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bunnyfengenthusiast

bunnyfengenthusiast

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  • @LiveBritishReaction said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376877#Comment_3376877

    Knight’s guards actively patrol an area along a path that can take any shape and form according to the person drawing it, with greater bonuses rewarded to both the Knight and the guards for creating a longer path and making it work. The guards automatically chase survivors they detect independent of the Knight’s control and can also be sent out to smash destructible props at a distance—blocking the prop from use in the process which lends itself to its own special utility beyond the simple act of kicking (for example, using Assassin to block a gen with his extended breaking animation, or using him to kick a pallet and block said pallet while he’s interacting with it, which you can use to trap survivors on the same side of a god loop as you). In addition, each individual guard has their own numbers and characteristics, making any given guard better or worse at specific things than the other two, adding a learning curve to knowing when and where to use which guard.

    Skull Merchant’s drones, on the other hand, are simple, stationary traps that, when deployed, do the same two identical, lackluster effects: Reveal survivors, and give you a clunky and inefficient stealth power. They don’t patrol. They don’t chase survivors. They don’t block props. They don’t damage gens or destroy pallets and walls. They have no variance among each other. They just sit there and give you basic information whilst occasionally limiting survivors’ basic information.

    In terms of versatility, complexity, and depth, Merchant and Knight aren’t even close to comparable. Knight is in a completely different ballpark. He’s on another planet compared to Skull Merchant.

    Skull Merchant’s power is extremely basic. The effects it has on the match are also extremely basic. The only mechanic she has that could give her uniqueness and depth—her stealth—is neutered and nerfed into a hideously clunky state and is an obvious tacked-on afterthought to what is very clearly the main focus of her power, which is surveillance. But her surveillance is about as complex and versatile as, well, Surveillance.

    Also, as for zoning—No. Skull Merchant’s zoning is a meme, and an unfunny one at that. Even when you combine all the total effects of her drone’s meager chase tools—killer instinct, exposed, and a hidden red stain—on an M1 killer with no real lethality, that reeaaally doesn’t amount to much. The three effects combined are sort of alright at jungle gyms, but given how many loops are short, open, too strong to be mindgamed by a simple M1 killer, and/or have little LoS blockage, the KI + hidden stain are situational, and the Exposed is hardly scary against the most M1 killer in the entire game—if you can loop her while you’re exposed, you can loop her, period. Not to mention, it’s useless if the survivor is already injured.

    The only zoning she’ll really have is after the buffs where she can pop a drone at a loop to gain a worse bloodlust, and even then, applying a bunch of haphazard chase buffs to an killer without an actual, proper chase tool is hardly a threatening zoning tool, especially when compared to real zoners like Nemesis, Demogorgon, Pyramid Head, Artist, Knight, Deathslinger—killers who can shut down entire loops in an instant with a single tap of the power button.

    Everything she does, she does excessively poorly, and she does them in such a straightforwards way. The only inventive part of her power is incredibly clunky and is still very basic in practice as a result. She’s a very rigid, bland, shallow killer. I don’t see how you could even begin to put her in the same realm of versatility as Knight.

    All this rationalization doesn't change the fact Knight is a boring ass killer with boring ass power that no one likes playing against.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376893#Comment_3376893

    Already laid out the theory, Killer vision FOV is of importance for spotting Survivors. If a Killer can suddenly see more around then, then they will spot more. That's how its tried to Game Balance. Idd say its pretty wild to believe they are not tied together.

    Now I ask you, what happened in 2018 to magically not make FOV have ties to game balance anymore?

    The game primarily became loop-based instead of stealth-based. Shadowborn is currently only used by people who get motion sickness (and are essentially playing with 3 perks) or people playing certain killers that benefit from the added FOV. Either way, tying FOV to a perk is stupid.

  • Haha very funny. I laughed a lot. Really.

  • I think it's up to you to prove it's still tied to game balance, considering you made a positive claim about it.

  • Or, stay with me, they remove overheat completely since it should never have been added.

  • @Emeal said:

    FOV is literally tied to game balance with the direction a Killer is looking, how do you propose such a change going through easily?

    You probably picked the worst game to play when asking for this to be added imo.

    FOV hasn't been tied to game balance since like 2018

  • @Dogma_loki said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376207#Comment_3376207

    Intentionally forcing someone out of a game for some perceived "statistical advantage" or whatever broke or lame reason killers mains and the devs love to throw around is absolutely grounds for being unhappy. If survivors were allowed to indiscriminately remove killers from the match for their own gain you guys would throw a massive fit. But nah, gotta love the double standards in this game.

    But please, keep on with the mental gymnastics. Its amusing.

    If you think that survivors having one less player is a perceived statistical advantage, I really think you need to play this game more.

  • @TigerSnake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375866#Comment_3375866

    Yeah, but the fact that survivors could take chase to the hook every single time without fear of the killer’s ability being used against them at all is what worries me. Like I said, I’m not even trying to defend the strategy here, I just genuinely don’t think there’s a good solution for it.

    You can still eat M1s around the hook. Maybe the power disables after a certain amount of time near a hook, or if the killer isn't in chase, or if some other parameter is implemented. Creating a situation where a killer FORCES a kill no matter what you do, simply by existing, is completely obsolete and should be removed.

  • @TigerSnake said:

    CoB and OC aren’t issues, and is there really a good way to stop Bubba from face camping? I’m not against getting rid of that strat, but I feel like the only thing that could work would be preventing him from using his chainsaw near a hooked survivor which would either be ineffective, or abused by survivors.

    I run into Bubbas with "the build" at least 3-4 times a week depending on how much I play. Actually, I'd say about 40-50% of the Bubbas I play against have that exact build, and about 70% of the Bubbas that DON'T have that build will facecamp after being ran for 3 gens. Even the most braindead player of all time can get an easy 2k with that build. It's about time we did something about instadown killers being able to use their power around the hook.

  • Not every bad idea needs a glorified response. Some bad ideas can simply be dismissed with a "no". Turning Insidious into a undetectable perk that lets you run around at 4.0m/s is a bad idea, and that's that.

  • Send two people to trade off of every hook stage and crank out gens. You should be able to finish all gens within 3-4 hooks. Then take the 3 out.

  • So a 120% M1 killer with basekit pwyf, end fury, and counters DH?

    No thank you.

  • It's crazy how easily you can spot people that never played either killer and scream about how OP they are because they get destroyed.

    A baby blight will constantly waste his time going for bad rushes on bad collisions, a bad nurse will whiff blinks, fall for easy double backs and lose a lot of distance. As a blight main, I can juice baby blights for hours, for much longer than even an M1 killer, because going for their power resets BL and likely loses them distance.

  • Entitlement from survivors has reached an insane level lately.

  • @TigerSnake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375064#Comment_3375064

    Well we’re gonna have to agree to disagree then, because good survivors should be able to hit the skill check 80% of the time, even when running. Perk’s original intention was to punish tapping, it just did it poorly cause there was no real reason to risk a -15% with default regression. Now there is reason to consider the risk since there’s potential for it to really eat away at the gen. In other words, it’s supposed to force a “lose-lose”. I haven’t even mentioned that (unless you fail the skill check) it takes 25 seconds of the gen being left alone for Overcharge to get value when you consider it starts the regression lower than default.

    Where do you get 25 seconds from? Regression ramps up by 4.17% every second. After about 6 seconds, your regression matches basekit. After 30, your regression is double of the basekit.

    And even comp survivors miss OC skill checks all the time. It's a perk that double dips too much in value.

  • @TigerSnake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374982#Comment_3374982

    Yes. Why are we trying to strip away the perk’s main identity? It’s a Doctor perk, so it makes sense it should be a part of the difficult skill check family.

    If it's a near guaranteed 15% regression every time a survivor taps a gen (because of her addons), and an exponentially fast gen regression if the gen doesn't get touched, you're forcing a lose lose scenario for survivors, which is objectively poor design. If OC is problematic (which it is), then it needs adjustment.

  • @TigerSnake said:

    Overcharge is literally the least of those problems lmao. If you can’t get back to the gen within 25 seconds or hit the skill check, that’s on you.

    The skill check is pretty tough to hit if she's building for it specifically.

    Which goes to show, is OC really fine with no cooldown on its skillcheck?

  • Because Sadako is fine and the stats say so, and Skull Merchant is very problematic in her current state.

  • BK eats your medkit charges, DM requires your team to be injured, and EC saves a whopping 1.6s. Not to mention they're individual perks, and don't force the killer to go out of their way (and possibly lose chase) to snuff.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374331#Comment_3374331

    "As long as you are in a boon" IS the strings attached. 14+ seconds to set it up and whatever time it takes to get to the boon area. Say it takes four seconds to move into the boon range, you've only saved 4 seconds. You'd need FOUR heals in that boon to get a minor increase to efficiency that would pale in comparison to Botany Knowledge, Desperate Measures, We'll Make It, heck, even Empathic Connection would shave off more time with heals like that.

    All those perks have arguably more strings attached than a simple boon does, on top of only affecting one person. A boon affects the whole team.

  • Surely, it can't take longer to do the math than it does to make a thread about it and wait for a response?

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374197#Comment_3374197

    "CoH would be in a way better spot if they made it back to 100 % BUT only for altruistic healing and remove the ability to self heal."

    It would be effectively worthless like that, requiring way too much work to get it to positives. You'd save only eight seconds per heal, minus time spent moving to radius, and you'd need to weigh that against set-up time.

    CoH is, IMO, way less of a problem than people think, but if it must get a nerf, just make its own heal speed boost not work with self-healing. And even that might be a bit much.

    8s per heal without any strings attached as long as you are in a boon is insanely strong.

  • No, it gives too much information to the killer. You can basically tell exactly when a survivor is sitting on a gen versus just tapping it, etc.

    No point making a killer's power multifaceted if it's already balanced.

  • @Jurizaurz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373647#Comment_3373647

    The killer has to kill, the survivor has to survive.

    We survived as long as we did. There are even perks in game that help stealth mechanics working much better. So you are saying me that a simple gameplay mechanic being used by survivors is a bannable offense? The generators are indeed objects to use in active matches, but it's survivor's will to repair or not. Those 3 gens were close, we should be into generator and give killer easy kills?

    Is this how this game now is killer-sided and killer crybabies are acting right now.

    This level of entitlement shouldn't be possible.

  • @Jurizaurz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373634#Comment_3373634

    The killer's job is to find survivors and kill them, that's their primary options.

    The survivor's job is to repair, and hide, help teammates. The 3 generators were nearby so we went into stealthy option, which is a part of survivor gameplay.

    Thus saying, slugging is considered to be game hostage scenario because survivors aren't able to repair and help their teammates, yet killer doesn't use his option to hook survivors. So?

    Slugging progresses the game forward, because someone is actively bleeding out. Hiding without doing gens doesn't progress the game because birds can be avoided infinitely and no progress is being made.

    You got your answer. Don't come whine in here when you get banned for holding the game hostage.

    That being said, there is a question to be made for whether killers that slug to the 3:50 timer then force you to wiggle off to go look for the other person are holding the game hostage.

  • The main issue here is that the devs sometimes seem to be working at random, implementing changes no one asked for and killers whose design philosophy is the antithesis of everything people want. The fact they're able to backtrack and implement feedback is commendable, but the decisions themselves cast doubt on the devs' ability to make the most informed changes for the health of the game. Just these 2 weeks of playing against genkick SMs made me resent playing the game a lot more.

  • @fussy said:

    https://us.v-cdn.net/6030815/uploads/892PZM2ZJBFR/image.png

    This is really bad change. Imagine a survivor got a claw trap, you're going to find him (about 15-20 seconds) and have about 20-25 seconds until it disappears and you stop getting any benefit from your ability. This is very silly.

    If you're worried about survivors might "hold" the drones, make them Victor mechanics. After 45 seconds, you can take away trap from the survivor and return the drone to yourself, or be able to continue the chase with him, without fear that in the middle of the chase you will lose the benefit of the ability.

    Or AT LEAST Claw Trap shouldn't be destroyed by itself while survivor being chased

    This is a good thing. Forcing a dissolution while you have haste is very stupid. At least, the survivor can outloop or outrun it currently.

  • @arcticgirl36 said:

    If this was a fair world, people would understand that the survivor can no more hold the game hostage by hiding than the killer can hold the game hostage by not finding them. It shows that the game has serious flaws or at best is biased and killer-centric. Think about it logically. The mission of the killer is to hook or kill survivors for the entity. So, if they are not doing that, they are holding the game hostage. But the burden and blame always seems to fall on the survivors who are hiding. Everybody thinks survivors should work on generators, but nobody thinks the killer is holding the game hostage for not finding and hooking the survivors? The killer can just hook the survivors and end the game. Why don't they? Perhaps there is a shortcoming of the games development that is being blame shifted to survivors.

    p.s. I personally work on generators and do not enjoy hiding. But I understand some people like to hide and stay safe. If the game doesn't want people to do that it should add some game mechanics to correct that. You shouldn't simply be banned for doing things the game allows.

    Damn, that "logic" is something else.

    Let me break it down for you. If the killer is patrolling and making an active attempt to progress the game, and you're hiding in a corner hoping he 1) starts combing the map giving you a free gen 2) somehow stumbles on the other hiding idiot, YOU are the one in the wrong and you are holding the game hostage.

  • Well this thread is a dumpster fire. OP expected everyone to take his side and when he gets crucified, he turns to whataboutism and rationalization.

    OP, you're not entitled to an escape because you can stay hidden. Survivors hiding in a 2 man scenario with 4 gens left is one of the most common, yet most aggravating, and BANNABLE offenses that I see commonly.

    The killer's job isn't to play map-wide hide and seek because you refuse to touch gens.

  • @HugTechLover said:

    Just me, or the new shelter woods kind of rough for blight? Especially the new main area. Bump logic seems near impossible.

    Outside of main, the map is unchanged. The main is pretty obnoxious, but there's a few decent bumps. Just gotta learn the layout

  • 47 minute game on Gas Heaven against a Knight camping a 3 gen with COB OC Eruption NTH. 2 man premade with two solid randoms. We eventually finished the gens and 4 outed.

  • Me rushing directly at a tree in Yamaoka or Red Forest and gliding off like I'm slathered in baby oil, survivor: git gud baby blight haha

    Me hitting a virtual tech on a survivor camping a pallet gym pallet, survivor: ######### that's so broken nerf please

  • 30s Endurance, are you insane?

  • I'm not the one crying that I lost my crutch perk.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366369#Comment_3366369

    The winner of the DbD Community Cup, who at 2:30 of a 20 minutes match decide his only option is to maintain a strong 3 gen and is using Eruption would laugh at you, "killer main":

    https://www.youtube.com/watch?v=4iX4a0J4juo

    DBD Community Cup lmao. Babby's first tourney.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365599#Comment_3365599

    NOED is a terrible perk. it was used well in comp before it worked on all attacks. It was a great perk in 2016.

    Yeah I can't take you seriously, I'm sorry.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365022#Comment_3365022

    What a great argument you made there! Everybody knows Eruption was an "I win" button and the moment you equip it you won every match you did without having any type of skill, of course.

    You are definitely better than us peasants that don't care about the survivor morals book and used the best perks we have to win. I hope you received an award for your accomplishments! You are a national hero!!!!

    I don't really care for any survivor rulebook. I'll tunnel and camp if I feel the need to. Eruption is and has been a huge crutch for bad killers that can't apply proper pressure. Now that the crutch is gone, all the bad killers are coming out of the woodwork complaining that they can't walk anymore.

  • @Alolivulpix said:

    Despite Sadako sitting near the top of kill percentage, the playerbase overwhelmingly sees her as a weak killer. Sadako is an m1 killer that is incentivized to drop chases to pressure survivors with her unique mechanic. In a meta with Circle of Healing and Dead Hard (eventhoughithinkitsfine), the Onryō suffers from her power disincentivizing her to continue a chase.

    OnePumpWillie has popularized the "Condemn Sadako" playstyle, in which the Onryō brings her Ring Drawing addon and leaves survivors in the dying state to spread condemnation. Very rarely will this playstyle fail; it is exceptionally easy to kill the entire team of survivors if they're altruistic. The tradeoff is that the matches feel awful to play, both as killer and survivor; the Sadako player is not encouraged to interact with hooks, and survivors are left in an unwinnable heal-from-dying race. While this playstyle is powerful, unique, and leads to many kills, it is not an enjoyable or healthy state for the killer.

    Another issue the Onryō faces is that remanifesting slows her movement. For her penalty of slowed movement, she's rewarded with nothing but flicking invisibility that is difficult to make use of. Extremely skilled Sadako players, with the help of addons which alter the invisibility period, can make use of this; but the remanifestation mechanic does nothing but hinder Sadako in chase, as it slows her down. Important to note is that demanifestation does allow Sadako to pass through survivors, but this will never be seen by newer Onryō players which may hinder their enjoyment of the character. For a comparison, the wraith is also slowed when he comes out of invisibility, but he gets a burst of speed to help him close the distance to survivors.

    My ideas, with inspiration from other community members, aim to fix this counterintuitive "Condemn Sadako" playstyle as well as provide her with an additional benefit to remanifesting.

    ----

    The first idea is to expose survivors while they have 7 stacks of condemn, and to reveal their aura for the duration of the Onryō's Killer Instinct. This would have the counterintuitive effect of nerfing the "Condemn Sadako" playstyle; if a survivor is exposed, they have no reason to seek out healing and spread condemnation to their allies. It would encourage the Onryō player to hyperfocus on the exposed survivor, leaving other survivors at less risk (or making them available to intercept and impede the killer while the exposed survivor deals with their condemnation). It would also punish survivors more heavily for neglecting the Onryō's generous mechanic. If I were to implement any one change to Sadako, this would be it.

    The second idea would need to be standalone; each successful hit on a survivor applies one stack of condemn. This does nothing to alleviate the "Condemn Sadako" playstyle, but it would make her far more satisfying to play. Currently, Sadako is forced to either commit heavily to a chase or not chase at all, because of the prevalence of self-healing perks. If she commits to a chase, then survivors holding a tape are doubly rewarded; they waste Sadako's time, and they do not passively build condemnation. Applying a single stack of condemn to any hit survivor would allow the Onryō to feel much better abandoning chases like her design implies, would mitigate some of the trouble she has against Dead Hard, and would incentivize survivors to engage with her special mechanic. Additionally, her weapon uses the kanji for 'Curse', so it already has the implication of applying condemn stacks on hit.

    The third idea is a simple change; simply remove the speed penalty when remanifesting. This would pair very well with an additional buff to her intermittent visibility, and would actively encourage newer players to use the manifestation mechanic which is necessary to develop skills as Sadako. An alternative change would be a speed boost similar to the Wraith, but I think the removal of the speed penalty is a far better solution than that. Being manifested is already a light punishment; Sadako can't teleport mid-chase without being demanifested.

    Finally, a nerf to survivor interaction with Sadako's tapes - dropping the lost condemned from 3 to 2 - could POSSIBLY make her feel better. Alternatively, changing the timing on interacting with the tapes to 3.5 seconds to allow Sadako to punish survivors for placing their tapes while they're getting attacked. I hate this idea, because I dislike the idea of nerfing survivors - but making the Onryō's tape less impactful would encourage more interaction with her minigame and reward the Sadako player for placing multiple condemns in a short timespan.

    The easiest adjustment to fix Condemn Sadako's slug-and-run playstyle would be to rework the ring drawing so healing downed survivors no longer spreads condemnation. With one or any of the changes listed above, I feel this would be a good shift of power for her kit.

    ---

    https://us.v-cdn.net/6030815/uploads/846TGBV500Z4/0ce736dcb43df86cda0106cac7ba796a-paper-child-samara.jpg

    TL;DR. In summary, my four proposed buffs to make Sadako feel better to play are;

    • Expose survivors at 7 stacks of condemn and reveal their aura for 6 seconds;
    • A successful m1 applies 1 stack of condemn;
    • Removal of Remanifestation's speed penalty;
    • Nerfing survivor interaction with the tapes, either by lowering the removed condemn by 1 stack or by making TV interaction take longer.
    • With any of the above changes, adjust the ring drawing addon so it is no longer her undisputed best addon.

    I want to emphasise that each of these buffs should be regarded separately - only one change would go through - and that I offer a variety of ideas as options for a singular buff, not multiple.

    A successful m1 applies 1 stack of condemn

    Just how hard do you think landing a successful M1 is?

  • @Spectralfx said:

    How about... no.

    It's been nothing but survivor buffs lately.

    SWF is currently problematic because unless you're like a full time streamer with all the perks... you'll lose every games against swf (there is an argument to be said that even that is getting dicey for full time players)

    Y'all talking of bringing solo Q to that level is anxiety inducing because, they might actually do it.

    Hell no!

    Here's the thing, the game is impossible to balance if there's two distinct sides of vastly differing skill. If you balance out the game entirely around solo Q, SWFs will shred through killers. If you balance the game around SWFs, killers will shred solo Q. The first thing to establish is a baseline for performance for the survivor side (regardless of solo Q or SWF); hence the attempts to bring solo Q to the level of a SWF. If it's found after the fact through meta-analysis that killers are underperforming, then killers will receive a blanket buff.

    Moreover, I go out of my way to look for SWFs when I play Blight nowadays. Even using no perks (just Shadowborn) and no addons, I can still get 8 hooks (no tunneling off hook and no downing anyone who is still injured) by the time last gen pops. The game really isn't as one-sided as you make it seem to be, unless if you get some atrocious first chase against a 3 man BNP.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365387#Comment_3365387

    Comp scene is completely different. They also sometimes used NOED before it became a only on regular attacks perk.

    Are you also implying NOED is a bad perk?

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365233#Comment_3365233

    -"Current pop is fine imo."

    That's fine use it. Most people don't because it was reduced in effectiveness on average by about 13 seconds of regression less than it gave before.

    Comp players still use it. If you think you know better than comp players, by all means.

  • Yeah, tunneling is unfortunately the best option for killers right now. Thing is, almost any measure that BHVR takes to counter it will result in worse gameplay.

    Stronger antitunnel basekit? Survivors will weaponize it like they already do basekit BT and OTR. Faster gen speed for remaining survivors after a tunnel? Killers resort to mass slugging, with one slug dead on hook, then ensure a snowball is ready before getting the tunneled person out.

    The sad fact is tunneling is a killer's best option if they really want to win, and will likely remain so.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364455#Comment_3364455

    While I agree that basekit Corrupt would probably be the best solution, wouldn't buffing Pop and then maybe nerfing Call of Brine and Overcharge, at least their synergy, not be good to lessen 3 genning? Because with Pop you actually need to down and hook a survivor, and then you get to regress a gen.

    i feel like PGTW is one of the healthiest slowdown perks in the game. Certainly more healthy than the Call of Brine and Overcharge combo.

    Current pop is fine imo. Provides just enough regression to slow down a high progress gen, without being stupid oppressive when your teammates are feeding hooks. If anything, bump it up to 25% of current progress.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365016#Comment_3365016

    Nope. I should not have to. Skill Based Matchmaking should not be pitting me against such survivors in the first place.

    This level of entitlement shouldn't be possible. "Why can't I win by being bad?"

  • @mr_Beast_Artist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/366721/decisive-strike-change

    Even the world's top killer agreed that the DS is complete garbage at the moment.

    I saw someone suggest to make a DS in the base for every survivor since tunneling and camping have grown to the maximum limit.

    At first I thought it was crazy but then I remembered that he only has 3 seconds where 1 second is lost during the jump from the shoulder and ds no longer works at the end of the match which made him complete garbage, and I think that this would not affect me and other killers since it won't affect normal/strong killers and would only punish toxic tunnelers and campers

    The world's top killer? Who might that be?

    DS is garbage? Is that why it's used in every comp game? I wouldn't mind seeing the timer go up to 5s but if you can't get value from DS, you really need to get better.

  • Yes, COB/OC is hopefully the next set of perks that gets a second look along with COH/DH.

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