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SpyUA

SpyUA

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  • @CrypticGirl said:

    I'd say much of the same things you mentioned. Tunneling and slugging are indeed iffy ones. I get tunneling and slugging in late game to regain some pressure after a poor start. But you've got some Killers who will tunnel and slug for toxic purposes as well. I had a Ghoul tunnel me out because I'm a TTV (it was in their username). Another tunneled out a Sable and then became friendly with the rest of us (they declared in their username that they tunnel Sables).

    For slugging, you know there's slugging to avoid flashlight/pallet saves, and then those who play solely to bleed everyone out from the start. The latter is an example of toxic slugging.

    And then Survivors can also be toxic to each other as well, which is the most infuriating thing for me. They can pin you in corners and you can't do a thing about it. They can lead a Killer to their teammates. Sometimes it can be accidental, but if it happens throughout the match, you know it's no accident. And then the unhook spam. The devs say they've patched that out, but I've seen it happen after that.

    I tunnel and slug because I want to win the game and it's hard to play without those strategies as the game is survivor sided (there is proof and facts). Especially when I play ghostface without those strategies it feels impossible to win on weak M1 killers. I personally don't understand the complaints about when you are tunneled, it's obvious that chasing is much more fun than doing gens, the only thing you are losing is blood points from gens but more fun and skill based experience.

  • @Rokku_Rorru said:

    We are getting some unique perks in the new ptb, so I'm hopeful we'll get more interesting powers as time goes on for both killer and survivor.

    That said I love 2v8 for its simplicity sometimes, it's a welcome variety.

    The new hex is literally twack (skull merchant perks, however it's spelled) and the one with haste on blind and stun... The haste on blind is similar to shadowborn.

    Survivor perks, the permanent charges is like fast track for healing, the haste perk is budget lithe with no exhaustion and picking up the pallet ability (stun the killer in shack and vault back to pick up the shack pallet and vault speed to not get hit or lithe cuz those two perks can stack, pretty strong imo).

    Not really that unique I would say.

  • We really need diminishing returns for gen rushing

    It's actually crazy that you can do a gen in less than 30 seconds by yourself (I have a video of gen being done in 22 seconds by one survivor with diminishing returns being in the game), hyperfocus + stakeout are not affected by dimishing returns. It takes 90 seconds to complete a gen so you can repair THREE extra gens in time it takes to complete one and it's by one survivor but there's 4 so 2 survivors can do the gens in less than 3 minutes (probably 5 and if you think that's long then ds should become shorter) while the other 2 loop the killer (this if killer has no slowdown but slowdown also needs time to activate (loop the survivor down them then hook them which takes more skill than sitting on a gen) and imagine if killer is not tunneling/slugging then it's just impossible to win). Imagine if I said that there should be dimishing returns for stacking like if 4 survivors have ds then it's timer is spread between 4 survivors so 15 seconds of ds only for survivor (btw survivors get 16 perks and killers gets 4 and it's pretty often that 1 survivor perk is equal to 1 killer perk like ds = pain res in strength basically), you wouldn't like that.

    If you really think that is a needed feature then I hope you don't complain tunneling and slugging, the game is survivor sided according to stats and facts (I can give a really good example of the game being survivor sided if you need me to).

  • @Aven_Fallen said:

    I fully agree that the Killer Perks are mid, but calling the Survivor Perks busted is really a big stretch.

    Wide Open Throttle currently is completely overrated. The Perk does not provide any distance on its own and while it sounds busted to recycle Shack Pallet, it will most likely result in a Hit. Which then begs the question, why even drop the Pallet at all if you get hit anyway? You also cannot really control when to use this Perk, at some point you have to vault a random unsafe Pallet because the Killer is mindgaming it and this will just result in the Survivor getting a Hit and the almost non-existent value of an unsafe Pallet being up again.

    I dont know yet how I feel that it counters Dissolution, but Dissolution is such a cheap Perk on certain Killers, I dont mind if it gets a little bit weaker because of that.

    Lend a Hand is bad. Your points dont stand at all. You mention an SWF and while SWF is the ultimate Scapegout, a competent SWF will not use such a Perk. They have access to other, way better Perks and therefore you will not see Survivors stacking up their permanent healing progress on one Survivor. The combination with Resurgence is also a nothingburger, I mentioned it in another Thread, but since you have to cleanse a Totem before to activate the Perk, the benefit will be 0 in the end, since you dont really save time overall. (Which is probably the reason why they added this requirement in the first place)

    Cross-Examination is more of a Killer Perk to be honest. Yes, this means that Survivors can use Flashlights more efficiently, but you know what is not efficient? Using Flashlights. I guarantee you, this Perk will get more Survivor Teams lose because one person decides to follow the Killer around.

    My biggest issue with Wide open throttle is it encourages holding W play style which is very annoying to face especially on 4.4 killers and if you stun the killer and vault back it's not a free hit, you can just use vault speed perks to guarantee this. As I think about this perk countering dissolution I don't think it's really that bad.

    Lend a hand problems are is a potential of healing quicker than killer can hit you like it was with circle of healing and how it stacks with conviction, power struggle and some other perks related to downed survivors like those that gives endurance on picking up a survivor or when for you when you are picked up, this has teh fast track potential imo and the requirement to boon is to stack it with circle of healing or exponential, like this perk is bad by itself or in solo q but same thing with shoulder the burden and it's a busted perk in swf.

    Cross-examination is weak but it's the killer supposed who is supposed to chase the survivor not survivor chase the killer, this perk needs a rework so it's not as bad, and sometimes one flashlight save at the beginning will lose the game for a weak killer like ghostface or trapper. Also this perk makes the game harder for killer who are not very experienced.

  • @Meg_Survivor said:

    This statement is starting to get so annoying! “If killers are tunneling, you need to learn how to loop better” its honestly the dumbest thing i have ever heard in my life, killers can still tunnel even if the survivor is really good! or they can just tunnel for literally no reason at all, Tunneling out a survivor doesnt always mean they are bad at looping, honestly when most killers dont like a certain survivor even if they did nothing to them they will still tunnel them out, the way certain killers think will never make sense to me fr - we needed that anti tunnel update and now we get nothing smh

    I think it is annoying to get tunneled but looping better does have a big role in it as in the pallet density update (before the 9.3.0 and there even now still more pallets than before) required no skill to loop killer and windows of opportunity turn on auto-loop mode and if someone still struggles with them it's their problem but I see what you mean and what we should tell survivors is to know how to avoid getting tunneled I have three main things that make me tunnel 1. When they use anti tunnel perks like DC or just body blocking of the hook 2. They should try to actually hide when they hear terror radius when they are death hook and when they are the only person I see I have not many choices 3. The gens speed is to quick so I better get someone out of the game so going for death hook survivor would benefit me because they are the weakest (showing they should loop better but hiding it's all they need)

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/460726/will-the-survivors-get-nerfed-with-gens

    pretty much the issue we are at…its bottle necked to the solution of gen speeds that no survivor will ever want. killers struggle to keep up with the speed of gens, especially slow, m1 killers….so they tunnel and slug to speed things up to be on par with gen speeds. survivors want tunneling nerfed because its boring and op but when killers say slow the gens down so i can play the way you want me to play and spread hooks the response is always NO. cant have it all lol, faster gens fly, faster killers need to kill and vice versa. slow gens down, nerf tunneling and you would think everyone is happy but sadly thats the case because no survivor wants longer gens.

    @UnicornMedal said:

    Naturally you're going to see insane things in clips and compilations. The reality is that you're likely doing better than the average Survivor and limiting gens to improve your trials will lower the quality of theirs.

    I do play survivor a sometimes, a bit less than killers and I understand that survivors would hate it but my proposed solution makes it longer just at the start of match and can be changed to 90% when there's five gens and just for the first gen and for then for second 95% and other 3 are at normal speed. This can be just applied to killers and with no map traversal. This would make enough difference's to weaker killers to improve their quality. Also in my mind I thought of that the PTB would go live with no changes. And just adding pop goes the weasel for not tunneling and slugging would be fine for weak killers. Any of those two changes would not make killer's that much different from now and this would equal to the pallets survivors have now assuming they are not changed (as they said they would lower it and weaken some of the loops in recent livestream).

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