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Warlock_2020

Warlock_2020

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Warlock_2020
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  • Trapper is my favorite. His biggest shortfall vs high rank survivors is the one trap base kit. With the burlap sack addon as a base kit, I think he would be more competitive at higher ranks. Right now, you have to use a slot for a bag if you intend to use a valuable addon, otherwise its impact is severely mitigated.

  • @Peanits said:

    By other survivors? Mostly because people have had bad experiences with that guy that Urban Evades across the entire map while they're on the hook, only unhooking them after they hit second stage.

    In terms of emblems, mostly because there's not a whole lot of skill involved in staying hidden. But that's a whole debate. Should someone who can't survive in a chase rank up and get even harder chases, or should they stay where they are where they have a better chance if they do get caught?

    That's not to say that stealth is bad, but there's a time and place for it, and there's some people out there who can't tell when it's time to sprint in, and that tends to sour other people's opinions.

    Though I can agree with most of this, I 100% disagree with the comment about stealth and skill. if you can both a void detection and be a contributing member of your team, that is quite an achievement. The guy who can break LoS in a chase and disappear like the wind is much more skilled than the one who runs circles around pallets. That kind of stealth play requires an intimate knowledge of how to use map features, avoid killer powers and perks, and how/when to dip out because you likely get only one shot at it.

    I love stealth survivors as a survivor. I'm not fond of immersed survivors. As killer, I have a lot more respect for someone who can vanish mid chase than the guy who runs from pallet to pallet. Unfortunately, the devs don't really respect the stealth game and constantly try to nerf it. Stealth game has few perk options, and I would not even count UE amongst them.

  • I'd like to see alternate uses for items. Use a toolbox to rebuild a pallet (heavy consumption), more addons for keys. Something for the map would be nice too. I don't play survivor much, but I find the items pretty boring. If the killer sees a key, he/she is going to zero in on that. Unfortunately, that means even a broken key might get a mori loaded.

  • Face campers don't care about BP. They are only doing it to get a rise out of you.

  • I will say this, the tome does seem to promote bad play. I've seen killers ignoring survivors just to chase birds. I've seen survivors ignore all else just to hit chests. Killers will follow one survivor just to break pallets.

    It is bad game play all around.

  • Yeah, this rank reset is not good for the long term health of the game. If you get lucky on a few matches and break into a rank you typically don't hang well with, you are stuck now. That just encourages deranking intentionally.

    I'd rather see the old rank reset. Maybe have red and purple stay close?

  • @not_Queen

    just so I understand, if my game crashes, I get penalized? So when your game crashes, you punish me?

    This has to be a misunderstanding. There is no way you are punishing players for your infinite loading screen bug that I got 4 times 2 weeks ago. Tell me I read that wrong, please. You guys said you can tell the difference between a game crash and a DC. Was that all smoke?

    EDIT - If this is true, please fire your developers and hire new ones. This is pure incompetence.

  • Still a junk perk. Your team would rather you bang out a gen or even a totem than to have you going out of your way to activate this perk.

    Personally, I never see this perk on survivors. I won't mind seeing it as that is one survivor who will likely not be gen jockeying much. Anything that gets survivors off gens makes me happy.

  • @The_Second_Coming said:

    They did say that they were likely going to put a hold on events to focus on "game health"...but meanwhile all we've seen is needless killer nerfs (and killer breaks, like Wraith) and cosmetics. Guess that's their idea of "game health".

    I love how survivor nerfs, huge ones, are ignored constantly. Instant heals and Balanced Landing alone are big enough to quell complaints, but not for some.

  • When I run Pig, it takes 1-2 boxes to clear the trap. When I face pig, it is 3-4 to get it off my head.

  • Honestly, if you alter your play, they will enjoy it. If you face camp after downing a toxic survivor, they will laugh it off. I've found it best to act like nothing happened and ignore the bs.

    Had a SWF with the two chasers with flashlights and 2 gen jockies. I ignore the chasers and pressured the gen jockies. No Franklin's, just ruin, dying light, thana, and stbfl. No matter what they did, I kept focus on the gen jockies and keeping the chasers wounded. 2 dead, 2 escape, they throw up the "ggez" in chat, I throw the basic ggwp. They then start going off the rails with insults. I merely say GL out there. Then leave. I get a friend invite from each shortly after, but ignore it too.

    Never let the alter your game.

  • I don't play much survivor anymore, but when I'm on the hook and I see 3 other survivors hiding behind trees and I'm about to hit second stage? Bye Felecia. If I'm being face camped and you are working gens, I'll hang around to the bitter end.

    Suicide on hook is not toxic, it is what it is. First we whine about DC's, which really do suck. But leaving the game "legally" is not something we should frown upon. I'd rather that than DCs.

  • If ruin was permanent, we would never get more survivors. Red rank players work past ruin, but it even slows them down a bit. Green ranks, ruin shuts them down. During rank resets I'd see matches where everyone is hooked twice and no gens are done, but they are blowing them up left and right.

    Bad, bad idea.

    P.S. Small Game and DH are nice, but not always a win vs ruin. Especially with a killer that is maintaining good pressure.

  • If you are stressed while playing either, you are taking this way too seriously. It's a very basic game with a low skill threshold overall.

    That said, I think the killer has more of a task to complete than survivors do. Trying to use the right strategies based on the map, killer power kit, addons, perk choice, survivor play styles, survivor perks, and if it's SWF or not can be a lot to calculate sometimes.

    On the other hand, survivor can be frustrating vs certain killers or killer play styles (hard campers and tunnelers can chang the tempo and create a very static or boring experience). Some perks are a total waste on some killers. Playing stealth vs Doc is a massive hill to get over.

    There are too many that take the game too personal, thus increasing the stress of the experience.

  • Killers - looping is toxic. Though shalt take thy stabbing while not moving, but straight line running is allowed.

    Survivors - That's a sweaty build. Toxic!

  • DS is fine. It is a good survivor perk, but it is a one time use perk and it can often cause survivors to go out of their way to get triggered.

    Had one run up to body block after unhook. He might as well scream he has DS. Slugged him and downed the other for the hook. Came back and found a new survivor healing Captain Stupendous. Chased him off and hooked him. By this point Captain Stupendous was up and running. That means the following:

    1. Captain Stupendous never got back on a gen for more than 2 minutes. He ran to unhook the first survivor after getting up.

    2. Due to Captain Stupendous's silliness, he caused another survivor to leave a gen to get him up. That is now 3 survivors not on gens. 1 hooked, 1 slugged, and 1 healing.

    3. I chased and hooked survivor #3 for another hook. Survivor #4 comes out to save Captain Stupendous. I now have zero gens being worked on because of Captain Stupendous. He is the best assistant ever.

    Seriously, if I eat a DS, it is as if I ate a pallet stun followed by a blind. Then the fool is back down again. If you think they have DS, make them burn it early. Then they have 3 perks.

  • @Blueberry said:

    Huntress 100%

    Highest skill cap killer in the game imo.

    A really good Huntress player is scary. I've been absolutely destroyed by a few. Pure respect.

  • Trapper - There are few things better than watching a teabagging survivor turn and *snap!* right into a trap. I snicker every time.

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/914182#Comment_914182

    You quit crying and go bark up your own tree. As you can see, plenty of people feel the same, so your opinion absolutely means 💩 dude. Go create your own discussion and see how many people agree with your logic. Have a nice day!

    Rofl. I'd say I hit a nerve. Just because someone agrees with you does not mean you are right. Heck, wasn't insta heals nerfed recently too? That was a big one. Not saying it was not needed, but a big one.

    See the problem is, you are great at the emotional side of this tantrum, but the facts don't support you, at all. Both survivors and killers have been getting hit with nerfs lately. At the same time, some buffs are out there too. Freddy got huge buffs this year.

    So here, have a tissue and keep ignoring facts.

  • Stop feeding the troll folks. I main Trapper and average 3k in my matches. No way this guy got destroyed by SWF in his last 100 matches. He's likely camping or hard tunneling and getting beat by the survivors focused on gens. Deserves it for using such a low skill strategy. Pressure the map, or in Trapper's case, pick a part of the map and keep it as a horror field.

    Don't take my comment wrong. Camp and tunnel may have a place in the tool box, but too many killers rely solely on those two as their main strategy then cry when they get destroyed.

  • Childish post by the OP. So tired of the whining on these forums. Not constructive at all. Killer and survivor nerfs have been a regular thing for some time. Last year it was more survivors than killers, this year it is more killers, but there have also been buffs. Freddy got huge buffs. This recent chain nerf was needed. I've yet to run a turtle build on new Freddy that did not result in a 4k, most of the time with 2-3 gens left. It needs retooling.

    At the same time, survivors just had BL nerfed. Quit crying.

  • @SpaceCoconut said:

    I don't like how the players are the main QA team for the game.

    We "test" the ptb with the known issues and bugs, and gain a false sense of how a killer plays which leads to a great deal of misinformation and disappointment.

    I would rather not be able to test the killer and watch as bhvr hires a team to balance new content and locate the big bugs before releasing it to the players.

    I don't know how development goes internally, but I do know that allowing players to play content before it's ready rarely ends in a positive way.

    They hype train crashes into reality with a spectacular explosion of nerfs and the debatable view of balance by the devs.

    They've made millions from DbD... these bugs and decisions should have more money thrown at them in order to create a game experience that is actually worth a purchase.

    The Oni himself has been nerfed into mediocrity and his perks are for new players and a very niche use. Neither of which make for a good value, which is why I've stopped purchasing cosmetics and new content with cash or cells until there is at least the appearance of improvement in the quality of content that is being sold.

    I will probably end up spending money on other projects that I'm excited for since bhvr seems averse to hiring more people to work on dead by daylight and would rather sink that money into other projects like Deathgarden...

    This has been my complaint for 2 years. BHVR has one of the worst QA processes out there. This game could be in much better shape if they hired a proper QA team to test and balance. Think of the long term money that would be saved.

    You would not have near as many man hours wasted on fixing what they broke. The player base would likely grow and become more stable. They would save future headaches from a 'lesson learned' process that a true QA brings.

    By having players do it there is way too much bias. The data is flawed by awkward skill levels. They have to take into account silly crap like DCs, first hook suicide, face camping just to grief, etc. Lots of wasted crap on the PTB. I stopped using it. Too many players DC or throw matches and you can't test things that way.

  • The numbers don't lie, but they also don't tell the whole truth. I live in the world of statistics and you always have to use them as a part of a whole. Most of the time, statistics are a good point to start looking at potential focus areas are. Then you find the truth.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/909664#Comment_909664

    it shouldnt count as a kill for stats, thatswhy devs said they dont make their decisions on just stats because there are other variables such as hoom suicide that contribute to the "above 50%kill rate" or survivors throwing the game and not helping their teammates.

    Nobody is saying stats alone should be the barometer, but you also removed pipping from the equation (which you are off about 3 escapes and pipping). In reality, the number of red rank killers in ratio to red rank survivors is another factor.

    Ranking and the killers used give us an information stream on which killers should be looked at for tweaking. If Clown is rarely used at red ranks, and suffers high escape rates when used, then maybe he needs tweaking to make him more viable. If he over performs in lower ranks then suddenly drops off from rank 6 to 5, then it is likely a player issue (Clown does not over perform anywhere though.)

    I'm all for tweaking killers, I main Trapper for crap sake. I'm not for blanket buffs. I am not on the "killers are too weak" band wagon. Some killers are almost too strong, and some are sad.....like clown. Sad Clown.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/909659#Comment_909659

    Yaah, I did?! What's your point? I haven't seen much dodging or complains in the aftergame chat about choosen perks. Get out of your bubble bud.

    What bubble? Just pick a thread on the forums and watch the toxicity flow. Just last night I watched a killer mock the crap out of a guy for his RL disability. He asked why the guy did not go for the exit on The Game map and the guy said he had a vision impairment and could not see so well on that map. The killer proceeded to mock him as a "cripple". Yep, no toxicity here.

    If you give players that much information before the match, there will be a large uptick in dodging. As a killer who already sits through long ques, I don't want to sit longer watching survivors pop in and out.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/907839#Comment_907839

    you also have to remember that a lot of people like to kill themselves on their first hook, I see my teammates do it all the time especially when playing against Freddy. it completely ruins the game for us teammates.

    Still a kill. Just like a killer who goes and stands in the corner or concedes a map. Still an escape. Or one who let's survivors go just to be nice. Still an escape.

    By your logic, we should remove all successful face camps and hard camps that die on first hook. Does not work that way.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/907849#Comment_907849

    You act as if 99% of the playerbase are sweaty af and would dodge. In reality under 10% would dodge, if not much less. And you also act as if it would take hours to fill up that dodged spot. But it takes 10 seconds to find a new survivor to fill in again. Your concerns are not reasonable and are not standing in any relation to the benefit this change would give.

    This is plain laughable. This player base is one of the most toxic around. Keep kidding yourself. Have you played during any events lately?

  • Ah, the lobby dodging would go through the roof. OP, no. First, BHVR does not hate anyone. They have a ton of development issues, and I give them grief all the time for it, but they don't hate a segment of their players.

    Information, like what you posted, would cause lobby dodging by you more sweaty, unimaginative survivor. You're not running DS or BT, I'm out of here.

    When I play survivor, which is less and less lately, I run no meta perks. No DS, BT, Adrenaline, or exhaustion perks. I rarely even run Blendette. Good old Jeff or Feng with DWM, and whatever build I'm going for. Imagine the horror!

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/907416#Comment_907416

    We shouldn't go off of ranking/pipping. Legion, one of the worst killers, is incredibly easy to rank with die to the nature of their power. You could probably have 3, maybe even 4 survivors escape, and still pip or probably even double pip. Does this mean Legion is a good killer by any means? Hell no! Again, by this logic, Hillbilly, Ghostface, and every instadown killer would be terrible, because they are very hard to pip with, again, because of the nature of their power.

    You are ignoring Legion's kill ratio, which is at or above 50%. Nothing to do with pipping. I believe Clown was the only one below 50%. If I remember correctly, he was at 46%. BHVR said that DCs were not included in the stats and were treated as outliers.

    Now, does that mean all killers have no problems? No, it does not. But it does go against the idea that killers in general need a buff.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/907273#Comment_907273

    Who said anything about a 4k? I'm tired of that trying to be forced in my mouth when I have never ONCE called for or demanded that. I just want the weaker killers to actually get buffed so they are fun and strong. Not OP, not constant 4ks. Strong. Because they are alone vs 4. And right now those 4 are much stronger then most killers.

    Well, what else are we to assume? Even BHVR'S stats show that killers are performing at 50% or above. Since they have said several times that 2 kill average is where they want to be, it means they are in the right range. You must want more than 2 per match if you are asking for buffs.

    I main Trapper and have no problem getting red rank every month. I'm not even that good. There are definitely things on both sides that need to be looked at, but killers in general are in a good place.

  • How can DS be abused if you are paying any level of attention? They jump in a locker, guaranteed DS. Either move on to pressure the map, or pull them out, eat the DS, then hunt them down. The whole process is simple. I have no problem eating DS If the survivor is being stupid and coming at me. EGC is another story. If they jump in the locker, I'll back up and wait. They have to come out at some point or die. Either way, they are not making it out. Thanks for the guaranteed kill.

    I don't understand the crying about where DS is now. It is much better than before and is a reasonable defense perk. Sometimes it let's the survivor escape the match, but that is an uncommon scenario. Considering I can run any number of powerful perk combos that completely hose survivors is fine, but DS is abused? Nah, sour grapes.

  • @AvisDeene said:

    Oh look, another survivor only player complaining about camping because they weren't good enough to avoid the killer in the first place. Before you cry some more, how about you play both sides and try out killer for a bit. Once you experience 10 well coordinated groups you will be singing a new tune.

    And for those asking for punishment, there already is one, your stupid teammates could keep pushing out the gens. The faster they complete the match, the less blood points and kills the killer gets.

    Just because you don't like an aspect of the game doesn't make it wrong. It may not be fun for you, but not everything is supposed to be fun.

    -Its not fun to be looped around the entire map and have 3 gens pop back to back

    -Its not fun getting hit by pallets over and over

    -Its not fun to get body blocked by three people while you're trying to hook someone

    -Its not fun to be blinded by two or three people after you finish a long chase

    -Its not fun for a killer to have to deal with borrowed time

    -Its not fun for killers to get repeatedly flashlight clicked or t-bagged over and over

    -Its not fun when a killer finally catches a tryhard and they DC because they can't handle getting hooked or killed

    -its not fun for a killer to be doing a good job through out the whole match and the survivors escape with a key

    -its not fun when survivors hide through out the whole match and barely try to do the gens because they're too scared to do the gens and don't want to get caught

    -Its not fun when survivors dc because they don't like the map

    -its not fun when survivors dc because they don't like the killer

    -Its not fun when survivors suicide on hook because they're angry babies

    -Its not fun when a swf on comms coordinate to repeatedly loop and locker stun the killer

    -Its not fun when a killer is trying to hook someone only to find someone broke the hook

    -its not fun for Trapper to find out his trap was broken

    -Its not fun to play Plague because her power depends on the Survivors actions

    -Its not fun to face a group of survivors that have 4 toolboxes and one or two brand new parts and power through all the gens in 5 minutes.

    Stop crying like babies. You win some and you lose some. No matter what match you play, someone will end up not having fun. Just accept the death and move on to the next game.

    The only thing I think the devs should do is to make sure that after you face a killer once, they shouldn't pair you up with them(or killer type) again until you are matched up with several different killers.

    It's these azzhat posts that I find sad. Not the survivors fault for being camped and unless they are part of an organized SWF, they are not getting free. Unless the killer is pure crap or the survivor is the best of the best, once the killer is on you, it is a matter of time. Myself, I won't chase for long in the early stages, I'll peel off when near a gen being worked on. That said, if I'm on you and determined to put you down, it is only a matter of time.

    Blaming the survivor for getting camped is absolute ignorance. Face camping when there are 5 gens is pure toxic. That killer is no better than the 4 man hit squads who derank just to bully killers. Both are what is wrong with this game.

    I face camped one time and it was during EGC vs 4 man SWF. There were three survivors left. Got one hooked and had to stave off the other two. End result was I slugged one, downed the rescuer, the hooked one got away and other 2 died due to EGC. That is where a hard camp is strategic. Not vs 4 solos with 3 or more gens left. If you need to camp vs them, you should get better at killer.

  • Lit

    Allows the killer to forgoe hooking a survivor with a flashlight. Instead, the killer rams the flashlight up the survivor's rear, making the survivor then have a yellow glow/stain eminate from their eyes for the remainder of the game.

    Contortionist

    Allows the survivor to hide in chests.


    NOPE!

    Gives the survivor the ability to counter one mori attempt after hitting a difficult skill check. The survivor is randomly teleported to a spot 20m away and stunned for 3 seconds. "What did I just do?!"

  • Stealth is too slim of an option anymore. There is a narrow window of opportunity for some skilled players, but there are some killers where it is not possible. I think that is where the game lost its horror feel, the nerfing of stealth.

    When stealth was stronger, you had less players running up to get the killer's attention for a loop run. Now, every survivor better know how to loop or you are going down pretty quick.

    I enjoyed both roles more when stealth was more viable. I avoid survivor now like the plague, and I was not even a Blendette user.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/889846#Comment_889846

    That's what I'm saying. There's literally perks that counter slugging and they're strong enough to turn death into escapes so I don't accept the "slugging is unfair" attitude.

    Though I'm not saying slugging is an issue, to be fair, the perks are an absolute joke. One let's you get up one time, which can be helpful, but rarely results in escape. The other gives the survivor a big symbol so the killer can tell that you can get up if slugged. Not very useful.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/887797#Comment_887797

    One flaw in your logic..I'd wager it's on a long ass cooldown..a minute at least

    No way will it be one minute. We'll find out soon enough.

  • WTH is OP talking about? This is a huge buff and I like it. Doc is my secondary to Trapper and I love the lack of switching between modes mixed with an aoe shock that fills the TR. Incredibly useful.

    Question though, what if you are greatly increasing the TR, with addons or Distressing. Does the shock still fill the TR? Might be a bit too strong that way. Add in Whispers and there will never be stealth options with Doc.

    Edit: I thought of the torture Dr build on The Game map. Distressing, Unnerving, and Hex Lullaby. If I hover around mid map, I can have my TR cover most of it (with addons). If my shock fills that TR, I can hop between floors and shock 70% of the current floor, thus shutting down all gen progress, and increasing madness. I pretty much can take the game hostage.

    As fun as that sounds, it is seriously imbalanced. The shock should be a set radius with an addon that can give it a slight kick.

  • @FriendlyGuy said:

    Sadly every 2k is a blackpip. And 67% is still in the limit of a 2k.

    Not true at all. I got 3 2k matches last night and pipped in 2 of them. 9 or so hooks with plenty of chases, hits and kicked gens. Was running Trapper and had a really bad setup on cold wind. Happens.

    The black pip only is pure myth. If you are pressuring gens and not staying in one chase too long, you will pip.

  • @HelloAndGoodbye said:

    https://forum.deadbydaylight.com/en/discussion/comment/868349#Comment_868349

    Lets make a deal.

    Survivors should not be able too kobe on the hook, unless you have a perk for it.

    So the 4% and suiciding on the hook will be gone.

    But they can surrender after 30 seconds, if every survivor is in dying state.

    That is nuts. Survivors should be able to kobe off. It is a wildcard factor that adds excitement. If people are suiciding on hook for you that much, I'm not sure what to tell you. I ran easily 30 matches this weekend with maybe 1 or 2 suicide on hook. These were purple and red rank matches.

    DCs, that was easily every other match. Usually if I ran Doctor or Pig.

  • @HelloAndGoodbye said:

    https://forum.deadbydaylight.com/en/discussion/comment/866830#Comment_866830

    Do you know the memes "Bug by Daylight"?

    They cant programm this kind of surrender button.

    If they programm a surrender button, then it will be abused.

    As example, they programmed a dc penality, but they just ignore suiciding on the first hook.

    This is stupid and will not fix the current dc/suicide problem.

    I dont say a surrender button is bad, I just say a surrender button in this game is bad.

    I don't disagree on how phenomenally bad the devs are in this game. But that is no reason to deny potential improvements, otherwise just stick a fork in it, it's done.

    As for suicide on first hook, there is no way to fairly punish it. I can't tell you how many times I'd try to Kobe off the hook just to get a lag spike and die because the did not read my repeated taps on the space bar. The game won't be able to tell if I was going for an escape and got distracted or intentionally suicide on hook.

    The reason they don't see suicide on hook as a punishable action is because the killer is still getting their sacrifice points. Unlike DC'ing on the ground, the killer got points for the hook, summoning the Entity and sacrifice.

    All of that is not taking into account what the killer is doing. If they are face camping and the survivors are not coming, is the hooked player obligated to just sit there, or do they have every right to surrender by suicide on hook and get to the next game.

    Not saying I endorse the action, just saying there is no real way to police it. Keep in mind, killers are able to surrender the match and trigger EGC. Why can't survivors?

  • No 6 second animation. Just limit it to how long it is open.

    Purple key opens hatch for 2 seconds, pink for 4. Done.

  • @HelloAndGoodbye said:

    Just no.

    A legal rage quit button is the worst thing this game could have.

    Bleed out are just 2 min.

    And maybe a survivor has DS, Unbreaklebill or just wiggle free.

    The match isnt over until its over.

    If the gates are open, the killer can still get a survivor (NOED + Bloodwarden).

    If all survivors are downed, the survivor still have a chance to win the match (4% kobe, DS, unbreakebill, etc....).

    You are not paying attention. The OP already clarified in a second post above that they were referring to when all 4 survivors re slugged and the killer leaves them all to bleed out. There should then be a concede button. Not a rage quirk. The match is over and the killer is bot being robbed of anything point-wise. It is just saving a few minutes to reach the same conclusion.

    Tgough I don't slug matches like that, I think it makes logical sense.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/864927#Comment_864927

    MoM is a badly designed perk. It will ALWAYS hover between OP and useless because the effect is gives is extremely strong. The update to Protection Hits will make it too strong again, imo.

    BL will still be just as good as before, just no more god loops.

    There were maybe 2 spots where BL was even close to being OP. The one house in Haddonfield and the Underground Lab. If I was dumb enough as killer to run those loops for more than one or two rotations vs the uncommon BL user, that was shame on me. Mind game for one or two laps and move on.

    As always, the nerf is too much, just like MoM and old healing. We can thank the no heal meta on the healing nerf, of which many of us tried to warn of but nobody believed it.

    BL will only be good for stealth builds on certain maps now. It will be relegated to obscurity. The stagger reduction is what made it worth running before.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/864684#Comment_864684

    Like mettle of man I haven't seen one activation when I play killer since it was changed

    This is a great point. I've not seen MoM activate since the nerf. It is a complete crap perk now. BL was really situational, though could be strong in some loops. Now it is a complete waste of a slot unless you play offerings for the right maps.

    A better fix to the few areas where BL was overpowered would be to give it a 45 second timer where each successive stagger was less of a reduction. So you use BL, and then 30 seconds later you use it again (w/o speed boost), but the stagger reduction is halved and timer resets. Use it a third time and it is halved again and suspends stagger reduction until exhaustion expires.

    Otherwise, it is less effective than all other exhaustion perks due to the limited places you can use it.

  • Personally, I would like to see some hook mori's. Killer hooks you, then moris you as you dangle there. Since the hook gets destroyed, you can have the body hang there. If someone is running Hangman, just have the body fade after the set time period and fall to the ground.

  • @Rin_is_my_waifu said:

    The counter to this perk is not to stun legion but I know it's too difficult to understand

    Not true. If I run BoP as well, I lose my terror radius at bloodlust 1. DW timer starts ticking away. Heck, I can run any perk that gives oblivious and do the same thing. With those perks, Legion is nearly unstoppable. There is zero counter if the killer is slightly competent.

  • @AkimboJEsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/853307#Comment_853307

    Survivors have gotten some huge nerfs to perks and pallet vacuums. I would say it's a lot easier to be a killer right now.

    This is correct for me. I switched to killer over a year ago and enjoy the game much more. I find 70% of the killer complaints on this forum to be more playstyle issues than actual game issues. Keya are a great example. Maybe one in 10 matches see a key used. Less than half of those include more than one escape. If you see a key, make sure to eliminate that threat with Franklin's. Easy fix and most players focus on getting that key back again, so it is easy to lure them.

  • Wow, the only exhaustion perk I ever ran was BL because it was always useful if there was a drop nearby. Now it is trash.

  • Plain and simple no. Killers will just dodge lobbies. Then hardcore SWF will dodge till they get the same lobby as solo players like they did back in the early days. It will make lobbies a pure nightmare for everyone.


    Edit: It would be as disastrous as if we let survivors see what killer is selected. They would dodge like crazy.

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