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SirCracken

SirCracken

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SirCracken
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  • If they be added in-between some much needed bug fixes, I'm all for them.

  • @azame said:

    This is a double standard a major one. If I were to say as a survivor main billy is op without playing him and not even playing killer in general I would be attacked. But I see people say slinger had counterplay then tell me they arent good st survivor and cant preform it themselves.

    That's all I have to say just a double standard I noticed.

    You've been beating this horse for so long it's become fossilised.

    I understand it's annoying to die against a killer not knowing how to counter them, I understand it sucks when your team mates have IQ equal to their ranks, but making posts like doesn't help solve either issue.

  • Ah, yes. The Bleach.

    His power is that he removes the color from all survivor cosmetics and his mori is him sticking a survivor into a washing machine.

  • Remember when using We'll Make It with Self Care allowed you heal yourself within seconds and become basically unkillable?

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568830#Comment_1568830

    Interesting. I'd never actually heard about that until now if it's true. That would indeed explain a lot.

    I still think what we have now can be salvaged with some small tweaks. That other design would've been so much fun though that's for sure.

    Oh for sure. He could get lots of QoL improvements like having 2 of his brown add-ons, the rat tail and liver, being basekit among loads of other things.

    But although there's way more things that need to be tweaked, I'd like it if he got a rework similar to Freddy's that adjusts his power to be more like it was originally intended to be.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568801#Comment_1568801

    Sounds like a challenging development, but I like the idea if they can.

    Another interesting side note that I think relates to this topic though.

    While Spirit may have gone a little too far in the "not intuitive" enough direction, I think we can also see some flawed development in the complete opposite direction in the form of Demogorgon.

    Demo takes the complete opposite route which is where the counter play and what he does is spoon fed way too heavily. Everything he does is not only heavily telegraphed to the person in chase but to the entire team, to where they all know what he's doing at almost all times. IE such as needing to tell everyone every time he teleports to lookout instead of just knowing to watch out. There are quite a few other things as well though.

    This is what leads to a lot of people generally thinking Demo looks extremely strong on paper from his tool kit, but for some reason always feels much weaker in practice. It's because he gives too much information (feedback). Exemplified even more as I said earlier because he gives it to the entire team.

    He needs a reduction in feedback.

    Apparently his entire power was going to be much more like his on-screen depiction. With survivors being able to be dragged into the upside down and having to track him in the real world by way of flickering lights around the map. But this was sadly scrapped due to time constraints.

    I think the Demo we have now is the flawed result of the design shortcut that was taken when he was being worked on.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568712#Comment_1568712

    I have in my past posts not just 1v1 me. I only say that because the same people saying spirit has counterplay are bad survivors and cant do it. Besides if I were to reply to it all I'd have 3-4 people arguing against me.

    I dont feel like dealing with that. But then again killer sided forums so it's much expected.

    https://forum.deadbydaylight.com/en/discussion/174481/an-in-depth-post-about-the-lack-of-counterplay-to-spirit-deathslinger-and-pyramid-head

    I made this buf its frustrating to keep making the same points for a bunch of people to try and argue against you at the same time.yhen its accompanied by how I want "easy loopabl killers."

    I'm not so sure it's sided towards killers or survivors. I've made posts in the past criticizing an aspect of either side and the reception is very random. Sometimes I have a whole bunch of people agree with me and other times the exact opposite. It seems to depend on how many people are online at the time I guess.

    I can understand not wanting to argue with several people at once though. I've tried it and It's not fun.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568795#Comment_1568795

    Wouldn't any survivors at the gens be moving away from you, not towards you?

    Wait scratch that, you're a stealth killer. They won't move at all.

    They'll move away from you definitely. Away from the gen you're going towards and towards the nearest line-of-sight breaker. I'm not sure how you don't understand that not looking where the survivors are is a terrible idea to counter a perk with no context clues that it's being used.

    Because if you're a stealth killer and the survivors do have SC and you find the gen absent of survivors, you won't know it's because they're hiding nearby or long gone because they knew you were coming.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568778#Comment_1568778

    I guess I should've been more specific. I don't think the "idea" of having to play differently is why they don't like her.

    It's that they literally can't understand/figure it out. The vast majority of players still just circle a loop looking for feedback from her and then get upset that "she has no counter play" when they just tried to play against her like every other killer.

    I think that the counter play to her that we described requires more game knowledge/critical thinking from knowing how a lot of the game works and the average player base I believe is around rank 10 or lower.

    So I suppose in saying this I could see a fair argument that maybe her counter play is "fair" but not intuitive enough to pick up quickly for newer players. I could see that view point as pretty rational.

    Maybe some development time could be put into making an in-game tutorial in how to best counter all the killers in the game? And likewise for how to play as them effectively?

    This may help the frustrations that people have against her and other killers they're having trouble with. Not to mention this being a long overdue feature.

  • @Waffleyumboy

    Why would you have to look where you're going to spot survivors?

    Maybe because you're going in the most likely place to find survivors, towards gens?

    It kind of helps to spot them by looking in the place that you're searching.

  • What if the gens are close together? What if the map generation puts a bunch of stuff inbetween gens and you have to look at them? What if you want to actually look where you are going so you can spot survivors as you patrol?

    It's not nearly as simply as you're making it out to be.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568747#Comment_1568747

    This is where I think people underestimate the power of holding W. She's extremely slow without using her power so she is going to waste ages chasing after you if she doesn't use her power to run you down. In this scenario you don't care about telling whether she is phasing or not. If she uses it to catch up then now you know she is phasing. If she faked it then you just left her standing there like an idiot while you leave. Also the fact that while holding W you will leave her TR very quickly so you will be able to know if she's actually phase chasing you almost instantly. People are trying to sit at a loop and mind game her which is where they lose as that was a mistake in the first place.

    I think the reason people actually hate her is because she forces you to play completely differently from the other killers and people don't like adapting. She also puts much more of the outcome into how good the Spirit is and less into did I just mess up. Which is inverse to like 80% of the killer roster where much more of the outcome is how good the survivor is and did they mess up.

    The way many survivors feeling facing a "good" Spirit is how 80% of the killer roster feels facing "good" survivors.

    I'd still argue that her power is just a weaker version of Nurses with less feedback. As far as I'm concerned when going up against a good Spirit, if I'm at risk of being downed when she uses her power and I have to try and mindgame her to get away I'm very engaged with the chase.

    I'm not sure how people find predicting and conditioning an opponent to be boring in of itself. So l'd be surprised if playing a different way was why so many people hate going against her.

  • @Inferno427 said:

    The blight isn't a week old outdated version. McLean was referring to a specific bug, not the entire killer. What he said has been exaggerated and taken out of context.

    Can you give a link to the full quote?

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568682#Comment_1568682

    Just a point on Spirit.

    I think the issue about her not giving feedback is actually backwards. She makes you play the opposite of the other killers, which is getting feedback and then reacting.

    With Spirit if you get put in that situation you are going to feel like there's no counter play because you are trying to react without getting any feedback.

    What you're supposed to do is act first. Not after her. You then force her to react to your feedback. This is putting the "guessing" on her instead of yourself. I put guessing in quotes because I think it's more of a mind game because you are giving her false information(feedback) to react to.

    I think if you are waiting for feedback against Spirit you have already played against her wrong and lost the chase.

    This is the correct way to try and mindgame a Spirit. But it's not possible to tell when she starts phasing, and thus when you should start making her guess without guessing yourself. Which I think is why so many people don't like about facing her.

  • I don't blame you for getting stressed. Nurse has the highest skill ceiling of any killer in the game and learning her, let alone getting good, is really tough.

    If there's anything else you can do in-between matches to make the experience more enjoyable for you, like eating a bowl of your favorite snack, I'd recommend that.

  • @BigTimeGamer said:

    if you think they have Spine chill, you already figured out the counter;

    look away

    Have you seriously tried to moonwalk across the entire map, the whole game, just to counter a perk that you aren't even sure that survivors have?

    Because no one who wants to have map pressure would do that.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568549#Comment_1568549

    I have said my point over many of my past posts offered to play custom with the people who claim otherwise to prove their claim and am declined what more can I say? 😂😂😂

    Have you given any written responses to the plethora of counter-arguments against you?

    I think you'll find they're a bit more meritable than people not accepting to "1v1 rust" you.

  • This problem is not even restrictive to dbd. So many people eat up every word that e-celebs say like it's the new gospel.

  • @Inferno427 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568595#Comment_1568595

    There is skill to spirit, I'm saying you can play her in a very low skill way. Like there's a difference between a spirit who's constantly phasing, tracking and hitting people out of position and a spirit who just stands Stillwater and waits for survivors to do something.

    Whereas with nurse you have to get good at her, spirit you can be bad at actually using her power and still do well.

    Like the telegraph thing and the skill thing at pretty much the same issue. You can fake the phase and not need to learn how to track, because you don't telegraph when you phase. If they added an animation when she phases of something similar, I think 90% of the complaints would disappear.

    True, you can just stand still as Spirit and potentially get downs... against low skill survivors.

    Like any mindgame, if you constantly choose to do the same thing over and over again your opponent will eventually get wise and start anticipating you. Survivors will start to predict you standing still, or phasing just after standing still, and use that knowledge to better break line of sight and gain distance. So the tactic of just standing still and phasing won't work against survivors who know what they're doing which is what the game should be balanced around.

    What I mean by feedback is the reactions that the survivor gets when a killer uses their power. Lets take Nurse using her power:

    1. She starts charging a blink, allowing survivors to know how far she'll teleport.
    2. She blinks after charging which survivors can clearly see and hear.
    3. She reappears with a 2 second time window before she goes into fatigue
    4. She attacks

    Everything about Nurse's power can be quickly analysed to judge how to best avoid it. But with Spirit's power:

    1. She starts phasing, with no clear signs for survivors to know when she starts if they're being chased by her.
    2. She reappears and attacks

    Although there's a lot more technicalities going on when going against Spirit she has very little feedback compared to Nurse, despite being a weaker version of her. There's still a lot of skill involved in using her. But less ways to tell what she's doing.

  • @Inferno427 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568408#Comment_1568408

    The thing is that nurse is not only hard to play, has a tell of when she's blinking. She has to charge it the correct amount, aim it, travel to the destination and then actually land the hit. You need to predict how survivors will react and plan ahead. There's no other way to play her.

    With spirit you can just stand still. Sure you could phase after a survivor and try to track them and hit them, but why not just stand still and see what they do and then phase. Better yet, why not wait for the survivor to run towards you.

    That's kinda the main issue as to why spirit and other killers are considered unfun and annoying is that for how strong they are, they lack equivalent downsides and skill needed. I'm all for strong killers but not strong killers who are brain-dead to play.

    There is absolutely skill in playing Spirit. You need to remember the habits of survivors, when do they decide to leave a loop if they think you're phasing, if they decide to backtrack or slow vault, and try to condition them to act a certain way so you can more easily predict and catch them.

    Honestly the only really difference between her and Nurse is that Nurse is stronger and is more telegraphed. And I think the latter is what people are mainly frustrated about, rather than the killer's required "skill".

    It's very clear when a Nurse is about to blink and where she is going. It is not the case for Spirit when she's phasing and DS if he's considering shooting you. I'm positive that if these killers simply gave more feedback when using their power then people like Scott wouldn't find them nearly so frustrating without nerfing them.

  • @azame said:

    https://www.youtube.com/watch?v=G4bsPIdct_Q

    This video explains really well why people claim these killers have counterplay.

    Scott's arguments have always had a habit of being very opinionated and this video is no exception.

    He mistakenly claims that DS is some omniversal force that requires survivors to guess 60 times a second in order to react to, which is obviously ludicrous. Guesses are made during a chase during key points, such as rounding a corner or nearing a pallet/window. Not every waking moment.

    He also claims that putting objects between the survivor and DS and then holding W is a good way to counter him. Which is correct. But then fails to mention how this is the best counter to every single killer also in the game.

    But I think a big point that he has failed to consider for years now is that the chase potential of Spirit, DS and PH are all objectively weaker than Nurse. Who, in the hands of a skilled player, can offer no counterplay for survivors and yet he only has a problem with killers that basically have Nurse's power to make windows and pallets unsafe, but much weaker.

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565132#Comment_1565132

    I mean if you can't it's on you not me and well I never said to moonwalk to every gen did I? It seems that you can't play around spine chill or know that certain killers can play around it like wraith, let me guess as well bbq is op to you?

    I've already gone over moonwalking doesn't actually help counter SC in my comment above.

    Why do you assume that wanting a perk nerfed means you want another, actually balanced perk, to also be nerfed? You're making accusations with no reasoning behind them.

  • @OGlilSPOOK20 said:

    Quick answer. No!

    Stop trying to Nerf a perk because it's doing what it's supposed to do. The perk has been the same for how long and people like the op are complaining now why?

    They literally nerf OoO to benefit all Stealth killers and you're tripping over Spine Chill? Pls stop. Stop trying to make Stealth Killers way to over the top then what they're supposed to be.

    Plus I'm a Myers & Ghostface main.

    The fact that the perk is doing what it's supposed to doesn't make it any less broken.

    A quality of life change to make matches for stealth killers a bit less suicidal isn't a valid reason for nerfing one of the other powerful information perks. If anything you just indirectly made a case for it.

    I'm not sure how you got that Stealth Killers are "over the top", whatever that means, from the post since I made a point of saying how weak they become when SC is used against them.

    The fact that you main certain characters isn't an argument. It should be a way to support your argument after having made one.

    But hey, you actually had some points to make after saying No. So props to you for that!

    Have the forums degraded so much that saying more than a single word is worthy of praise?

  • Since this thread was pulled back up from its grave I might as well summarize all the points made thus far. Keep in mind that these arguments are assuming that both survivors and killer play as optimally as possible.

    Arguments For nerfing spine chill

    • The 36 meter range and easy activation requirement allows survivors to know that the killer is approaching them before they even hear a terror radius, giving them extremely powerful information at all times and heavily countering stealth-based killers

    Apart from being a massive game play benefit, this part of SC absolutely destroys the already dwindling horror atmosphere of the game. I'd argue that large portion of this horror in this "horror" game is trying to keep track of where the killer is. And SC completely removes that by giving you constant information on if they're approaching you.

    Although it doesn't show the direction the killer is coming from, survivors can simply reposition themselves once they see the perk trigger to be in the safest possible spot when the killer shows up.

    • It gives no context clues that a survivor is using it

    This is easily one of the worse parts about going against SC. For those who don't know, a context clue is a situation in the game that experienced players can use to figure out the strategy and perks of their opponents.

    For example, if you're healing in a corner of the map and the killer ambushes you from an angle you couldn't see, you can guess that they probably have Nurses Calling. The same is not the case for SC. If you check a generator as a killer and see that its been worked on but don't see the survivor, you have no idea if they're still hiding nearby or long gone because they knew you were coming seconds in advance.

    And since the vault speed increase is so minor there's no way to tell if a survivor is running the perk besides guessing. So you just have to assume that everyone has it, which further adds to the power of the perk.

    • It boosts action speed allowing it to be combo'ed with Resilience for 15% extra action speed in addition to already supplying survivors with information, giving it even more use

    Some clarification here. I'm not saying that the 15% extra speed is worth nerfing. But that the speed along with the insane information that SC already provides makes 2 already great perks even more powerful because of the synergy they provide with each other.

    There's no reason that a perk that's supposed to give information should also make you a bit better at everything else. No other information perk also increases your action speed, so the most powerful information perk in the game also shouldn't.

    Arguments against nerfing spine chill

    • It can be countered by crab/moonwalking

    This is a half truth since there's no definite way to know that a survivor is running the perk as I already said that the perk gives no context clues, therefore you can't really counter a perk that you aren't even sure is being run. But for the sake of argument lets say that all 4 survivors in a game are running it.

    Good luck trying to keep up your map pressure by crab walking to every gen. Apart from just bumping into stuff, you lose a huge amount of your peripheral vision since you have to look away from where you are going. This doesn't even apply to Billy, Nurse, Myers, Ghostface, Deathslinger and Huntress since their power is directly related to looking at survivors. So they can't counter it even if they wanted to.

    So if you're playing a killer that isn't outright incapable of not looking where you are going, the supposed "counter" to SC will not help you counter it.

    • It is better to buff other survivor perks than nerf a good one

    This is the most valid counter argument I could find and the one that I most agree with. Almost every single survivor perk in the game is bad, if not outright terrible, and the majority of them could really do with some tweaking. If I was given the option of buffing most of them or nerfing SC I'd happily choose the former. But assuming that the rest of survivors perks get fixed SC needs to be fixed to.

    If only the devs actually knew how to do that.

    • It is not as powerful as meta perks and so shouldn't be nerfed

    The people who make this argument are usually not aware of the full potential of SC and falsely assume that it isn't run among the generic group of meta perks (which it absolutely is). But even so, like the above argument, if the other survivor perks are going to be fixed then SC needs to follow suit. Being able to always know if the killer is headed towards you isn't that much weaker than picking yourself up when downed or dodging a hit that would have otherwise downed you.

    Not to mention that if the current meta perks are nerfed but SC isn't, it's going to see a spike in usage.

    • No

    This is the most upvoted comment on this thread. This is what people agree with. Hey, to all the giga-brained people out there who are comfortably sitting in their armchairs as they type: Have you been made aware that in order to have a discussion you may need to type more than a single word? Maybe even, a whole sentence? Or, god forbid, make a point to support your argument?

    Because I have no problem with people giving reasons on why they disagree with me. There's plenty of other stuff in this broken mess of a game that requires attention over SC. But they kinda need to state an argument for it that's longer than a single word.

  • We need to have a strike to stop people from farming!

    We shall protest in front of the blood lodge until our fellow survivors stop carelessly unhooking us!

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1552392#Comment_1552392

    What? That's silly.

    Survivors are fine for making sure that attention is drawn to the issue, that gives the team more info for how to fix it and make sure it isn't accidentally replicated in the future or left in on other maps/the non PTB. There can be variations on single bugs that are survivor/killer specific or situational. Just because they found a glitch once doesn't mean exploiting it once finds out all the relevant information.

    Survivors AND killers should absolutely be looking for exploits in the PTB, there will always be people who consider bugs fair game so your last paragraph is a dream. Bugs need to be found and fixed, and "abusing" them in a PTB isn't a bad thing.

    It's a PTB, don't take it that seriously if a glitch happens or the game doesn't go your way because you're playing a new killer or something. I mean that nicely- a lot of PTB players seem to be getting upset over things that are out of their control when this is literally for testing a new patch.

    True. The PTB is absolutely there to try and catch bugs before the patch hits the main game. That doesn't make people abusing the same bug multiple times any less of an ass.

    The first couple of times they use the bug? Sure. They're just spreading awareness I guess. But if they use it almost every game they're doing it just because they can use an unfair advantage and get away with it. I'd estimate that at least 40% of all my games on the PTB had at least one person trying to use the safety bubble. And its at that point that I stopped seeing using the bug as anything more than a deliberate attempt to piss people off.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1552238#Comment_1552238

    Yes but people first have to find those bugs and show how terrible they can be. Stuff like that is very useful information for BHVR. Its the main reason we have the PTB.

    True. But these bugs wouldn't nearly be such a problem if people weren't deliberately going out of their way to exploit them.

    It's an admittedly impossible thought, but if no one exploited bugs then some wouldn't even have to be fixed.

  • Hopefully it's given a few dozen layers of polish in the coming days. I really want dbd actually have a competitor.

  • Nope. The programmers at Behaviour are fixing it. (Hopefully)

    The people using the bug to get an advantage in games are abusing it.

    You can report a bugs existence without using it yourself.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1552212#Comment_1552212

    I've been known to instigate here from time to time to test people but this ain't it chief. OP did nothing wrong.

    Yay, I did nothing wrong!

  • @nursewannabe said:

    If you're talking about sanctum of wrath, that "safety bubble" isn't safe at all, and if the killer vaults they get stuck too and no one can leave. The only solution is to DC. It's a bug similar to the hill bug.

    If the window doesn't spawn then it's completely safe. And even if it does, the killer can only trap themselves by vaulting the window.

  • @Tactless_Ninja said:

    How does one win a game where you must harm people if said people cannot be harmed in any way? 🤔

    I was against a squad of 3 people, and they left the bubble to save the 4th when I downed them.

    I then downed 1 of them, slugged the other, and hooked them both next to each other so they couldn't be safely rescued.

    The remaining survivor stayed within the bubble and died to the endgame when I closed the hatch.

  • @bm33

    @NuclearBurrito

    It might be possible to injure them in the bubble with ranged killers. But they still can't be picked up unless you're playing Deathslinger.

  • @kate_best_girl said:

    What is it spill

    It's simply an exploit that makes survivors unable to be hurt by the killer.

    Survivors who know about it can take steps to trigger it and I will haunt these people from beyond the grave until they lay in theirs.

  • @some45bucks said:

    Is there any lore based explanation that you can think of that can explain this? Also stuff like giving hatch, killer nodding, booping snoots, and general memeing.

    Nah. All that stuff would make 0 sense outside of the context that it's happening inside of a video game.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1544749#Comment_1544749

    Um. A few problems here.

    I, myself, prefer to play killers that are in essence "M1" killers. I also hate this term as I am a console player.

    Coordinated teams focusing solely on generators, in maps like Haddonfield are near impossible to control for any killer that isn't like Nurse, Spirit or Hillbilly.

    "Top -tier" is I'm guessing all reds, some of which are rank 1. No, I haven't been there but I'm also assuming neither has an overwhelming majority of the playerbase.

    The thing about prioritising generators is about prioritising them more than straight kills, something I see ignored on a lot of posts on these forums.

    Yes, survivors abusing these perks IS an issue, but this is how I personally deal with them and have no problems. If enough people try this, then there might be a natural shift in the meta AWAY from second-chance perks.

    The term "M1 killer" isn't actually platform specific. It refers to killers with either underwhelming powers that force them to rely on basic attacks, or rather, an M1.

    Oh believe me, coordinated teams are bad in any map. The ones you listed only add to their overwhelming power in the game.

    I use the term "top-tier" because ranks are not a reliable way to measure skill. I've run into plenty of red-ranks that haven't the slightest clue what they're doing. When I say "top-tier", I mean survivors that know which gens to prioritize, which loops are safest, how to waste as much of the killer's time as possible, etc. Basically all the skills that a good survivor should have.

    You're not wrong there. Plenty of people are too kill hungry and lose gen pressure when baited by survivors who know what they're doing.

    Theoretically you're correct. But in order for the devs to take notice and, god forbid, actually balance this game, then almost every single baby survivor/killer would have to get a massive boost in skill. Something I can't see happening anytime soon.

  • Good suggestion. There's loads more perks in the game that need buffs compared to the ones that need nerfs.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1544749#Comment_1544749

    Gen rushing is actually used more as a term to describe the strategy survivors used to win against the term user.

    There's only one strategy they can use though. Be as efficient as possible when repairing gens and chased by the killer. All survivor knowledge boils down to those 2 things.

  • Your entire post hinges on the possibility that you're up against potatoes who can't loop an M1 killer. However, you do admit this by saying you can't deal with people gen rushing. Which is really just a term used to describe organised survivor squads.

    But that's where the problems with DS, BT and Unbreakable lie. Not with inexperienced survivors who you can actually afford to waste time ignoring. It is physically impossible to use any of the tips you have suggested in a top-tier game with experienced survivors and not lose pressure defending gens. (which is the killer's only other objective besides killing people so I don't know why you mentioned that as an alternate strategy)

    Basically, the main problem people have with all of the perks you mentioned is how they're abused to put the killer in a lose-lose situation. And nothing short of changing the perks, or preferably the objectives since they're years overdue for a change, will fix that.

  • *Sniff*

    They grow up so fast
  • Personally, neither. They are both best countered by positioning near a strong loop which encourages them to go somewhere else for the kill.

  • "Hmm... I don't know about most balanced. But he's certainly the W I D E S T"

  • "B-b-but, he's got untapped potential and is very underrated!"

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1544388#Comment_1544388

    Yeah, the worst part was the whole thing took place in my bed. So I thought it was still happening for a short while after I woke up lmao.

    And I thought running into a 4-man sweat squad as Clown as terrifying.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1544359#Comment_1544359

    Its very unique. I had one where we almost had sex (That was my least favorite), one where I got chased down in the boiler room, he became my shadow and killed me. Most of the time he makes me fall to my death in some way (I have a phobia of heights). I’ve had them since I watched the remake when I was 12 ( I have watched the ogs). NOES is the only horror series that actively scares me because of this lol.

    Oh god.

    Getting diddled by Freddy would be terrifying.

    I'd take getting assimilated into a rancid pile carnivorous of flesh over that in any given opportunity.

  • @SCP_FOR_DBD said:

    Thats actually pretty cool. I haven’t had any dreams on DBD. The closest I’ve come is my semi recurring dreams of Freddy (Ironic I know).

    What usually happens in your dreams of Freddy?

  • Considering the name of this account and how this is the first post on it, I'm going to guess that this post is bait.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1527213#Comment_1527213

    well to put more effort into it they first need to put effort into it to begin with

    I think dbd started out as being developed by a team of genuinely passionate people. But their vision of the game has drastically changed since the game's inception.

  • @Ghoste said:

    It's probably for simplicity. It would take effort to code unique animations for these instances, so they left it as is.

    God knows this game needs more effort put into it.

  • @Zeus said:

    I think it'll look more goofy if you vault the window and still stay on the same side (as was the case with doctor).

    Doctor's ability to block vaults has always been really buggy though. Especially when latency is involved.

    Many times I've shocked someone and they continue vaulting like they didn't just receive a shock of a couple dozen volts. And other times they'll have their vault canceled.

    It would make far more sense of the survivor to stay on the same side of the window because in both killer's cases their should not have let the survivor finish the vault.

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