Warcrafter4
Warcrafter4
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@NeaMainNON_TOXIC3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1559621#Comment_1559621
Doesn't Oni build his power passively? There are add-ons that increase the rate of passive charge. He would, after a while, be able to use blood fury.
The oni's passive recharge stops when the bar is at 98% so he has to get a survivor hit or exactly 1 bloodorb to activate his power.
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@cluelessclaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1559639#Comment_1559639
Then set it to reduce oni blood orb bleeding to like 50%, otherwise this perk is 100% complete garbage. So bad because it literally feeds one of the killers and becomes an "Anti Perk".
Also don't forget that oni would still get his power's charges from simply hitting survivors as he gains 40 charges(16 bloodorbs worth) per each basic attack hit.
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If your saying this as its own seperate killer's power like how Cho'Gall works in Heroes of the Storm:
One player controls Cho whose the main body and the other control gall who casts both damaging and vision spells from the body despite not controlling it.
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Its a 4 v 1 the One is allowed to have more info then the Four.
Also killers can't hard counter survivor's abilities mainly their items while survivors CAN hard counter killers perks like calm spirit vs doctor.
Its fair the way it is and would be game breaking if the survivors were allowed to see the killer's.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1557976#Comment_1557976
I don't record my matches. I've been playing for years and it's just my experience. I try to play fair and not bully killers but still I'll loop a leatherface a little too long and he devotes himself to camping me till I die cause he didn't want to peal off and wasted his time on me. Its happened far too often for me to count sadly.
That is NOT A FACT THEN.
That is your opinion based off of your experiences which is as valid as anyone else's BUT its not a fact so please don't say it is.
Simply from my experiences in the game I rarely if ever get tunneled(Even by ebony mori users(Which I can run into 20 in a day because of my bad luck)) and get camped even less often(Survivors being dumb and swarming the hook/not letting the killer leave don't count for either since that's survivor caused).
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1557838#Comment_1557838
No the majority of killers camp and tunnel. That's just fact. Read some more forum posts or play survivor long enough, you'll see. They call it strategic. But GG on trying to make it seem less than what it actually is by downplaying it as bots. And survivors have to play sweaty with how killers play. Y'all don't understand that that's a byproduct of y'all's playstyle.
Would you care to show your source of this information?
Edit: Forum posts don't count as forum posters are a minority.
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@PigMainClaudette said:
Yeah, it's a nightmare but ThEiR job Is To KiLl. People can easily pip without a single kill, but those 4 skulls at the end screen are apparently more important than actual fun.
Hay you use this logic to justify gen rushing the killer so turnabout is fair play.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1557085#Comment_1557085
Why do all campers do this “now I don’t camp BUT...” thing? Just admit that you camp, lol. It’s not against the rules. If you want to camp you’re free to but just admit that you’re camping.
90% of the time survivors force the killer to be around the hook by not waiting for them to leave(Which most do).
Or
By looping the killer around the hook.
Survivors see this as "Camping" While in reality its the survivors misplaying forcing the killer to be near the hook(Which mind you is stricktly advantagous for the killer to be chasing a nonhooked survivor around a hooked survivor but that's entirely on the survivors for causing).
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@Virusmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1554834#Comment_1554834
Thats what i thought when i play against it as a survivor, and if youre at a good loop its a good counter too. But as a killer i barely even notice it. Its Bp bonus is crazy, and killer already gets lots of Bp.
If your complaining about the BP gain bonus then your simply being spiteful at this point.
The killer's BP gain is irrelevant to the survivors.
Also before you ask the devs did they they are going to be buffing the survivor equivalent(We Are Gonna Live Forever) eventually.
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@adsads123123123123 said:
The logic is simple. If survivors think a perk that increases healing speeds by 33% isn't worth running why would it be worth running a perk that only reduces healing speeds by 20%?
Reducing an additive % is better then increasing an additive %.
Despite them being different % they both change healing speed by ~4 seconds.
Also sloppy being additive effectively makes self care useless as it goes from 50% healing speed(32 seconds to complete) down to 30%( 53.333)due to the additive nature of DbD %'s(With thanatophobia self care can get down to 14% heal rate if I am doing my math correctly making the selfcare with both maxed thana and sloppy there take 114.28 seconds).
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Tunneling has more or less become a buzzword survivors use for when they lose.
Same goes for camping as I have seen survivors call out the killer for campign when he was mori-ing everyone with Devour Hope....A perk whose effects literally can not activate if you camp hooked survivors.
Btw REAL tunneling is going after the same person over and over again ignoring everyone else.
REAL camping is staying within 16~ meters of a hooked survivor when there is no real reason to(Its not camping even to the game if your chasing someone near a hooked person according to the emblem system).
The mere fact I have to point out the definitions of tunneling/camping is rather sad.
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@Kilmeran said:
Might have been an SWF. There was a change a while back where it is supposed match the killer based on the highest SWF rank, but that bugged out (also) months ago and stopped doing that. So, it probably matched you based on their lowest member, yet again.
Probably is the case along with the current level of the archives encouraging survivors to play in SWF because of "Item of Interest"(Escape with an item of very rare(Purple) rarity or higher). Most players don't have a lot of purples to throw around so they join friends to complete it.
Also it's only this way since the only other way to complete the survivor path is to have Ace(Not the most popular survivor), so the game is SWF going all out as far as the eye can see right now.
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1549805#Comment_1549805
you don't have to look at leaks
Even without that there's very little hype simply due to the constant disappointing releases the devs have been putting out.
I haven't been hyped for a survivor in a very long time due to the underwhelming perks they have released for them(Which are the only things to really get hyped about for survivors) and vice versa for killers with the addition of their powers.
Heck out of this update I am only hyped the new map altering offerings sense everything else has been disappointing lately due to overbalancing of every single perk(Looking at you surge and gear head) and power(Outside of his binary pallet/window gameplay PH power is underwhelming).
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1549898#Comment_1549898
Bug fixes are neither buffs nor nerfs. Buffs/Nerfs are performed on intended behavior. Bugs are unintended behavior that needs to be removed.
This is coming from the same team who admitted to stealth nerfing billy's engraving addons.
Sorry if I don't trust known and self admitted liars.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1549881#Comment_1549881
No nerf, it's a bug fix. Stop calling fixes "nerfs". A generator at 0% is not regressing and cannot regress, so Surveillance should not work on it.
Its both a bugfix and a direct nerf if said bug was a buff.
I mean they flatout called the "Your being stalked" music bug that disabled it a buff to michael so...Why not apply that same logic to surveillance?
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An issue with the hype dying down is the fact that the devs are generally speaking far to afraid to let anything but the meta perks be viable.
Heck they are even nerfing surveillance with this patch by making its effect ware off on fully regressed generators forcing even more people into using the insanely stale meta.
Why be hyped for example on the survivor side when the devs are too scared to make anything but exhaustion /second chance/spine chill/kindred perks ever be viable?
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@CheyeneKL said:
They took the laziness out of it, I guess. You still have an objective to patrol survivor objectives and make sure they don't get done. I personally think they could have gone without fixing the bug, but it makes sense why it was just a bug and not an intended feature. You're not supposed to just be able to sit back and watch gens regress from afar without ever going to check on them, I guess.
Except its not a lazy perk sense even with ruin you'd need to chase survivors off of generators or pressure multiple people into going for saves over generators to even get the effect on said generator to begin with.
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Do bones.
No really: To counter this combo you have to do the exact same thing you do against noed which is to cleanse dull totems with the added benefit of having 1 less dull totem to cleanse as undying is a hex perk.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1542421#Comment_1542421
If she's still S tier and in the top 3 killers after a nerf.. then there's nothing to complain about.
In theory*
In practice she really isn't that good if for nothing else all of her game breaking bugs that can permanently disable her 2nd blink or her power entirely or any of the nonsensical dead zones such as at one point the entire corn fields on the farm maps.
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I think your getting the audio hallucinations because your trying to pay such close attention to the audio to try to hear it.
The lullaby can be so soft and quiet its hard to tell if your hearing it or not so your head is trying to match patterns in audio to try to help you hear it.
Same goes for the hatch's sound as well at least for me.
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Her fundamental design flaw is that she is too dependent on what survivors do which hurts her and her builds.
If you have a corrupt purge build but use up your 1-2 corrupt purges(1 base + 1 apple) without winning and the survivors never cleanse afterwards then your build doesn't work anymore.
Or vice versa if your build is focused on keeping survivors injured them cleansing can also cause your build to no longer work.
Survivors dictate too much of her power to ever truly be viable.
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Its been like this forever and MMR was intended to fix this issue but it didn't come out right.
I wouldn't be too surprised if the devs keep trying MMR as its one of the few ways they can actually fix match making.
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This is pretty much every killer match I have VS console survivors...
I turned off crossplay because it was a small PP onslaught.
The irony is that they try to call out PC killers for try harding when they pull this every single game.
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For me I'd mainly use it only when I get swamped by SWF which does happen...A lot....
Anyways I'd keep it off but there are some nights/weeks where its SWF as far as the eye can see(Yes I do double check survivor's friends list to verify this so this isn't baseless) and I just can't be bothered to put up their their nonsense anymore.
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Welcome to the consequences of survivors constantly asking for killer nerfs:
The killer variety disappears!
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@siyke26 said:
https://forum.deadbydaylight.com/en/discussion/comment/1536752#Comment_1536752
So basically we just dont play cross cause pc wont take into account that they are playing nonpc players and they want to have the advantages that comes while consoles which have an option to not play with pc only they can still enjoy crossplay
One of the issues is that PC players CAN'T tell who is cross platform(Playstation/Xbox) or cross service(Other PC market places that have DbD most noticeably the microsoft/windows store) sense both share the same icon.
So PC players are used to those icons meaning other PC players.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1533770#Comment_1533770
Oh somehow he knew she was good? Gotcha.
Instead he spent his time b*tching about it and they got 5 gens instead.
He is clearly bad with Wraith and should stick with Spirit, It’s more his skill level.
She was at shack with the pallet.
It would have been game throwing to even bother that early.
Ps. If they are actively vault spamming they are trying to be chased aka they are most likely good.
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I feel like MMR could work for killers but by category:
Set up killers like Hag/Trapper/Demo would share the same MMR but don't share it with stealth killers like Wraith/Michael/Ghost Face/Pig.
So I'd say the MMR categories should be:
Set up: Hag/Trapper/Demo
Chaser: Leather Face/Legion/Doctor/Spirit/Clown/Freddy/Pyramid Head.
Stealth: Wraith/Michael/Ghost Face/Pig.
Snowball: Oni/Billy/Plague
Also unique killers should have separate MMR from everyone else even other uniques aka Nurse/Huntress/Deathslinger.
This would mean killers who are similar enough to each other will share MMR letting the system work better
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The developers not listening to the majority of the community and ignoring ways of fixing the issues.
While not directly an issue with the game it does overall effect the game more then anything else.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1524996#Comment_1524996
I’ve seen people say it before, even a dev but someone on this thread also said it was said by a dev as “anti-tunnel” so I am straight up confused as only one is a good idea (anti-tunnel) while anti-momentum isn’t the best idea
Its meant to be anti tunnel:
@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
First question in the QA part says its anti tunnel I have highlighted the respective part.
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
Only peanits has ever called it an anti momentum perk which isn't correct as the people who designed the perk flatout call it an anti tunnel perk.
If your confused so is 90% of the forum users.
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I feel like he needs to be less binary at pallets/windows(Aka not always getting a hit) but also able to make more plays with his power outside of pallets/windows.
He can be made balanced with a tweak(Longer/faster projectile but slower switch time between his 2 modes aka a trade off change) but he doesn't need a buff/nerf/rework.
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@Hoodied said:
Deafness: am I a joke to you?
I am surprised that 3rd seal doesn't apply Deafened on hit.
It would make the perk so much better if auras and non terror radius sounds were blocked.
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@[Deleted User] said:
Died pretty quick there my dude. Seems like the ranking system's doing okay ;)
For all we know they could have been hooked farmed out of the game by their low rank teammates.
Remember the fastest way to die is either hook suicide or being farmed by teammates(I am being serious I have seen people die faster by being farmed by teammates then i have by ebony mories)).
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O i see your getting my survivor games.
Being a red ranked survivor with 3 gray/yellow ranked teammates vs a red ranked killer.
Be thankful it wasn't a rank 1-2 streamer killer with full power addons(Forever Freddy(I am ok with Forever Freddy just not when i have 3 rank 20 teammates) like I have been getting.
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@EmpireWinner said:
https://forum.deadbydaylight.com/en/discussion/comment/1511837#Comment_1511837
Sorry but this post almost seems to cater to killers as if they are the ones that receive negativity "more" than survivors. But nonetheless, I do agree, being nice wouldn't hurt and would benefit the community.
Statistically they do.
They are an antagonist role vs 4 other people in a game where them winning means most of the 4 have to lose so there is more emotional(But not logical) reasons for survivor to be toxic to the killer then vice versa.
Killers are dramatically more likely to run into toxic/salty survivors being toxic to them(1 v 4(4 times as likely to happen)) then survivors VS survivor(At worse 1 v 3(4 times as likely to happen)) Toxicity or Killer Vs survivor(1 v 1(Normal rate toxicity)).
Its not pandering when its pointing out a statistically correct issue.
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I hope this is a joke "Build" as every single last one of these is redundant on doctor or self defeating(Infectious fright + third seal is self defeating AND redundant on doctor).
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@MrBuffalo said:
Not saying they're hard but the lack of creativity for quite a lot of the challanges is just.....Baffling.
I'd rather then be uncreative rather then having another No One Escapes End Game:
Sacrifice 2 survivors during end game collaspe while having the perk No One Escapes Death equipped.
This must be done in a single trial.
I'm ok with simply non insane archives because when they do get creative it tends to make the game less fun for everyone.
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I feel like this would just enable toxic all out SWF squads to harass killers even more then they already do and vice versa for toxic killers going all out.
For as much as I'd like the idea the community is too toxic for it to ever really work.
Just read other forum threads to see how much each sides demonizes the other.
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I agree it should be shown if only to prove that its working.
Without that I doubt people will accept the current matchmaking is working without seeing the numbers given how bad the old system was.
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If its hard tunneling/camping I won't defend it.
However in the vast majority of the games I play as both survivor and killer 90% of the time the "Tunneling" and "Camping" comes from survivors rushing/swarming the hook before the killer can even turn around(I always run kindred solo which is how i spend most of my time playing).
So most of the time I end up DEFENDING the killer in the after game lobby due to my teammates not letting him turn around/leave kindred radius before they go for the unhook.
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@Kellie said:
Instead of adding a penalty, they should look into why players DC.
They tried that(Which was why we didn't have a DC penalty for a long time) but survivors have been proven to disconnect over the pettiest things like being found/chased first.
Aka it has reached the point that survivors have become to petty over nearly anything that the penalty had to be added.
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@Chatkovski said:
The killers should not see the survivors in the lobby, at least their items. Fixed easily.
This would render killer perks like Franklin's and Lightborn useless so that's not going to happen.
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Its a PvP game its competitive.
Its simply the nature of the beast when all sides cooperating isn't possible.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/177794/is-the-entity-the-outer-god-azathoth
I'm a little rusty on the Old One's, but isn't Nyarl....thingy also depicted as spiderlike? I think their lore fits pretty well too iirc
From what I remember azathoth's form is that of a blackhole in the middle of the milkyway galaxy so what your saying makes more sense.
That being said however the eldritch have multiple forms like Haster(C'thulu's brother) has 2 main forms being the "king in yellow"(Tentical monster in a yellow robe like slime) and "it which feeds from afar"(Purple mutant werebat like form)
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It was changed due to SWF's Depip squads constantly winning while using the most powerful items/addons that when stacked made then nearly unbeatable for most killers(The characters not the players) and constantly escaping thus keeping their powerful set ups to get even more wins.
So if your going to be mad about losing addons after games as survivor then be mad at SWF squads who made the developers make the change.
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It depends on the other survivors:
If its a full sweat squad item loadout for the survivor I dodge.(Unlikely to happen)
If its just one survivor when no one else has items I just play like normal.(The most common occurrence due to archives)
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1494535#Comment_1494535
Okay? New additional effects are a flat buff. Not just to "normal" killers. Every killer benefits.
I'm aware that basic attack and power are different. That doesnt change that it's not a nerf to some and buff to others. It's not synergized with powers is all. You can still benefit from it.
Which is why I asked what I did. In response to "nerf for some, buff for m1."
It's not suddenly MORE useful for only M1 killers. It's more useful across the board. You just cant hit with a power to use it.
Its a nerf overall sense the "Buffs" They added to it are overall negligible and doesn't address any of the issues with the perks itself.
Remember they themselves said the perk was under performing and then they applied what is an overall nerf to it...
Can I just say I have given up trying to understand the devs at this point?
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If you haven't already please contact support with evidence they need so they can hopefully get this fix.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1493802#Comment_1493802
Hook Tech, Tactical-Disconnect-To-Give-The-Hatch Tech, Bunny Tech, Dumb Tech, Item Tech, DS-into-locker-into-headon-into-flashlight Tech, Perma-Blind Tech, see-who-the-killer-is-in-the-lobby Tech, Iron-Will-breaking-all-sound tech, etc.
Why is all of it survivor tech! Why can't we killers get some tech too! Last time we had a tech (Doctor's reverse skillcheck cancelling DS) it got patched in 4 days. The only other tech I can think of is bodyblocking a jigsaw box as pig so the survivors head blows up.
(But yeah I hate when people call it tech. Most of it is playing like an ass or exploits)
Its simple:
The developers balance survivors and their "Techs" With surgical precision not to piss of survivors who may or may not be exploting the game.
Meanwhile with killer the developers balance the killer with a precision of a broken shotgun and are far less caring about killer's opinions.
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I hope you reported all the survivors doing that as putting yourself into a spot where the killer can't reach you/pick you up no matter what they do is a bannable offense.