk not being foolproof and uncounterable doesn't mean it's not still doing it's job.

    In that example, you gave your team mates 60 seconds to do gens.

  • Example 1 will be rectified by the DS changes coming on Tuesday. Jumping on a gen will deactivate DS so you'll be safe to grab people off them.

    Example 2 is merely the limitations of the perk. Would you suggest DS should be up indefinitely? Killer lost a lot of gen pressure chasing you for the full 60 duration of DS. You've done a good job in giving him the run around for that long.

  • I actually agree.

    This logic falls apart for most other killers, but Pennywise wouldn't fit in this game at all. He's basically on the same level as the Entity itself.

  • I see people are still clicking on 'New Discussion' instead of 'Post Reply'

  • I don't see why not. A person who's willing to give concessions as a killer is someone who isn't going to be a problem facing people a slightly lower 'skill level' than themselves.

  • I think it's already too easy to rank up as a killer. Killer doesn't need the bloodpoints either, as playing killer pretty much guarantees you to 20k+ BP, while as survivor you have to really work to get 20k+.

  • @Harold_Shipman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050384#Comment_2050384

    The problem with adding perks is that you're essentially creating a situation where you need this perk to win. There are certain situations, for both sides, where regardless of how well you play, a win is impossible. If you create a perk to counter that, everybody will either run this perk, or have to lose x amount of matches just because. Then we get an old ruin situation where said perk is nerfed because literally everybody runs it.

    I don't agree with that mindset at all. Perks are a healthy way to encourage certain play styles.

    BBQ and Devour Hope, gets killers away from hooks.

    Borrowed Time encourages altruism without screwing over other survivors while discouraging tunnelling.

    Etc.

    This would encourage survivors to do totems, just like Ruin/NOED do, doing totems means they're not doing gens, decreases early game gen rush. But it would be less all-or-nothing like Ruin is for killers, getting you more mileage out of it, without it leading to potentially making gens impossible to complete like Ruin can potentially do if the Hex is too well hidden and the survivors 3 gen themselves.

  • @lagosta said:

    It would be simpler to make active dull totems increase the total gen time requirement by 4 seconds each. That way early game gens would take up to 100 seconds instead of 80 and there would be a benefit for doing dull totems.

    Hex: Arc Eye

    Generators require 4 additional seconds to repair for each unbroken totem on the map. When this active Hex is cleansed, it moves to a random dull totem. The survivor that cleanses this Hex suffers from Blindness for 20/25/30s.

    This makes default gen duration 100s for one survivor, up from 80s. That’s a +25% increase to gen repair times across the board until totems are cleansed. Basically a PGTW applied automatically to all gens, and is removed 1/5th at a time for each cleansed totem. Gets survivors cleansing totems early, but is not a wasted Hex when a single lit totem is cleansed unlike Ruin. In addition, a survivor who is using a map or Small Game, etc. can’t just systematically go around to every single totem on their own, due to the Blindness debuff. The task of cleansing has to be a group effort. It doesn't clash with things like PGTW like Ruin does either.

    Would suit some kind of mechanic killer, or welder, with a blowtorch perhaps...

  • @lagosta said:

    It would be simpler to make active dull totems increase the total gen time requirement by 4 seconds each. That way early game gens would take up to 100 seconds instead of 80 and there would be a benefit for doing dull totems.

    Great idea for a Hex perk. "Repair duration is increased by 4s for each totem. When this totem is cleansed it moves to another dull totem." As a bonus the killer gets a notification every time the Hex totem is cleansed.

    Another idea is to create a survivor version of 'bloodlust'.

    Reduce default gen speeds by a little, so lets say at default speed gens would take 100s. But have it so that if you're on the same gen for 30s speed increases, and then against after 60s, so that a whole gen done in one sitting would take about 80s. But if you disconnect from the gen and come back, you lose the 'bloodlust' and the total time it will take will be more, up to 100s. This would reward killers more for pressuring gens, and kind of act like a minor basekit Ruin or Thanatophobia.

  • @Volfgang57 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049965#Comment_2049965

    I'm for changing the second stage hook to skill checks, but keep the 4%. Making a hook jump a skill check means hook escapes are guaranteed because skill checks are not that difficult, especially at higher levels

    Well if it's a perk, it needs more going for it than just changing the button spam to skill checks, or no one will run it, it's not wroth sacrificing DS, BT, UB or DH for.

    Maybe the great skill checks give you a 1% chance for unhooking yourself, for each other survivor you've unhooked, up to a max of 3%. Lets assume you get maybe 6 skill checks per hook state, and you make 4/6 great skill checks, that's exactly the same chance you currently have. The question is what's an expected number of great skill checks a survivor can make? is 4/6 or 2/3rds average? I wouldn't say so, so in order for that to balance out as a net gain, I'd say a minimum of 8 skill checks would be necessary.

  • @Breque said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049937#Comment_2049937

    In the end even if it is annoying it is acceptable

    My biggest problem is in the middle/beggining

    If it happens in the beginning, it's a bigger problem for the killer. The other survivors just do gens and escape. Killer is guaranteeing they can't get a 4k, 2k at best.

  • Yes please. The number of times I've died on hook because my thumb just seized up for a split second due to the repetitive button pressing is way too high.

    Hell even if it came in the form of a perk, something like:

    Removes ability to take 4%, and removes the button spamming mechanic from the 2nd stage. In exchange you get random skill checks, and hitting a great skill check (in either hook state) grants you your 4%.

  • @Breque said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049871#Comment_2049871

    2 things

    1 this i basically the us vs them cuz no survival will ever agree with camping cause it literally ruins the match

    2 you can give 100 reaseons why it can be considered an tactic, but it continues ruining the game and something need to be done

    1. The Exit Gates have been opened and there's someone on the hook. You leave the hook and everyone escapes.
    2. You hook someone, and immediately see scratch marks close to the hook, so why would you not follow them and go for whoever made those scratch marks?
    3. You hook someone, you leave the hook, you find another survivor and start a chase... but they run back to the hooked survivor.
    4. A hooked survivor is an objective for other survivors. You know other survivors will come to the hook. If you can't find survivors anywhere else, the hook is a safe bet.
  • At best you can create Killer perks that incentivise NOT camping and tunnelling, improving the rewards of not doing those things. BBQ, Devour and Ruin are perks that do this. This doesn't mean that they will never be viable strategies though.

  • I think a lot of the 'competitors' try to be too similar to DBD, like Home Sweet Home and Identity V. Why play those when DBD exists?

  • I don't understand why people think 'competition' will improve DBD. As if the devs are purposely being lazy because they feel they don't need to work for their pay checks?

    If anything, significant competition will just make things worse. Less income leading to less updates. Competing over licenses making those licenses more expensive, etc.

    If you feel DBD updates have been 'terrible' and that they're not 'listening to feedback', that's because they're trying to cater to a large and divided player base. You can't please everyone.

  • If you're purely playing stealthy, then you're missing out on a lot of chase/stun/escape and bold points.

  • Oh released, sorry didn't translate the typo.

    Well I hope they do.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2048140#Comment_2048140

    Would they add map for allready releated killer? I wish see map for twins

    What do you mean? Blight, Twins and Trickster don't have maps.

  • A map for the Blight would fit in the Crotus Prenn realm I think. The Opium Den. But a Graveyard of some kind would fit in there too.

    A Map for the Twins in the Red Forest maybe. Not strictly geographically accurate (neither would Blight in Crotus Prenn for that matter) but it would be fitting for the atmosphere. The Wooden Temple where Victor was killed perhaps.

    Then we need a grungy, urban backstreets map for the Trickster. Something like back lanes surrounded by highrise buildings with fire escape staircases, a warehouse to one side, and a backstage door to an arena where he would perform, and the exit gates would be gates onto the main streets, with the backs of neon signs overhead.

    Something like this: https://i.imgur.com/TsHpieh.png It's not strictly to scale (randomised tiles would be bigger, and the boarders slightly smaller) but you get the gist of it.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2047745#Comment_2047745

    She could be phasing... or she could just be standing still. But since there is no indication we won't know for sure.

    Just "assuming" is not counterplay, like I said guessing is not counterplay to her. Even if you know for a fact when she is phasing, you have no other information since she can still find you, but you can't locate her.

    No, you don't get my point.

    It is not a binary situation, there are more than two outcomes.

    She could be standing still.

    She could be phasing.

    That's two possibilities, but it doesn't tell you; where she is, where she's going, where she thinks you are.

    You have many different directions you can go in, besides "towards her husk" or "standing still".

    "You don't know for sure which of the TWO things she can do, so there's nothing you can do" is total bullshit. You can do so many different things. Crouch, run, to the left, to the right, over the pallet, through the window, in a locker, behind the rock, etc. You read the map and you react. Facing the spirit is al about acting unpredictably, react to what you have, and do something she's not expecting. Running towards her husk is one of the things she WILL be expecting, the other is running towards the nearest loop, or vaulting over the nearest pallet, etc. Don't Do Those Things.

    SOMETIMES you will be outmanoeuvred, that's just the nature of the game. Sometimes the Trapper will chase you directly into a trap, sometime the Hag will put a trap in a random spot you never expected a trap to be, sometimes the Nurse will just accidentally blink right next to you, and sometimes the Spirit will corner you so that your options are reduced to running away or running to her husk. THEN it's 50/50. But that's the game, you either chalk it up to your mistake in getting cornered, or the killers skill in herding you to where they wanted you to go.

  • I mean, if "standing still" isn't enough of an indication that she's phasing...

    What exactly are you going to do differently?

    Just assume that she's both where she's standing, and also 'making her way towards you' at the same time. Instead of running back to where she's stood, run/walk/crouch in one of the many other directions.

  • @Zaytex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2047627#Comment_2047627

    But the Spirit can still hear you. Sure, it's harder for her to discern where you are. But if we're still talking about a GOOD Spirit player, then it isn't going to matter. She'll be able to know exactly where you are or what you are doing.

    Iron Will works against inexperienced survivors or those who are bad. But just like Nurse, if the Spirit knows what she is doing, there's nothing you can do. All you can do is hope the killer makes a mistake, otherwise you die in 10-15 seconds.

    Only if you're experienced against both Iron Will and non-Iron Will users, and can discern (before beginning a phase) that this survivor has/does not have Iron Will.

  • @Crowman said:

    The map reworks have made a lot of totem spawns less noticeable at a distance. However, there is still the issue that a lot of totem spawns are obvious and easy to remember.

    Running by a LT wall? There's a totem spawn there.

    Running by a hill? There's a totem spawn there.

    Jungle Gyms have totem spawns.

    And when you've checked all of those, the only remaining options are "tucked in between one of the hundreds of trees and rocks".

  • @Zaytex said:

    Iron Will, but then if she has Stridor, there's no counter.

    Just pray.

    Iron Will is still a counter to Stridor.

    Iron Will is a Teachable Perk unique to Jake Park. It can be unlocked for all other Characters from Level 30 onwards: Perk descriptions may vary from in-game descriptions for reasons explained here.Perks support Mouse-over functionality (desktop version only): hovering over the modifier words with your cursor will reveal the values behind them.On mobile browsers, the values are displayed in small text after the modifier words. Desktop users experiencing issues with the mouse-over may temporarily

    Tier 3 Iron Will + Tier 3 Stridor = Tier 1 Iron Will.

    For a Spirit that is used to 150% groan volume, facing a survivor who's only at 50% is disorienting and without scratch marks, not so easy to gauge.

    You forget that Spirits are relying on several cues at once. Sound, Scratch Marks, Movement (Grass/Pallets, etc.), and you need to be able to combine it all together. If one of those is off, like volume of groans, and you no longer have Scratch Marks to reference it by, you won't be able to pinpoint the survivor.

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2047473#Comment_2047473

    Dead hard entices killers to tunnel you. If I chase a survivor for 30 seconds and get a hit and then chase them for another 30 seconds and they dead hard, I have two options.

    Option 1: leave the chase I've already committed a decent chunk of time to and let this guy heal or just pop back on a gen and get his exhaustion back. In doing this I have gained no progress as a killer toward winning the game.

    Option 2: continute the chase until you are downed wasting more time while other are able to complete gens. With this option, I at least get one hook state.

    Interestingly enough both of these options suck. Now, lets add in the fact that you're probably not the only one running dead hard. See where this may be unbalanced? Even if a killer evenly hits and hooks everyone, dead hard is basically extending chases 12 times. In a game where solo gens take 90 seconds. That's a pretty big issue.

    And to the original post, killer perks have been nerfed and really killer perks typically aren't as strong as survivor perks either.

    Sunk Cost fallacy. It doesn't matter how much time you've invested into a chase, if you believe continuing it will be detrimental, you don't do it.

  • You can check a perks changes here:

    Iron Will is a Teachable Perk unique to Jake Park. It can be unlocked for all other Characters from Level 30 onwards: Perk descriptions may vary from in-game descriptions for reasons explained here.Perks support Mouse-over functionality (desktop version only): hovering over the modifier words with your cursor will reveal the values behind them.On mobile browsers, the values are displayed in small text after the modifier words. Desktop users experiencing issues with the mouse-over may temporarily

    Iron Will hasn't been touched since 2.3.0, where the tier 3 version was completely untouched.

  • No, but you must be. This upcoming nerf to DS is the first significant nerf survivors have received in a long time.

    Excluding the purely bugfix patches:


    4.5.0

    Killer Nerfs: Trapper, Hex: Undying, Mangled and Deep Wound effects. (Clown and Wraith got minor buffs, buff to Iron Maiden)

    Survivor Nerfs: None (buffs to Fixated, Second Wind, Diversion)

    4.4.1

    Killer Nerfs: Mori's

    Survivor Nerfs: Appraisal (once per chest instead of 3 times)

    4.3.0

    Killer Nerfs: Pyramid Head, Thanatophobia, Huntress Lullaby.

    Survivor nerfs: None (various survivor perk buffs)

    4.1.2

    Killer nerfs: Hillbilly (buffs to Cannibal)

    Survivor nerfs: None

    4.1.0

    Killer nerfs: Can no longer change killer while queuing, Hillbilly. (Lightborn and Discordance minor buffs)

    Survivor nerfs: None

    4.0.2

    Killer nerfs: Pyramid Head.

    Survivor nerfs: None

    4.0.0

    Killer nerfs: The Shape

    Survivor nerfs: None

    3.7.0

    Killer nerfs: None

    Survivor nerfs: None (buffs to Prove Thyself and Stake Out)

    3.6.0

    Killer nerfs: Hangman's Trick, Various hook/sabotage related nerfs, including dropping giving 25% instant wiggle progression (Plague buff and Doctor rework)

    Survivor nerfs: Slight nerf to toolbox charges (buff to Sabotage and can keep depleted items)

    3.5.0

    Killer nerfs: Hex: Ruin (Doctor adjustments, buffs and nerfs)

    Survivor nerfs: None

    3.4.2

    Killer nerfs: Nightmare add-ons

    Survivor nerfs: None

    3.4.0

    Killer nerfs: Spirit (Legion buffs)

    Survivor nerfs: Balanced Landing (Kindred buff)


    I'm not going back any further, you get the picture.

  • This has to be bait. Both survivors and killer get nerfed regularly, but killers definitely take the lions share of the nerfs.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046842#Comment_2046842

    I have yet to have a totem NOT spawn either out in the open(On top of hills or in the open by things like stair cases) or right next to the generators on both of the recently reworked maps.

    Its really getting to the point that I think the devs don't want hex perks to be in the game anymore and are trying to make them irrelevent both with the undying change and actively making the reworked map's hex spawns worse.

    It's VERY hit or miss, just like how Hex's are an all or nothing perk I guess.

    I once had a totem spawn in a SEALED ROOM on Dead Dawg Saloon. You know, the side rooms in the main building with windows and/or breakable walls? I was using Small Game, so I knew the totem was around there somewhere, spend about 2-3 minutes searching for it. Then I realised one of those rooms was completely sealed off. It had no window, and only one entrance was a breakable wall that the killer had not yet broken.

  • I often look at a pallet as a survivor and think "that needs breaking"

  • At the moment, rank doesn't mean anything. If you want to play a few 'farming' matches, where you let everyone go, then I don't suppose it would matter if your rank decreased a bit.

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