Warcrafter4
Warcrafter4
About
- Username
- Warcrafter4
- Joined
- Visits
- 9,097
- Last Active
Comments
-
@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1582884#Comment_1582884
I can help elaborate a bit. Best nurse ive ever played against is on Xbox. Not only great nurse he is good killer too add those together and he mind games like crazy and reads great. I met him on the game! The meat plant, easy right? WRONG. He wrecked our whole team in MINUTES. You go behind a wall predicted you go through the doors predicted. He knew the way we would run and if we got away he wouldnt let it happen again. I wasnt very good at that time and now im pretty good id say and I found him again and same map. He ended chases QUICK, suffered because of gen rush and even then I BARELY escaped through hatch. Barely. No matter how good we were it didnt matter he hooked everyone at least 2 times and 1 gen was left or 2 by the time I got hatch. This is one of her worst maps vs a person with experience and each time they were rusty from not playing her. THAT is what to expect from a good nurse and if it was a different map we probably wouldnt have survived. We worked on gens and ran the best we could and it wasnt enough to crush her. Your experience is against bad nurses. Make a post on the forums and ask for people who HAVE gone against good nurse and ask them if they won or lost and why. I can assure you they won due to a gen rush or bad map and if you don't want to take in accounts of others experience you have no right to say good nurse is a bad argument that isnt real.
You know I am not the OP of this thread right?
Your comment is extremely dismissive and implies there is no skill in playing against the nurse.
Also what I was bringing up about the "Good"/"Unicorn" nurse is the logical fallacy called "No True Scotsmen" which is a logical fallacy of ultimately moving goal posts by changing the definitions of what they are even asking for.
I have legitimately seen people on the forums say that nurses doing what you say WEREN'T GOOD NURSES because they ended up losing to DS/Unbreakable.
-
@HollowsGrief said:
https://forum.deadbydaylight.com/en/discussion/comment/1582854#Comment_1582854
I don't want you to think I'm saying this to be rude but if what you said is true they you have not been playing against a good Nurse. A good Nurse will shut you down very quickly, no matter how good you are. You rely on the Nurse making a mistake, not the other way around.
Even against people who are siad to be "good" nurses get juked once then everyone cries they aren't good with her at all.
The concept of the "good" or "unicorn" Nurse as I call it is out right fictional as everyone says "but against a good nurse" but never can actually say any examples that everyone agrees on.
I am sorry but the "Against a good nurse" argument holds no water as no one can agree upon what it even is.
-
@ZephanUnbound said:
As a PS4 DBD player for the last 2 years, I feel like I've gotten quite good at the game, red ranks on the seasons where I've played, rank 1 alot of the time. But one thing you don't encounter much on PS4 is Nurse players, I could go maybe 40 matches without getting matched against a nurse before crossplay. But now that crossplay has been added, I'm getting matched against at least 1 nurse per day, often 3 or 4. How have you PC survivor players put up with her for so long? It often feels like there is no counterplay to her except dead hard, which is one use only. Whereas doubling back between blinks or 360ing typically works against the few console PS4 nurse players I used to go against, it never seems to work against the PC nurses I get matched with because high DPI mouses allow PC nurses to turn so quickly. It's enough to make me want to disable crossplay, but then my matchmaking times will be truly dreadful (they were awful before the crossplay update, still not great now but better than they were).
How to beat the nurse:
Break line of sight and juke her to hell and back.
It becomes quiet easy and fun after the first game or two to play against her.
PS. I do usually run PC nurses for 3-5 gens in a single chase if they don't break off the chase from me to go after someone else.
-
@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1581807#Comment_1581807
I dont know if 80% killrate should be the gold standard or can be called pretty ballanced.
You know that the last statistics shown about kill rate are about a year old now right?
They are so out of date that they are meaningless to even bring up.
-
@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1579936#Comment_1579936
Yeah but then they changed idea and now that's no longer the intention, from what peanits said. Thank you for trying to defend me btw <3 <3 <3 <3 <3 <3 <3 <3
Anti tunneling, not anti tunneling, I DON'T GIVE A DAMN.
It's a dumb perk, too strong, need a rework. 4 FULL MINUTES of the match where survivors can be invincible, even 8 if the killer slugs everyone with ds and they use after the second hook.
Peanits is just the community manager.
Peanits as far as I know has no say in game design so what they say ultimately means nothing in terms of what is intended.
Aka Peanit's word CANNOT override the designers which is something a lot of people on the forums don't seem to get.
-
@MrBuffalo said:
Only reason I ever see a hag get a 4k is cause the survivors just don't know how to work around her traps cause almost no one ever plays this killer? Did a streamer say she is good?
If your woundering it was OTZ that put her into S tier in his rankings for the streamer who said she was S tier(Which even by most S tier qualifications she fails to reach.).
She is an overall good killer but not a S tier killer as S tier killers shouldn't be able to have their power destroyed by survivors along with basic communication sealing her fate to B/B+ tier(Above average but too exploitable for A or S tier despite their immense power).
-
When it comes down to these perks teaching survivors bad habits I can literally tell around half the time if they have Borrowed time just by how they do a hook save.
Its even worse for DS as a lot of people who do it over commit to things like generators since they know they can't be punished for gen rushing past just a slug.
This applies regardless of the role I am playing as.
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1580305#Comment_1580305
How can you say its abuse the devs encourage it and call it smart stop saying that to exaggerate its effect.
Here's a bit of information about development:
Just because the devs acknowledge something can be used in a specific way doesn't mean its its intended use.
In fact in most situations like this if these alternate uses of the perk get abused to badly they end up getting nerfed and that alterative strategy removed.
To give an example: The original relic shield in League of Legends was intended as an income item for tanks and the devs acknowledged that double bruiser/juggernauts with it is a valid strategy.
However it turned out to be so abused in the double bruiser/juggernaut strategy that the devs had to remove that strategy from the game by nerfing the relic shield because of the alternate use.
Also PS:
Even Peanits has hinted at DS deactivating when you work on a gen would be a good change to the perk.
-
My vote is Ghost Face.
It is not because I have issues with him its just whenever there's a ghost face in the game all 3 of my teammates become completely oblivious even to the exposed status he inflicts.
-
I have it doesn't really mean much reading is through multiple times.
It simply says the devs acknowledge people will try to abuse it as a strategy but that doesn't change the stated purpose of the perk.
Edit: Also if I am reading it right its also mainly refering to people rushing at the killer with DS up as live bait(aka clickly clickly style).
-
@BabyDweetMain said:
Stop complaining and get better. You complain so much.
"Those in glass houses shouldn't throw stones"
You have made multiple similar threads.
-
@NightmareReborn said:
https://forum.deadbydaylight.com/en/discussion/comment/1579650#Comment_1579650
Feel free to disagree, but I personally think that Moris should be purely aesthetic offerings, with little to no impact on the gameplay. In their current state, they're obviously pretty frustrating, since you can just remove an entire hook state and kill survivors absurdly fast, and in my opinion, pushing the requirement to death hook wouldn't be that big of an issue.
Sure, you would lose a few seconds from killing a survivor with a mori rather than hooking them, but offerings aren't really supposed to help the players in any significant way. Moris are viewed primarily as an aesthetic thing, and for that reason, I dont see why they need to make the killer stronger.
If offerings shouldn't effect gameplay in any way then shouldn't all the fog darkeners and map offerings be removed as both of those entire categories effect gameplay(Trust me using an offering to go to "the game" as doctor effects my gameplay by a lot).
Or the hook distance offering in a sabotage squad game.
The retired splinter offerings quiet literally changed your gameplay by changing your killer.
The devs are also adding in an entire new offering category that effects where the basement or hatch spawns.
The only offerings that don't have an effect on gameplay are blood point offerings.
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1579755#Comment_1579755
https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike
Does this say anything about anti tunnel?
Actually it does:
Question: What led to the decision to put the timer on Decisive Strike?
Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed
I highlighted the part that says its prupose is to protect you from tunneling/farming
-
@Callmehandsome said:
They should just change it that if survivor performs action which progresses their game, such as repairing generator, unhooks the perk de-activates. I would still keep the action that you can enter lockers and heal without-de activating. If you can repair damn generators you obviously aren't being tunneled, just carried with 60 second immunity.
Part of the issue with DS IS ITS LOCKER "TECH" ABUSE!
There is no counter play to a survivor jumping into a locker with DS and until that is removed DS will be an issue.
If the killer opens the locker they get DSed and the survivor gets away.
If the killer leaves the locker and the survivor gets away.
If the DS locker interaction was changed to the DS not going off but the survivor falls out of the locker into the dying state with DS still having its remaining duration going then that would fix the issue by letting the killer slug the locker-ed survivor and it will still let DS have its full min of up time.
-
@NightmareReborn said:
I didn't actually watch the video, nor do I follow these mori threads, but can someone tell me why everyone wants them deleted? Couldn't they just make them only applicable on death hook?
Making them apply on hook death would make mories actively detrimental to run as most mori animations are longer then just hooking a survivor and the point gain difference is negligible.
To give you an idea there is a mori that is only usable on death hook in the game and its the Cypress mori aka the useless one.
-
@RizeAki said:
So just a little rant if you don’t want to read you don’t have to nothing important
To those that care the basis of the match was it was a pc huntress with crosshairs streaming and once I got off hook they proceeded to slug me straight down. As you know it’s almost impossible to dodge a hatchet when they have cross hairs. So I am forced to use unbreakable to get up and even though they are in chase comes back to do it again. All in all I was left on the ground for whatever the full bleed out timer is which all started at 5 gens. I saw they stream so I went to find out why this was and they said it is because I ran ds and unbreakable (mind you these are tier 1 versions as I was playing Kate someone with like 10 perks to use) All of this being an assumption since they couldn’t know perks till after the match. But even so I didn’t try to abuse them if I’m down right in front of the hook. I used unbreakable because I’m slugged while ds never got used because she left me on the ground for 4min when at most it’s 60 seconds. So my question is how is me using perks wrong but her using crosshairs to make shots is ok in her mind?
Well that is my rant that probably won’t make much sense now I will answer the posts I know are bound to happen before they do I don’t care how anyone plays if that’s their style go ahead just makes you look bad if you have to leave someone on the ground for 4 min at 5 gens and I do also get I shouldn’t run that build with how broken it is but I ran it for the match above in case I am slugged and/or tunneled which happens a lot in this game and I can atleast admit I’m garbage on a lot of maps when it comes to looping Ive been a killer main for two years and only on survivor for about 2-3 months tops so if I am being tunneled I tend to panic and don’t want to waste too many resources so I’ll take a down and either stun or get myself up to gain distance
(/sarcasm)Runs DS which the perks main counter is slugging:
Complains about slugging! 10/10 perfect logic(/end sarcasm)
But in all seriousness you really should expect to be slugged if you run DS since its the only way to stop survivors from rushing gens during that 1 min of being ungrabbable.
-
My money would be empathy on plague/Legion sense they both can keep survivors injured and having a permanent reveal on all injured survivors is game breaking.
-
Legion is what I'll call the "Noob Test"/"Pub stomper" killer because of Feral Frenzy:
legions' power only works if the survivors let it work and don't know how to run away from it properly(Aka in a straight line).
So legion stomps noobs a lot but against good players good luck getting more then 1 person during any given Feral Frenzy.
For as much as I love legion if your smart against legion they are just M1 killers with no power.
-
I feel like the challenge should be changed to:
Escape as the obsession or be alive in a trail while the obsession escapes.
So if everyone leaves(and people who have the challenge and are the obsession are encouraged too) then everyone with the challenge should get it completed.
-
@FrostySeal said:
DS is a ANTI MOMENTUM perk, not a ANTI TUNNEL perk, and its not 60 seconds of invincibility.
That's wrong its anti tunnel from the developers themselves.
@not_Queen said:

People of the Fog,
Decisive Strike is one of Laurie Strode’s unique perks, which was released with Chapter II: HALLOWEEN in October of 2016. We introduced Decisive Strike as a perk option to help give Survivors a second wind, and an opportunity to escape their inevitable demise.
Over the course of the last few years, Decisive Strike has been a point of contention amongst our community, and as a result, the perk has had an interesting journey since its inception.
Decisive Strike has gone through some minor changes to arrive at its current state. Additionally, we have also prototyped entire reworks of the perk, some that we previously spoke of with the community. Ultimately, most of these ideas were shelved as we felt that they did not retain the essence of the perk, nor did they provide an overall improvement to the current version.
Identifying Community Frustrations
To find a solution through which Decisive Strike would be valuable to our gameplay, we had to better understand our players’ irritations towards the perk. Here is a summary of our findings:
- Up to four Decisive Strikes in a match: This perk can take a lot of the Killer’s time and completely break their momentum. In combination with other frustrations, this often comes back as a point of resentment for most Killers who face a Survivor team with Decisive Strike.
- Risk/Reward: Not much of a downside using the perk, yet a huge advantage when used successfully.
- Dribbling: This is when the Killer intermittently drops a Survivor to avoid the Decisive Strike trigger.
- Obsessions: With only a handful of Survivor obsession perks available, it was often clear when at least one Survivor was running Decisive Strike. Killers would tend to actively avoid the obsession, or alternatively tunnel the obsession, forcing them to burn the perk early in the match.
The New and Improved Decisive Strike

For the new iteration of Decisive Strike, we have introduced certain conditions and outcomes for using the perk, while retaining the core concept of providing a second chance at survival for those who successfully use it.
The trade-off for using Decisive Strike comes at the risk of suddenly becoming the Killer’s latest obsession. The concept of changing the obsession while a match is in progress is something completely new to Dead by Daylight and is sure to create some interesting situations when combined with other obsession perks.
- Perk starts inactive: No longer usable from the start of the match on a first down.
- New condition: In a trial, any Survivor that has the perk equipped can activate and use Decisive Strike if they meet the condition - being saved from a hook or unhooking themselves.
- Decisive Strike will only stay active for 40/50/60 seconds after being unhooked. This window of opportunity (gag) gives the Survivor only a limited time frame in which to trigger the perk after escaping the hook.
- Decisive Strike skill checks will trigger during the pickup. This decision was made to help avoid dribbling and reduce the amount of time wasted for the Killer.
- The skill check area will be slightly larger to make it considerably more accessible to those who occasionally struggle with hitting skill checks.
- Stunning the Killer with Decisive Strike will result in the Killer dropping the Survivor.
- After successfully using Decisive Strike, you will immediately become the obsession. This will remove the obsession from any other player, and any perks that refer to the obsession will now refer to you.
We believe these changes should help enrich the player experience for both Killers and Survivors. We’re excited to get your feedback regarding our new and improved Decisive Strike perk.
These changes will be implemented in the next update.
See you in the Fog.
The Dead by Daylight Game Design Team
Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed
I highlighted the part that confirms its anti tunnel.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1574959#Comment_1574959
It wouldn't be farming if the killer wasn't there to benefit from it. Please bring an argument that doesn't look like Swiss cheese.
My argument maybe Swiss cheese but its better then your thin air.
Farming is survivor based as its done simply to gain BP rather then to actually help the team.
-
No.
"Farming" is an action of the survivors for when they do bad saves simply to gain BP rather then to help the team.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1574950#Comment_1574950
Farming is the purest form of momentum, right?
Farming isn't an action of the killer its an action of the survivor so its completely unrelated to a killer's momentum.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1574598#Comment_1574598
DS isn't supposed to be an anti-tunnel perk...why do you think they haven't changed it by now? Ignorance? No, it's because they no that there's nothing wrong with the perk, it's just the community that's confused at how a perk can help prevent tunneling and simultaneously be useful outside of tunneling scenarios. Here's a hint: A perk doesn't have to be specifically designed to counter something in order to counter it naturally. Think Fixated and Spirit.
DS is literally is an anti tunnel perk.
@not_Queen said:

People of the Fog,
Decisive Strike is one of Laurie Strode’s unique perks, which was released with Chapter II: HALLOWEEN in October of 2016. We introduced Decisive Strike as a perk option to help give Survivors a second wind, and an opportunity to escape their inevitable demise.
Over the course of the last few years, Decisive Strike has been a point of contention amongst our community, and as a result, the perk has had an interesting journey since its inception.
Decisive Strike has gone through some minor changes to arrive at its current state. Additionally, we have also prototyped entire reworks of the perk, some that we previously spoke of with the community. Ultimately, most of these ideas were shelved as we felt that they did not retain the essence of the perk, nor did they provide an overall improvement to the current version.
Identifying Community Frustrations
To find a solution through which Decisive Strike would be valuable to our gameplay, we had to better understand our players’ irritations towards the perk. Here is a summary of our findings:
- Up to four Decisive Strikes in a match: This perk can take a lot of the Killer’s time and completely break their momentum. In combination with other frustrations, this often comes back as a point of resentment for most Killers who face a Survivor team with Decisive Strike.
- Risk/Reward: Not much of a downside using the perk, yet a huge advantage when used successfully.
- Dribbling: This is when the Killer intermittently drops a Survivor to avoid the Decisive Strike trigger.
- Obsessions: With only a handful of Survivor obsession perks available, it was often clear when at least one Survivor was running Decisive Strike. Killers would tend to actively avoid the obsession, or alternatively tunnel the obsession, forcing them to burn the perk early in the match.
The New and Improved Decisive Strike

For the new iteration of Decisive Strike, we have introduced certain conditions and outcomes for using the perk, while retaining the core concept of providing a second chance at survival for those who successfully use it.
The trade-off for using Decisive Strike comes at the risk of suddenly becoming the Killer’s latest obsession. The concept of changing the obsession while a match is in progress is something completely new to Dead by Daylight and is sure to create some interesting situations when combined with other obsession perks.
- Perk starts inactive: No longer usable from the start of the match on a first down.
- New condition: In a trial, any Survivor that has the perk equipped can activate and use Decisive Strike if they meet the condition - being saved from a hook or unhooking themselves.
- Decisive Strike will only stay active for 40/50/60 seconds after being unhooked. This window of opportunity (gag) gives the Survivor only a limited time frame in which to trigger the perk after escaping the hook.
- Decisive Strike skill checks will trigger during the pickup. This decision was made to help avoid dribbling and reduce the amount of time wasted for the Killer.
- The skill check area will be slightly larger to make it considerably more accessible to those who occasionally struggle with hitting skill checks.
- Stunning the Killer with Decisive Strike will result in the Killer dropping the Survivor.
- After successfully using Decisive Strike, you will immediately become the obsession. This will remove the obsession from any other player, and any perks that refer to the obsession will now refer to you.
We believe these changes should help enrich the player experience for both Killers and Survivors. We’re excited to get your feedback regarding our new and improved Decisive Strike perk.
These changes will be implemented in the next update.
See you in the Fog.
The Dead by Daylight Game Design Team
Question: What led to the decision to put the timer on Decisive Strike?
Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed
I highlighted the part that confirms its anti tunnel.
-
I am somehow not surprised at all that the developers would pull this.
They have done far too many intentially shady things in the past to give them the credit of the doubt that this isn't intentional.
-
@BloodyNights said:
So Otzdarva got 50 wins in a row with the only conditions for winning be that he kills 3 people. The last person escaping through hatch doesn't matter. For consistency he isn't using any add-ons.
I know Otz has a ridiculous number of hours in the game. But if the guy can get 50 wins in a row with Legion of all people, against all sorts of survivors. SWF, Strong Items, the full array of Borrowed Time, Decisive Strike, Unbreakable, Dead Hard, etc.
Maybe...just maybe killers are stronger than a lot of killer mains lead you to believe. I've heard the excuses of well those survivors were just potatoes, but Otz did like 100 games. I think just maybe...people need to stop blaming the game's balance so much when they lose the occasional game as killer. Because clearly at high levels, a killer can wreck if the person playing the killer is good. I think the biggest issue isn't really that the killer is just that much weaker than survivors. It's that the killer takes a lot more time to git gud than survivor.
Given the fact that OTZ is A PAID PROFESSIONAL its like comparing an average person's income to that of bill gates(The founder and CEO of MICROSOFT).
The comparison is delusional to even bring up and your only doing so to be able to speak ill of the other side.
Heck watch League of Legends pros play the objectively worst characters vs casuals and you will see the exact same thing.
-
Legion buff sense they STILL aren't at pre nerf Feral Frenzy speed.
Their current speed is 5.2(130%) while in Feral Frenzy.
Their pre nerf speed was 5.28(132%) while in Feral Frenzy.
-
A way of viewing it is that having 2nd chances stack is a way to let the survivor wins without making them learn how to play the game properly.
Effectively they let them stacks to let noobs feel like they are good at the game when they aren't in reality.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/185728/hello-bhvr-dont-u-see-how-bad-surge-is
The reason it has a cooldown, and the regression is conservative is because Surge saves a MONUMENTAL amount of time from manually damaging gens.
If people wanted to save time kicking gens they'd ruin brutal strength/fire up OR JUST RUN RUIN.
Ruin outside of being a hex its an objectively better gen kick time saver.
-
@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1571516#Comment_1571516
All I know is I’ve seen so many posts this month specifically on how he needs to be nerfed because of his zoning ability.
That's a bit disingenuous given nearly all of those threads are made by one person...
-
The issue is that your playing a slow killer who needs to snowball off of survivor's mistakes(Such as letting you get out of tier 1 quickly) and against good survivors michael can be completely locked out of the game based on how walls spawn + survivor's knowing how to use them.
You might need to run early game slowdown/group up so you can get out of tier 1 in a reasonable amount of time which your pretty much restricted to corrupt intervention with Monitor and Abuse.
-
@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1568621#Comment_1568621
And yes, this is true of any PvP game. But for some reason players in DbD think it's the killer's job to make the game fun. Why? 🤷♂️
Simple: Entitlement.
Survivors have historically been favored more then killers so the survivor community from what I have seen because spoiled rotten.
An issue with survivors gets fixed almost instantly(For the most part).
Meanwhile nurse still has game breaking bugs from her nerf patch...Which was last October.
-
@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1568598#Comment_1568598
It said I won't ARGUE not won't agree. 😂🤣
Sorry I derped.
-
@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1568586#Comment_1568586
I won't argue with that, especially line 3.
Sorry I derped.
-
@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1568526#Comment_1568526
Unfortunately, that's on BHVR and it goes to the design flaws in DbD. They could have added features to the game to prevent that type of facecamping, but in four years they have not.
DbD is one of the only PvP games I have played where you can be denied actually playing a match by an opponent, and it isn't even a matter of skill, as in they outplayed you and completely shut you down.
They have tried anti camp features in the past...
SWF abused them so horribly they had to be removed and were never attempted again.
SWF causing issues for both survivors and killers since the inception of the game.
-
Survivor perk:
Charred Hex: Acceleration. Twist the entity's power to your advantage.
Create an extra totem as a charred totem totem in the trail(Works like a totem but with a green aura/flame and doesn't count as a totem for killer perks). If you have a charred hex perk its aura revealed to you within 8 meters.
While the Charred totem stands all generator progression is reduced by 15%.
When any survivor cleanses this totem they gain 10% movement speed buff for 20 seconds.
Once the Charred totem is cleansed all survivors who have worked on a generator for 10 seconds will gain a 5% movement speed buff and for 5 seconds afterwards. The duration is doubled for survivors who have this perk.
Effectively this is a perk that slows down the survivor's own gen speed but also grants their entire team a permanent bonus once its cleanse.
Edit due to soul guard's existance: Charred hexes do not count as being cursed
Also if this becomes too much of a liability of not being cleased then it should also have:
(Optional Failsafe part)After 4 mins of not being cleansed its aura is revealed to all survivors within 12(16?) meters in green.
-
@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1568063#Comment_1568063
Sounds like a killer perk to me XD
Its part of a "Warlock" survivor aka a Traitor survivor idea.
Its intended to be a trade off since your immune to mangled effectively and with 3 debuff on you your bonus healing is nearly double that of botany plus selfcare no longer has a 50% self healing speed downside while you have a debuff.
Also part of it is just giving a survivor a trade off perk that isn't as detrimental as No Mither so it could be played even if its just a meme.
-
Survivor perk:
Sell sword: Through your pact with the entity it empowers you and the killer this trial.
:Empower the Killer's attacks with mangled for 60 seconds if their attacks already inflict mangled from their own loadout or another Sell Sword their attacks now also inflict blindness for 40 seconds.
While you have a status effect other then broken or madness you will gain a stacking 20% altruistic healing speed increase for each status effect. You ignore negative healing rate modifiers while under a status(Including self inflicted ones).
-
@Customapple0 said:
Maybe because it’s an ideal way to balance?
Imagine if surge could constantly be spammed, you’d get no gens done.
Or constant Trail of Torment just by kicking gens, effectively making stealth killers pointless.
Granted, some cool downs are a lot longer than they should be on some perks but that doesn’t mean cooldowns should just be deleted from the game.
Surge doesn't need a cooldown since surged gens are immune to surge.
-
Mine is:
Getting told off by Pertentuous SWF groups talking down to me telling me how to play killer when they have 4 2nd chance perks on each of them and 3-4 BNP engineer's toolboxes(Aka the gen rush squad...Yes I have faced them multiple times sadly).
Teammates farming me then complaining that the killer was camping(Even though they didn't even let the killer leave before unhooking).
Teammates complaining about tunneling when they unhook someone inside of the killer's terror radius then urban evasion away leaving their teammates for dead.
SWF 2-3 man groups sand bagging me because I am a solo player. This has even gotten to the point that the killer flatout refused to even hit me then went to tunneled and camping the SWF group out of the game then let me leave then told them off in the end game lobby.
My luck in facing agains ebony moris 10+ times on some days day.
-
@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1565405#Comment_1565405
Why it is the killers responsibility to not abuse bugs? because it is bug abuse!!
If it happens during a chase it is another thing, we can discuss. It should not be a problem if the survivor was already injured. If the survivor already looped the killer for 30+ seconds without even being it, then the survivor loses more value than the killer.
Circular Reasoning.
This adds nothing to the conversation and is a logical fallacy.
-
If you mean the teachable orange version of the perk then yes(Teachables will always show up in bloodwebs once you reach the appropriate level even if you don't grab them on the first level they are unlocked).
However getting the teachable DOES NOT grant you level 3 of the perk for said survivor(my jake still has level 1 iron will despite getting the teachable).
-
@Soulslayer618 said:
https://forum.deadbydaylight.com/en/discussion/comment/1564664#Comment_1564664
so if the options are... take a hit with BT or let your partner go down you want the survivor to sacrifice their team? thats kinda entitled dontcha think?
The only time I really see anyone having issues with BT is the body block which mind you is entirely deserved as that shouldn't be a thing.
Its also again an example of anti tunnel/camp tools being used for something other then anti tunnel/camp making them hated.
-
@xI_Fabi_Ix said:
Stop playing Spirit then.
Hay I get a lot of those as doctor and I don't even run the annoying "Improbable" skill check build.
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1562557#Comment_1562557
Yeah but arent chases the most fun part escaping and playing stealthing is boring as #########.
So your admitting Death Slinger has a counter(Stealth) but you can't be bothered to use it?
-
@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1561390#Comment_1561390
Never did I say they don't exist. They clearly do and tons of killers do camp and tunnel. "Gen rushing" was never an issue until killers wanted easy kills so they all started camping and tunneling. Survivors them did what they had to do to leave as fast as possible. With a killer not applying pressure, it was easy to do gens. But somehow now it's turned into a problem that survivors are doing to ruin games when no one talks about the reason why they do gens as fast as possible.
I personally don't instantly do all gens. I run prove thyself cause 1) I'm a dweet main and 2) cause I like doing totems and saves so making up gen time when I'm not doing those things helps out a lot.
No gen rushing has always existed. Have you even seen OLD BNP which instantly completed generators so gates could be powered within 60 seconds of the game starting.
To deny gen rushing existing in the past where gens could literally be completed in 1 second is just plain ignorant.
-
They're inbetween C and D for me mainly because their set up time and how hard survivors can counter it really puts them behind in games.
If they buffed his portals(By either making them replaceable or unbreakable(Not both)) or reworked their addons to use the offensive parts better(Shred/Portal stealth) then they'd be a solid B.
-
@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1560841#Comment_1560841
Uh...yes it should. If every killer could easily stop gen progression then why even play other killers? They'd all be the same. Its not supposed to be easy. It's easier for some killers but it's still a task. Just like repairing the generators is a task.
Do you play red rank games? If you do, you'd know 90% of red rank killers have no issue stopping gen progression and applying immediate pressure on survivors. People wanting gens to take even longer will flat out make gens impossible to do against any experienced killers. ESPECIALLY on small maps.
If "Gen Rushing" Doesn't exist then neither does "Tunneling" and "Camping" sense technically defending gens is only a secondary objective and killing is the main objective and doing these is just "Kill Rushing".
Tunneling/Camping is the otherside of the coin as its killer's equivalent so if one exists then the other must as well.
Also before you say that Tunneling/Camping pervents the survivor from playing the game so does Gen Rushing for set up killers like Hag/Trapper/Demo or build up killers such as Michael/Plaue/Oni.
-
@ReSpEcTtHe4PeRcEnT said:
https://forum.deadbydaylight.com/en/discussion/comment/1560169#Comment_1560169
But I think you can say that about The Wraith and The Pig(?) as well right? I think Plague is still stronger than those two although I admit when I'm playing survivor Plague mostly isn't a huge threat. She's just a solid mid tier imo but I guess she could get some little buffs without making her a lot stronger.
The wraith I agree completely(Why is "Light Burn" and the double pallet stun duration while cloaked even a thing?) with but for the Pig its both too fair and she is very RNG dependent.
The pig's ambush roar could be more delayed and it would help her out a lot sense survivors at pallets for example wouldn't instantly drop the pallet the moment they heard it.
However what keeps the pig down is her RNG as she is both too counter-able or uncounter-able with her boxes.
Survivors either instantly get them off or have their helmets nearly pop with little to no in between and given that its her main form of slowdown having survivors instantly get all of the traps off pretty much loses you the game but if they don't you pretty much win the game.
-
For the plague to be viable she needs to be less reliant on the survivor's actions.
As it stands she is TOO fair(IE too much counterplay) of a killer which makes her weak since to beat highly skilled survivors.