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Travis_Bateman

Travis_Bateman

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Travis_Bateman
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  • @Aven_Fallen said:

    Wont prevent Killers from mass-opening Threads to nerf every Survivor-Perk in existence. :]

    Nothing on the survivor side should be nerfed according to your posts

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761525#Comment_2761525

    I've never lost a game to a CoH. But I've won a ton of games with NOED. The same goes for when I play as a survivor, just the other way around. I don't know how biased one has to be to believe NOED is weaker than CoH, when the reality is dramatically opposite.

    Playing a daily as killer 1 in 1000mayches doesn't count.

  • @Junylar said:

    If anyone had any doubts, it shows perfectly which side the devs take in this "us vs them" argument. NOED has been the most unfair and hated perk in the game, turning occasional 0k into 2k, 1k into 3k, and 2k into 4k with no extra effort required. CoH wasn't that strong in the first place, if we don't touch the problematic subject of SWF, and they nerf it after a couple of months.

    I guess "just to the bones" argument indeed works in only one direction, it's a title of some sort.

    You saying that it wasn't "that strong in the first place",just like Aven,shows you didn't know how COH screwed a lot of playstyles from killers especially hit and run,altough it doesn't Make the perk useless,its still pretty strong and useful,it just goes from 100% to 75%. Also,boons in a way don't have counterplay,they are infinite,noed sometimes you can't even get to use it,because survivors already cleansed 5 totems,some "people" say its hard,even tough you just need to memorize well the locations.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/305879/dried-cherry-blossom-double-standards

    To be fair, both sides are full of double standards

    "dead hard is too broken" while running blight with alchemist ring

    "ruin too OP" while running BNP

    "camping too strong" while 3 people rushed gens with commodius

    "circle of healing too powerful" while facecamping with insidious bubba

    Ruin, Pop, Dead Hard, Circle of Healing, Alchemist Ring and Commodius are all things that simply need to be changed(aka, nerfed) so other perks can be compensated more. This game would be more fun if Pop was 15% so that Surge/Jolt can be 12%, or Eruption can be 10% easily then too.

    Pain Resonance and Pop together are already a pain in the ass to deal with together, especially in public matches. Pain Resonance gives free info on where you need to go, slap it on a high mobility killer and no matter where it is, you can Pop it too. Thats 40% gone for just hooking 1 survivor. Let alone that it can still stack with Surge/Jolt and Eruption. As long as Pop exists in the state that it exists in now, Pain Resonance can never remain at 15% on the long run.

    The other pairing obviously being Dead Hard and Iron Will. Iron Will is fine, but it amplifies the strength of Dead Hard. As it stands now, perks like Flip Flop cant really be buffed without DH recieving a nerf(that might not seem logical at first, but why do you think wiggling out is nearly impossible without 2 survivors running very specific perks? it would be fine to wiggle out more often if DH wasnt as strong as it currently is)

    I am honestly hoping that the strongest perks on both sides either be nerfed or recieve a negative consequence, like DS deactivating if the player progresses the game, before the end of this year. I think DH is too difficult to nerf without obliterating it into uselessness(it's meant as a dodge, just the i-frames is very weak, just the dash is practically useless against half the roster), so I'd say DH could do well with a negative consequence where it either keeps exhaustion upon being hooked, or has double exhaustion so it has practically 0 chance to be used twice in 1 chase on bigger maps. Either that, or give more perks an exhaustion clause to it. Like Sloppy Butcher giving a 2 second exhaustion(or haemorrhage in general).

    For survivors, random teammates make a lot of killer perks very overwhelming, for killers, some perks make it very hard to face SWF. Both sets of perks simply need adjustments for the future health of the game. It's not fun being forced to run the most broken ######### just so you can keep facing opponents that are actually somewhat of your own skill level.

    Also pain Resonansce is not free,you need to: Chase,down,and then hook,getting hooks is free now?

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/305879/dried-cherry-blossom-double-standards

    To be fair, both sides are full of double standards

    "dead hard is too broken" while running blight with alchemist ring

    "ruin too OP" while running BNP

    "camping too strong" while 3 people rushed gens with commodius

    "circle of healing too powerful" while facecamping with insidious bubba

    Ruin, Pop, Dead Hard, Circle of Healing, Alchemist Ring and Commodius are all things that simply need to be changed(aka, nerfed) so other perks can be compensated more. This game would be more fun if Pop was 15% so that Surge/Jolt can be 12%, or Eruption can be 10% easily then too.

    Pain Resonance and Pop together are already a pain in the ass to deal with together, especially in public matches. Pain Resonance gives free info on where you need to go, slap it on a high mobility killer and no matter where it is, you can Pop it too. Thats 40% gone for just hooking 1 survivor. Let alone that it can still stack with Surge/Jolt and Eruption. As long as Pop exists in the state that it exists in now, Pain Resonance can never remain at 15% on the long run.

    The other pairing obviously being Dead Hard and Iron Will. Iron Will is fine, but it amplifies the strength of Dead Hard. As it stands now, perks like Flip Flop cant really be buffed without DH recieving a nerf(that might not seem logical at first, but why do you think wiggling out is nearly impossible without 2 survivors running very specific perks? it would be fine to wiggle out more often if DH wasnt as strong as it currently is)

    I am honestly hoping that the strongest perks on both sides either be nerfed or recieve a negative consequence, like DS deactivating if the player progresses the game, before the end of this year. I think DH is too difficult to nerf without obliterating it into uselessness(it's meant as a dodge, just the i-frames is very weak, just the dash is practically useless against half the roster), so I'd say DH could do well with a negative consequence where it either keeps exhaustion upon being hooked, or has double exhaustion so it has practically 0 chance to be used twice in 1 chase on bigger maps. Either that, or give more perks an exhaustion clause to it. Like Sloppy Butcher giving a 2 second exhaustion(or haemorrhage in general).

    For survivors, random teammates make a lot of killer perks very overwhelming, for killers, some perks make it very hard to face SWF. Both sets of perks simply need adjustments for the future health of the game. It's not fun being forced to run the most broken ######### just so you can keep facing opponents that are actually somewhat of your own skill level.

    Ruin don't need to be nerfed,its high risk high reward,you want it to be Based around RNG (######### design) while being pure ######### ?

  • @lauraa said:

    Had a ttv lobby so I decided to put on my Sunday Best. I had a feeling I'd get out gamered with Iron Will so I took preventative measures and slapped on Dried Cherry Blossom even though I suck with that addon.

    Sure enough, a Claudette tries to make cheeky Iron Will plays. She was a good looper but she relied too much on her perk to carry her which is the reason she died.

    I watch the stream and Claud was L I V I D the whole match. The Feng streamer was all like " This Spirits a decent looper! I sure wish I knew how to play against Spirit!" but Mr. Iron Will is just going on and on saying "addons. Addons. ADDONS. SHES RUNNING THE ADDONS" and said "This Spirit is cringeworthy at best"

    I feel like this kind of a double standard here. I dont fault anybody for running IW, but why is it ok to have a crucial part of my kit invalidated, but when I choose to do the same thing, I am Hitler Reborn?

    You weren't meant to spend the whole game injured with Dead Hard ready to go, but that exists so I just have to deal with it.

    The only reason I feel compelled to use this addon is specifically for Iron Will. If people didnt run IW, I would never consider this addon. Spirits kit was designed around audio tracking, so all this addon does is force you to loop me normally. And plenty of people do just fine looping me with no Iron Will.

    I'm not saying Survivor Bad, I'm just tired of constant double standards.

    This addon does tremendously change how Spirit functions, but why do people obsess over this addon and say its busted, broken and shouldn't exist when the other side can just flip the script on you and do the same thing?

    If knowing where people in Phase is is such a huge deal, then let's remove all Survivor audio and visual cues in Phase so all survivors are equal and perks are irrelevant during the phase.

    Some people say DCB is OP,even though is the only counter to Iron will (a truly op perk)

  • @gendoss said:

    Eh I think boons are strong but not overpowered by any means. I think it's good the survivor meta has shifted at least a little bit and you can still disable the boons and it wastes survivor's time. Strong medkits have always existed and whenever I play survivor I just bring a good medkit and don't even boon at all.

    Not every Boon is overpowered,just,COH

  • @Bullettimegod said:

    Seriously? With all the second chance perks survivors crutch on, including CoH, gen speeds, and the fact that hex builds itself are super bad purely cause of the CoH meta; why does everyone feel like noed is horrible?

    Honestly I feel like this is the most extreme case of double standards. While I understand the whole "camp and noed" issue but with how bad sbmm is, noed helps the killer put pressure in the end game and not just give survivors free escapes if/when gens are done. The game isnt over until you escape.

    As i pointed out earlier, with all the second chance perks survivor gets, why do we hate the only second chance killer perk?

    This thread is a disccusion on why we should hate noed. Not an us vs them. While i understand the hate about whataboutism, pls keep your points about noed, but if you need to use other perks as an example, its understandable. And pls keep it civil. I generally wanna hear reasons why noed is bad.

    Also pls dont say "it rewards bad gameplay" because we can all think of several perks that can say the same thing but the community doesn't hate them nearly as much, and that would just start promoting whataboutism.

    @Bullettimegod said:

    Seriously? With all the second chance perks survivors crutch on, including CoH, gen speeds, and the fact that hex builds itself are super bad purely cause of the CoH meta; why does everyone feel like noed is horrible?

    Honestly I feel like this is the most extreme case of double standards. While I understand the whole "camp and noed" issue but with how bad sbmm is, noed helps the killer put pressure in the end game and not just give survivors free escapes if/when gens are done. The game isnt over until you escape.

    As i pointed out earlier, with all the second chance perks survivor gets, why do we hate the only second chance killer perk?

    This thread is a disccusion on why we should hate noed. Not an us vs them. While i understand the hate about whataboutism, pls keep your points about noed, but if you need to use other perks as an example, its understandable. And pls keep it civil. I generally wanna hear reasons why noed is bad.

    Also pls dont say "it rewards bad gameplay" because we can all think of several perks that can say the same thing but the community doesn't hate them nearly as much, and that would just start promoting whataboutism.

    Skew the SBMMR,and rewards poor decicion - making and gameplay,its boring,like dead hard

  • @cutiekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759321#Comment_2759321

    yes, a regressing gen gets affected by perks that remove progress without requiring a kick, so surge, pain, erruption will remove progress from a gen being damaged by ruin

    Eruption requires you to kick a gen,you can't do it if you have ruin up

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757888#Comment_2757888

    Have you ever faced Pinhead in a solo team? Everyone either thinks someone else will get the box and ignores it until a Chain Hunt is 5 seconds from starting, or grabs the box 15 seconds into the game, does it on spot, and gives Pinhead a free easy chase for no reason. The team decisionmaking is god-awful.

    Solo and SWF always make a difference, but not typically in a way that affects killer placement. But some killers' powers work in a way that coordination tends to unduly punish them and they're even stronger against solos or weaker against comms than just the solo-SWF gap in and of itself - take Hag, Trapper, or Ghostface. Pinhead is the ultimate expression of a killer whose power varies based on whether the survivors have comms. He's incredibly oppressive without them and barely has a power with them.

    I understand solos frustation with the game,as i only play solo

  • @[Deleted User] said:

    I put him A tier. His passive slowdown is huge. There are long stretches of Pinhead games where nobody can be on a gen. He has mobility. And he has solid anti-loop if you land the chain.

    He has no mobility,what the hell are you talking about ? I rememeber a post of yours,saying hes a pretty "solid" killer,his antiloop is pure #########,why land a hit if you cant even hurt people with it,you break your own chains (bad design),and his passive is not ttat powerful,just annoying

  • @lauraa said:

    Pinhead requires you to put in a ton of effort and mental energy to work in tandem with his chain hunts.

    I'd say hes decent, like B tier but playing him is exhausting.

    High skill ceilling and low reward,what people want killers to be

  • @GoodBoyKaru said:

    because im facing solos

    he's godtier vs solos and less than great vs swf

    Why everything you say is related to solos ? The killer's tier don't change based on SQ Vs SWF

  • @cutiekiller said:

    tell me the perk you use in every single build and what buff you'd give it, even if it's already powerful (if it is)

    mine is Scourge hooks: pain resonance

    Any survivor touching the gen within 5 seconds of blowing up have their aura revealed for 5 seconds.

    BQQ reaches a maximum of 12 stacks,up to a maximum of 300% extra bp

  • @ShinobuSK said:

    Could use a condition like only survivor who was hooked at least once can be moried.

    And make myers even more weak ?

  • @Mileena_Kahn said:

    If you’re playing killer and you’re playing in a scummy way such as shaking you head no, hitting on hook, camping the whole game, tunneling one person the entire match, and slugging to death, why do you get mad if survivors manage to get the gates open and teabag you? I understand the killers that play normally and still get teabagged, that’s understandable… but to the others (which is about 70% of the killer players), why? You kinda deserve it.

    70% ? Lmao yeah,i bet you wouldn't like it if a killer let you and your 3 teammates bleed out for 4 minutes

  • @CashelP14 said:

    I personally think the add-on is just too strong for being a purple without any downside. Especially when you couple it with a bunch of Blights other add-ons.

    Compound33 is pink,iris are supposed to be strong,but people still want it nerfed,so yeah,they want pinks to be just as ######### as brown ones

  • @Shroompy said:

    Requiring skill does not justify its strength, especially when it has literally no downside

    So you want high skill ceilling and low reward,basically people who want nurse nerfed

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752344#Comment_2752344

    but that doesn’t excuse bad game design. Legion was a bad killer but his gameplay was god awful. Slinger is not as bad he was better but ######### killers don’t excuse bad power design

    Why create the guy and put himin the game in the first place

  • @Aven_Fallen said:

    How do you know that those Killers were nerfed because of Solo-Queue?

    I mean, I might give you Pinhead with that, however, Engineers Fang was Bullshit all the time. And the Box-Add Ons got nerfed, because the Devs kept his ability to use Hoarder (and Franklins) with the Box, which was asked about. So they nerfed the second best thing, which were the Add-Ons. But I can get behind the idea that this was done because of Solo-Queue, because there is less coordination and multiple people or none are going to the Box.

    But Deathslinger and Freddy...

    Freddy-->Really, he was so easy to play. He was simply too strong for being that easy, since they reworked him, my cat could probably play Freddy and achieve a 4K. Stacking Slowdown and reverse-bloodlusting were just awful mechanics which made him very easy to play.

    Deathslinger-->It does not matter if the team is Solo or SWF, him being able to fake his power and also shot without any time to react was not ok. SWFs might have a better chance against him, because they coordinate better and do the Gens more efficiently, but this goes for Solos as well. When you go against decent Solos and you play Deathslinger, they will push the Gens, because you cannot really go into Chases with that guy. So the only strategy is to do the Objective and leave the game as fast as possible.

    So being able to hurt people with your power is "bullsh1t"...ok,now He requires nurse ish high effort for no reward at all,great....also,survivors always whining that a killer is "anti loop" but when they get a ######### 1v1 but a good 1v4 its unfair and boring.

  • @AngyKiller said:

    I love that everything breaks Pinhead's chains.

    Walls? Breaks.

    Junk? Breaks.

    Other Survivors? Breaks.

    An errant insect that happened to fly between the Survivor and the chain? Pretty sure that would break it.

    Does it happen to be 50% humidity that day? The moisture in the air breaks the chain!

    He shouldn't break his own chains,that's for sure

    @Massquwatt said:

    I think pinhead is fine as is really. Aside from minor tweaks here and there he should be left alone for the most part since big changes can either make him way too strong or way too weak. Both his chains and box can be played around by both sides, the chains are kinda annoying when they break on the environment but they aren't totally random so once you learn the ins and outs of it you kinda play around that fact. All in all I think he's the closest to being a perfectly design killer and I'd rather they don't touch him. Except engineers fang, just delete it and give it another effect.

    No killer is way too strong

  • @cordonrouge said:

    Why is it that if you're the last survivor in the game and have 0 hooks, you get instantly killed at first hook? you dont even have that 4% chance of doing something. at the end of the day, if you're the last one either your entire team died, or you were left alone by selfish players, or maybe (as i've had happen to me multiple times) i get downed to protect someone else since im at 0 hooks but they all leave anyway.

    "it's a waste of time because even if you unhook, the killer will be camping and you'll die"

    not really, as a jeff who runs breakdown, and possibly 3 other hooks gone, i could still have the chance to wiggle off. not to mention the existence of dead hard, decisive strike, unbreakable, and several other game mechanics. the game isnt over at all.

    "the killer deserves at least to be guaranteed a kill after all that"

    no, not when you arbitrarily decide to change a mechanic for no reason. an already existing one that just randomly doesnt get applied in this circumstance because of the code. honestly it left me confused many times before i realized it was like that, thinking maybe i'd already been hooked once even if it wasnt the case.

    besides you can still do this if the last other survivor was killed recently.

    once a survivor dies on hook, there's roughly a 15 second animation before the game actually considers him dead, making hatch spawn etc... in this case you can unhook yourself. so why can i do it in this circumstance but not when im alone, just because of terrible coding? (not to mention that this animation problem is an entirely different issue giving free kindred aura reading and denying hatch spawn for the last survivor etc)

    it's funny because the insta death isn't even coded to not waste time (another common argument against this), since it just makes you go from hook 1 to 2, then from 2 to death, instead of insta-dying. and also the killer doesnt get to go to lobby until after the 15 second entity animation ends.

    and you know what else? in horror media usually a bunch of people die (otherwise it wouldnt be a horror), and if anyone survives at all, it's probably the very last one alive, against terrible odds. so why, in the spirit of horror, cant we attempt a 4% chance that in 99% of games won't change anything, and in the other 1% would give an unexpected and adrenalinic experience for both killer and survivor? end game plays are always the most fun after all.

    lastly, if someone were to not attempt unhook in order to be toxic and waste time, you could fix this by:

    -*ACTUALLY* making the survivor insta-die at reaching second hook, taking overall not much longer wait time than it takes now.

    -making the hook state progress faster, while still keeping the same percentage of progress removed at failed attempt.

    -ignoring the fact that it *could* make the players "waste" a few seconds more in the game, when the real time waste is given by lobby times, getting into a match with hackers, joining a game just to be tunneled out in 2 minutes, and all of the other problematic stuff that actually makes you waste time when you play this game. besides, slugging and other accepted game mechanics waste really way more time. and you know what else? if you consider gameplay like this a waste of time you probably should find another game that you enjoy more.

    another small lore related point: the entity feeds on survivors' hope right? then why insta kill them at the end. if anything the progress could be faster as previously suggested, as the entity gets more excited while the trial is coming to an end.

    I dont know if i should've posted this under suggestions or in general discussions, but i chose the latter since it seems to be kind of an unpopular opinion. i wish BHVR would take this into consideration though, both to remove a mechanic that frustrates me and also to be more coherent since there's mechanics that are way way more situtational and clutch than this one (keys?) and are accepted with no problem.

    So the killer won't have to care if tgw last one have deliverance of if he's gonna kobe and get the hatch (which is a unfair and skillless mechanic)

  • @Minecraft said:

    i haven't seen people complaining about ruin in ages. dead hard is mentioned in every single thread

    Thats because ruin has counterplay,dead hard doesn't,and i imagine people must have a reason to talk about it all the time right,trollposter ?

  • Dead Hard is skilless and overpowered,iit rewards you for playing poorly,ts annoying and boring as fu@k to face,but when its unfun to killers,its okay,


    YOU SHOULD BE PUNISHED FOR YOUR MISTAKES,YOU DON'T DESERVE THAT PALLET/WINDOW.

  • @memiieko said:

    I USED IRI HEAD AND I LOST 5 GENS BECUAS EOPF THIS STINYK SWF!!! I AMUSING AN IRI ADDON WHY AM I LOSING??? I THOUGHT IRIS WEWRE SUPPOSE DOT BE THE BESTTTRT TTTGa43w5tdecv4AXZopiklm;j .rdeswzcftvXGOKIL{WEFG

    E.

  • @ThanksForDaily said:

    All billy players are the same. Double engravings and it takes 1 hour to finally curve you in the corner of the car. They're boring as heck.

    his basekit is trash because people like you got him nerfed

  • @Fantasy said:

    I started out as a survivor main and remember;

    - Crouching past crows and if I set one off I'm probably doomed.

    - Facing a Wraith with BBQ for the first time and it blew my mind, how is it fair the killer can see where I am?!?

    - Pig was scary and OP...

    - I had no clue what was happening vs Old Freddy

    Pretty funny now but I kinda miss being this clueless.

    My first match ever,i was playing as killer,as Trapper,got a 4k,and the best part,it was on Hawkins Laboratory...

    I miss him :(...

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741282#Comment_2741282

    The information it provides yes.

    The whole issue of Ruin Undying Tinkerer is bringing it in public games vs solos, who have ######### all tools to deal with. So yes, the information it provides and the ability to chase people off of gens for ruin to take it is absolutely the string part of the perk, and using it yesterday for the first time in a year reminded me why it was so bullshit in the firs tplace when dealing with solo teams.

    Solos are already getting buffs in the mid chapter,if they just revert the undying nerf the life of every killer will be better,and survivors now have reasons to look for totems (boons)

  • @Chocolate_Cosmos said:

    Seems like no one knows :(

    Yep,its today,the seething ice blight skin

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741749#Comment_2741749

    Overheat has barely affected Billy's gameplay tho. Animations being changed and his flick being reduced(and thus his wallgrinds being mostly removed) has affected Billy much more.

    You shouldn't be punished for using your power aka overheat mechanic

  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2742082#Comment_2742082

    Well no, if I was going just by Otz's video I would've just said it's killer sided, because he averaged over 3 kills per game and won 9 out of 10 times, that'd be completely unbalanced.

    One person doesn't prove anything

  • @[Deleted User] said:

    No idea. A good Blight will never lose a game with Alchemist's Ring. It's a ridiculous add on. Kind of like giving a good Nurse 3 blinks. They don't balance around the top end though, so add ons like those slip through the cracks

    Yes,in a good blight yes,if you are good you should be rewarded for it i think

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741206#Comment_2741206

    The easy change is to add a 60 second cooldown after the unhook, rather than being able to have like 50% of the total cooldown gone by camping.

    Or even go the Dragons' Grip way and add an second cooldown that applies after the effect of the perk.

    Cooldown will ruin the perk,that's why nobody uses dragons grip

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741557#Comment_2741557

    Yes it will, DMS activates on hook. Whether you are working on a gen when it activates or 10 seconds later doesn't matter

    The second you start working on a gen again and stop it will get blocked.

    well i didnt know about that,at least well see if we get a meta change,i thought people liked variety

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741538#Comment_2741538

    I'm sorry i don't understand what you are saying.

    She hooks someone, Dead Man Switch activates and then she starts shooting crows at gens. If you get hit by a crow she'll fire another on at you and you either let go and dodge or take damage. Both activate Dead man switch

    Now she can stay at the hook and block gens from a distance. not letting go doesn't counter it as you automatically let go when you take damage.

    The only way i can think of of countering this is being with 2 people on a gen and taking turns working on it. But that's not really ideal either cause you are bassicly working at the pace of a single survivor then. unless there is a locker nearby

    No friend,said to let go off the gen before she hooks someone,if you aren't working on the gen,you cant let go of it,and if you cant let go of it,DMS won't activate.

  • @gendoss said:

    Basically everybody agrees that Nurse is by far the best killer, sometimes even in a tier of her own. Why does nobody care that she's OP? I believe she deserves to be balanced like every other killer but she's barely been changed at all over the years except for her add-ons. I just never see anybody mention nerfing her.

    nerfing her would ######### up players that then wasted ton of hundreds and thousands of hours on her.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741500#Comment_2741500

    The problem isn't really the gens not being able to be repaired. The problem is that they can camp without fear.

    The counter to camping is to rush out the gens, you can't do that with this build.

    you cant let go off the gen before she hook someone,thats the counter

  • @artist said:

    https://www.youtube.com/watch?v=VN-c1VhlFcs&ab_channel=artist

    keep in mind this is the live version of the game and not the ptb. if this were the ptb i wouldn't have had to allow unhooks to keep showcasing DMS. i also wouldn't have needed to run furtive chase and would've had room corrupt or starstruck. the especially lucky part of this video is how i found the obsession first, which won't matter if the ptb version of DMS goes live! the video ended early because i can't get current DMS to work once the obsession is dead unless i get a new one, but it's a 3v1 at that point anyways.

    i'll be first the admit that this won't work as well on other maps with gens on different elevation (haddonfield, badham) but i don't think that justifies this working this well on actual good maps lol

    another game, but much closer: i think the most noteworthy thing about this video is 2 gens were finished at the 3 minute mark in the video (about the same time i started activating DMS), but the 3rd gen wasn't finished until 11:41 in the same video. wow.

    https://www.youtube.com/watch?v=M-oOUwxMeLc&ab_channel=artist

    That's the point,its to stop gens from being repaired,do you dislike synergy between things or what

  • @gendoss said:

    Something like this would be amazing for the game I feel. Hexes are far too reliant on RNG which is really lame. They need to be toned down a bit and then act more consistently instead of having random spawns.

    Yes lets tone down lullaby and third seal

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739268#Comment_2739268

    DH does not save you when you get outplayed.

    It’s a mid chase perk that activates mid chase. It’s called planning ahead. Why is that so hard for people to understand?

    Its skillless and you don't deserve the pallet/vault

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739300#Comment_2739300

    So if you are a good killer and you sweat you'll win most times with no perks? That's still very killer sided.

    One killer,that is,Otz, have 7k+ on the game,he wins the most because he knows the most,not because the game is killer sided,also,playing "scummy" aka Camping/Tunneling/Slugging helped him,but you don't want killers playing like this right ?

  • This look like a "the game is killer - sided because killers can kill" type of comment

  • @Marigoria said:

    Am I the only one that thinks the "nerf" didnt really solve anything?

    My problem with iri head was never the fact that she could still stack 4/5 hatchets, it was because even noobs with no aim can just get behind you and insta down you with it.

    Now, even though she can only carry one, people with no aim can still just get close to you and insta down.

    A way better rework for the addon would make it similar to deathslinger's Iri coin, where she would only insta down you if she was at least 15 meters away. I would have no issue with her being able to carry all the hatchets that way, and it would reward people who actually have aim and can hit long distance hits.

    I kinda agree,i think its still annoying to face it,maybe revert the nerf and then nerf it again,make it so you can get a maximum of 3 hatchets but she gotta be within 15 - 20 meters.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738604#Comment_2738604

    So, prolonging gens isn't a crutch but prolonging a chase is?

    Both, IMO, give you an advantage and slow your competitors down on their objectives, as well as limit one's own growth, but I'm willing to see Both sides.

    I guess stacked gen slowdowns are, not an advantage?

    Except survivors have 16 while killer have 1/4 of it

  • @espooked said:

    Tinkerer should definitely be a one time per gen use, that perk is definitely not OP but on certain killers it's kinda busted. Just take these builds for granted, some people are bad at the killer and need it in order to win. Congratulate him for needing the training wheels and move on

    Iron will pic lmao

    Only 5 times per match ? Its gonna be useless,like 90% of killer perks

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738710#Comment_2738710

    Yea and time it wrong and it was for nothing. If you DH before the killer M1s you and there isn't a vault or pallet right in front of you then you're probably going to be downed. Its not easy mode. DH does require a measure of skill to be used successfully in many situations. The perk is fine. It causes exhaustion that must wear off before being used again. That is more than enough.

    Someone using dead hard already prove they can't keep up against the killer,you say you have to time it right,but having to use it the first place already show lack of skill and attention. DH rewards your for ######### up and playing poorly,that's bad design,the majority of survivor perks are like this.

    Get hit ? Free perk (Iron Will)

    Got downed ? Free perk (Unbreakable)

    Played poorly ? Free perk (Dead Hard)

    Unhooked infront of the killer ? Free perk ( Borrowed Time)

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/303861/would-you-still-use-deadhard-if

    Nope. I would not use it if it had a token system. Dead Hard is a skill based perk. To limit its use on top of that would make the perk less useful over other perks that don't have the same limitation. Don't forget that Dead Hard causes exhaustion for 40 seconds. Survivors have to not run for that long every time they use it to be able to use it again. Putting pressure on survivors is one way to stop that from happening. Not only that, if you keep chasing the person who used it they will stay exhausted for as long as they have to keep running. A token system for DH would ruin the perk. There is nothing wrong with it as it is. Killers complain about it because they think they are entitled to a hit that was avoided by it while completely ignoring the fact that a perk had to be used to avoid that hit.

    Dead Hard is not skillfull,its totally the opposite,get outplayed ? Press E for easy mode,that's basically it

  • @slunder said:

    @FFirebrandd I agree these perks are dumb, but killers to have low skill tactics things they can do to secure a kill or win, like camping, using noed, etc.

    @Oiry it is true that 3-4 man swfs are to strong, however solos are in a bad state due to selfish teammates leaving you enter second stage or some dumb things.

    Otzdarva and others have managed to get huge win streaks in red ranks before mmr, how did they do so if the game is so survivor sided like all killer mains love to say?

    @Tiller ok, but if you are going to mention how the best survivors defeat killers, then you can only compare them to the best killers that also bring broken things.

    @Aurelle boon is broken just like exhaustion perks, just like NOED and facecamping killers can mostly secure 2 kills no skill.

    @IamFran I agree, swfs are to strong and solos to weak.

    @ThiccBudhha not really, looping is quite strong enough to give skilled survivors a fair chance against skilled killers.

    Yes,killers have cheap tactics to win,but survs find it "boring" and "unfair",and 1 killer with 7k hours didn't prove anything,of course he's going to get kills

  • and what does that have to do with what i said

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