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Waffleyumboy

Waffleyumboy

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Waffleyumboy
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  • Imagine complaining about tunneling then asking for DS to be removed.

  • @Nurgling7 said:

    It's not a question about thinking. I KNOW I've received more death threats, Hate group spams, wishes of yeast infections and unwanted sexual intercourse on me and whole family, from Survivors.

    That could just be because there are 4 times as many survivors than killers in a trial. If 25% of each population is toxic, you would on average see a toxic survivor every game and on average see a toxic killer every 4 games. Ratios are fun.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262706#Comment_1262706

    Pay attention to my phrasing: "More Killers Than Not"

    To clarify: Multiple killers. (Need add-on reworks IE Hillbilly) (which is what you said)

    As for DS I'm going to copy and paste something I wrote awhile ago because I don't feel like typing:

    It has already been reworked that's true, and then immediately after survivors figured out how to maximize its output and abuse the perk to its fullest extent, hence the need for another rework, again.

    One that puts it in its place, but still achieves its original purpose of being an anti-tunneling perk (and NOTHING more) for good.

    Allow me to explain:

    DS - PROBLEMS

    A survivor running DS is not going to heal themselves because the DS practically counts as a health state on its own. It's a nice thought, but it's unrealistic to think anybody is going to heal while they've got what is basically invincibility. They're gonna play as aggressive as humanly possible going for unsafe unhooks, finishing generators in the killers face, doing hex totems in the killers face, etc. 

    This is the real problem with DS. That it enables survivors to play extremely aggressively for a long duration of time and they absolutely cannot get punished for it. As Otzdarva put it: "Decisive Strike allows survivors to be bold, make bad mistakes and completely get away with it"

    DS - SOLUTIONS

    It should be deactivated under numerous circumstances:

    First and foremost it should be deactivated upon entering a locker, everybody knows this stupid trick, it's annoying to deal with, and provides a survivor 100% protection since they won't even be in the dying state. A key point to remember about Dead By Daylight is that a survivor should never feel safe under any circumstances, they should always be on edge and in some kind of tension, if not something is very clearly wrong with the power role of the killer. The ability to jump in a locker and force a killer to eat the DS absolutely and unbearably spits in the face of this idea, allowing a survivor to feel completely safe within the confines of a red box. 

    DS is also meant to be an anti-tunneling perk, so it should be deactivated after that purpose is accomplished. NOT for an extra-whatever-is-left-on-the-timer. Similarly to OoO, if a survivor is outside of a range of 32 or 40 meters of a killer, it should automatically deactivate. If you are that far away, you are clearly not being tunneled and there is no reason for you to have the perk still active. 

    It should also deactivate if you begin repairing a generator, DS is a self-preservation perk, it is meant to keep you alive immediately after the unhook. So if you feel safe enough to repair a generator while still injured, there is no reason for you to have the perk still active. This way baiting a killer into accidentally grabbing a survivor off a generator is no longer viable again, taking away that misplaced sense of security that survivors should never feel. 

    This also introduces an interesting dynamic, if there is one generator left, it's at 80% and the killer is chasing somebody but close enough that you can hear a heartbeat, do you try to repair the generator? If you do you lose your temporary basically-invincibility but you could repair the generator (popping adrenaline probably) if you don't you might be able to keep your DS maybe even use it and find the hatch or something. This forces survivors into weighing the risks vs. the reward and is a far more interesting gameplay and a tense situation than "Hehe DS will protect me, all gens done time to pop 4 adrenalines now look who's the 4head".

    CONCLUDING

    These are absolutely necessary changes, those who say no are the ones who are keen on continuing to abuse an unbalanced perk. 

    However, it's important to note that none of this changes the primary and original goal of the perk who seek to gain that benefit: The core integrity of a perk that keeps you from being tunneled immediately off the hook for a certain period of time is preserved, giving you the opportunity to escape the killer, heal yourself up, and stay alive.

    This is what the perk should be used for, and absolutely nothing more. 

    As for NOED I only said it was unbalanced, not that it was overpowered. It's tendency to swing games into the favor of killers who don't deserve it is the major sticking point, regardless of a lack of consistency. Again, too lazy to type, so I'm copying an pasting some other old stuff I wrote:

    HEX: NOED - PROBLEMS

    OP's idea does absolutely nothing to solve the issue, survivors have no idea whether or not a killer is running NOED until someone has been hit at the very end, so they have no idea whether or not they should be seeking out the destruction of every totem on the map. If they aren't running noed you are very clearly wasting precious time you could be doing repairing generators, saving teammates, healing teammates, etc. Wasting that much time seeking out every totem which could be really well hidden could very well cost you the match. NOED Triggering once the EGC has initiated rather than after all generators have been completed is kind of a meh idea since this core issue remains, alongside the fact that in many circumstances killers did no work to earn this bonus and simply punishes survivors for playing well.

    HEX: NOED - SOLUTIONS

    The suggestion of NOED triggering after a late game hook for 45 seconds is not a bad one, the killer did some work and they are rewarded for this. This should be the motto for the perk at all times, it shouldn't be a crutch for bad killers to snag kills at the very end, it should be a perk that rewards good killers who are in real tight and close matches the smidge of extra pressure that they would need to win a match after they've already performed really well.

    Perk that provides a really powerful effect on par with NOED have some kind of conditions that need to be fulfilled. Most notably Hex: Devour Hope requires you to get three stacks of unhooks outside a certain range for instant downs and 5 stacks for moris, a survivor equivalent might be Mettle of Man which requires three stacks of protection hits in order for you to tank one that would have put you in the dying state.

    Likewise, NOED should require you to fulfill some similar conditions before gaining its benefits. You should have a certain number of hooks or possibly better - put survivors into the dying state a certain number of times before you get the instant downs. This goes all the way up into after the last generator has been repaired, you might not have fulfilled the requirements after the last generator has been completed but you can still fulfill them after such as downing someone normally if they're the last stack you need. Afterwhich NOED will immediately activate and give you access to instant downs - possibly for a limited time renewed after each hook you get like @CheersTC recommended.

    CONCLUDING

    DS Changes:

    What survivors get - The core integrity of a perk that keeps you from being tunneled immediately off the hook for a certain period of time remains, giving you the opportunity to escape the killer, heal yourself up, and stay alive.

    What killers get - Prevention of extreme abuse of the invincibility factor DS provides, survivors will no longer be allowed to play extremely aggressive under the protection of DS. If a survivor is truly not being tunneled and outside a range of 32 or 40 meters away from the killer they cannot run back to the killer and pull some aggressive stunts later. Jumping in a locker no longer 100% guarantees a survivor protection as the perk will deactivate, and it will also deactivate as soon as he / she begins repairing a generator so baiting a killer into grabbing them off a generator is no longer viable either.

    Hex: NOED Changes:

    What survivors get - Less frequent abuse and cheap wins from killers who were not skilled enough to complete the prerequisite stacks or conditions.

    What killers get - The small bit of extra pressure that a killer may require in order to turn the tide of a close match, and secure kills at the very end that would otherwise have been lost.

    Also "Solo and swf have the same maximum potential lmao"

    https://youtu.be/Jy-7q8vmrXM

    As much as I'd love to go into detail on this with you, you have some key assumptions that are blatantly wrong. You say DS allows the survivor to be more bold, and I would argue that that is the intention. It is not purely an anti-tunneling perk, that is just its most obvious use. If the survivor goes into a locker you are allowed to "eat" the 4 second stun and just accept that it was your mistake to chase them. You are right DS is a semi-health state, but you can ignore it by slugging or just doing something else for 60 seconds. No one is forcing you to chase recently unhooked survivors, if you commit to them you as the killer are running the risk of getting hit by DS and if you do get hit, it isn't abuse because the perk is doing exactly what it was designed to do.

    As for NOED, it already has a requirement. Play with 3 perks until end game without losing so much pressure that the survivors are able to cleanse all of the dull totems. A bad killer will not activate NOED against good survivors unless they camp.

    Funny how you laugh at me but I think it's a joke how you try to dodge my point. It's just facts: Solo can perform just as well as swf. Swf offers no mechanical advantages.

  • I think they should be transferred to the Entity's Chamber, where the Killer can't enter. It'd be kind of like the survivor's basement.

    Adding on to your idea, what if the hook the survivor got hooked on is still disabled by Entity tentacles or whatever until they get unhooked?

  • I think the devs said he is a light sensitive creature, and the Entity does this justice by giving Demo invisible eyes to blind.

  • @Kakateve said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262711#Comment_1262711

    As long as you won’t get punished for not tunneling anymore it could have an infinite timer I would’t care.

    Exactly lol

  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262706#Comment_1262706

    When he was referring to billy, I think he was saying that more killers need addons reworked than killers who don't, and that billy is one of them

    Ah thanks. I agree with that sentiment, especially regarding my top three favorite killers: GF, Demo, and Billy

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262522#Comment_1262522

    I don't think the gen/locker change would be reasonable. I once had a game against a Clown who hooked me, I got unhooked and he had stayed JUST OUTSIDE of range of the hook for me not to hear his TR. I got unhooked at the last second before stage 2. I had to interact with a generator because there were no lockers nearby, he was right back on my ass within seconds, and he was stupid enough to grab me. He re-hooked me, I got unhooked again at last second and he was right there again ready to hook me a third time.

    Good point, I would also they rather not make DS deactivate so easily.

  • @Kakateve said:

    Without reading any of the comments or even the post: DS should deactivate as someone else gets hooked AND YOU’RE NOT ON THE GROUND. It would be fair and non abbusable for either ilside.

    DS would need a buff to compensate...an indefinite timer would work.

  • @Seiko300 said:

    Only the people that play both sides have a relatively accurate idea of how balanced or not balanced different aspects of the game are.

    For example - (Potentially) Hard to Swallow Pills:

    -Despite its rework, DS is still incredibly unbalanced and so is NOED. Both for various reasons, unbalanced can mean many things for example it is often connected to something being "overpowered" but this is not always the case. It means exactly what you would think it means - it is unbalanced.

    -Both the Pig and The Plague are some of the most poorly designed killers in the entire game for their own respective reasons, but the biggest one which both share is that some aspect of both their powers operates passively. This is not fun. This is not interactive.

    -The Clown. Needs. A. Buff & / or Rework. Now.

    -The Legion needs a rework which addresses his core fundamental issue - his power does not help down survivors. Take a minute to think about it: every killer as good, bad, or as poorly designed as they are have a power that actually helps put survivors into the dying state. The Legion's Feral Frenzy does not. This is what makes him incredibly unsatisfying to play as, you must m1 to down a survivor

    -Solo queue is by far the most difficult and sometimes frustrating role to play. For those who don't know the power scaling of maximum potential goes Solo < Killers < SWF

    -People want, and should be able to play with their friends. Removing SWF is not a viable option to solve the balance issues that have arisen over time, and it never was.

    -More killers than not need reworks to their add-ons, even killers who are viable at high ranks or fairly balanced. IE The Hillbilly

    -The devs have indeed done A Pretty Good Job So Far, stop ripping into them all the time.

    -Finally: Quentin is in desperate need of a face rework, Steve Harrington needs a voice over starring his actual actor Joe Keery, and Emotes do not belong in Dead By Daylight unless they are practical gestures intended to support Solo survivor communicative capabilities. Stop asking. Dead By Daylight is not Fortnite.

    Don't @ me

    Some things I noticed right off the bat:

    You don't give any reason for DS and NOED being unbalanced. DS is slightly too versatile I'll admit but NOED is generally regarded as weak due to its situational nature and how hard it is to utilize it correctly.

    The Pig and The Plague are pretty uninteractive at times, so this can slide

    Facts

    I think it's okay for a killer to have a non-lethal power. This is a matter of opinion in general.

    Solo and swf have the same maximum potential lmao

    Facts

    Idk what this means but I'm guessing you're saying Billy's add-ons are fine. They're not.

    They are indeed improving the game, good point

    I would give a kidney for these changes

    @Seiko300

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262556#Comment_1262556

    It's really only an issue still on Mothers Dwelling where they can finish a gen before I can walk my ass over there. I know corrupt prevents that but if I'm playing legion I want the survivors to stay together and dont want to use corrupt and have them spread out.

    Ah ok

  • @Ghostwithaface said:

    Well sometimes you come across a person so stuck in their ways, they can't possibly accept they might be wrong or the thing they deny as being impossible, can work.

    Like you can't escape a face camping bubba. Even when video proof exists, that yes, it is possible to escape from a face camping bubba. Yet show this proof to the person who thinks facecamping is impossible to escape from. They will deny it or simply fade away like a ghost, never admitting they might be wrong and possibly never to be seen again, in that thread at least. That or change the goal post, oh if the facecamper was a more intelligence or better player, they would of never escaped. Even when the original question was, is it impossible to escape from a facecamper?

    When honestly, alot more agreement could most likely be reach. If more people played both sides, rather than only one side or the other. That way they could understand or relate to the other side, rather than treating them like the other aka the outgroup. Since playing one side, is a good way to get tunnel vision and only be able to see things from one point of view. Like oh say ds. If you seen some of Saminations latest steams, well some players do make questionable choices as to when to unhook someone. Leading to ds seem to be a perk, not to save you from the killer but rather to save you, from your team mates poor planning.

    https://youtu.be/iWLf0ezuvNg

    A bubba standing there nodding isn't really a good example. I agree it is possible but a killer playing correctly can make it impossible via basic things like holding up your chainsaw and maintaining awareness of your surroundings. It's a weird argument because of course it's possible so why does anyone care about it? It's possible to sacrifice all the survivors in 30 seconds, we just gonna accept that as the norm? Bleh, forgot why I'm even ranting.

  • I disagree. I'd much rather they run Unbreakable to help the team out of tough scenarios or DS to help slow the killer's pressure. If I want my team to coordinate better I can always run Kindred.

  • It's just like any pvp game. Not especially toxic imo.

  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262620#Comment_1262620

    I reckon it's honestly even further divided than politics these days. Oh well. No way to get through to those people.

    Just wish I wasn't absolutely crucified every time I suggest a slight balance to the game. It's beyond ridiculous when I get tomato pelted on the forums with hardly anybody considering my stance to be a real balance.

    The people in feedback and suggestions are pretty nice. I think the toxic people like to stay in general discussions where there is more action.

  • I know this might sound like a stretch, but I'm gonna have to go with the toxic people.

  • Sometimes, but mostly it's just memes and insults. Neither cares about the other and that is really detrimental to community health.

  • @Silvac13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262547#Comment_1262547

    Like I said, if you want to play in the ranked environment of DBD, then you need to use the current meta. Certain killers excel with this, while others have no place in the meta. If a player actually wants to hit rank 1, they might play a killer they normally wouldn't. This doesn't just affect winning the game (killing all the survivors), but your score too. A non meta killer right now probably gains a lot less bloodpoints per game, then a meta killer does.

    True, some killers need buffs

  • You should balance the starting unhook chance around Slippery Meat, so Slippery Meat stays the best kobe perk without prerequisites. Since I'm feeling generous, I'll do the math for you and lay it out neatly.

    Slippery Meat: 4% chance with 6 attempts = 1-.96^6 = .217 = 21.7% chance

    Deliverance: 50% chance with 3 attempts = 1-.5^3 = .875 = 87.5% chance

    My idea for Deliverance base increase: 6% chance with 3 attempts = 1-.94^3 = 16.9% chance

    My idea for Deliverance would increase the base chance by about 5% while still being about 5% worse than Slippery Meat. What do you think?

  • @evilwithinIII said:

    I think all older perks need to get reworked. How many dlc are we in and the meta for Both killer and survivor hasnt changed? All the new perks has conditions before they can be used unlike the older ones that are straight forward but they are still as or even more effective.

    This should not be the case, i prefer that all the perks have high conditions like the newer perks.

    Note: this doesnt only included the meta perks but also the perks that are bad like monstreous shrine.

    I think new perks should get a buff, not a nerf to older perks

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261735#Comment_1261735

    I highly doubt it was 10-15 seconds. But it sounds better than "I took 2 minutes for my first down".

    But I 100% agree that Survivors should not spawn together. Even tho, this might make it worse for the Killer since doing multiple Gens separately is better than hopping on a Gen with multiple people.

    Why shouldn't survivors spawn together?

  • @Silvac13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262531#Comment_1262531

    I absolutely understand that. META means Most Effective Tactic Available. And looping absolutely is the meta right now. The concern I have is it really restricts your style of play. I've said this a few times to my friends, the Killers I love playing the most and have the most fun with are not in the current meta. So that means I either get looped endlessly when I'm just trying to have fun. Or I switch to a different Killer that is less fun, but allows me to compete in the ranked environment, where winning actually matters. Changing maps, or allowing for a ranked and casual playlist would solve this issue. Every competitive game out there is trying to shake up the meta in their games. Rainbow Six Siege and Overwatch are examples of that. If Dead By Daylight doesn't shake things up, it'll get boring and dry.

    How is looping restrictive?

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262512#Comment_1262512

    I used tier 2 ds which is 50 seconds for a few weeks a while ago its really not that big of a difference so i wouldnt mind losing 10 seconds. Imo only issue with ds is lockers it should disable when you enter a locker

    It's not that different because killers respect 60 seconds, your experience is not a good example of the effects of this change because DS was still 60 seconds during that time.

  • Gonna have to stop your essay right there. Looping is the meta in dbd. It's not an exploit or "disgusting", it's playing the game optimally and the devs acknowledge it as a strategy.

  • @Aneurysm said:

    It's not the timer, you shouldn't have multiple survivors with it at once, and it should be deactivated when getting on a gen or in a locker. That's all it needs.

    THE DS TIMER DOES NOT ACTIVATE WHEN YOU ARE BEING TUNNELED

    The gen and locker change would be reasonable, but if you have gens and lockers might as well go all the way and add unhook animations as well.

  • That means tunneling killers wouldn't have to slug as long, removing the window for the tunneled survivor to be saved without healing speed or UB. In short, very bad.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262447#Comment_1262447

    If someone's argument is solely based on what they thought someone said and not balance and counterplay, they never had an argument to begin with.

    Oh right. Thanks for clarifying :)

  • @Peanits said:

    For what it's worth, this shouldn't affect someone's argument at all. You can still like it or dislike it all you want, as long as your argument wasn't based solely on something you thought we said, nothing has changed.

    But a lot of people's arguments are based on things they thought you said. Should they not be affected?

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262341#Comment_1262341

    Have you read the perk?

    https://us.v-cdn.net/6030815/uploads/339/QSAK19C0C9DE.png

    For 60 seconds, yes. The survivor is intended to be more bold. And the idea that it is immunity or god mode is bullshit. It's a 5 second stun, if they hit their skill check, and then they are completely murderable again.

    The lore has all the answers lol

  • @woundcowboy said:

    Who cares what the devs call it? It is oppressive and abusable.

    How is it abusable? It works exactly like it says.

  • @xEa said:

    I disagree with otz beeing the ultimate trapper main. He plays trapper a lot, but also all other killers. Like i said, pick TheEntitylefthand,since he exclusive plays trapper and trapper only nothing else, heck he even "cosplays" trapper on his stream. He is the one and only true trapper main.

    Yeah I would feel bad if he wasn't given the spot.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262330#Comment_1262330

    Surviviors: Don't kill everyone, you don't need to rank up because it's meaningless.

    Also Survivors: Noooo! You can't just kill me first, I'll lose a pip!!!!

    How is any of this related to my comment? Did you quote me by accident?

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262323#Comment_1262323

    It sure is, but it kinda shows how little variety there is in the perk builds doesn't it? Or how little variety there is in terms of playstyle for both sides.

    That's a problem. Because that means both sides are afraid to experiment with the pages upon pages of perks they have on every killer. Meaning there will be less fun and interesting games. You already know what to expect from both sides. And there in lies the core issue with DBD's balancing.

    Perks are a means to respond to player playstyles. No one wants to play to lose of course, but everyone in this plays like it's eSports ready. Responding to how their opponent will play long before they get into a match with them.

    Typically if I want to play a Killer, I just plop whatever perk I have that I think could be fun to see work + BBQ, and see how well I do with it. Same with Survivor if I'm not feeling tryhardy. But I know most people don't play like that. Which can lead to a lot of bland and boring gameplay, which I suspect is the reason behind a lot of those forum threads.

    Exactly. Since the game is a competitive game according to most, people come prepared to counter the most efficient strategies the enemy can employ. Survivors will counter tunnelers, and Killers will counter generators.

  • I made a thread about this...I would love to get back into Demo if his Shred had more uses and if his add-ons reflected this. Removing his noise removes his personality and widens the solo-swf gap, but silencing footsteps while oblivious would be a great change.

  • Could Otz qualify for the Trapper position?

  • @gatsby said:

    In Red Ranks, you pretty much need a 4k to rank up. Blame the Devs not the players... even giving someone hatch and taking a 3k can give us Brutal Killer so we don't rank up

    You don't need to rank up...there are no rewards and it is purely for matchmaking purposes.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262299#Comment_1262299

    There's a reason "Meme Builds" exists.

    Honestly, if they did a full revamp of the perks in the entire game. Like dedicate a full chapter to it just to design every single perk in the game to be viable or useful in certain ways, certain playstyles, certain builds. It would make the perk diversity much more... Well diverse.

    Every single game I keep finding people with Dead Hard, DS. Dead Hard, DS. Dead Hard, DS. If not DH, some other exhaustion perk.

    https://us.v-cdn.net/6030815/uploads/342/1XX1KCDXTKAL.png

    Like every single game, without fail. If I don't see a Dead Hard I would be shocked.

    The only other decent perks Survivors and Killers sometimes requires you to synergize it with other perks to make it worth it. Effectively using 2 or even 3 perks to get some use out of 1 perk.

    DH and DS are great perks against tunnelers.

  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262238#Comment_1262238

    Alright, here are some problems with some perks.

    DS essentially makes the survivor immune from being picked up in any way for 1 minute after being unhooked. While you can avoid a DS stun as killer by ignoring or slugging that survivor, that costs a lot of your time to counter a perk they might not even have equipped. Additionally, the perk can guarantee an escape in the endgame, so it's normally better to tank the DS stuns whenever possible to remove that possibility.

    NOED punishes survivors for not cleansing totems, but in a similar way to DS, devoting a lot of your time to countering this perk the killer might not even have can cost you the game. This is even more of an issue when you aren't on coms with your teammates. The only way to guarantee NOED will not come into play is to be on coms and count the totems together.

    Perks like Wake Up, Off the Record, Fire Up, Streetwise, Pharmacy, Autodidact, Sole Survivor, Poised, Dark Sense, Bloodhound, Predator, Unnerving Presence, Territorial Imperative, Beast of Prey, Huntress's Lullaby, Gearhead, Buckle Up, No Mither, Breakdown, Iron Maiden, Bodyguard, Camaraderie, and Cruel Limits are all so bad that running them is extremely close to running no perks at all. Why the hell would you run these when perks like Corrupt Intervention, Pop Goes The Weasel, Borrowed Time, Dead Hard, Sprint Burst, Iron Will, Adrenaline, Whispers, Save the Best for Last, and of course, DS and NOED exist? Even mid-tier perks like Botany knowledge or Brutal Strength would get some value each game. A huge problem is that even when those bad perks get value, it's minuscule. You save a few seconds or avoid a chase one time out of 5 games, great. Those perks need a buff badly.

    You have NOED's effect misunderstood. Used by a bad killer, you are correct that NOED punishes survivors who neglect countering NOED. Used by a good(or camping) killer however, NOED is a powerful end game reward for keeping good pressure on survivors using only 3 perks.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262238#Comment_1262238

    Urgh fine. I can't belive that you think that al perks are fine and perfectly blanced but everyone has an opinon I guess.

    So that I don't have to write down what's wrong with all of these specifically I'll just name a few perks with usefulness significantly below average that desperately need changes to make the more usefull since they aren't even situational or combo perks and have no real redeeming qualities. Some of them I didn't even see played in my 2,2k hours unless I played them myself for the memes.

    For killers - cruel limits, furtive chase, mindbreaker, monstorous shrine, spies (SFTS), overwhelming presence, predator, zanshin tactics

    For survivors - Buckle up, Deja vu, No one left behind, this is not happening, up the ante

    I could call out more but some of them would be more debatable then these which are extremely rare to find in games (from my experience either never or at least 1 out of 100 games)

    Then there are the strong perks that are meta and can be abused in ways that are bad for overall DBD's health like for example Noed or even DS when abused. Both lack proper counterplay when abused and both don't care about notifieing either side that they'll be in play with their possibly game swinging potencial and are rather unfun to get hit by since both feel cheap in certain scenarios.

    I could go on for a loooong time about many other perks that could use changes or are problematic in some other way but I feel even this much effort will be wasted on you since based on your previous responses you don't seem to be open to unbiased discussion.

    Correct those perks you mentioned(except SFTS) are problematic because they're nearly useless. NOED you could argue that it's not a problem and instead camping and the solo-swf divide overall is to blame. DS is a 4 second stun if you pick up a survivor within 60 seconds of them being unhooked, it's avoidable and a 4 second stun isn't too bad. At end game DS can be very punishing but so can Adrenaline and BT so meh. Overall I appreciate your response and I admit that you make some good points.

  • @shwag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262249#Comment_1262249

    Far from mad, this was a blatant I told you so, cried to dad thread.

    Like I said y'all want a cookie?

    I watched this whole thread come together between the other threads made about ds and the fishing to get a dev response and now we get a whole new thread to win an argument ?

    Must feel good to be right lol.

    My point is why feed into this childish behavior and act all righteous being right?

    I just do not see the need or point. Every thread here is constantly and up hill battle about what side is winning.

    Hard to see the forest from the trees I guess?

    I must be mad or just over thinking all this ?

    This thread is literally just stating fact. Inserting context that makes it seem childish is your fault, not OP's. Good attempt at trying to make OP feel guilty for no reason 👏🤗🌟

  • I suspect it's because an overwhelming victory feels very satisfying.

  • @shwag said:

    Jesus ok so you want a cookie? Why must we continue to beat this argument into the ground?

    These threads are getting more and more childish by the day.

    So sick of the us vs them threads on here.

    Both sides want the other side completely gimped and useless so they can "enjoy" the game.

    I am not taking any side in any of these whine threads.

    Just gonna sit back and watch y'all snowball this game into the ground while trying to get what little enjoyment I can left out of this game.

    These forums have come a complete joke do to people like the op and the low count new thread complainers.

    No need to reply this was a statement and not a debate.

    Feel free to waste your time lol.

    This is just an informational thread...

  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262228#Comment_1262228

    Problem #1: The meta perks are all old perks

    Problem #2: We only ever get 4 perk slots :/

    These are good problems but I meant specific examples sorry

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262228#Comment_1262228

    I have no idea what you're saying.

    "Name 2 problems with perks"

    What's that supposed to mean ? Large portion of perks on both sides need either significant or minor changes. I would have to name a 100 to be fair to all of them.

    If there's so many problems name some

  • For survivor I run an exhaustion perk, a staple perk, a utility perk, and an altruism perk.

    For killer I run 2 chase perks, an information perk, and a synergy perk.

  • @Kebek said:

    And why does that matter exactly ?

    It doesn't change the fact that it's problematic and needs more changes like many other problematic perks.

    Problematic perks 😂👌

    Name 2 problems with perks

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261966#Comment_1261966

    Oh my God...

    I'm honestly detecting sarcasm in the forums less and less as the days progress.

    My God.....

    Haha I feel you. Tbh this comment could be sarcasm and I would have no way of knowing because it's hard to interpret online. Plus, I've gotten used to people actually believing in hyperbole and restating it as an actual point. It's a headache lol.

  • @Dwight_Fairfield said:

    I don't think matchmaking will fix this. Rank 1 survivor here and believe me when I say there are plenty of potatoes in red ranks too.

    Last night an injured Nea ran to a hook I was being carried to right before I was about to be hooked and actually attempted to sabo it. Myers just smacked her down easily and got a free hook from her after he hooked me. This Nea was a rank 2.

    The new matchmaking system also replaces the ranking system.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261929#Comment_1261929

    That's exactly my point.

    They don't use them because they're not good at high ranks, Deathslinger is really good at high ranks.

    It was sarcasm...

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