Sluzzy
Sluzzy
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It is not only movements, but a culmination of things making it highly unlikely to have a fair chance at winning and that is sad. Hitboxes were already bad but now they are even worse. You can't counterplay anything if you don't know where they are. Do they have hit validation on or not? Is it only enabled for the killer side?
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Updating graphics and animations are a good thing to keep the game fresh and nice but come on, the standing animation is werid af. The previous standing animation looked way better. It is not like DBD to see them standing straight up like they do in the Sims. Even the rapid head turning looks weird.
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As if survivors need any more nerfs. Hitboxes were already bad enough, most of the time hits through pallets. Undying, Ruin, Tinkerer, Devour Hope every match. But nerf survivor perks, buff killer perks, massively
All of these are just additional killer buffs. I couldn't imagine how unplayable it is right now.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1927448#Comment_1927448
No, that is just not at all tunneling. At that point, its literally just the killer trying to stop you from making him lose. If you are sitting on a generator you are not being tunneled, even if you were the last one hooked. There's no room for discussion there.
Additionally, maybe consider I don't know, waiting 10 seconds to see if the killer is coming back or not. You'll be fine not doing a gen for 10 seconds.
It is way hard enough to get the gens done as it is. A survivor hiding in fear of the killer coming back is setting it up to be even easier for the killer.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1927403#Comment_1927403
I really wouldn't call this a "heavy nerf." If you really want to maintain you 60 seconds of invulnerability you can still do it, and if you choose to lose it, you obviously aren't being tunneled anymore.
If you do anything you lose it and the killer can easily return to the vicinity, see the same person, and chase them down. That's still the definition of tunneling. I get the killer is supposed to be a killer, I really do, but if you have a decisive strike, where you are supposed to literally have something in your hand to stab the killer to break free, it is unimaginable to lose it for simply doing an action and be penalized for it.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1925584#Comment_1925584
The fact you think I still play Huntress means you haven't watched me in literally over a year. Come on dude its really not fair to assume things about me when you don't even watch me.
My point was, if it was something you enjoyed in the game and it was ruined, then you would have a different attitude and probably not play either. Huntress has never been nerfed at all so I used her as an example, and she seems to have way more unfair advantages with hitboxes and server issues than 1-time DS that killer can almost completely playaround to begin with. The fact devs would even make heavily nerfing DS a priority, a perk that most use as a comfort zone against tunnelers, over even fixing unfair hitboxes is bad in itself.
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As the game was already tailored for team coordination due to various reasons, and this DS nerf will exasperate the problem exponentially for uncoordinated solos or even friends that aren't necessarily talking. Folks will be standing around not doing the objective in fear they will lose their perk if the killer returns. Even afraid to heal. I can visualize it. It is pretty obvious this is ideal for the killer main side. Not doing objective gives killer more time to do theirs.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1919811#Comment_1919811
"It was never said to be specifically anti-tunnel."
2019 DS redesign dev post:
"players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed"
Source: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike
Little late to the party here but just thought I'd clear that up since I didn't see anyone else do it (unless I missed it). It was intended to be anti-tunnel/farm at the very least from the redesign.
That is true, but I remember another dev saying it was the community that called it an anti-tunnel perk and that it wasn't strictly what it was intended to be. I just know it will not be a decisive strike now because it is nowhere close to its narrative. It would be like sprint burst perk that doesn't really give you a sprint burst.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1926436#Comment_1926436
Interesting argument.
So on one side we have people who abuse a specific perk.
On the other you've chosen to put people who dare play two different killers you don't like.
That's a whole different level of entitlement there.
I'm assuming you are referring to abuse as the survivor working on the objective within the 60 sec timer. Guess what? The killer can down that person and take the DS to disable their perk or leave them on the floor. What's next? Nerfing sprint burst because they have it cocked at a gen while they are working on it? It is safe to say killers are the ones entitled here.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/1926228#Comment_1926228
This is disconcerting, but for a different reason.
You're claiming that there are enough survivors willing to quit the game over a nerf that solely impacts the abusive side of DS (but leaves it intact for its intended use as an anti-tunnel perk), that it'll impact killer queues.
Honestly, I think the game will be better off without such players.
Conversely, it can be easily said that the game will be better off without Freddy and Spirits players, or killers that use NOED and Ruin to crutch and have a significant advantage. See, it can always be turned around.
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ScottJund seems like a nice person but I question his sincerity here as this seems to be made for popularity and Youtube hits. This video would not be created if Huntress, for which he mostly plays, was heavily nerfed nor would it be made if BBQ, a perk he never plays without sudden undergoes a substantial nerf where the killer can't see Auras unless killer does x, y, or z that is largely detrimental to doing his objectives. I've watched him some in the past complain about DS and I know he is happy, as a killer main that he can control the perk and his opponent is unable to do their objective. Like it or not, survivors have no powers of their own, perks are the only power available and is all unique to each character. Nerfing a power so that you can't work on objectives or you lose a perk is wrong and that's all I'm going to say about it. Especially for a perk such as decisive strike as it implies a "1-time" second chance. Killers never lose their power when doing their objective. Looking at DS alone, no perk on the killer side has been nerfed like this perk.
Looking broadly, survivors all across the board have been nerfed every year while killer has mostly been buffed. If the killrates were small and if I didn't see a bloodbath in a majority of matches I was in, then although I am attached to significance of decisive strike granting an anytime break from the killer's grasp to fit Laurie's character in the movies, I would somewhat understand why this perk was substantially ruined. But I do not see this perk winning games, ever, especially not like killer perks. I think it was unfair nerf and there is no reason to spin it any other way with glamorous healing as a community. It's like taking money from the poor and giving it to the rich.
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The game is mostly designed around and caters to bad killers and it is only getting worse with every patch. Most of the killer perks reinforces it as well. Survivor nerfs over the years are all in relation to helping bad killers. Strong looping areas nerfed because killers can't change targets. Bloodlust was added to help bad killers with their looping. Slowgen perks are added to help killers that can't pressure a team and help them win and secure a 4K. Deadzones are in the game so they can easily get a kill. The devs completely ignore hitboxes and server issues that benefits killers. Pallets were nerfed and you can still get hit after dropping a pallet. Imagine the only defense a survivor has but that defense don't even work properly. EGC was added because they can't find survivors during the end game and to secure kills for finding the hatch. Killer perks that directly punish survivor for doing the objective and rewards the killer. Long-time killer meta perks are never nerfed (BBQ/Ruin/) regardless of how often they are used or how much they are abused, however survivor meta perks are always nerfed, even multiple and multiple times. The game is designed around bad killers and bad survivors don't stand a chance until they play the game for a really long time invest in perks that are detrimental to use for the most part and maybe to be lucky to have a good team against a bad killer that don't know how to play the game and exploit game mechanics and abuse perks to leverage a guaranteed 4K.
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It is a testament to be said of the quality of gaming experience on both sides that killers rarely ragequit because they have no reasons to do so. Maybe if their ruin (crutch perk) was destroyed when the match first started or it was an entitled huntress on Haddonfield that expects an ez 4K every game. It is the only times I ever saw a killer quit. Because there is so many survivors that come and go out of the game, the devs can push the problem under the rug. The best thing survivors could do is not play.
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Never. If it would benefit survivors, it is never.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1923611#Comment_1923611
You really gotta be trolling at this point, you really are like Almo but at least he can back things up with his stuff.
You never see variables only stats, OoO users die the most, why? That is what they don't show, most killers will tunnel them out of the game asap.
So going by what you say since stats are facts then let's bring back 7 blink nurse.
DS purpose is still intact which is an anti tunnel perk, now it will be an anti tunnel not a free 60 seconds of pressuring gens.
Killrates are higher because survivors now a days are bad going against killers that actually know how to play the game, we have been getting good stuff for a while now and now survivors complain? What happened to the "we use DS because we get tunneled" or the git gud from the survivors to the killers?
Fair decent perks? OoO is a fair decent perk with a swf? Not at all, solo I guess, DS used offensively is fair? You must be a survivor only gamer if you think those perks are fair.
What is next? Old insta heals were fair? Old bnp? Old moris? Old infinites? Sending yourself to haddonfield with balanced landing is fair?
On your scenario: survivor is doing gens instead of healing? Guess you aren't getting tunneled for being a "good teammate", I guess it is hard to turn around to see if the killer is coming your way.
"Killrates are higher because survivors now a days are bad going against killers that actually know how to play the game"
Somehow in DBD survivors are all bad gamers and killers are all skilled gamers. Sounds very entitled to me.
Now I know why DS was unfairly nerfed. The devs actually has to cater to people like you. The ego must be protected.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1923422#Comment_1923422
You remind me so much of Almo the dev, just because it is on the statistics doesn't mean they are the best, according to the stats pig is the best killer also the most popular one.
Stop basing your things on stats as well since even the devs said "don't use stats to prove X thing".
https://forum.deadbydaylight.com/en/discussion/comment/1923453#Comment_1923453
Bbq got nerfed, ruin got nerfed, undying is the only reason people use ruin.
I don't see people not using DS after the first nerf in fact I see it more than before.
You must be over reacting or trying to troll one or the other.
Ruin didn't get buffed it got nerfed, before it was used for a bit just to find chases after that people didn't cared about it, it went from free early pressure to mid/almost endgame and even then it was horrible without undying.
If you can't hear a chainsaw then that is not the killer's fault is it?
Stats are facts. If 75% of a population in a country is white and 25% of the population is black, then that is precisely what that means. If 75% of people die in Dead by Daylight, then that is precisely what that means, only 25% survives. You are saying that a certain committee, namely the killer committee has had a meeting and declared that stats don't actually means anything.
In real life stats are solid facts and they are solid facts in a game. The developers can say whatever they want to satsify their players. If they say "ignore" they are probably trying to make you happy with the stats. I don't even think everything has to be balanced at 50%. But, when you have killrates at 68%, 73%, 76% and even higher, I don't think you go nerfing fair and decent perks that might actually increase the killrates even higher.
At this point, I'm going to say you are trolling when saying BBQ was nerfed. It's purpose is still intact. Decisive Strike's purpose is not intact. "There is nothing to be afraid of" - is supposed to be an escape from the killer's grasp. Being afraid to do the objective or you will lose it is now the theme of the perk.
Scenario: The billy is on the other side of the map. Survivor believes he is chasing someone else, but in trying to be a good teammate he works on the gen. The billy returns.
No it isn't the killer's fault, but the survivor lost a privilege for simply working on the objective. It is punishment.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1922191#Comment_1922191
"Everything get nerfed that is worth using."
Really? Where are the nerfs to BT, Unbreakable, DH, Adrenaline, Iron Will then? The whole survivor meta perks were literally unchanged for years (with the exception of BT and DS, which actually got changes, but you hardly can call them nerfs). Or do you watn to imply that the named ones are not worth it, only current DS is?
"Killer meta has been the same since leatheface."
######### are you smoking? Yes LF brought BBQ, but the perk on it's own is mediocre at best, only a threat with high mobility killers, and still has PLENTY of counterplay. 80% of the killers only use it for the bonus BP, and would switch it out instantly if it wasn't for the BP.
Meta has not changed? So Surveillance, Bamboozle, Pop, Discordance, Corrupt, Infectious, Thrilling and ESP. Undying have not changed anything? At least Pop and Ruin-Undying were crystal clear meta changes, the the latter was then changed after jsut a few months already. Compare that to the survivor meta, not changed for years. So if you are really complaining about a stale meta. don't be a hippocrite and complain about the survivor side as well.
"And as far DS, you won't even be able to work on the objective."
If you have time to work on a gen, the killer is not tunneling you. Whats so difficult to understand there? If you want to make extra sure, let yourself be healed before jumping on a gen again. The only thing that won't work anymore is using DS aggressively, doing gen or unhooking in the killers face, a thing that should NEVER have been possible! Heck, jumping in a locker and even taking protection hits will still work!
"Undying is not even getting nerfed ..."
We will see that, it's not as set in stone as you make it out to be. The current Ruin-Unduying can be very devastating if you have to go through all 5 totems until Ruin is gone. With the new one, your DH will have two lives at max. Given how crappy many totem locations are, it can still be cleansed within the first minutes. And there's no synergy anymore with multiple Hex perks besides Unduying. Only the first hex found will get a second life (if undying is not the first). Also, as if DH has no counterplay. If you know / expect it, unhook early so the killer does not have time to get far enough for their stack. Or bring Detectives Hunch, with the "gutted" DS you now have a slot free, or not?
"Killer perks don't get nerfed"
Like Pop's decreased timer, you mean? Ruin change alone was certainly no buff. It only became viable with Unduying. Old ruin had universal, albeit inconsistent effect without the killer having to do anything. New ruin has a consistent effect the killer has to work for. New Ruin is no threat at all on low mobility killers, except you three-gen yourself and do not find the totem. Old ruin did at least help a tiny bit there, if only for the removed skill check bonus.
BBQ and RUIN have always been killer's two favorites. Ruin was change into buffed. A variation of the two other perks always limited to a few popular ones, same as survivor. It doesn't matter which ones. You can't name a killer perk that has been nerfed like DS. Self-care as well but not as much. Balanced Landing was once a meta perk, I used to love that perk as well. What happened? Totally destroyed. I don't remember the last time someone used it. I'm not wasting my energy to think of others, but I know there is others as well.
Killer meta perks are never nerfed to an extent they are never used. Killer perks are never a detriment to use. Killer perks do not punish the killer for doing their objective. Killer perks do not require a survivor to do X or play in a Y manner. But I will say this...killer perks will punish the survivor for doing theirs.
"If you have time to work on a gen, the killer is not tunneling you."
Until he comes right back with his chainsaw. Or a Spirit phases right back.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1923307#Comment_1923307
I saw stats that nurse is the worst killer, what is your point? Both you and I know that is a lie.
Even the so-called worst killer kills 2 on average. I would imagine an outsider that was looking in at this game would roll their eyes. Luckily for this game and the devs, the survivor player base is desensitized at losing and are happy to play the game and accepting loss. Killers certainly don't accept it.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1923281#Comment_1923281
Freddy and leatherface godly...... While I agree there is not that high of a skill cap for either they are nowhere godly, Myers strong? You are the first one that I've seen say that, Myers has the worst start of every killer, he is also tall and his addons are not that great in fact the best ones are green and you could argue that the irri ones are really strong but against competent survivors they are not.
And after many years we got unbalanced and unfun stuff nerfed now we can say the same thing that survivors tell us, just adapt sounds like you are upset because you won't be able to do gens with DS up, DS will be a real anti tunnel perk.
I saw the stats, Myers was like #5 or something out of all the killers. Your expectations of a killer are too high.
I don't care about using a perk where I'm punished for doing the objective and then the killer decides to return and tunnel and a "decisive" perk is not there to use. I'm happy waiting for better games.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1922191#Comment_1922191
*Gasp* survivor meta builds haven't changed since the halloween chapter which was introduced at the end of 2016 it is 2021 now, leatherface brought bbq and chilli but killer meta has been shaken quite a bit, going from ruin for early free pressure to corrupt + pop to ruin and undying.
"Undying is not even getting nerfed" no it is nerfed but devs gave compensation to that which made it not have an aura reading perk on hex totems, no more rng it will be 2 chances so ruin and undying will be less effective but other combinations such as the one you mentioned will be stronger.
They won't touch licensed killers? They did touched PH and nerfed him in some way while made him stronger in others.
Didn't freddy actually get nerfed as well? He doesn't get bloodlust when spamming snares afaik.
Stuff like the one you mentioned "because it is a dlc they refuse to touch it" same can be said about the other side.
Freddy was buffed to be godly and leatherface too. Myers hasn't been touched but he's already strong. All licensed killers buffed and mostly OP. It's nice that they buffed PH to offset the nerfs they gave him. Too bad that doesn't happen with survivors. Laurie has been nerfed to absolute hell and Ash is totally garbage after they ripped everyone off. Others too. There is a very clear bias in the devs. If you don't see it, then I can't help you.
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License characters are a major embarrassment to the fans of many that have already been added due to bait and switch tactics. The killers are usually overpowered to boost sales and the survivors are handled via bait and switch tactics. I hope a new game developer can obtain the license to many that have already been added in the future.
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You lose it for being useful in the game. Only in DBD is that called a perk.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1922235#Comment_1922235
Not exactly, Object was pretty terrible in solo queue because it often just gave you away without any compensation besides knowing the killer is coming after you. To add on, the perk is really hard to use tactically because you could accidentally activate it by not looking at a wall. It was such a hassle to pick when you want object to activate without limiting your view point; it was so annoying and unfun to use alone. The perk would be at least mediocre paired with Sole Survivor, but that's two perk slots for a build that requires your entire team to die for it to be most effective.
The opposite is also true because the moment you have a premade with you, suddenly the perk becomes the best of the best due to how one survivor can track the killer for the entire team. It's just awful to play against, especially against defensive killers.
The rework solves LITERALLY EVERTHING, it's not annoying to use alone nor is it OP in a SWF. The developers actually did a 180° on the perk and more because the perk has a unique mechanic that allows for some dynamic gameplay. The perk can be used alone, it's pretty cool that Sole Survivor isn't required to make the perk somewhat decent in solo queue.
All in all, the developers made a perfect rework for the perk, at least in my eyes. 😄
How would the new version help solo queue? You are better off using Alert. Alert is a better perk because the killer can't see you. If I played this game, I would never ever touch this OoO, I would use Alert instead because it is better. However, I don't care where the killer is at. Most decent survivors would have a little sense of where the killer is located.
You proved with your sole survivor example that survivor perks are always a huge detriment to use, in this case everyone else has to die. Just like Power Struggle, the stars have to align perfectly to use it. Killers don't need stars to align perfectly, they can play normally and get value.
It only solves LITERALLY EVERYTHING for killers. And on this forum, that is all that matters.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/224427/the-worst-thing-about-the-ooo-change
I actually believe this is the best rework the developers have ever made, it really solved a lot of problems the perk had in SWF and solo queue!
Huge props to the developers, they made OoO a balanced perk
andfun to use!They are good at helping killers. It's only balanced when killers approve of it.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1921419#Comment_1921419
There´s also a lot changing for Survivor in a positive way.
Moris, one of the most unbalanced things in the game, are now pretty much without any impact sans 2nd hook DS prevention.
Undying gets severely nerfed soon.
Freddy is up for nerfs.
Iri heads 100% will be looked at in the near future when Huntress is due for her update.
Please try to look at these things a bit more calmly. DS is still as good an anti tunneling perk as it was before. The nutty broken aspects of it are getting addressed. Personally, I was not one of the people that was burning for a DS change, but this seems so tame. I´m very sorry but the complaints about this all sound exactly the same to me as the salty Killer tears when Pops duration was changed to 45 seconds.
Nothing is positive on the survivor side. It's a dismal experience. Everything gets nerfed that is worth using. Meanwhile, the killer meta has been the same since leatherface came out. But, because it is a killer DLC they refuse to touch it. Perfectly acceptable that 99% of killer mains use BBQ for an advantage.
I'm calling it now, Freddy will hardly be nerfed. They might give him a very tiny number change and call it a day. He will still teleport to survivor objectives at the blink of an eye, use aura perks, remove objective progress. Meanwhile, survivor has nothing to combat. And as far DS, you won't even be able to work on the objective. Claudettes will hide behind bushes to save their DS and the game will be lost even more than it was before.
Undying is not even getting nerfed, it is getting buffed so Devour Hope is twice as hard to remove. On certain maps the killer will win automatically. Killer perks don't get nerfed. They get buffed (look at Ruin).
I have no faith in the Huntress nerf.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1921188#Comment_1921188
You can't rely on those numbers because they don't take into account all the complexities of the game.
The general consensus is a well organized SWF team is stronger than most killer setups. Veteran players have been saying that for ages now.
Not everyone has the luxury of playing in a organized really sweaty SWF to stand a chance at winning.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1921044#Comment_1921044
Your first statement is well taken. Although, to be fair that's a pitfall nearly everyone falls into.
Just remember that people aren't doing the community any favors when they defend overpowered perks. They're just making good change more difficult.
When killers win an overwhelming majority of matches with ease, there's no such thing as an overpowered survivor perk.
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Good for you, there's a lot of other good games to play. Where you won't be facing constant nerfs.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1920869#Comment_1920869
McClean said on Twitter that DS will only deactivate based on the player's actions. So unless you're progressing the game, DS will still function. In other words, a true anti-tunneling perk.
Also, I use the word salty when someone complains about something that shouldn't be complained about.
It isn't really your decision to decide what "shouldn't" be complained about. For people that enjoyed using DS has a right to be distraught at how the perk has went to hell with constant nerfs for sole purpose of making another side happy. DS users bought and played the game the same as you.
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@Yords said:
It would require much more skill to sneak in and rescue them successfully. BT would help as well. I feel like the killer should be rewarded for hooking more than one person in the basement since it is unique and very useful if you need to make a comeback.
It doesn't take any skill for a leatherface is stand in the basement and just secure half of his objective. In the case of DS, something that is supposed to be a "perk" is lost when trying to help the team because unhooking someone loses the perk.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1920314#Comment_1920314
Yeah sure, NOED is really meta perk that isn't used by mainly bad killers. Knowing you, you've obviously dismissed that NOED was nerfed several times as well and will get more changes in the future, community isn't happy with it so I'm certain it won't stay they way it is forever.
And tinkerer by itself is still pretty useless, nowhere near the meta unless you pair it with actual good stall perk and a mobility killer, nowhere near as universal as DS. Go ahead and take it on any slow movement killer without slowdown and you'll see how meta it is.
For someone who doesn't rely on it, you're one the loudest people complaining about the changes it gets that don't even affect tunneling at all. At least it's entertaining to read what you write as it usually can't be taken seriously. The change is no big deal if you don't cheese DS to get free objective progress, after getting unhooked don't hop on a nearest gen but get away to a safe spot and heal there, in place where you won't get tunneled.
Why should killer get consequences for dowing and hooking survior who was working on a generator/unhooking in his face ? Should survivors get stabbed and downed by a generator if they work on it too long ? There should be consequences for failing at something, not at beating the other side at something.
"Why should killer get consequences for dowing and hooking survior who was working on a generator/unhooking in his face ?"
That is a perk. You were tunneling. Doesn't matter what they are doing.
Why are you in the survivors face tunneling?
See how that works?
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1920189#Comment_1920189
Oh yeah, tell me single killer meta perk that activates from survivors finishing gens that makes huge impact on game's outcome.
All good killer gen defence perks work only if killer manages to catch / fend off and hook survivors, not reward them for failing to defend gens and activate from gens poping.
It's people like you who rely on perks like DS to let them cheese some objective progress risk-free. Actions should have consequences and DS promoted actions that would instantly kill you had you not have it. Use it as anti-tunneling perk and nothing has changed, try to cheese objectives for free at your own peril.
NOED.
Also Tinkerer rewards killer for doing nothing and punishes survivor for doing the objective. On a high mobility killer, this is a free win on anything less than a top 4 man SWF.
I don't rely on DS, I especially don't as much as killers do with killer perks. It is the principal of it.
To correct you, bad killers picked someone up after working on a gen if they had DS active. Your own fault. You should have the consequences here, but the devs will be removing it. You are still tunneling whether they went to a gen or crouched somewhere near it. You went "back to the hook" to chase the same survivor. It should not have mattered what they did at that point.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1919811#Comment_1919811
"How is doing the objective abusive?" followed by "Killers can abuse it now for the reasons I mentioned."
So killers who's objective is to kill, chosing to do their goal with option through tunneling can somehow abuse the new DS even when it's still survivors choice to disable their DS.
You're basically writing a double standart here. Survivors should be able to progress their objective without any hinderances but killers doing their objective should get punished.
Killer's objective is to kill is as much as survivor's objective is to complete generators and heal. The double-standard is with you and the devs. Killers have loads of perks that punish the survivor side for doing the objective, now survivor has a perk of their own that punishes themselves for doing the objective. How much help do killers need?
I can already visualize folks not doing generators to save their perk. That is horrendous to think about.
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/1919375#Comment_1919375
So you are planning to leave the game because on perk was nerfed. Actually it wasn't really nerfed because if you used for anti tunnel it still serves that purpose. If you used it for abusive purposes, then I'm sorry but in that case this is a healthy change.
You say it's not a strong perk, this was true about old ruin, undying etc. I believe this change is very healthy for the game.
It was never said to be specifically anti-tunnel. It doesn't even serve that purpose well and it for sure won't now. How is doing the objective abusive? Killers can play the game normally but survivors can't?
Killers can abuse it now for the reasons I mentioned. The perk will be so bad it won't be used, therefore It is definitely not a healthy change when you lose a perk for doing the objective and when there is no obsessions everyone will be tunneled. It's only healthy for killers, to make the game even easier for them where 4K bloodbaths are the norm.
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When I first heard of the news yesterday and read a picture of the perk description, I immediately thought it was a prank because it was clearly written by a killer main. It was written exactly how killer mains want it. I had to go watch a vod of the stream to confirm it was true because I couldn't believe it was being nerfed yet again and in a way that killer mains precisely want it.
It is not about how it was nerfed that is important here, it is why it is nerfed. Decisive Strike was not nerfed because of balance reasons. The devs never said the perk was too strong, they strictly talked about the fun factor for specifically one side. It was nerfed because killers didn't like the perk. Killers demand to be totally in charge of their opponent and always oppressing them. DS doesn't win the game by having it equipped, it made the experience playing that side a little more bearable. It was a "fun" perk to use but at the same time a "required" perk to use because despite the rhetoric from the killer side, tunneling is the most effective way to win the game. I know because I play killer as well. If I want to win, I can tunnel someone out of the match and there is nothing that team can do. If it is a SWF team, they'll do anything to help their buddy and then it throws the match. I've seen it from both sides since the game released.
With deactivation conditions which I've said on this forum numerous times which the devs have chosen to ignore, a killer can stop chase after a survivor has been unhooked and if they find that survivor with nurses calling, THEY ARE TUNNELING. The perk is useless. They can work on the objective and thinking they are safe, the killer can stop chasing and return to THAT SURVIVOR and TUNNEL. The perk is useless again. A ghostface can hide, wait for the unhook, wait for the survivor to heal or touch a gen AND PROCEED TO TUNNEL, the perk is again useless.
This perk was nerfed for the benefit of one side at the cost of the other side for not balance reasons, but strictly FUN reasons. It has been nerfed at least five times.
So to answer your question, if you are a survivor main or play solo or duo, then you should definitely quit. This side has been nerfed constantly and consistently for five years with total disregard to mechanics freely given to killer that can make this side miserable to play. Instead of nerfing DS, more perks should be buffed to even discourage its use to help against unfun mechanics. Why couldn't Discordance be buffed instead of nerfing DS? Keep in mind, Infectious Freight on Nurse, Spirit, Oni, Billy are all still a thing, Infectious Freight has never been nerfed, keep in mind it can be abused to cause the survivor side to be miserable. The devs and killers think this perk is healthy, obviously, for the game. An insidious camper can still camp with NOED. A bubba can camp someone in the basement and there is no possible out, a killer recently BUFFED! The devs think this is healthy, obviously.
For me personally, I can not wait for Back 4 Blood, I've been thinking about that game a lot since it was announced and this nerf has made me even more excited and can't wait. Guess the best part is of B4B? Characters will not constantly be nerfed in that game, it will constantly improve. When you enjoy something in that game, you won't have to worry about something being taken away from you. Especially after you bought it.
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If there is indeed a killer shortage all of a sudden, it is due to the role having a lack of challenge and being stale. Four years of constant survivor nerfs and perk nerfs to hand hold new killers.
I can't wait for back for blood to release. Will be able to enjoy that game without constant nerfs. Zombies don't want their hands held :)
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Like feedback from a survivor perspective matters regarding this perk? Give me a break.
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The downside is doing the objective. That is not a perk.
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I needed to a good reason to quit the survivor side. So I'm happy. Not playing a side which is totally controlled by the other side and you are inhibited from actually doing the objective.
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Nerfed for the fifth time. It shows the devs will do anything in a desperate attempt to satisfy killers at the cost of the substance of their characters and content. Apparently they've made enough money on the Halloween chapter and a middle finger to everyone that bought it. I was already playing a lot less survivor, I will definitely no longer play that role if I am punished for doing the objective. A killer can hide and tunnel when survivor does said actions with no repercussions, killers have perks that punish survivor side for doing the objective. And the perk was not even buffed to compensate, they can still stare at you at the ground while it deactivates. Unbelievable how spineless the devs are in this game.
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When nurse was released she could have more than 5 blinks, no cooldown, and move at normal walking speed. Don't you think she was nerfed enough? Most nurses I believe quit due how much she been nerfed. With how nurse is now, they have to never miss to actually do good.
You could stop running in a straight line and try to juke, it is amazing how well that works.
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Probably because he actually requires some effort. If a killer is perceived weak, then that killer is probably a fair killer to verse. One that requires as much effort to play as for the opposing team to have a chance to win. A strong killer or an overpowered killer is one that where one player can play comfortably and win yet the other side most likely loses no matter what they do.
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If nurse was easy, you'd see nurse all the time. Even when you are experienced playing nurse you need a stiff drink after a few matches. You don't even account how difficult she is in corn and how dead hard totally counters her. Nurse is unique and that's fine.
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Unfortunately, in solo q, it is not feasible to try to do the gens with an overpowered killer and meta perks. Even a well coordinated team can barely win against such. It is smarter to get as many points as possible before the game is over, if you are in solo q. The gates will never be opened unless the killer is a noob.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1908489#Comment_1908489
If she has loops that invalidate her she isn’t uncounterable that goes against the word
Only in a very rare situation. Most huntresses know all the crevaces to throw through, knows how to fake at a pallet. They can hold the hatchet and walk around a loop and a survivor can't do anything. Too much advantage.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1908416#Comment_1908416
What about things like rock loops that invalidate huntresses power completely? Or maps like Hawkins or lerys that make it much harder to play her.
She is strong yes but far from uncounterable like spirit or slinger
Why shouldn't those things invalidate her power? That's the only way to keep from getting hit. But this shows how overpowered the killer is, if you need a map like Hawkins to maybe stand a chance.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1908356#Comment_1908356
Huntress is the most middle of the road killer atm. She is map dependent and certain loops are unplayable for her
If you’re looking for killers with no counter look for slinger or spirit. Huntress is fine
Huntress has 5 chances to hit you, Slinger has only 1. But, yes, there is a certain amount of unfairness to both of these killers too. Stealth is the only way to beat them, however killers have everything they need to negate stealth.
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"Huntress never misses for example."
Huntress is honestly an unfair killer in DBD to verse. She was fine in 2016 when survivors were much much much muuuuuch stronger in so many ways from perks to bigger maps with many more pallets and perks were much better. Toolboxes could instantly repair a gen when she was released.
Now it is the opposite and the coin has flipped, killer perks are at so many times stronger than survivor perks, most of the killers have been massively overbuffed as well. Huntress has remained exactly the same and now a good Huntress can't be defeated. Hitboxes are gigantic and with dedicated survivors you can't dodge them. Anyone on here that says you can counterplay a huntress has never played against a good one. They've learned the hitboxes and you can't even hide behind a barrel because they know that razor thin blanket of air above they can throw over and it magically hits your head. It is so bad I don't try any more because there is nothing you can do.
If all of her advantages are not enough, she has the Bubba advantage in which you can't save with her. She has no cooldown after a hatchet throw so she can instantly M1. That is still not all, she now still has 4 more hatchets to down anyone she wants in close proximity easily 2 hits to bypass borrowed time.
If that is still not overpowered enough, she has an addon that turns her into a loaded shotgun. It blows my mind how the devs have not touched this killer.
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Solo Q is at a huge disadvantage even if all 4 stay in the match.