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I am definitely going to start to play her much more once she is nerfed.
Of course DBD isn't a stranger to killers that can have more limited and situational counterplay in chases, like Nemesis or Pyramid Head, but Spirit is just a complete guessing game.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2542346#Comment_2542346
I would even argue that hag could be in there with those killers she is one of the most underrated killers in this whole game alot of people don't realize how powerful she can be , also on those maps you speak of when I'm a lower tier killer that's the type of map where I'll just let the gen go in that OP area and I pick the 4 closest gens with the least safety around them and I constantly keep pressure on them while only committing to chases I know I can end quick, you realistically can't use all the lower end killers at high level play and expect it to go well unless you're using a strategy like that and slugging along with it and on that topic I agree that they need buffed but killer as a whole I feel like is in a really good place right now in this game
Fair enough. Not sure if I can completely agree, I would say killer or just the game's balance in general is in a pretty decent state, but there is still room for improvement.
I think one thing that is still a problem with killer, beyond the question whether the game is balanced or not, is that killer can feel very stressful, sometimes even if you had a chance to win the match. Which is just a product of the game's design. I certainly don't think it's as bad as some people say it is though.
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@The_Krapper said:
@BrokenSouI You're right a good amount of the lower tier killers can't handle that without resorting to dirty tactics to get kills I'm not gonna deny that, but the mid to higher tier killers also exist and can absolutely handle those maps if they play correctly, the difference between a average and a good killer/survivor come out when you have some of those ######### spawns you're speaking of , survivors have control at the beginning of a chase but alot of killers don't play correctly on loops and don't realize they're giving the survivor more control I'll give an example: you're at a long wall jungle gym and outside the window is a pallet that's nearby but not too close , that's a good setup for the survivor they're gonna try to run through the pallet right hit that window and loop it along with whatever pallet is outside the window, a average killer will follow them right to the window and allow the survivor to play it , a good killer will not go through the pallet but go right and make them choose to vault the window and take a hit on the other side or be forced back the way they came by doubling back to the pallet and forcing a hit going in that direction forces you into a deadzone from going back the way you entered into the tile and reduces the distance you're able to gain, Alot of these people that complain don't realize they can force the direction that the survivor runs a loop and that's huge! But also knowing when survivors are in a completely safe area and when to force a pallet drop and go back to gens is just as important as doing the tiles correctly it's too easy for someone to get caught up in a super long chase thinking they can catch them quick but in reality sometimes there's so much safety you'll have to hit and go to apply pressure
I would argue even mid to hier tier killers can't compete on some of those maps, especially maps like Cowshed. That map is just broken. That is at the very high level of play of course. Except for Blight, Spirit and Nurse of course. Maybe killers like Oni or Twins as well.
On the more balanced maps, the game has a fair amount of viable killers though, in my opinion.
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@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2541911#Comment_2541911
Yeah because this killer - especially with this build is even less fun to play against than Thana Legion on a small map with green button addon.
Also sorry for interrupting the killer main circle-jerk in here with my non biased post!
Not everyone thinks the way you do, suiciding against Pinhead just screws over the rest of your team, they might enjoy going against him.
And sure, Engineers Fang is arguably a bit op right now, having barely any downside to such a huge upside, but still.
Also, I thought Pinhead is generally considered to be a bit weak, or have people changed their mind on that?
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@VonCrow said:
https://forum.deadbydaylight.com/en/discussion/comment/2533153#Comment_2533153
Its still a hex perk so you can cleanse it, and trickster is good anyways in most loops with pallets except the tallest ones.
I mean, he might be good at pallet loops, but he doesn't have zero counterplay at those loops. With Blood Favor on the ptb, he does. It's too strong, no doubt, and most likely not intentional.
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I hope that Spirit gets some buffs in some other way if she does turn out a bit overnerfed. Perhaps not when she first goes live, but then hopefully soon after.
There is so much they could do with her. Decrease the cooldown of her ability, which would buff her chase a bit again, but also give her a bit more map pressure. Maybe even increase the move speed of her while she is phasing.
With Deathslinger I have no idea what they could do, except maybe give him 115% movement speed, not sure if that would make him too good in chases again though, but I fear these nerfs will turn him into one of the weaker killers sadly. Even though I understand why BHVR felt the need to nerf him.
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@Gcarrara said:
Meta is a big word... But definitely useful now with some killers. 😁
Yes very true. It's just always exciting to see new potential perk options that are viable.
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2533269#Comment_2533269
https://www.youtube.com/watch?v=dB5APhipcGc
Useful.
Is.
A god damn understatement.
Absolutely insane, this is most definitely not intended.
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I still think it's one of the best perks in the game.
Also, I am not quite sure wha the argument that hooking is unviable means. It's the main objective, and if you do well with killer, you can get hooks. Also, a 20-30 second chase is not game-losing. That's actually fairly good.
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@VonCrow said:
There is no way they leave the knife thing with the Trickster. The wallets would complaint too much.
Kind of understandable, or not? Working on one single knife would be way too oppressive.
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@MrCalac123 said:
Probably not no, it's still a Hex and will be cleansed at the beginning like 30% of the time.
Working on Killer powers is cool, but how many actually benefit from this? Trickster will likely be nerfed, doesn't work with Plague's vile purge, Bubba and Billy will just instadown you, Oni it could be cool on, basically on any M1 Killer it's good, and it will be good until it's cleansed and then like every other Hex it will be useless.
So, it went from a 3/10 to like a 7/10, which is not bad but frankly I don't ever plan on using it.
That's fair. But I could definitely see this perk being really good on Huntress. Hopefully not too powerful, it would be a shame if this perk got nerfed when released to the live build.
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@MrDardon said:
Blood Favour was always inferiour to Crowd Control. I compare them a bit. But Blood Favour jumped well past Crowd Control with the new buff. It might even be to powerful.. potentially.
I thought so too, but honestly, I don't think so. Survivors can sometimes hold out 16 seconds and then get to a pallet that was just released from the perk. Or they can also go beyond 32 meters with the speed burst to then use a pallet that isn't affected. Not to mention that it's a hex perk and can be cleansed. So I believe the perk still has enough counterplay to not be op at all.
The only killer at the moment I can really see this being op on is Huntress, but I really would hope they don't nerf this perk, or at least the range, because of one killer, but instead maybe find a solution on how to not make it op on her.
Crowd Control is not bad, but I wouldn't consider that meta. Haven't seen it often. So Blood Favor being better isn't a bad thing. Of course those two perks combined plus Undying could be insane, but that's also 3 perk slots used, so likely still not op. Survivors would definitely have to go on a hex totem hunt though against such a build.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2530011#Comment_2530011
which makes perk non-reliable
Well i do think it will have some value on any map. But how effective it will be, is dependent on the situation. So yeah, it probably won't be the most reliable perk, but it's effect is still really good. Basically giving you a hit where a survivor could have otherwise thrown down a pallet.
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@GhostMaceNotCrusty said:
On maps like bloodlodge this is insane, yet again, bloodfavor wont be doing much for you on Lerrys for example
Yeah just had a match with the perk using Nemesis on the Game, and it was insanely good. Of course I can't say if the survivors couldn't have played it better sometimes and try to get further away, but it definitely was good, surely even against very experienced survivors.
But yeah, hard to say if it will be meta on the average map. I could see this being meta for someone like Huntress or Blight though.
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I mean, I do consider Ruin meta. At the very least with Undying.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2527263#Comment_2527263
My biggest thing is that I can't help but feel that many matches, the killer didn't even have a chance to win. Whether it's me or someone else. That if it was a low or mid tier killer, running full gen defense, making few to no mistakes in chase, they probably would still have lost no matter what they did. Sure, maybe they could have gone for a 4-man slug, but it's not healthy for the game if that's what it has to turn into every time the killer gets on the back foot, which is the case from the very start of the match a lot of the time.
So, slugging and tunneling is something that needs to be kept in mind when talking about the game's balance. It's not fun, but it is possible, and since it can sometimes be the best strategy in a given situation, it needs to be considered.
I understand that there are enough matches where the killer didn't have a chance. Especially because of the survivor sided maps in this game. But I also do think that it feels more often like that than it actually is the case.
The thing is, killer can be very punishing. A few mistakes or outplays when you don't have a lot of pressure going on, especially at the start of the match, can decide over the outcome of the match. That doesn't mean you didn't have a chance to win. If you would have outplayed the survivor those one, two or three times where they outplayed you, or you wouldn't have made those few mistakes, the match could have had a much different course of events and therefor perhaps a different outcome. This is also because doing good as a killer, getting a fast down, is kind of double impactful. On the one hand you have come your objective goal a bit closer, and in addition to that, you also pretty much push the opposing side, the survivors, a bit away from their objective goal, because now they also have to go for an unhook.
But losing because of a few mistakes or outplays like that of course feels like you never had a chance to win to begin with, because it all depended on maybe a few mistakes or outplays on the survivor side.
I do think that at the highest level of play, the game is survivor sided. No doubt. But I also don't think it's as bad as some people say it is. I think the fact that killer can be much more stressful, and that mistakes or being outplayed as killer can be more punishing makes it feel like the game is even more survivor sided than it actually is.
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Yeah no they aren‘t. Perhaps the new boon perks are too strong, doesn‘t mean thy dont care for killers.
And no, not everyone is laughing about this update. Some people are happy with it. And some people, get this, are critical towards this patch, or at least a few changes, while maybe liking other changes, and are able to voice their criticism without sounding like a 10 year old.
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@ThanksForDaily said:
No was killers take off one of their training wheels perks. Aka Ruin, Undying, Pop, Corrupt, Tinkerer.
Meta perks, not training wheel perks. They don't give you free wins if you equip them, or make killer very easy. They are just powerful, but survivors have such strong perks as well.
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I'm getting deja vu from the time lockers received the secondary effect of blocking survivors auras.
In all seriousness though, I find it hard to believe people only camp because they don't find anyone withBBQ and Chili. But I also have to say that I personally still can't tell if these boon perks need nerfs, so if they do, maybe removing the aura block would do the trick for this boon perk.
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@90bubbel said:
i see it as the devs simply not caring about the killer side
Just because they created two perks that might be op?
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@OniWantsYourMacaroni said:
It's hilarious with Trickster.
You only need to hit 1 knife to block the pallet
I seriously doubt that's intentional though. That sounds a bit broken. Although he is a weak killer, but just like Deathslinger, his chase potential is not what needs help, it's his map pressure.
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@landromat said:
i tested it. Block time is too small. You can barely reach survivor after you hit them and pallet block is gone already. Also it's still a hex. Not more useful than third seal
I think that's very dependent on where on the map you are and what loops a survivor can use. I definitely have gotten some hits thanks to it in the first few matches I played, but I also had one occurance where the survivor I was chasing was able to run away from me long enough to be able to drop the pallet just when the perk deactivated.
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@[Deleted User] said:
I personally don't like it because it's like you delay having to break the pallets because it's a hex perk. So yes you could get a few hooks and what not with this perk but then you have to deal with the pallets later. Only good if it lasts for one kill i'd say.
That's actually a good argument. It won't be good on killers that don't have good chasing abilities, probably, because after the perk is gone, survivors will have all the pallets on the map to use.
The more replies I read, the more i think the perk wil be fine with the 32 meter radius, and maybe still not meta actually. I will play more games with it, especially with Nemesis, and continue to see how the perk does.
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@musstang62 said:
Interesting, didn't hear about the range update. But if a survivor can still hold W until outside the range before the killer catches up, it'll still be hot garbage (even if it wasn't a hex), aside from being solid on a few choice killers that can catch up. Huntress or a killer with stbfl might be able to make it work well
Still feels like devour or ruin or haunted grounds are all exponentially better as hex perks
Yeah it's hard to tell. I also had a survivor in my first match now that just ran me around on Lerys long enough to be able to pull down the pallet just when the perk deactivated on one of the blocked pallets, but it was Lerys and that was probably on me.
I can definitely see this perk being good in more situations though, especially when you hit a survivors right as they try to get to a pallet at the edge of the map. They will certainly still sometimes have the chance to run further than 32 meters thanks to the sprint burst and killer attack cooldown, but I feel like it could actually become effective in enough situations to make it viable. Only time will tell though.
Probably will synergize with Save the best for Last. Killers like Blight will probably also profit more, because they can catch up to survivors trying to run far away much better.
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@Veinslay said:
I could see why you would feel that way if you're a survivor main
You people are becoming so ridiculous. Is it that hard to accept that some people might actually be happy with the balance changes without immediately being a survivor main? It's not that hard to understand that Spirit and Deathslinger had too little engaging counterplay.
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@KeiOrtem said:
https://forum.deadbydaylight.com/en/discussion/comment/2528811#Comment_2528811
totem effects can also stack within each other so if you are in range of 2 boon totems then you get even more speed.
Ok yeah that will definitely be a problem. Wasn't there once this insanely busted problem of being able to self care yourself within like a few seconds with Botany and We'll Make it? I mean not sure if it could ever get that bad, you'd probably need really good totem placement, but that definitely reminds me of that.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2528800#Comment_2528800
The heals of the first one stack. The second one can be applied to 4 totems if every survivor equips them. Turning huge areas of the map into scratchmark free zones.
Oh and Hex perks are gone once they are cleansed. Boon totems are not. Survivors have perks to find totem spots, killer gets just a sound when he´s close to a boon totem.
Ok regarding the perks, they give up a perk slot for a perk that helps them find totems. So that's not a biggy.
What do you mean when you say stack? You mean when multiple survivors run that boon perk and have a boon totem activated? Because that sounds quite situational, however I do agree that could definitely be a problem. They probably shouldn't stack.
Now, I have to admit I did underestimate the range of 28 meters, because it's a radius, so the effective area range is actually 56 meters.
Of course, I think we still have to play the ptb to make a final judgement. But I do actually agree, at least the Boon perk that hides scratchmarks and aura will probably be busted and too strong with that range.
They need to tone down the effect in some way or reduce the range by quite a bit. And probably for the healing perk too. But again, this is not my final opinion on the matter yet. I also don't want them to be perks that nobody uses after the first few days.
These perks would be fine though arguably if survivors had a second objective to do. I am still hoping that the Mori changes will have some second survivor objective tied to them, and that they happen soon.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2523533#Comment_2523533
"Good" is relative, I consider "fun" Perks not really good for the most part. (I think you are referring to Blast Mine and Flashbang)
And hopefully the Boon Perks will at least be worth the time to bless a Totem. However, for me, the Perks must basically be OP so that I would run them. I am not running Hex-Perks for years as Killer, simply because I dont want my Perks to be disabled, so I will probably not start to run Totem-Perks as Survivor.
And I highly doubt they will be OP. (Because the Devs need to keep in mind that 4 Survivors can have them)
Yeah exactly. i would argue those perks are fairly good power wise, even if not meta.
That's fair, but they can't be too op since they can be reblessed.
And from the looks of it, they do seem pretty strong honestly.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2523412#Comment_2523412
Turns out they are stronger than Hex perks. What a surprise!
You will never give up the idea that BHVR cares much more about survivors, do you?
Now, the perks do sound strong. The healing one in particular. But better than or just as strong as a map wide regression on any gen that isn't being worked on? I'm really not convinced.
Self Care takes 32 seconds to heal yourself. If you instead bless a totem and then heal yourself that way, you're going to heal yourself at quite the similar speed.
It will be good once you get more usage of it then just the initial heal, but at that point, I'm not convinced yet that it will be stronger than meta perks survivors already have. But even then, place the totem somewhere near your objectives, and it will be easier for a killer to snuff out. Place it somewhere farther away, and survivors will waste a bit of time running to the boon totem.
The second boon totem that hides scratchmarks and auras I can hardly judge at all. It could be good, but having such an effect restricted to a certain area, could also make the perk not worth it.
I'll have to see how it plays out in the ptb. But I hope the devs are open to feedback if they do turn out to be too strong, because they certainly don't sound weak, that's for sure.
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RNG is important. I wouldn't want to run the same the same way everytime I get it. Getting rid of the RNG would be a real shame, as it would lessen the adaptive skill of a player.
They just need to better balance the rng, and make better sure that a map spawns with a good balance of different tiles. I feel like the power level of each tile needs to be considered more.
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I doubt that Spirit will fall out of meta. But she might actually be fun to go against now.
If she does need a buff, they could maybe still reduce her cooldown.
Deathslinger needs more map pressure. It's a shame they didn't buff him more to compensate for the nerfs, but I can still understand why BHVR did this, to make him a bit more suffarable to go against. Again, we'll have to see how impactful these nerfs even are. Pyramid Head received a nerf and I believe some people were freaking out, and yet he is still almost the same when it comes to his power level as before.
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@DemonDaddy said:
For solos it's not much to worry about. Swf are gonna make it a nightmare.
@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2526497#Comment_2526497
SWF is the reason we can't have nice things, or a balanced game. When we are allowed to have nice things SWF usually breaks it.
How exactly will swf turn this into a nightmare and break the game?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2525703#Comment_2525703
These changes are subpar. Do you not play killer at high MMR?
I have no idea what my MMR is, but I was at rank 1 long enough before the SBMM.
Again, I understand that the game is still survivor sided at the highest level of play, but it was so much worse back then, the game has come a long way since then and it's not that terrible anymore, in my opinion. The pallet distribution nerfs and healing nerf from a few years ago for example were really good. In the last few years the buffs have been less impactful in general, but killers themselves have received some big buffs, like Doctor or Leatherface.
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It's impossible for 3 gens to pop in the first 30 seconds.
With that said, even if you lose 3 gens early, the game isn't lost. It is pretty dependent on the killer you play on how exactly to combat gen rush though. Spreading damage whenever possible is important, but against good loopers you'll have to be on point, not using a weak killer and not be on one of the very survivor sided maps.
Killers like Blight are of course very good for map pressure thanks to their mobility. You can definitely chase survivors away from gens with such killers, even if they are spread out more. With killers that are just really strong in chases, you probably just want to get a down as fast as possible.
And if you play a killer like Trapper, Myers or Legion, you just have to pray for survivors to not be that good.
The fact is also that killer is just incredibly punishing, especially at the beginnig. Messing up a few times or just getting outplayed a few times at the beginning of the game can cost you the entire game, which I believe is another reason killer can feel a bit powerless sometimes.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2527224#Comment_2527224
idk how some are coming up with 18s. 3blinks*(3s*1.5)=13.5s
Ah that makes sense. That sounds better already. Though still long.
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/2524413#Comment_2524413
Trapper and Plague buffs ain't mean nothing lol. At the top you'll still only see Nurse & potentially Blight if he survives these nerfs.
They definitely mean something, although it's true they probably won't become meta because of them. Still, the Trapper's buff is definitely impactful.
I still believe that Spirit will remain top tier after the nerfs, but we'll have to wait and see.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2525844#Comment_2525844
You are probably reading how long it takes to charge a blink as in holding M2.
That's probably it lol, thanks.
18 seconds does seem a bit long though, hopefully it won't be that bad.
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@baseballfan4877 said:
https://forum.deadbydaylight.com/en/discussion/comment/2525703#Comment_2525703
"somewhat"? hahahhaa
Somewhat yeah. Definitely noticeably survivor sided but also not as bad as some people make it out to be, especially on a forum like this lol.
The additional problem that killer can have is that it can also feel pretty stressful, which makes it also sometimes feel more survivor sided than it is.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2524413#Comment_2524413
Buffed trapper and plague lmfao you saw those buffs bro? Definetely u dont play killer.
Again, I have a different opinion, so I definitely don't play killer.
You people really must be smart.
the Plague buffs aren't anything big but they are some nice small changes. The Trapper buff will definitely be noticeable. People have been asking to be able to carry two traps for a long time now, this will definitely improve him.
I see no reason to exaggerate the killer nerfs and downplay the killer buffs just because I main killer.
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@botrax said:
https://forum.deadbydaylight.com/en/discussion/283126/why-people-saying-spirit-cant-mindgame
Because the majority of survivor use iron will and she cant see them while the survivor know where she is. Its kinda hard to mind game something you cant see but they can see you
They will hear her directional sound, and perhaps, at a later point, be able to see dust kicked off the ground, but only sometimes. And they will not be able to pinpoint Spirit's exact location.
Spirit still has scratchmarks and footstep sounds, if the latter works that is of course.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2525437#Comment_2525437
I don’t have fun going against survivor teams that slam pallets early and make it impossible to catch them. I don’t have fun playing on gigantic maps with gen spreads that are impossible to defend. I don’t have fun chasing at loops with no mind game. Why does that not matter?
Survivors slamming pallets down early are still catchable. If you are good with killer, you will be able to down them. Except maybe with the very weak killers on very survivor sided maps.
When it comes to maps though, I am not quite sure why BHVR has such a problem making them more balanced. They just still don't seem to understand what makes maps unbalanced.
They've made some great changes to maps in the past, maps like Thompsons House have been made much more balanced, but then there are maps like Fractured Cowshed, that received a big update and a visual rework and are still incredibly survivor sided.
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We have to wait and see what the effects will be. Hex perks have really strong effects, and therefor have the risk to be removed from the game.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2525668#Comment_2525668
Base blink recharge is 3s per blink.
Oh ok on the wiki it says 2 seconds. Unless I am missing something.
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They look pretty great. Except the one that gives deep wound to survivors that fail a skill check, because that one will be useless at higher ranks.
I still hope that Pig will one day have her crouch movement speed increased.
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Yeah I do have that concern as well. wWe'll just have to wait and see. It would be really awesome if we would be getting these type of balance updates frequently now, as this game really needs it.
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@wewantbetterfun said:
https://forum.deadbydaylight.com/en/discussion/comment/2525749#Comment_2525749
Dying for the veterans, I am playing since 1.0.0 and i've never hated this game more than I do now, even more when there was pallet vacuum, the best players are quiting, the casual are fine since noobs stays with noobs, veterans have it rough and most of us are getting tired.
I can at least understand getting tired of killer being stressful. But I am not sure how this game used to be better. Back then the game had some really broken crap for survivors, it's not nearly as bad anymore.
There are also enough veteran players that still seem to be enjoying the game as far as I can tell. I only started the game when Clown released, but I have over 1 thousand hours in this game, and while I do take may fair share of big breaks, I still enjoy this game. Of course, it still has a lot of room to improve, but I personally believe the changes made in this patch are very good, even if I do wish that Deathslinger would have received some form of buff as compensation.
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Do you dismiss anyone as someone who played Deathslinger twice when they think that the changes to him are good? Or are you actually only talking about people that very obviously never really play killer at all?
Because I know that there are people that main killer as well and think the changes to Slinger are good.
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MMR is screwed up quite a bit though, I will agree with that.
But yes, I am a killer main, and can still understand why these changes are made. And I doubt these nerfs will be that bad.
Also, this game is dying? If so, how? Steam charts definitely don't seem to support this claim.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2523755#Comment_2523755
Yeah, killer perk buffs were a bit thin on the ground. Though they’re buffing 13 perks in total in this mid-chapter. Considering how many perks there are in the game now that isn’t a huge number, but it’s a bigger number than we’ve had for a while, and if they start to tweak perks the same way every mid-chapter I think that can only be a good thing.
I think most of the add on changes will be buffs, too, with some nerfs here and there, so I’m looking forward to that. Maybe they’re planning more killer perk buffs once they see how the add on changes affect things.
If they can keep these perk buffs up from now on, that would be amazing. I still fear that they are too careful with some of the perk buffs, but at the same time it's understandable, only one broken perk can mess the entire game up. I am very excited for the buffed Retribution, Blood Favor, Babysitter and Built to Last though. And some of the other buffed perks might also be pretty good now.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2524413#Comment_2524413
They do not only care for one side, but they have an extremely blatant survivor bias. Like, nerfjng keys into the ground is not good. Proper balance would be better than appeasement.
Sorry I don't see it. Killers have been receiving as many changes that favor them as survivors have in the last few years.