Warcrafter4
Warcrafter4
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When stacked killer's meta perks still have counter play.
When stacked survivor's meta perks have NO counter play.
One of the main fundamental design flaws of the survivor 2nd chance perks is that they prevent the counter play of the other second chance perks most notoriously being DS and unbreakable when stacked.
DS's counter play is slugging and unbreakable counter play is picking up the survivor which means the killer can't slug you nor can they pick you up.
Individually Unbreakable is a well balanced perk but if stacked with a badly balanced perk like DS makes them both overbearing to play against.
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And people thought I was exaggerating when I said some games you flat out have to give up 4 gens because of the map spawn and there's nothing you can do about it.
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@teamdehn said:
I think adding the twice hooked would make it more balanced. would you not put any hook requirements for the last survivor for the cypress? people are going to complain about moving the ebony but your logic is good.
Adding the hooked twice(aka on death hook) makes mories useless.
Also even with the death hook condition cypress mori(Aka the useless one) inherently has sense the last survivor is auto death hook.
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Surge is a perfect example of an overbalanced perk:
It has 1 effect: Generators regress by 8%
and 5 conditions:
- When you down a survivor.
- With a basic attack.
- Within 32 meters.
- When off cool-down.
- (Not said but is a mechanic)If the generator isn't already effected by surge's regression.
Is there a single survivor perk with FIVE CONDITIONS in the game?
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I have noticed people tend to be toxic to feel powerful but when their toxicity backfires they feel powerless and thus hate getting a taste of their own medicine.
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@ClickyClicky said:
Becuase those killers were overpowered, that's why they don't get anything in return. It's called a nerf.
You call everything overpowered and thus nothing is overpowered.
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People have to realize that they WILL lose chases as the game is designed that way.
If the survivor and killer have equal skill the killer SHOULD always win as its a 4 v 1 against the killer.
The game doesn't fundamentally work if survivors could truly 1 v 1 the killer but survivors find their fun in 1 v 1 due to the rather bad objective system (Doing gens isn't inherently interesting unless the killer is involved) we currently have.
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Its mainly to give a placebo effect for weaker addons seeming stronger then they actually are and vice versa for the strong addons(Seem weaker then they actually are).
A good example of the former is legion's cold dirt which despite saying it considerably reduces his FF's self stun it only gives you .6 seconds less stun which is less then 25%.
An egregious example of the ladder Demo's rat tail which gives a "slight" portal opening speed DOUBLES THE SPEED WHICH PORTALS ARE CREATED!
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Lightborn and other perks like it don't ultimately work due to survivors being able to switch to or off said items in the last 6 seconds either making the perk do nothing(Switching from a flashlight to a key or going from no item to a flashlight).
Item counter perks need to have survivors loadout set in stone in the lobby to ever truly work which is why they are rarely if ever used.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1464925#Comment_1464925
If you can get 2 kills, thats fine.
The "2K" average satistic matters to the devs as much as my opinion does to them given that they have literally never acted on it.
If they did they would have buffed the nurse after her rework as she had sub 2k average kill rate when they said that.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1462874#Comment_1462874
I understand that. But all I'm seeing is them trying to get something they've been complaining about for years worked into this.
That has been a problem for years sense specific items hard counter specific killer and prevent item counter perks from ever working.
Its an old issue being brought into the spotlight by a change that would make it worse.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1463245#Comment_1463245
- Not to the extent that Hag can do this, and the difference with the others? There’s the option to attempt running. A small chance but still a chance.
- If i’m solo I cannot tell the rescuer to set off traps first.
- I run Kindred. It’s not a magical cure all for other survivors idiocy. And it’s only natural for survivors to do what they think is right: avoid setting off traps. And lastly in regards to Kindred. What does it matter if survivors can see her spam all her traps around the hook or the basement? If they’re everywhere, they’re everywhere.
Trust me when I saw a max movement speed add-on spirit i have tried to play against hit a survivor on the other side of the map(Disturbed Ward) mid unhook animation and she got to the otherside of the map to hit me with in the 10 second window you'd need for the safe unhook.
I am not calling for spirit nerfs but proxy camps are strong with any killer even to a larger extend then the hag can if the killer has the right build.
Bad teammates will get you killed no matter what on hook.
Try having 2 teammates rushing to unhook me when a blood fury oni is running straight at them in the wide open.
Bad teammates will be your doom regardless of the killer so why treat hag differently when she exploits bad teammates FAR less then Michael,Oni, or Plague?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1463220#Comment_1463220
The problem is though that when playing solo you’re at the whim of whether they know what to do against Hag or not.
And as I’ve stated time and time again. If anybody is unfortunate enough to not have a flashlight or/Urban, then either rescuing someone from a hook, or trying to get away from the hook after being rescued is 100% IMPOSSIBLE even when doing the RIGHT thing by crouching.
This type of “camping” needs to be looked at. It’s a completely broken, highly abused strategy.
- proxy camping can be done by nearly every single high mobility/ranged killer in the game.
- You can set off traps to disarm them and you really do not need a flashlight to deal with them as if she is far away in a chase with someone else set them all off and she is set back to the stone ages.
- I have done multiple recues against a hag and kindred is your best friend in those cases(Which you should always have as a solo anyways) because it lets you see where she puts the traps and to let you see if she's chasing anyone else.
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Why do I feel like I have to say this a lot:
Just because you don't like a killer DOESN'T MEAN THEY NEED A NERF!
Also just from reading this it really doesn't sound like you know how to play against a hag at all if your crouching for over half the game.
As for her size it just requires you to try to mind game a melee 110% movement speed killer which really isn't that hard in fact most of the time the hag flat out has to lay down a trap to stop most loops at which point you can run away.
If your too worried about all of her traps in an area if you know she is very far away(Try kindred to see if any other survivors are being chased) so you can disarm her traps.
Also nearly all killers have strong add on comboes which are usually better then the hag's addons(Annoying maybe overpowered no).
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@28_stabs said:
Killers easily earn bp, so fair punishment can be -32 000bp for dodge. If they dont have 32k, then usual dc penalty can apply.
Can we please stop with these purely spiteful "suggestions".
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Just because you don't like playing against something doesn't mean it needs a nerf.
Let alone one that would make doctor vastly worse on most maps with even slightly elevated areas such as both asylum maps, thompson house, HADDONDFIELD , sanctum of wrath, hawkens, Both red forest maps, Dead dawg saloon, ALL 5 BADHAM MAPS , coal tower, Both swamps(the maps are both U shaped pits making anything elevation based worthless) and The Game.
Mind you that is all maps with an elevated generator let alone hills that would spawn.
So it would massively nerf him on EVERY SINGLE MAP REALM and also gut his ability to detect people in the basement or detect people from the basement.
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This is just a wild guess but:
The Developers are too scared of killers being too strong but ok with survivor's being too strong sense they are the majority of players and are ok with the majority ruining the fun of the minority.
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@Hallowgeek said:
https://forum.deadbydaylight.com/en/discussion/comment/1463013#Comment_1463013
I’ve never seen a gaming community quite like this one before. So many rules and so little time. I didn’t realise that if a player found the hatch you had to DC immediately so that they can just hop straight on in. I’ll add it to my diary for future reference.
O no your not allowed to DC to give hatch its against the rules but some people are so hungry for survivor wins they expect everyone else to break the rules for them so they can win.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1462837#Comment_1462837
They implemented an entire new system to make killers lives easier. And that still isn't enough.
People aren't disagreeing with adding the idea of a per killer base match making.
People are disagreeing with the execution of said idea when it comes down to the survivor's side.
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Hook sabotage as a mechanic can never really be allowed to be good.
If it becomes good then the killer flat out can never win unless they slug everyone to death as they'd never would be able to hook anyone anywhere but the basement which happened in the past were sabotaging hooks was good.
"You can't fix that which was made broken"
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@Nickeh said:
"The devs really need to ban people for DC'ing."
"I lobby dodge all the time, it's fine to do."
To be fair:
One ruins a game in progress.
The other is mildly inconvenient sense lobbies with a dodged killer have priority to get a new one.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1461721#Comment_1461721
Let me quote you again
"They where unhooked in my face i downed and hooked the bad unhooker and I am chasing them to slug them to apply pressure."
Let me understand this.
Survivor Unhooked. Then Survivor Chased. Survivor Jumps Into A Locker. Killer Gets Stunned. Survivor Bad?
Again, the fact that you were chasing this survivor to begin with is already bad. Don't you have BBQ? You let this survivor stun you, you knew every well, you know very well tunneling with an obsession in the game can lead to a DS stun yet you did it anyways.
Stop playing the victim.
Ok you clearly don't read my posts at all so I won't be responding to you anymore on this thread.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1461694#Comment_1461694
Now they were unhooked in your face.
Now you're giving more and more unlikely scenarios. You're just throwing every possible scenario in my face and changing the story each time I defend the perk.
Go for someone else, leave 2 slugged.
lol Jesus.
You CAN'T SLUG LOCKER TECH.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1461674#Comment_1461674
Awesome, you keep mentioning "Locker Tech" I keep mentioning....
WHY are you chasing THIS survivor knowing very well he/she might have DS.
Why aren't you playing more aware knowing there's an obsession and someone might have DS.
Again, no one is forcing you to open that locker or chase this particular survivor.
As mindblowing as it is, there are 4 survivor in the trial. Not just 1.
For why am i chasing them: They where unhooked in my face i downed and hooked the bad unhooker and I am chasing them to slug them to apply pressure.
And the rest of your post completely ignores mine so I won't respond.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1461633#Comment_1461633
https://forum.deadbydaylight.com/en/discussion/comment/1461618#Comment_1461618
I haven't seen any GOOD killers complain about the perk. Most killers, if not all already know how to counter it and it becomes a wasted perk slot for the survivor.
Again, killers want DS nerfed for their mistakes. No one forces them to go for the unhooked survivor, no one forces them to open that locker and no one forces them to pick up the slugged survivor.
DS only works if the killer allows it to work.
This has been brought up time and time again but Locker "Tech" has no counterplay:
If the killer opens the locker the survivor DSes the killer and gets away.
If the killer leaves the locker the survivor gets away.
There is no counterplay nor anything balanced about locker "Tech"
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1461633#Comment_1461633
it isn't supposed to be anti tunnel perk, Peanits already said this.
The locker tech should be gone I agree.
But if the survivor is going for a hook rush and he's healed, you only have to do a swing so you dont pick him up, it is basically a hook trade.
The same goes for gens.
The devs have also been quoted saying it IS AN ANTI TUNNEL PERK in their balance posts on said perk.
They're lying just so they don't have to actually do work to fix the issue which is pretty much the status quo with the devs at this point.
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1461618#Comment_1461618
A good amount of them want either the perk gone or completely kill it.
Not really.
Most just want the locker "Tech" gone sense it has no counter play.
They want it to not work if you get grabbed out of unhooking another survivor. Which if they healed and your not a 1 shot killer has no counter play.
They'd want it to not work if the survivors are working on generators for the obvious reasons at this point.
So on and so forth.
However notice how none of these have anything to do with the anti tunnel part of the perk.
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@BigBrainMegMain said:
Killers get desperate, they're bad and they want to to out someone fast.
It's just bad play style, it's unfair and as a solo player it's torture and there's literally almost to nothing you can do.
And to think killers want to nerf DS.
Most Killers only want the abusive parts of DS gone.
I haven't seen any GOOD killers who want the anti tunnel part of DS gone.
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@ZephanUnbound said:
Wait, how is trapper the most picked killer? I think he is terrible. I only pick him if I have a daily challenge.
These stats are about 9 months and several large patches old.
They are virtually meaningless at this point.
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For BBQ its designed to make it so survivors can hide behind generators.
I believe the devs themselves said that in the past as an intended way of countering BBQ's reveal.
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@ClickyClicky said:
It doesnt seem fair that a survivor is unhooked, runs away and then screams due to madness giving their location away. It just turns Doctor into a tunneling machine.
Madness should either reset or madness stays so the survivor needs to snap out but screams are paused for 60 seconds. Just to make things a bit more fair
This would be a massive nerf to the doctor that he really doesn't need and doesn't make thematic sense(Hooks are metal and conduct electricity why would they discharge you if anything they should RAISE madness).
Being hooked in madness 3(Or being in madness 3 anyways) is expose to make things dangerous for you and well "You can't hide from the Doctor" is his whole gimmick.
Finally if a doctor wants to camp you that badly they'd just save up static blast to hit you once your off the hook anyways even with this change.
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I have posted my ideas about this in:
@Warcrafter4 said:
These would be new hidden offering that would interact with totems on the map.
For killers:
Fading ashes:
Hidden yellow offering: All hex totems appear as dull totems for the first 60 seconds of the game.
Smothering ashes:
Hidden Green offering: All hex totems appear as dull totems for the first 120 seconds of the game.
Emberwood dust:
Hidden purple(Or pink/red if that's more balanced) offering: All dull totems appear as hex totems and all totems are undetectable.
For survivors:
Azure pine dust:
Hidden Pink/Red: All hex totems burn blue and reveal their aura in dark blue while within 16 meters of the totem. This effect over rides all ash offerings and disables while refunding both emberwood dust offering and itself if both are used in the same game.
But if you can't read the post the offerings are meant to mess with people:
Ash offerings make hex totems look like dull totems for X mins
EmberWood Dust offering effect hex/dull making them undetectable and makes all dull totems appear as hex totems to survivors(Killers can tell the difference between a real hex and a fake hex).
It wont' fix totem spawns but it should mess with survivors well enough to keep your totems safe for a couple of mins.
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Depends on the killer how much is needed but regardless some form of it is needed.
Slower killers/set up killers need a lot more then most due to their inherent slow starts(Plague/Pig/hag/trapper).
Meanwhile faster/snowballing killers need less slowdown but even snowball ones need some form of it just to reach their snowball/to stop a gen rush like oni/billy do.
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@BillyDied said:
https://forum.deadbydaylight.com/en/discussion/comment/1459215#Comment_1459215
I think I never read more bias in a single post than this.
So, it's not holding the game hostage if the killer is not even trying to kill survivors while he prevents them to progress the game to the end... But at the same time it's survivors holding hostage for not running into the killer arms? Okay then.
Dude I am going off of what the developers have said before on this subject.
If the survivors are both not doing their own objective and are preventing the killer from doing theirs by hiding the survivors are the ones holding the game hostage.
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@BillyDied said:
Some killers go for the 3 gen strat. But then they don't even attempt to chase someone. No, they just keep holding hostage of these 3 gens and only smack survivors who come to near and eventually down greedy survivors. And then I see survivors thinking "well then, if he has no intention to chase someone I will chill on the other side of the map till he gives up" and at this point both are holding hostage imo.
No the killer isn't hold the game hostage sense defending the generators is part of their jobs.
The survivors in that situation are the ones holding the game hostage sense they are perventing the killer from getting kills by hiding and aren't trying to progress their own goals.
The killer is under no obligation to go on a wild goose chase to try to find survivors but survivors are obligated to finish generators to finish the game.
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@supersonic853 said:
Long story short survivors 3 gened themselves got pissed and are now hiding. Been 30 minutes so far.
Once the game is over report the survivors for taking the game hostage.
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@RayrafLPP said:
Actually Survivor can be extremely skilled. Its just extremely easy doing well as survivor without being good at the game.
yep and isn't this the same logic survivors use to try to get killers like Freddy/spirit nerfed?
If survivors are allowed to do well without being extremely good at the same so should the killer.
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I have as doctor when I opened a locker that had the last survivor in it because my Restraint(Doctor's illusions auras are seen by the doctor and always face survivors when spawned) addon's doctor's illusions where pointing out that the survivor was in the locker.
The weirdest part was it wasn't the last survivor who called me a hacker but a random dead david who couldn't hide to save his life did.
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Its because the 2 values are additive:
Iron will subtracts 100% from your sounds while Stridor adds 50%.
So the math is 100 base volume - 100 from iron will + 50 from Stridor = 50.
Iron will at level 3 will act as if its level 1 iron will if stridor is in play.
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Being honest one of the things blocking one is that Legion's Feral frenzy would probably be one of the most logical Werewolf perks but its already taken and I don't think most people would like a 2nd legion like killer.
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The best way the devs can counter gen speed which i have said multiple times is to just cap gen speed.
If gens NO MATTER WHAT are let just say capped to +100% bonus speed(Just like healing's cap of +100% bonus speed) so gens max speed is 40 seconds then it alone will address hyper speed gens.
Another thing that I don't think people realize is gen efficiency means less and less the further into the game it goes.
When its down to 3 generators it doesn't matter if you have 50% of each done when you could get 100% of one done so you can open the exit gates.
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The sheer amount of objectively wrong information in this post is mind boggling .
Like the devs not nerfing killers meanwhile they are currently nerfing billy into the ground.
Or how they nerfed mories(Other then cypress) have a hook requirement instead of being able to mori on first down instead of 2nd.
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@Steel_Eyed said:
Killers get a one hit down at hooks. All of them. If they didn't have that, I wonder if they'd play the hook stand off game anymore.
The best camping killers don't even rely on hook grabs for camping so punishing all killers for the actions of a basement bubba doesn't actually make that much sense.
Remember most camp happy killers rely on their powers for downs/camping pressure.
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I am honestly more impressed he got a multi person body block off during end game collapse.
Also EGC anything goes killer wise(Survivor's aren't allowed to grief each other still) sense the game is forced to end by a timer.
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Legion is a killer who specializes in spreading damage and stalling with deep wounds.
You should NEVER tunnel with legion they are terrible at that and if someone unhooks infront of you who is healthy Feral frenzy(FF) the unhooked survivor.
Then go after the bad save survivor in FF to get a hit then chase them while still in FF to try to close the distance gained from the being hit sprint burst before canceling FF.
Your power will let you get everyone low and it should be used to get the first hit to begin a chain.
Legion's main issue is downing people but his stall and the ability to keep people injured for later chases means that his initial kill power is low but as more and more people stay injured or heal up either speeds up your chases or slows the game down dramatically respectively.
Edit:If someone actively begins to mend in your face after a FF hit sometimes its best to cancel the FF if they are either the first or 2nd person hit in a 2 hit chain because them mending means they have made no distance letting you get a faster down.
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The devs have repeatedly avoided even showing us how they count survivor's perk statistics:
Is it based off of anyone bringing it per game?
Is it based off of how many people bring it per game?
Is it divided between solos and SWF?
They refuse to even say how its counted let alone them ever say the actual numbers.
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@HittingOnHook said:
This...
https://us.v-cdn.net/6030815/uploads/C21JA8E0XS5L/image.png
or this?
https://us.v-cdn.net/6030815/uploads/EC3P96G6020C/image.png
and then I will be using this to prevent DH, SP, Lithe, BL, etc...
Its either the green or the yellow depending on the situation:
The green makes the slow 20% making them stick in the gas longer making it last longer(Not as long as the purple one but close enough to ignore the purple).
Edit: The purple increases the slow by a wapping 1 second btw.
The yellow is to counter dead hards/Lithes/BL so this one is completely situational but strong.
So the answer is it depends on the situation but neither will make you be able to instantly catch someone who DSed you.
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Another thing against spring trap is ironically his backstory ends up being rather redundant due to Freddy Krueger being in the game.
Also from a game play perspective of jump scare killer Freddy also takes up that spot by having no terror radius to those in the dream world and teleporting between generators.
Where would you even fit Spring trap into the game when Freddy has more or less taken Spring trap's story and gameplay ideas already?
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Surge is entirely character dependent.
Legion is a good killer for it sense you almost always down survivors with a basic attack that it will always cause generators to pop and due to the map mobility if you have Pop it works with it.
As well due to surging one side of the map frenzing to the other by chaining hits then popping one more gen.
Deathslinger it's ok on sense you can pull survivors into a basic attack(His power's hit counts as a basic attack for some reason) so you can force it to cause generators in a specific areas to explode.
That being said surge SHOULDN'T HAVE A COOL-DOWN AS ITS EFFECT CAN'T STACK.
If a generator is still regressing from surge then its immune to being surged again.
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Thus the survivor asking for killer nerfs frenzy has begun sense the devs nerfed billy for no reason.