Vetrathene
Vetrathene
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Comments
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@NursesBootie said:
DS, BT, Unbreakable and DH/SB works against any killer. That's the problem.
Yep, and there is no counter to this build for any killer. There are no perks the killers have to counter it, only mitigate it, and only slightly.
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@Waffleyumboy said:
Blehhh...you might've had a valid point if you didn't fall back to the old reliable "looping is stupid" logic. Plus, looping would still be the most efficient strategy even if it didn't give survivors bonus distance. It allows them to convert their extra distance into time before gaining even more distance.
Except it wasn't a strategy until BHVR made survivor hitboxes smaller, so that negates your argument.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1265023#Comment_1265023
Dude, I am a potato at playing Killer. Like, really Potato, I am not good. And even I manage to be at Rank 1 while mostly playing Pig and having fun while playing the game (most of the time).
Even winning vs 4 man SWFs, because being in an SWF does not mean that you are good.
So yeah, I guess you are doing something wrong.
Sure you do, I've heard it before, people on here claiming silly things like this. You are lying.
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@NeaMainNON_TOXIC3 said:
Toxicity is on both sides. I don't care what you say. Killers and survivors can be toxic. For example my last game. I was sandbagged by a Zarina multiple times and saved in front of the killer with no borrowed time by her. The Killer tunneled and face camped. There were 4 gens left. I don't know why he felt the need to secure a kill at 4 gens.
So if anyone ever tells you only side is toxic. They, themselves, might be a toxic person (in the game).
True, but killers can't bully survivors, they can't get help from anyone, survivors are the root of toxcicity because behavior allows them to be bullies, and while they don't technically encourage it, the game is obviously set up to let them do it.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1265009#Comment_1265009
Killer who is still not good at the game is complaining despite the last Midchapter made it easier for him.
Killer complaining because SWF is a problem, not all maps where fixed, still tons of perks that are just ######### for killer while survivor has a ton of viable ones, including op ones, gens still go to fast, looping is dumb and should never have been added to the game. So yes, the game is better, but its still not enough. Killer should be fun, not stressful, survivor should be fun, not boring and easy, and a playground for sociopathic bullies.
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@Macymj6 said:
Gen speed is perfectly fine. Killers have many gen perks that can counter gen rushing. The problem with you killers is that you focus too much time on one survivor and don't proxy gens. Of course gens are gonna get done when you don't go to them.
Name them? Cause the devs couldn't on stream after they nerfed ruin.
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@Reborn2020 said:
Ending chase fast is not enough. You need some strategy. Map control. Playstyle.
Some killers don't have map control. Some killers are underpowered. In fact most are, there are really only 3 viable killers in this game, and that is terrible
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1260635#Comment_1260635
Actually it was more of a problem for the three people who weren't obsession but who were still running.
No way to know when and if to juggle, and good teammates would take hits to ensure the wiggle bar progress.
Both versions have pros and cons. However, objectively, it was an overall nerf. As was ruin
Nope, new DS was a buff
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They do need a rework badly, to make them interesting and not just an M1 killer that sometimes goes faster and can't down people.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1256198#Comment_1256198
Cleansing all 5 totems gives the killer free pressure since that means someones not working on gens and its even more pressure if the killer wasent even using noed. Cleansing noed after its been activated means the killer already got a few hits off so its already rewarded them. Im not defending ds since i think both are op
Actually it can be cleansed before the killer even gets to use it, as it lights once the exit gates are powered. If a survivor happens to be next to it when that happens, then no use for the killer.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1255761#Comment_1255761
If you have 4 Survivors left during EGC, you already lost the game.
https://forum.deadbydaylight.com/en/discussion/comment/1256177#Comment_1256177
Strange, Killers already complained about "Gen Rush" (aka Gens going not slow enough to help them to get their Kills aka the inability of applying Map Pressure) with old Ruin.
Yes, and the change only made it worse.
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1256177#Comment_1256177
https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike
https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin
DS was actually nerfed first
Lots of parallels can be drawn from the ds rework in August 2019, and the ruin rework in Jan 2020.
Feel free to read if you decide to not be blatantly bias and get over your victim mentality.
It was 'nerfed', though its actually better now because at least before enduring worked and you could juggle people to hooks, and it was only one person who was really a problem. So no, it actually got better. While Ruin just got worse. Way worse.
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@Respectfulnancymain said:
Ok and? Killers cry about ds then say "jUsT Do BoNeS" its really hypocrisy from the community really. Tho i understand making posts like this i made a post about killer hypocrisy a whileee ago which i regret making now since i was a survivor main back then
See there? I'll point out the difference. Cleaninsing bones...is a counter to NOED, as it removes the perk. DS...has no counters, only mitigation. You can slug them, but thats not nearly as good as getting a hook state. And if you slug them, DS is not a one time perk, it is not used up after your first hook (though I think it should be), and can be used again after you are saved a second time. If the killer takes the hit from DS, then thats the survivor free with 5 seconds to get to safety, with no chance of even mitigating the stun anymore. NOED can be cleansed AFTER it has been activated. And finally, NOED is ONE perk on ONE killer, DS can be on FOUR survivors. Its not even close to being fair.
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@chase131119 said:
Don't understand this... man I love playing Pig at rank 1 and getting consistent 4ks and the occasional escapes. The update fixing a lot of the problems, just learn to pressure gens.
Ahh, they battle cry of obvious survivor main bait, "Just pressure gens." Its becoming a classic its so old and I'm hearing it so much.
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@ZeroJukes said:
No, I think it doesn't make sense, I would give my second chances if strong killers get balanced.
Oh you mean nerfed down to the level of killers who can't do anything? Usual entitlted survivor mains thinking that the killer needs to be weak so they can bully them, and any killer that is actually strong and makes them work is 'too strong'.
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Keys are even worse
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@MetroSlayer_DC said:
I think it should be removed completely. If people are gonna bring in looping don't bloodlust just defeats the purpose of looping. The killer is fast enough already why keep bloodlust.
I really need a good example why to keep it in.
Lets see...Looping? As its an exploit that was unintended but the devs decided to keep it because...they favor survivors? Really they could remove bloodlust if they would revert survivor hitboxes back to the same size as killer hitboxes, but for some reason refuse to do it. Oh right, because they favor survivors.
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I know DS is an anti tunnel perk, but the opposite, the anti gen rush Perk (Ruin) got nerfed into the ground. Why does DS still get to be around,and on FOUR people instead of the ONE ruin that could be destroyed? Behavior still won't make it an actual level playing field as they need those sweet survivor monies. They are the equivalent of a terrible company that only cares about short term profits and is fine with high turnover.
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@Banmeagain said:
Its really tough to win against good SWF, actually impossible in some cases if you're playing some of the weaker killers. But you're not supposed to win every game.
But you should have a CHANCE to win every game, and SWF depip squads don't give you that chance on weaker killers. And not everyone wants to play a high tier killer, they want to play a specific killer they enjoy.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/677322#Comment_677322
If the objective for survivors would take longer, then the hook phase time would also have to get increased. That's only logical since otherwise camping would become a valid strategy.
And I agree, we don't need any encouragements for deranking.
Except they made the hook hanging time waaaaay too long after they increased generator times originally. They increased how long it took to do generators for only one survivor on the hook instead of 4. So then generators taking longer would actually bring it up to parity.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1227796#Comment_1227796
No because the survivors already DID their work to survive so the issue is no longer present.
There is no 'work' in DS. Ok, some slight work with an easy skill check. But its a perk thats activated for free. The 2nd iteration was better as at least 3 of the 4 players had to wiggle and work at it, and you could juggle any of the survivors with DS. It could also be significantly reduced with Enduring. It was a far more fair perk then the current version.
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@nicknack said:
Nope sorry dude you made the choice to Tunnel you get hit with ds. And besides not everybody hits the skill check so you can either not tunnel or you can chance it. Plus there's always the chance that they don't have ds.
Yes, because any time within 60 SECONDS is tunneling. Because after you've managed to hook everyone just running around going for saves and trading by the exit gate, its tunneling. Because its tunneling if someone comes back after 30 seconds to annoy you because they have DS and they know you can't do anything about it. The 2nd iteration of DS had more counterplay then the current version.
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@DwightOP said:
So I won't go into detail, but there is currently a bug with a specific addon like we had back then with Legion. I wont tell the killer or addon.
But bhvr decided again to ban people who use this addon instead of disabling it. Like, have they ever thought about that some people just simply won't visit the forums and just play the game? And therefore don't even know about that bug and use that addon? How stupid is it to get banned for using an addon? I'm kinda suprised that the media isn't ripping off bhvr for that, this is one of the most stupidest reasons to get banned in a game.
Because its a killer bug. But its ok if its a survivor bug like wake up, then no one gets banned.
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I just think they should let killers have 6 perks all the time, as they have to go against the equivalent of 16 perks vs there 4 currently. It would help them out immensely, especially considering survivors have much stronger perks to choose from then killers.
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The problem with killer at the moment, to me, is not how easy it is to get a 4k or not, or win the game, its the stress and level of skill compared to how it is on the survivor side. And right now it feels very stressful as killer, not as bad as it has been, I admit; but that does not mean it can't get better and shouldn't get better. Complacency is stagnation. And with how slowdown perks are being talked about and targeted; while the survivor combination of DS, BT, and Unbreakable is not, feels one sided. So right now it feels extra stressful to play as killer when the speed of the game keeps getting quicker and quicker without many killers having the tools to do anything about it.
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More buffs for survivors disguised as nerfs, a couple of minor QoL changes to killers to try to make killers stick around, and taking over a year to implement breakable walls on god loops that still won't fix the issue of over sized maps. More nerfs to killers that don't need them without any recompense, while any nerfs to survivors will be given buffs to compensate in another direction. Or at least not as heavy a nerf as killers get.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1135696#Comment_1135696
"now".
It has always been like that. Killers just pretend that they "adapt" their playstyle because of the Ruin-Nerf. It is the easiest way to reduce the number of Survivors to 3 as soon as possible, because the game is not balanced for 3v1. So yeah, this is the reason why something like DS needs to exist, because tunneling one Survivor out of the game after their first hook is simply the most effective way for a Killer.
Or you know, people need to go for well thought out saves, and when leaving a hook plan out a route and don't just leave scratch marks willy nilly.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/134480/why-some-nerfs-are-buffs
Because if they overall nerfed it. Nobody would run it... Do you run useless addons on killer? No I wonder why...
As for DS in my games at least every second game someone tunnels me. Now tell me how is DS unfair?
You mean like they do to killers and killer perks? Its very rare for a survivor perk or item that dosen't get buffed in some other way to compensate for the nerf. Its rare if its done at all for a killer, and if so, not usually in a way that actually helps the killer.
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@USELESS said:
Just realized that, bhvr want to nerf tool boxes but it's more a buff than a nerf since they will use more add ons to increase charges and eficiency. Same thing when they nerfed decisive strike, now survivors have 1-2mins free to do anything.
Because BHVR only cares about the money survivors bring in while trying to keep killers around with scraps and pretend 'buffs'.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1124499#Comment_1124499
46% is quite a long ways off of 80%.
Normally I would agree that something that is overused needs to be nerfed. But in this case it was fixing a basic problem with the way the game is, and that is the matches going by too quickly for many killers to do anything. It was a bandaid perk that was ripped off while the wound was still festering, and now its bleeding pus everywhere. It was nerfed before an actual fix was put into place, and we now have this situation of five minute matches while survivors wait in 15-20 minute lobbies. Why wasn't the problem that Ruin was mitigating not fixed before its nerf?
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I just want killer to be less stressful and more rewarding, to not have my progress reset by a low skill or no skill second chance perk that has no counters, and to see maps reworked consistently and quickly. For how large this studio has gotten its amazing at how slow updates to things that other competitive games can fix in a month or two has not been done in the YEARS this game has been up and running.
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Yep, no comment on this because there is no current argument for it that isn't "We favor survivors."
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Yep, just another one in a string of hitting killers again and again lately. With no plans for reworks for low tier killers because after Freddy they won't put that much effort into it again.
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I stopped playing months ago, but I still have hope for this game. Not a lot these days, but some.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1128875#Comment_1128875
My kill rates are basked on purple level. Devs rates are based on probably all ranks. So yes high ranks are probably lower than this.
Or even more likely rank 20, as they've talked about that before because its the 'majority'. No other competitive game balances this way.
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@LordEmrich said:
Because the Survivors don't already have enough ways to win so BHVR had to give them more.
Yep, pretty much this. Survivors need to be handheld and given as many second chances as possible, because otherwise they might cry and BHVR can't have that. Nevermind this is a game where the killer is suppsoed to tbe the power role and the survivors are supposed to be struggling to survive.
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Yeah, its just not worth it to play killer right now. For awhile it seemed like the devs where finally going in the right direction with the freddy rework and other nice QoL buffs...and then suddenly they switched course and just started nerfing everything killer. Its really ridiculous and disheartning, I want this game to be good, but I haven't played for months now because of all of this.
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@MPUK said:
These are single use perks, you can only use DS once, you can only use unbreakable once, Adrenaline activates once if all the work gets done. Dead hard is an exhaustion perk and can only be used once, when injured per 40 seconds or whatever the cooldown is. The slowdown perks for killers were not single use. That is the difference.
Single use perks that can be used across 4 survivors. And Slowdown perks where not nearly as powerful as second chance perks are, and survivors can still be synergistic with them while Killers are having that slowly stripped away from them because of survivor 'fun'. When does the killer ever get to have fun? Oh right, the killer isn't supposed to be fun, git gud, just apply pressure.
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@Hannon said:
When I play as killer I don’t have any lag (even with 200+ ping on further servers, I usually get a stable 64 ping on EU servers)
the problem is when you are playing as survivor and go against a laggy killer..
he hits you through pallets and when you just vault a window and are far away..
But there where also matches that where fine and played far more consistently and fluidly then dedicated servers, which are constantly laggy and buggy.
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@korean_zombie said:
https://forum.deadbydaylight.com/en/discussion/comment/1126589#Comment_1126589
Why should the game be slowed down. That doesn't sell nea, feng, or meg skins. There are no game health issues being wildly ignored here, please visit the store and check out our sweet, sweet new skins. There gonna make you look so toxic.
Yep, they care more about short term gains then long term health of the community. We can't make games last a satisfying amount of time, that would take too much work and might actually make the Killer the power role its supposed to be.
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They need a rework and something that is actually thematic to the idea of a Legion.
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@Mister_xD said:
please keep in mind everything we've seen so far was PTB material and is subject to change.
they do the PTB to collect data and feedback afterall - and if everyone says new sabo is too damn fast, they will most likely change something about that.
Or sometimes they don't care about feedback and go through with it anyways.
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Maybe they will, but its been a long time of this combination with no change in sight; and instead we get nerfs to Ruin, the one perk that really helped out all the mid and low tier killers, and left them with nothing instead.
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@Oberon said:
https://forum.deadbydaylight.com/en/discussion/comment/1128064#Comment_1128064
The developers are only "all for it" because being against it would kill off their player base, and therefore, their revenue stream. With a four to one ratio, the developers will always try to keep the survivor mains happy because it's those players that bring in the most money to them. Killer mains are literally not as valuable as survivor mains to the developers, so they care less about their enjoyment and balance.
But what happens when killers start leaving the game? Queue times increase, killer skill decreases, and survivors start quitting. They're creating a death spiral for their own game by focusing inordinately on the survivors.
SWF was controversial among killers when it first came out. It was controversial for all of the reasons that are being stated now:
- It destroys the atmosphere. When you can chat with other players in real time, telling them where the killer is and what they're doing, you remove the horror aspect of the game. There's not anticipation. No dread. No anxiety. The game becomes a gen/press 'W' simulator without any "horror."
- It provides SWF players the advantages of Bond, Empathy, and Deja Vu without having to run those perks. You know where the other survivors that you're speaking with are at all times. You know how many pallets they're using in real time. You know where they've been injured and where they're heading to. You know where the other gens are based on them telling you. The real problem is that killers have learned to work around SWF. If the game ever reverted, the Killer who have had to deal with it would be far better than the current survivor base.
- If you think the game's boring without SWF, then it wasn't your type of game to begin with. You don't like playing atmospheric horror games. You like playing team games with voice chat. DBD was not made to be that. The developers included it because it was requested by players who couldn't do well on their own or didn't enjoy the game as it was. They caved to the player base with the most money because money.
tl;dr: SWF destroyed the atmosphere because survivor mains didn't actually enjoy atmospheric horror, and the devs caved because money.
Yep, I feel like this game was originally made with passion and with a vision, but it was all too quickly corrupted by the sudden success and influx of cash, and now they don't know how to or don't want to stop.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/133855/the-dark-times-return
I love the upcoming changes! 😍
Sure, there are things wrong, but you can't expect everything to be perfect and mostly what you said is based on your opinion.
The dark times, in my opinion, is an exaggeration because the game has changed a lot from launch (and for the better)!
Some of it has changed for the better. Some for the worse. Currently these changes and this killer seem like nothing really good for the games health or fun. Back at launch, there was no DS. Back at launch there was infinites, but there was no pallet looping. Back at launch the survivors only had a minute on hooks before they died, now they have 2.
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@Codela said:
@Vetrathene What makes you think that looping is an exploit? :o
Its literally exploiting a difference in hit boxes to keep a killer from gaining as much speed as they can and was never originally intended.
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@FearedbytheGods said:
Truthfully, its the attitude of killer mains nowadays.
Having played since release I've seen killer get easier, survivor get harder. FULL STOP.
Infinites gone, vaulting/perk/map/pallet nerfs, bloodlust added, end game timer added, hatch close added. All this has made being killer easier and survivor harder since release.
2 escapes, 2 kills is the devs unit of metric. You don’t have to like that but it’s whats given the survivors all their nerks and all the killers current buffs.
You look at the SB vs. NOED debates that happend at release all those years ago. SB now is mediocre at best where as NOED is still a high tier perk.
Killers now are up around 70% kills due to the trajectory of the game and the devs metric system, unless you feel their metric system is bad, in which case they can undo all the changes I've just mentioned....
It's only been recently that killers have started getting push back from devs because the state of the game is disconnecting survivors who know a game is going to end in a 4k so why bother for 3k BP.
And what do we see? Thread after thread recently of killers whining. People talk about salty survivors alot in this forum but ignore the elephant in the room.
NOED is not a high tier perk, its a perk that may not come into play, either because the game ended before EGC, or because all of the bones where broken, or because the gens popped and doors opened before the killer could get to any of them. The killer experience is better...in some ways, and worse in others. Infinites are gone, but when they where removed pallet vacuum got buffed and hit boxes for survivors where made smaller, creating looping. It was finally gone after a very long time, but looping never went away; which is simply an exploit. Killer buffs come much slower then survivor buffs, and vice verse for nerfs. Killers will get nerfed after 'being looked at' for a few weeks to a month. Survivor advantages will be 'looked at' for multiple months and then nerfed...while getting a buff to compensate. Or survivor buffs will be presented as supposed nerfs. While killers get a few quality of life changes to try to make it seem like the devs aren't biased. Balance is based on 'fun', but usually seems to be focused on new survivor 'fun.
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Yep. Killers can get nerfs with no buffs in recompense, or buffs that don't do anything. But if survivors are getting something nerfed they get something buffed in response. Toolboxes actually seem better now. Sabotage got a lot easier, so its not just SWF that can be sabo bullies. Ruin got nerfed into oblivion and is basically useless. DS got 'nerfed' but in a lot of ways is far more powerful, as before usually only one person would get a DS off a round; where now all 4 will get a chance to get it off if the killer dosen't let them go for 60 ######### SECONDS. Its honestly ridiculous, I haven't played for over 2 months outside of checking out the PTB, and I only played that for a few matches to realized how this patch is overall a survivor buff. They just gave some crumbs to killers to try to appease them and make it sound like its a bunch of survivor nerfs.
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Maps need reworks, DS and BT need to be nerfed. Toolboxes aren't getting nerfed, they are just getting sidegraded; because unlike killers which can just get straight nerfs, the survivors need something else buffed when they get a nerf. SWF needs to give some compensation to the killer. Honestly I think killers should just be able to run 6 perks instead of 4 all of the time.
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My problem with this update is not that it is one sided or the other. Its that it dosen't fix the core problems. It seems to be trying to make things better for killer overall by appearances. But breakable walls will take time vs if they just added a door to many of the broken loops that are in the game. But it is nice to see that they are sort of trying? The new sabo is very much a buff to survivors, but I think it will only be a problem against SWF. (Which SWF is a problem in and of itself). The changes to toolboxes are too hard to tell right now without more testing. The buffs to doctor and especially plague are very nice. But...gen speeds are still too fast even without tool boxes. Survivors still have tons of pallets, safe loops, and maps that make it hard for the killer to be everywhere at once to apply pressure. And slowdowns are 'being looked at', which for killers, is usually a signalling of a nerf rather then being left alone or possibly buffed. Its a patch that is a buff to placate currently angry and upset killers without actually fixing core problems with the game at present. Breakable walls might help with some maps, but it won't fix everything.