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All just my personal opinions.
Revert EGC changes - Changing it, I am for. Reverting it completely, I am not.
Increase FOV of crouch - Yes, I am on board.
Delay the Roar - Also on board.
Increase crouch movement speed - Nooot sure how I feel about this? Maybe as an add-on.
Speed up timer whenever gen is completed - I don't think this really solves the Pig's problem; Survivors are better off doing gens anyways (or 99%-ing them).
Add-ons:
Workshop Grease - Better than the current one, but I would not use it.
Shattered Syringe - 1.5 additional seconds is a fair bit considering that (according to the DBD wiki) she can cover 16 meters in 2.5 seconds. I would tone it down some.
Video Tape - 5 seconds of dashing is a LOT. If you use both this and Syringe, you are covering almost 42 meters in a little over 6 seconds. To compare, Legion's Feral Frenzg currently 1) Covers 50 meters in 10 seconds 2) Can't straight-up down a person without a Very Rare perk 3) Has a cooldown after use. I feel like this would be absurd.
Razor Wire - See Workshop Grease. At best, this only hurts lower ranked players while higher ranked would not care.
Utility Blades - I feel like this has a similar problem to the other penalty add-ons where it is only useful when chasing the Survivor, which defeats the point of the RBTs.
Face Mask - This seems miserable for Survivors. Imagine this + Tampered Timer.
Interlocking Razor - Tbh, I think this should be base kit.
Amanda's Secret - I worry this might be too much. Combined with Video Tape, you are making a souped-up version of Old Legion with more benefits on top of that (with RBTs).
Rules Set No. 2 - This + Face Mask = Misery × 10
Amanda's Letter - I'd be okay with it having no downside, but this is at least better than the current one.
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@[Deleted User] said:
In my opinion, I feel like Hag should either be slowed, or have a timer on teleport. The ability to TP anywhere on the map in the blink of an eye kind of makes her really unfun to go against.
Sure, you can argue that Freddy can teleport to generators, but it's balanced, because it's not instantaneous.
She can only teleport when she is within a certain distance of a tripped Trap, though. There is an add-on that gives her unlimited range, but that actually does give her a cool-down on teleports.
As for OP, I'm not entirely sure it is necessary to buff her that way when she is already pretty solid as-is? I mean, maybe it would be worth testing in a PTB, and if it is harmless enough, implement it in live?
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I guess here's my issue: Traps are meant to be a stalling tool first and a killing tool second as far as Dead By Daylight is concerned. This is reasonable because making them a killing tool first would likely lead to too much frustration for Survivors, which isn't good from a Survivor perspective. But when the "death" part in "death trap" is such a distant second that it will virtually never happen (except when the Survivors deliberately choose to make it happen), what is the point of there being a character themed around death traps to begin with?
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/634949#Comment_634949
Honestly. What's FAR more problematic is when you have Solo's who don't care about letting you live and just complete another generator anyways.
I mean, this is very true. If they don't care and just power through anyways, you're probably just dead unless you get super lucky. Like, not even "gimme a minute, guys". Just dead. That is just a big no-no. Pray your teammate isn't a jerk.
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To be fair, they also posted this a few days ago:
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/634813#Comment_634813
The whole strategy is to chase them until they die.
In theory you don't need a trap for this.
The method of saving them is different but it still exists, you just need to shake off the Killer.
Is that plausible? Eh, probably not. Is it possible? Absolutely.
And again there is option A.
Step 1: Find the Pig
Step 2: Search the box that is furthest from the Pig
Step 3: Repeat
Is it super consistent? No. Is it plausible? Yes.
The difference between chasing them forever and ever with vs. without the Trap is that without the Trap, the other Survivors can do the gens and let that person theoretically escape. Even with the Trap currently, the Survivor can theoretically keep the chase going such that they can have the others escape and then go through the Hatch. With OP's idea, that doesn't really work because doing two gens with the Trap on = immediate death, which means (worst-case scenario) the Hatch can't even spawn in time.
And as far as your idea, that is an issue because the Pig can easily just patrol the boxes non-stop knowing that the Survivor has to eventually be at one or more of them. The Trapped Survivor in question would basically have to be opposite the Pig at all times, which is just not reasonable when the Survivor has to eventually show up at one of four specific points and just hang there.
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I have zero intention of prestiging any of my characters.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/634785#Comment_634785
So is camping. You guarantee 1 Kill to guarantee you lose 3 others
The thing is that it's possible to save the camped person under the right circumstances and with enough teamwork. If someone gets Trapped here, the Killer can absolutely force a kill, and ain't a damn thing that can be done about it.
It ain't that it's OP but rather that it takes the frustration people have with camping and takes away any answer to it, which is just really bad design IMO.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/634753#Comment_634753
Option B resolves like camping. You get the kill but everyone else escapes anyway.
Well, that's kinda the problem. It is about as guaranteed a kill as you can get.
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If you scroll down a bit, you'll see that the next Chapter is clearly based on Jojo's Bizarre Adventure.
New Survivor: Jotaro Kujo
New Killer: The World
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/633386#Comment_633386
A: The Trapped Survivor going immersed
B: The other Survivors 99%ing all the gens while you are doing this.
A: How can the Trapped Survivor be immersed while doing boxes?
B: 99 =/= 100. I just keep tunneling until they are dead, and if anyone decides to push that 99 to 100, the Trapped Survivor dies anyways.
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(If I am being honest, the one thing I would like to see for Borrowed Time is that it does not work once the Exit Gates are powered. I think if there is one time camping shouldn't be punished, it should be during the end of the game when leaving the hook basically means they have a very good chance of escaping if unhooked. I'd even be willing to have BT buffed so that stealth Killers can't counter it if I could have that in exchange.)
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/634368#Comment_634368
Take a look at this link and the second photo specifically, to be fair it could still be a fabricated picture.
https://imgur.com/a/XCZzpBN
I mean, it's pretty simple. If someone with a PC copy of the game can dig through the files and find that exact pic, that would change things a lot. I'm not holding my breath, but I'm just saying.
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/634348#Comment_634348
The one and only thing that adds a tiny bit of credibility to this is the fact that it was found in the game files.
Was it actually found in the game files, or did someone allege they found it in the game files? There's a world of a difference of credibility between the two.
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@Digwiid said:
Let's say it is fake and just a mix of different icons, where's the hair from?
The alleged faker could have drawn it themself. The actual head is definitely a mash-up of Devour Hope and Myers's mask icons, though.
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Reminder that the original Borrowed Timer did this before it was changed, only it was once per match. Assuming I am understanding OP correctly, it appears that OP wants the old Borrowed Time back, only to make it unlimited-use like the current Borrowed Time. Take that as you will.
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Many thanks. Time to work my way towards getting Iron Grasp and Mad Grit for Nurse and scare the pants out of unsuspecting Survivors.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/633651#Comment_633651
Well, they did it with moonlight bouquets and event offerings. I don't see how it would be possible to disable perks and addons the same way
I dunno, unfortunately. It's something the devs should really look into IMO.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/633570#Comment_633570
This, or even more simple: take them out till fixed
This is the best idea, but apparently devs say that is currently not something they can do.
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If you want to do a mori daily with Rancor, just let them do gens.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/633567#Comment_633567
A better way imo. These aren't exploits like back then on asylum when survivors where on spots you couldn't down them. These are just perks/addons who everyone can equip without having the plan to abuse an exploit
Then announce which ones are obviously bugged and warn people in-game not to use them or face the consequences. Ezpz.
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@darkblood9087 said:
I'm sorry but this wouldn't be possible without breaking the game, the fact is that if they would add a kind of wheel to say the direction of the killer or what he's doing just like fortnite mobile did, it would be used by every one because they don't know if you are deaf or not and every body would end up using it, and it would be a huge buff to all survivors
I mean, mobile DBD has visual queues for TR and noise and whatnot, regardless of whether the player can hear or not.
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@DaS_only said:
Exploit can happen by accident. Wanna ban people who used an exploit by accident? Lol, imagine. Devs job is to fix exploits, not ban people (at least in the first place).
@indieeden7 said:
There will be players who exploit unintentionally and if they had known it was an exploit, most likely wouldn't have done it. The devs should warn players before banning anyone.
Just ban for the super obvious ones, then. And make sure the news page announces that people using the exploit will be banned to further safeguard.
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As someone running the Mad Grit + Agitation + Iron Grasp set-up, I am all for this. :P
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1) I am all for changing the interaction between Pig and EGC, but simply making Traps work again with no substitute I am not. Pausing the EGC timer while someone is wearing a Trap is a good way to do this.
2) Deliberately pushing Traps to kill more is not the right way to make Pig better IMO. Shortening the timer is not how I would do this. Making Box searching take longer couuuuuuld maybe be an option, but something would have to be done to make sure that it does not become problematic with Bag/Crate of Gears.
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@avilmask said:
@Tag That's why I said 60s timer shouldn't be a thing. So you don't actually have to let them go to make a use of it. I.e. mangled effect goes away only when healed. With 60s it's a pointless add-on, as I also described in my comparison with Bubba's add-ons.
On it's own, I like an idea of adding some "initial" effects to ambush, because right now there is no point in using it as a first attack (ambush, huh?). You might as well just walk up and hit them without alerting with a roar.
I also said that new Face Mask would work if survs would be forced to work gens with their helmet on. With current add-on set this add-on also is pointless, because survs gonna do gens with their helmet on only if they're really clueless.
If you make it where it is Mangled until they are healed, then there is literally zero scenarios where I would use the proposed Utility Blades over Sloppy Butcher. I like the idea of inflicting penalties through the Ambush attack, but the reality is that Sloppy Butcher renders almost every Mangled add-on pointless. Broken I'm at least okayish with.
I am aware, but what I am saying is that I feel like it would not be a good add-on even if the Survivor is not permitted to work on the Boxes until their trap is active. The likely result of such a thing IMO would be that they will be working on the gen for a little while until a gen pops and then they just go to get the Trap off. If that takes a while to do because you were successfully defending the gens, you probably didn't need either perk to begin with. You are forcibly delaying the immediate benefit of them working on Jigsaw Boxes in exchange for a meager amount of action penalty that only affects one person.
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@avilmask said:
@tag You really prize that juicy increased bleeding, don't you? For me 90% Sloppy Butcher is just a permanent mangled effect on hits. Sometimes I wouldn't mind using "5th perk" instead of whatever current yealow or brown perks are. Except for the belt and tape, of course. But they get burned fast if you use them all the time and don't really level up pig anymore.
Timer and gear add-ons are rare and finite, that's their downside :(
I guess, I can understand your point, why you want ALL perks work at any level.
I value the fact that Sloppy Butcher does not force me to use a specific niche attack in order to inflict Mangled, and I value the fact that I do not have to repeatedly spend blood points to use this weaker one-time-use version of Sloppy Butcher. The one scenario I can think of where I would rather have Utility Blades is so unbelievably contrived that I would never consider it to be a thing (successfully Ambush the Survivor, let them run off, let them heal, have them work on a gen or Jigsaw Box, grab them, hook them, let them get unhooked, and then have them try to heal again...all of this within 60 seconds).
I would just use one of her other add-ons that are better than Face Mask, then. The proposed Face Mask idea is not worth it, IMO.
The thing is that there is a difference between "not being useful enough at higher ranks" and "being borderline useless at higher ranks." We should really work toward eliminating the latter as best we can.
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@avilmask said:
@Tag On Utility blades I would disagree. But might as well make it so mangled is not removed until healed. It's usually not a bad idea to give an add-on that cane save you a skill slot, especially when you just look for a filler.
60 secs limit suffers from the same problem Bubba's add-ons do, those ones that add slowed down gen repair for 120s after chainsaw down. Because by the moment surv is done drying on the hook, it's almost gone. And point of chases and ambushes is usually to succefully finish the chase with a down. So why bother with 60s sloppy?
Now, broken state can be used to counter insta heals. Sort of Franklin's demise in add-on form against medkit party.
Face mask could be really good with my idea of RSN2 (inability to remove a mask until it's active).
So I mostly like offered changes, because they look like a set of utility tools that you think about taking on a specific mission.
Now, about skillcheck perks. I often use them for giggles, and it gets especially funny if survs die from failing too often. Doesn't work on higher levels. But do all add-ons really must be viable on highest ranks?
Why would you ever use the proposed Utility Blades over Sloppy Butcher? It is worse in just about every way.
I don't think I'd even use Face Mask in the scenario you propose. I'd rather just slap on a Timer or a Gear add-on.
I think add-ons should do something in higher levels. They don't have to be much, but they shouldn't risk being a DETRIMENT at higher levels.
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Everything is only my personal opinion and nothing more.
Workshop Grease - Upping the Skill Check odds is actively bad IMO, and reducing the success zones is not a good trade-off.
Utility Blades - Not worth it while Sloppy Butcher exists as it currently is.
Razor Wire - See Workshop Grease. As an additional note, playing around with the reduced Skill Checks puts the add-on in that undesirable position of being largely useless against higher ranked players while also being problematic against lower-ranked players. This problem is upped by a lot when paired with Interlocking Razor.
Face Mask - As-is, I assume this does not apply to Jigsaw Box searching, which would not make this worth it IMO.
Rusty Attachment - This might be okay at Uncommon. At Rare, I think it is not worth it.
Interlocking Razor - Not much of an upgrade in a vacuum, to be honest. Then you have the problem I mentioned earlier when talking about Razor Wire.
Bag of Gears/Crate of Gears - You have more than doubled the stall power of these two add-ons when used together. Sure, they no longer speed up the Trap placement, but that was only a minor convenience at best. Using both together, it would take a Survivor 23 seconds to search one Box. Considering that Crate of Gears raises the timer by only 30 seconds, it is super easy to neutralize the downside of Crate of Gears by just interrupting a single box search. Even if you use Crate of Gears and Tampered Timer to neutralize the downside of Crate, the total stall power is still stronger than that of the current Bag + Crate.
Amanda's Secret - Sure?
RSN2 - This seems like it would just be super frustrating for Survivors, especially if you can still see the Boxes yourself.
Amanda's Letter - Not really worth an Ultra Rare add-on slot in most cases, IMO. The only real exceptions would be pairing it with Crate of Gears or with RSN2, which I think would end up being more frustrating than anything.
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@Hoodied said:
The one time I read rules something cool pops up, but its not taken down yet so most likely fake my friend, cool ideas, but fake most likely
OP said that they booted up their game to confirm it is there, so...
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Pig needs a gun that shoots Reverse Bear Traps.
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@mjayybb said:
To be active, generators need to be being worked on, right? I can't figure it out. My pig capped out at level 50 and the traps are super helpful when they do work. But i have seen several people run out of the exits with traps on while the indicator is red but not beeping. I guess it's not a bug then.
Yes, generators need to be completed to activate the Traps. Long-story short, Traps you put on a Survivor after the last Generator is completed will do nothing.
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If you get hit every time by the Killer, Unrelenting is completely useless. Seems like a hard counter to me!
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I can think of one: Discordance
The increased time for the gen to be highlighted sounds like it would be better, but in reality, you would rather have the shorter time because it means that Discordance has to check more frequently to see if multiple Survivors are still on the generator, giving you more accurate information than its higher-tiered versions.
@Peanits , is there a reason for Discordance to be set up the way it is, because currently I am pretty sure Discordance is the one perk in the game that is completely detrimental to its use to level up.
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@Orion said:
Plague? Where do you think Mesopotamia was?
Canadia.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/626267#Comment_626267
That's what i thought too, to just add a 2nd location to any map that doesn't have it.
But i have to wonder if the devs are willing to make that happen for just a Perk buff.
I imagine there'd have to be more redesigning to said maps since they didn't take into account there should now be a 2nd location at all times.
Anyway, even if it's just 1 map that has only 1 location, it'd still be unfair asf.
@thekiller490490 said:
https://forum.deadbydaylight.com/en/discussion/comment/626273#Comment_626273
That's exactly why I said "If possible". Would be a sucky possible drawback to the perk if they didn't make all maps have 2 locations. (All maps without a second basement: Shelter Woods, Wrecker's yard, Rotten Fields, Haddonfield, and the Game.) Other than the game, these maps basements are somewhat centralized so a basement build can usually get them there.
Independent of whether the devs would be receptive to the idea, I'd be all for finding a way to add 2nd basements to all those maps and then reworking Monstrous Shrine to OP's idea.
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Not good except on, like, two maps. Either remove the downsides or add enough upside to make it worth losing nearly all of your stall potential.
As for Rules Set No. 2, I don't think it's worth being an add-on. I agree with the people that believe it should be base kit.
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Survivor mains probably drink disgusting Coke. Us cool Killer mains obviously drink delicious Cherry Pepsi®.
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Pig for days.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/626736#Comment_626736
I play solo, and the killer always find survivors even if Im being careful.
As far as Thanatophobia I´ve seen Freddys, Billys Nurses and Huntress using it, at least here in South America its pretty common in high ranks.
Well, I guess you are not being careful, then.
Thanatophobia is not useful on those Killers. They are better off running something else. They normally do not run that perk.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/626644#Comment_626644
He has 2 minutes to go wherever he wants and will see someone the ïf¨ if you are a wraith nurse GF or spirit is not very big, and has full confidence 3 gens will not be working in certain area, in small maps its a big deal.
It does, in this game every second matters, specially during the last seconds vs a high rank killer, without a toolbox it takes ages to finish a thana gen.
You are underestimating how easy it is to just hide and wait out the Corrupt Intervention timer. Once that is done, the Survivors can run to gens as though the match had just started. Of the perks you mentioned, Corrupt Intervention is probably the easiest to render useless.
The Killer is the one on the clock, not the Survivors (at least, not until EGC). The Killer is not meaningfully slowing down the game unless Thanatophobia is at max power, and even then, it is not slowing things down THAT much. There is a reason why the only Killers who use it are Legion and Plague (Legion can kinda sorta keep people consistently-ish injured with Feral Frenzy, and broken means that Thanatophobia can get Survivors to use Pools of Devotion for Corrupt Purge).
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/626621#Comment_626621
Exactly, and those solutions you gave are not preventing those perks from being useful at all.
Its like, hey Killer look how I hide for 2 minutes, your perk is useless LOL.
Someone is getting hit during a chase, wait 20 seconds killer so I heal myself if I have the perk and I can counter yours so its useless EZ.
If the Killer can't find anyone before Corrupt Intervention expires, the perk did nothing.
Thanatophobia doesn't do anything meaningful unless no one is healthy. If y'all heal to keep the number of unhealthy people low, Thanatophobia is near useless.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/626198#Comment_626198
Counter means you cancel something and you end up even, here you will end up losing sooner or later because those are half-assed solutions.
Counter means you prevent those perks from being useful.
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"Nerf: Replaced Kate's voice lines with the Clown's."
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This seems like you're basically just turning it into Borrowed Time 2.
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How many maps only have one basement? Off the top of my head, I can think of Haddonfield and The Game. Maybe there could be a way to add a second basement to those maps? I do like OP's idea, but it would suck to equip it and then roll one of the maps that does not have a second basement.
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Moonwalk for dayyyys
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/623159#Comment_623159
If I drop pallets earlier killer wont even have that 1 second stun, will break it anyway or if is not a safe pallet he/she could turn around and score a sure hit, so thats not a counter.
Sure, Im gonna wast 2 minutes of the game getting the chance to be spotted because the terror radius is mono, thats not a counter.
This is a team game, if Im doing a gen and someone is getting chased and receives a hit that applies to everyone, so not a counter either.
That doesn't make them not counters; it makes them counters you don't want to do.
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/625594#Comment_625594
to which the answer is, in the current state of the game, yes. they are balanced.
I personally disagree.