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  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642963#Comment_1642963

    That's what I think the survivor community fails to realize. If they get a killer nerfed people won't keep playing that killer. They'll just be more spirits or whoever is the current meta.

    "Alright! We got PH nerfed. Now he'll be easy to bully............why am I only seeing spirits?"

    It goes both ways you guys get two killer nerfs in a LONG ass time and it's a problem but when survivors are nerfed constantly and consistently it's fineaand dandy. K

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643606#Comment_1643606

    Oh yea i should let them body block or let them work on a gen in front of me just because they have DS? Or they just jump in a locker just to ,,distract me in a smart way"?

    If you justify these thinngs with ,,its just survivors who play OPtimAlLY" then ypu shouldnt complain about tunneling or camping because thats also just playing optimally.

    And no its NOT required. I almosr never use it and still almost always escape.

    No you down them and slug them if they arent in the locker. But it's still technically a smart move.

    I dont complain about camping and tunneling all I'm saying is that if thats legit so is DS and unbreakable.

    Alright all the killer has to do is test and see if you dont have DS if you dont they will happily tunnel you. I havent been running them either so it was a bit of an exaggeration. My question is, is there an obsession in your matches you are surviving because if so then it's still DS because of the psychological effect.

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643288#Comment_1643288

    It's not anti momentum. Because you heard peanits say it once doesn't mean #########. The devs have said time and time again it's anti tunnel, and in the chains of hate stream they even said it was intended for anti tunnel and survivors abuse it.

    If its anti tunnel then why does it have a skill check?

    It was never solely anti tunnel and it still isnt. It has way to many effects to be solely anti tunnel. Also these same devs said in the patch notes using it outside of tunneling was smart.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643288#Comment_1643288

    But the ,,anti momentum" feature is too strong. It can cost the killer the whole game especially if they abuse it and everone uses it. Even if only 2 people are using it.

    You say it is ,,required" because you got tunneled but then proceed saying it shouldnt be only anti tunnel.

    The anti momentum feature is only strong I'd you let it be strong. You have perks like bbq, or thrilling that reveal other survivors location. Why wont you leave the recently unhooked one alone.

    Yes the anti tunnel feature of DS is required, but that does not mean its anti momentum feature shouldnt be there it's always been anti momentum and it still is. It was never designed to solely stop tunneling.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643288#Comment_1643288

    That's what we want, we want the anti momentum part of it gone but the anti tunnel to stay.

    The anti momentum is pretty BS.

    Yes I brought up that tunnel to show it happens alot. You cant say it's a change when it's a downright nerf to remove anti momentum.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642894#Comment_1642894

    They are not. I almost never use them.

    They might be extremely helpfull against ,,some players" and some players deserve it to get hit by it thousends of times but its ot required.

    In fact they need changes. Maybe not neccesary nerfs, but changes so they cant be abused but rather be used against ,,the right ones"

    Just got tunneled off hook by a wraith. A change to make it solely anti tunnel is a nerf. You are removing the anti momentum feature.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642952#Comment_1642952

    Why are those perks meta ? Probably since they punish/counter strong killer strategies and can be used pretty offensively as well.

    Even when they aren't beiing used killer has to play around them so most killer just rather always play around them then risking getting hit by them. These perks all try to force killer to play in a way that creates 12 hook games which is fun for survivors but is the least optimal way to play killer.

    I'm not against their design but I think they could use some further changes to make them more in line with countering those annoying strategies rather then enable dumb bold plays that would be suicidal without them.

    Probably because like alot of killers say the optimal tunneling strategy would be extremely common.

    12 hook games give the most bp and are pretty fun for me. Even then with DS/UB it doesnt guarantee a 12 hook game there are too many situations that can cancel that such as slugging. The psychological effect was intended to discourage the attempt to delete survivors 2 minutes into the match.

    DS has always been a perk designed to be bold that's why its original design was litterally just a get out of jail card. Nothing wrong with aggressive plays just another thing you need to look out for.

  • @OllieHellhunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642926#Comment_1642926

    I mean there's also the fact that Unbreakable is a fun perk to use, and that DS can be forced. and the fact that the two combined cancel out each other's counters while individually being very powerful perks. I assume those reasons are atleast part of the reason that theyre meta.

    If you are very consistently being tunneled and slugged what are you doing? I honestly want to know cause I try to get slugged for one of my builds yet it often doesn't work.

    Also I still don't see how either of them are required. you encounter the thing theyre strong against often, that means you get value from it, that doesn't mean that they're required. I wouldn't say there's a single perk on either side that is required.

    DS/UB have always countered eachother weakness why is it only now they are meta. Not because people are just finding out.

    Not much you can do as soon as you go down the killer has the option. Bad positioned teammates being near when j go down cause a slug. It's a common strategy used for pressure why are acting as if it isn't.

    If you encounter the things it's used against often it is required because without them they hurt you. there is no real not to sur them. A lot of killers preach about how tunneling is an optimal strat to force a 3v1. If the killer knows you have no DS you get hard tunneled. During the DS bug that really showed just how much some killer want to tunnel to death.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642926#Comment_1642926

    Tbh he's not the only one. Whenever I see everyone claiming how required some of the survivor meta perks are I often just wonder if people do get matched with hard tunnelers/campers so often or just forget the good games after 1 bad game.

    I don't really use most of survivor meta perks and even a lot of my teammates don't (to the point where there aren't obsession in my matches at all) but killers still don't hard tunnel/camp most of the time unless you force them to.

    So now I ask you why is it meta? These perks were never meta except DS, but it was a second chance back then. Tunneling is often and so is slugging.

    I find it very hard to believe with no obsession killers dont tunnel but if not nice for you. I actually havent been using DS DS because I handle chases. I have been running OoO, Adrenaline but then you have these killers running noed. Even a noed p3 nurse. Granted she lost. I digress running and slugging are legit strategies and DS/UB are legit counters.

  • @OllieHellhunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642894#Comment_1642894

    How are they required? I use unbreakable fairly often since I dedicate full builds to being slugged,Its a very powerful perk yet I wouldn't say it's required, if anything it's a waste most games, And I've yet to use DS a single time so I don't see how that's required either.

    Guess you have good luck but because of how prevalent tunneling/slugging are, DS/UB became meta. You can deny it and say it doesnt happen to you which is fair sense it doesnt happen to every one. It is very consistent. If it wasn't consistent these perks would not be meta.

  • As an oni main I never run thana bad point. Thana ain't even in the main build the majority of onis use.

  • @Leachy_Jr said:

    Why would you even think to do this? Like stop the "oh it's not final and it's just a sneak peek towards the mid chapter", no.

    Why would you even think of nerfing pop without thinking of nerfing DS or UB.

    It's pretty stupid to call the devs survivor biased, but when they do stuff like this it's hard to call them not.

    This needs to be balanced out from both sides, pyramid is getting nerfed, his lose lose scenarios is what made him good, we'll have to see how he turns out though. Other survivor perks are getting buffed (thankfully none of them look busted) and now pop is getting nerfed with nothing to the survivor meta being nerfed along side it.

    Pop is still going to be pretty good and usable, but just why did they need to nerf it in the first place? AND why not nerf DS UB in the mean time if we're touching meta perks?

    They aren't nerfing DS/UB because they are required. I don't think pop needed a nerf but I can understand why they did it.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641807#Comment_1641807

    It doesn't matter. It completely negates most stealth toolkits, and Myers. On top of providing an extremely meaty bonus.

    https://forum.deadbydaylight.com/en/discussion/comment/1641810#Comment_1641810

    No. All it tells me is that:

    • They might be stealthed nearby
    • They might have quietly legged it

    The problem is that it's a lose lose. If I hunt, they could be smashing down a gen. If I head off and try to find them, they scurry out like a bunch of weasels and finish the current gen.

    But that's not the core issue here. The core issue is that it is an unreasonably hard counter to stealth of all types.

    https://forum.deadbydaylight.com/en/discussion/comment/1641812#Comment_1641812

    I could swear I remember you from another thread...weren't you the guy constantly nerfherding specific killers?

    In which case - uhhh...yeah,

    It doesnt negate anything except running to them straight on. You can even sideways walk.

    Ok nothing wrong with trying something. those are all assumptions you are trying to make to justify not trying to moonwalk. Even if they were true you look around regardless of the situation.

    If you chase someone there is gonna be someone on a gen anyways. You are 1 person you can't occupy 4. No matter what you do someone will always be on a gen unless the other 3 are occupied. It doesnt hard counter anything you just have to play around it.

    Yeah I complained about DS,Spirit, PH nut its whatever because there are no dc penalty and most arent the best so its doable.

  • @Tactless_Ninja said:

    Moonwalking is a terrible counter to justify its existence. You're still giving them the advantage when you approach and aside from that, you have no idea if anyone is even over there. Imagine if Whispers worked the same way. Survivors, just don't be looked at by the killer LMAO.

    Take one glance in their direction and they've already moved into position to loop you. It is obscenely good perk that people are trying to downplay its effectiveness.

    Aside from that, it's sister perk Premonition is completely useless because Spine Chill already gives up too much information.

    One glance doesnt make the move. It's when the perk stays lit. Let's definitely nerf spine chill so I keep running DS/UB!

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641546#Comment_1641546

    That's the thing though. You don't, and you can't. It's not like Object or BT. There is no indication whatsoever that it's active, until you hit postgame and go 'oh, that's why they got several gens without me even having a chase'.

    No it's quite obvious when you go to worked on gen and it keeps gaining progress but you dont see survivors. That makes spine c hi all obvious now doesnt it?

  • @Hopesfall said:

    I still don't understand how it overrides a status called "Undetectable"

    the logic is astounding

    Undetectable means it doesnt show your aura. All it does is say when the killer is looking in your direction not what way they are coming.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641738#Comment_1641738

    Exactly, jungle gyms are my favourite tiles as both sides, because it's the skill that matters not "hold w with 100% visibility of the killer on autohaven cars". If they add breakable walls to jungle gyms I will be disappointed.

    My point exactly winning a jungle gym as survivor or killer is the greatest feeling to me. Both sides it shows who is the better player and I think thats fait. A breakable wall will just ruin the loop.

  • @Mikeasaurus said:

    As Survivor, I've had a Trapper message me pre-game on PS4 telling me not to use Claudette. I asked why and he said, because you're HER. Literally, just that. So I got a little confused because I was using her Silver dress, which is not going to hide me at all, so I said, what's the issue? Shes my favourite character and I'm just using her for the cosmetic I unlocked. He then proceeded to target only me, facecamped and tunneled me to death, then proceeded to let the others live. He messaged again after that saying his reason, which I won't repeat here because it was beyond racist. I couldn't beleive it honestly.

    Well I have a claudette bias if you are a claud you survive.

  • @Xpljesus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641565#Comment_1641565

    I'd love to see guaranteed Jungle Gym (either type, any direction) in the tiles that spawn nearest to the centre in the main cubbys

    I assume they'll add a breakable wall which makes atleast one of the windows weak in the eventual rework

    They should not add a breakable wall to jungle gyms they have equal opportunity to outplay on each side including getting a hit or getting the pallet down quick. Same with shack it made no real sense to add a breakable wall.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641656#Comment_1641656

    "I never said the add on change is a reason for cluttered bloodwebs it was a reason to revert it."

    As I said, if the blood web clutter has nothing to do with the addon change, then reverting the addon change will not fix it. IE it is not a reason to revert it. You having more of your addons on hand doesn't remove them from the blood web options.

    "If survivors have trouble getting bp, have way more useless add ons, arent guarenteed to get use out of their items, have franklins that could potentially delete their item, be hard camped out of the game, etc the least we could have is a guarentee we keep our good stuff. As shown in the screenshot is actually have alot of stuff but not every one is there."

    We already said improving BP gain is a good idea, so arguing for more BP would be better than saying that's a reason to revert it. I would also argue that a lot of killers need those addons more than survivors need the addons to function at a reasonable level. The survivors are also generally guarenteed to get use out of their addons. Franklins isn't even a good perk, it's wasted slot. Calling that a reason for not getting value out of your items is being disingenuous and honestly the perk is almost never ran, last time I saw it was like a week ago. The amount of times I'm instantly hard camped out of the game without getting to use my addons at all is very low. You are also getting to at least keep your base item every game as survivor, killers aren't keeping anything.

    "Killers get alot of bp have less cluttered bloodwebs and have add ons that do significantly better so losing them makes sense. In this day and age of dbd the change was so brainless. Why do it when there isnt stuff like 2 state insta heals?"

    Survivor addons and killer addons are not equivalent. It isn't brainless at all, there have been multiple reasons why it was a good change. I haven't seen any good reason why this should be reverted. There not being insta heals has nothing to do with the change. The point is to actually have addons be used up and needed again. Prior you would stockpile them way, way faster than you would use them.

    1. Blood web clutter makes getting the add ons you need way harder. Also because of this change you are going to be losing alot of the good add ons you run. It gonna make getting good add ons harder for example green batteries.

    2. You guys saying it's a good idea doesnt change the fact that it's still a good reason to revert it, it doesnt change the fact it's probably not gonna happen, and it doesnt change the fact that more bp would help get through these cluttered blood webs. I average around 54k as killer thats a solid bloodweb through 1 game.

    As survivor it takes 2-3! Also yes some killers need add ons but I think that should be change and will be getting changed as the devs are pretty good at buffing killers (bubba, freddy, doc). Whole franklins may not always be the play it still can render an item gone.

    I got hit once in a chase and held the chase long enough for my item to dissapear I was solo so no swf to pick it up. The only way to maybe get your item is to get hooked and hope your team comes fast enough so it is a valid reason. Its luck if you arent swf.

    Once again another example but you can be tunneled to death without using your item. Yeah we keep our items cause we escape. That doesnt mean we get to use it all game it has charges. Killers dont keep anything cause they have significantly better things. Would you be cool with infinite iridescent head?

    3. Why was it a good change exactly give me one reason. That's already a reason against survivor and killer add ons are different. You are ok with them being treated as the same. Yeah what's wrong with stockpiling add ons? I did it myself so I can have alot to sue as you seen it's still possible so it still makes no sense why they are trying to stop that. Also if you play for 3k hours you shouldnt still have to grind for a damn green add on.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641650#Comment_1641650

    I have no cow with you either just pointing out that we agreed on something for once

    Yeah it's kinda funny actually lol.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641617#Comment_1641617

    Addon change just made you need to get more addons, it had no effect on blood web clutter. I personally think the addon change was a good one. You could just stock pile hundreds of addons and never run out. It now better matches killers using their addons.

    Since you feel otherwise, what reason do you have for feeling that it is a bad change?

    I never said the add on change is a reason for cluttered bloodwebs it was a reason to revert it.

    If survivors have trouble getting bp, have way more useless add ons, arent guarenteed to get use out of their items, have franklins that could potentially delete their item, be hard camped out of the game, etc the least we could have is a guarentee we keep our good stuff. As shown in the screenshot is actually have alot of stuff but not every one is there.

    Killers get alot of bp have less cluttered bloodwebs and have add ons that do significantly better so losing them makes sense. In this day and age of dbd the change was so brainless. Why do it when there isnt stuff like 2 state insta heals?

  • Ik I'm suprised this thread ain't hostile. I'm loving it.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641592#Comment_1641592

    I guess we both argue a lot but survivor bloodweb and addon changes are at least something we can agree on

    Hell yeah but it's all cool I got no bead with you.

  • @Xyvielia said:

    Add on pawn shop, plz

    I’ll take those partial BPs in exchange, thx

    Or make the add ons useful so I dont run battery and filament every game.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641593#Comment_1641593

    Better BP gains sure.

    You mean reverting the losing addons change?

    Yes the losing add on change. It must have had little to no thought. Items having charge time, terrible bp gain, cluttered blood webs.

  • @MusicNerd_TC said:

    Tbh, I think most survivor add-ons are good and balanced. Med kits have faster healing, styptics, syringes, more charges. Maps have aura reading for the whole team. Toolboxes have more charges, and the rest are garbage. Keys have blood amber which is the only overpowered survivor add-on in the game. Flashlights only have more charge add-ons, which are extremely boring, I'd like to see more variety.

    The trash add ons take space of the good ones. That's why even with some good ones on medkits and toolboxes. Maps arent really good enough to be used in general outside of hatch aura reading, but my point is too many bad add ons are taking place of the good ones and then you lose them on escape with horrible bp gain

  • @Blueberry said:

    There are a lot of flashlight addons that need improvements I agree.

    Not just flashlights add ons need reworks, removing the add on change and better bp gains.

  • @bjorksnas said:

    They need to take a mid chapter and instead of rework a killer just rework survivor addons, items, offerings so the bloodweb isn't such a mess

    Exactly I have wasted so much bp on my add ons only to never use them and let them collect junk.

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641565#Comment_1641565

    I´d happily make that trade unless it´s double longwall into LT walls or something ;-)

    It'll still be rng based on what jungle gym spawns.

  • @Slashstreetboy said:

    So I had a match today on this map. 2 Survivors remain, I choose to chase the 2nd last survivor through the main building.

    I´m sure you´re familiar with the vaults on the ground floor - one through the wall, one in the rounded area with the shattered glass which can spawn on either side.

    The survivor in question was able to chain those easily and stupid me just following them through the vaults (no shortcuts possible here) yet I didnt´t gain any distance on him even in Bloodlust 3. Might be because the survivor didn´t stagger after the vault, I don´t know. No entity blocker too, after 3-4 minutes I finally gave up. By then the last Survivor had managed to complete the remaining 3 gens.

    Bottom line is it is impossible to catch up with 115% MS Killer Bloodlust 3 if both vaults are used. Haven´t seen such a thing in AGES, you might wanna look into that.

    Yeah but the rest of the map is entirely rng. I've had no jungle gym spawns and the infinite is the only good thing. They need to remove the infinite and guarantee two jungle gyms.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641489#Comment_1641489

    If you put on the useless shrouds and blueprint offerings it just keeps getting worse

    Yup pretty much more bloodweb clutter. It's really bad got survivor when you have terrible bp gain and more useless stuff.

  • @[Deleted User] said:

    Just calculating the amount of BPs I waste on most add-ons (both as killer and survivor) hurts my soul.

    I don't even wanna think about the millions I've spent on claud.

  • @BattleCast said:

    Agreed. Also, can we talk about those accuracy addons that do so little that it’s basically the equivalent of not using an addon?

    Yup the devs dont care about this topic. Mathieu got abused by a swf with instablinds and they were nerfed a week later. Then mmk or flashlight nerfs came.

  • @darktrix said:

    They make add-ons useful by nerfing every other add-on and/or item into the ground.

    Take for example Brand New Part - they nerfed it sometime ago where you wouldn't even look twice at it if it popped in your blood web.

    Now with the somewhat recent toolbox nerf, Brand New Part is like the best add-on you can take.

    And they still have like 4-5 add-ons only useful for sabotage...which nobody does.

    What can they nerf the flashlight add ons are so bad right now you have to stack up on batteries and the filament not to mention you lose them when you escape so you lose the good add ons when you bring them.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640968#Comment_1640968

    Well, I don't know about that. I don't really have a problem with Keys or the Mori. To me they are just another aspect of the game. I don't give people grief about using either. If they change them, they change them. If they stay, they stay.

    They both end the game faster than it should. One can delete a survivor in 2 minutes the other can turn a 4k into a 3e.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/193432/so-lets-stop-calling-perks-crutches

    I agree that I think it is silly to shame/grief any Survivor or Killer over their Perk choices. How we build our respective roles is our own business. Calling any Perk a "crutch" is insulting and clearly being a bad sport. I don't like it when people grief Killers over NOED, and I find it equally tiresome to here people complain about DS+Whatever. Killers gonna kill, and Survivors going to survive. They use the tools provided, and insulting or shaming them about it is the behavior of a spoiled, entitled eight year old throwing a tantrum.

    I can get around to this idea l. Then we nerf moris and keys and continue on whole game balance and we good.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640726#Comment_1640726

    Lol if you try to shut down a strong window as Trapper thats the first place survivors are gonna look for a trap.

    Ok it still disables it and if you are good with resets it should constantly stay up.

  • @batax90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1624058#Comment_1624058

    Not balancing the game will kill it one day pushing new buggy content wont be enough for the game to be alive

    I agree and they have been balancing the game. Yk nerfing something the survivors have almost every patch. They cant even di weekly buf fixes though.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1639201#Comment_1639201

    Actually it depends, some loops work hard against him. However I was referring to other killers. Why do people want to play other killers and deal with that? no they'll just play Slinger where they have more input in the chase.

    Ahh ok yeah that makes sense but even trapper can shut down strong windows. Most are gone except for a few (crotus prenn). Nothing wrong with slinger having that ability too it's his oppressive chase power.

  • @Ghoste said:

    Well it's either this or Corrupt + Pop meta. Take your pick.

    By the way, Map + Detective's Hunch hard counters that build.

    Not really free aura reading so if you have it on billy what are you gonna do?

  • @[Deleted User] said:

    *Insert counter-"argument" about DS + Unbreakable, possibly with Dead hard + BT / Adrenaline, and then say "Killers finally have a chance" and then assume that every survivor is running this build, also don't forget to complain about SWF"

    Called it.

    @F5arTheB5ard said:

    What about your small pp build? You know you run it, don't lie. 😁


  • @YehBoiGoku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1638798#Comment_1638798

    so many people have been @ me for that. It's a crutch perk for newer players. More veteran players won't need it but that's why I call that one a crutch. Most of the ones I named were just the perks I see every game. People were reading to hard into it lmao

    Veteran here and I will continue to run bbq on my oni for bp, its potential, and most importantly it not being a crutch.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636691#Comment_1636691

    You are most definitely asking for a hard counter. You should not be able to render his power irrelevant on reaction. You and other survivor mains don’t like killers that force you to play differently: you want to be able to enforce loops on everyone.

    Hes a killer main though that's the thing.

  • @ClickyClicky said:

    Deathslinger has no counterplay cries the survivor as they sprint burst to the nearest broken window and run around it 3 times.

    Slinger hard counters windows that's why you cant loop him at a shack. He shoots you and pulls you back into an easy m1 what are you talking about?

  • @BigTimeGamer said:

    The forums think if you want a killer to be counterable then that must mean you want them to be an M1 killer who is extremely weak

    the amount of hyperbole is insane

    This right here apparently if you want to have chase interaction it has to be a wraith.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1638700#Comment_1638700

    I'm hesitant to let the BHVR butchers at my favorite killer. As it stands, she is just insanely fun to play - intuitive, but a surprisingly high skill ceiling.

    She is strong, doesn't have many weak maps and adds a bit of unpredictability and suspense without being Spirit. She also has several effective counterplays that weirdly, not even high level players seem to use (especially the simple act of crouching over traps).

    Yes that's how some of the killers were designed without looking at the survivors fun. Most killers are fun to play as even the weak ones. I played legion as he was really fun. Hes weak but very fun to play as.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634551#Comment_1634551

    And sometimes its my blendette ass sitting on the gen while a killer loops a survivor 2 meters away and not looking.

    I wouldn't be surprised if some of the complaints are killers inflicted with oblivious themselves, though i may be a bit skewed being someone who tracks survivors by their breathing when they're hiding.

    Using breathing is a great way I started listening and it makes the survivors very obvious.

  • @DarKaron said:

    The problem with Object of Obsession is that, while yes, Survivors make call-outs in a SWF at all times, an OoO user makes the issue 100 times worse for a few key reasons.

    First, any Terror Radius-changing Perks or Addons that don't grant Undetectable are absolutely useless against Object of Obsession, which means they will see you at all times and call you out, bringing me to the second issue.

    An Object of Obsession user is able to, functionally, see you at ANY distance, and see EXACTLY what you're doing, where you're doing it, when you do it.

    Setting up a Trap? Expect that to get snapped by a twig or flashed. Laying a Portal? Expect it to immediately be cleansed when it opens. Trying to sneak about with Monitor and Abuse as Deathslinger? Sad days for you, you'll literally never catch up to the Obsession, and everyone will know you're coming from miles away.

    Object of Obsession isn't anywhere near as bad on solos, but nobody runs it on solos.

    I run it every solo game favorite perk st the moment.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636234#Comment_1636234

    Does going against any killer with every pallet gone sound great to you?

    Playing clown is practically a flex at this point. But the crossplay survivors are so terrible it's not even that much of an accomplishment to win anymore.

    Yikes never seen me play crossplay survivors are good too yk?

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