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burt0r

burt0r

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  • @AVoiceOfReason said:

    Give me full hooks (bbq stacks) plus max categories and you can end the match whenever you feel like it :D

    This

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2077966#Comment_2077966

    I don’t see a problem with not letting them have games.

    Cool so swf shouldn't get games either since most killer don't like to start either.

  • @Friendly_Blendette said:

    Give the killer like 2k bp in each category for each survivor that DCes after the first one. Like someone DCed the second they loaded in and now I got deal with an iri head ruin undying huntress. I just DCed but now have to wait the penalty.

    So someone playing a less popular killer unrelated to their skill and so on with the it (for sample atm spirit/freddy) will get no games anymore at some point, great! /s

  • @Olokun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2077690#Comment_2077690

    weaker yes for swf but NO for soloQ which game should be balanced around

    https://forum.deadbydaylight.com/en/discussion/239956/remove-bloodlust-k-remove-red-stain

    yes Bloodlust should be removed after map reworks because it wont be needed anymore after and NO red stain should not be removed because the game would not be balanced anymore

    So the balance should be killer against soloQ and the killer can suck it up against the 5% of 4men and the unknown amount of 2/3men groups having the advantage of coms, coordination and reassurance of reliable teammates, great.

    It's still abetter solution to elevate solo to swf and adjust killer accordingly but whatever.

  • @loopsahoy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2077493#Comment_2077493

    When did i say it should 100 percent counter everything? Your not god because if a shard of glass and a makeshift flashlight. New ds makes you a braindead useless survivor for 60 seconds if you want to use it

    I would say it MAKES nothing. It REQUIRES suddenly situational awareness to stealth away from the hook to find someone to get healed. (The same like the ruin rework, old gave a passive effect and the new requires the killer to apply pressure otherwise it does nothing while on a gen). In case you are found by a tunneling killer in those 60 seconds it gives you the chance to reset a chase.

    The usage of the perk lies completely in the hands of the survivor. Take aggro and hop into a locker to get to hit or use stealth while being protected.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2077358#Comment_2077358

    It's worth reading the thread - People reallllly doubled down on some nonsense.

    I would not expect anything from the big six (maybe more or less) from the cult of sluzzy. I probably can't name them here thanks to forum rules but thanks to this thread I remembered another one. They take bias arguments to a whole new level.

  • @Thatgurl_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065570#Comment_2065570

    I want to be able to run what I think is fun. Now when I run ds people call me toxic and blah blah blah, in other words its just not fun. I like to run meme builds or just different than meta which is nice. But with the way killers play, I'm gonna need to run meta and than they go complaining that I actually used perks to survive

    Welcome to the killer side of life with noed, bbq and other even none meta perks.

  • @WarmingEmbrace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2066636#Comment_2066636

    Sluzzy can i ask you a question? Have you ever tried the game mode where you can play as a killer? You should try it sometime, it can be fun.

    Oh pls don't make him leave his co.fort zone and maybe get a epiphany and see the light. He might get a stroke, argument rationally and suddenly we lose our main excitement on this forums 😂

  • Some people don't reply when they know that their childish counter argument will get ripped to shreds. Or they can't comprehend complex argumentation. No idea who you posted to tbh.

  • @dannyghost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2076838#Comment_2076838

    maybe they should limit the stun and time, now that you've said that i understand a little more but i still dont really agree that ds needed that big of a nerf, if they made stun time lower, ds timer lower and cancelled it when another surv is hooked, it would still be a good perk to run but killers wouldnt be unfairly dsed 24/7

    The thing is even in the event the last hooked survivor gets unhooked and they unhook another survivor hooked prior to them with bt then both survivor are safe from rehooking just like old bt gave both survivor protection. A lose/lose scenario made even worse when the last unhooked has bt PLUS ds and both can Bodyblock to kingdom come. Only to make it ultimately miserable during egc combined with unbreakable and relative close doors.

    Edit: I sometime hate autocorrect on mobile.

  • @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074014#Comment_2074014

    Gen tapping shouldnt even exist. Instead make it so that survivor needs to work on it for the same time as long is kicking gen animation to start progress on it again. Proem solved

    Or make it so that killer can start regress with a m1 tap while passing it during a chase so they are equal?

  • @immoraldemise said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074141#Comment_2074141

    You said accidentally. I did not. Tapping a gen is NOT "Working on a gen". Its tapping it. Working on it requires it to progress. Its been a thing since day 1 release to tap the gen to stop it from regressing. This is a strat, like tunneling, camping and slugging. All 3 have specific perks(albeit mostly useless). You wanna stop Gen tapping, use Ruin.

    DS has a specific niche, because its the ONLY Anti tunneling perk. I don't even use it but seriously, tapping a gen shouldn't deactivate it. That's as bad as punishing the killer for camping. Which is a legit strat even tho i cant flippin stand it.

    Sorry an action that takes 1 frame on on side and 2 to 2,5 seconds is not a strat but poor programming/balancing. Especially with the fact that an anti gen tap perk aka overcharge is portable with a tap during a chase. They should make it so that killer can also m1 a gen while passing by to make it fair.

    And stopping regress is passively making progress. If the untapped gen regresses for a minute that's 15 seconds to catch back up.

  • The problems are on one hand fun is regrettably subjective so some might find some perks fun to use while most others don't and on the other "strong" and " not stackable" Kind of exclude each other.

    They can't make a strong perk for four survivor without it being strong on all four. Either the benefit would need to be exclusive like (i think) prove thyself which doesn't stack but two pairs of survivor can still get more efficiency out of it by separating or it would have need to have limited uses shared over all survivors which also would lead to an uproar when less skilled survivor can simply waste those charges.

  • @cats said:

    well for ps4 found out the killers are now messaging a survivor and making a deal with them. they will let them live to help kill other survivors n run where they are. messaging killer to survivor needs blocked

    Yeah .... No. The devs have as much control over console intern chats as over people using discord or TeamSpeak when in a swf, namely none.

  • @xEa said:

    Hello

    I have not touched the game for almost half a year now (after playing it 4K+ hours) and the last time i asked the same question was a few months ago. (pretty much everybody agree that the game got even worse)

    I know its a very general question, so let me tell you my issues i had.

    • The direction of the game. Killer like PH, Deathslinger or Twins. Very lame playstyle, no real defense as survivor other then pray that the killer is missing/playing bad. The game switched those new killers to full chase control for killer rather then ballanced strenght measurement between 2 players.
    • Hit boxes were absolutly terrible
    • Horrible community

    So, what do you guys think? Is now the time to give it another shot? Were there any serious improvements recently? Is the new killer (who looks like he is straight out of Overwatch) another annoying POS like Slinger or PH or is he actually fun to play against? Have they fixed the hit detection/hit boxes or is it still "lets get hit 5 meters away"?

    Thanks in advance.

    First of all no notable change to the community (like what can one expect given the behaviour of many people hidden behind online anonymity).

    Second: new killer is overall seen as hot garbage with 110 movement, a ranged power that needs to hit 8 times for a healthstate, has horrible recoil but can be spammed (60 ammo). His power main event can't be used on command (like oni) but just goes off (like corrupt purge for a plague with all dirtied fountains) and has a windup plus cool down. So don't expect too much from the killer or enjoy an easy time as a decent survivor playing against them IF they don't camp.

    Third: Atlrast I never heard of improved hit boxes but they managed to clear the mess of the twins update.

    Fourth: just in case You don't know, ds was nerfed to deactivate on progressing the game in any way and is now meant as a pure tunnel.protection for the time when they survivor is unhooked and should opt for stealth and finding a save spot to get healed by others or thinks they are save to heal themselves.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2076948#Comment_2076948

    Mainly seeing all the posts complaining about the DS nerf lol.

    My favorite statement is when they say new ds is useless, then get told it still punishes tunneling all the same and they then say.it doesn't, at which point I always think:

    "They never changed the stun time and/or mechanic and it was most survivor favorite tool against tunneling? Just because you can't do stupid saves or progress on generators/totem without worry, it stopped working against tunneling all of the sudden? What? Oo"

  • @TheClownIsKing said:

    Strangely I’ve never found killer easier than recently. Bad games as Clown or Doc are a rarity for me.

    I think that is because on one hand the over the years improvement of balance (less infinite, should be non but hey; no perma Sabo anymore; no insta flashlights or self heals; and so on) and on the other thanks to the non existent skill level separation of survivors.

    Red ranks are dilluted into nothingness in terms of skill partially thanks to swf boosting them past their level and the change to old ruin which managed to atleast semi filter less skilled survivor which where hit hard by being not able to constantly hit skillchecks.

    Edit: And also the change to the rank reset system building stronger safety nets at certain ranks keeping the boosted player and so on above their capabilities.

  • @Dragonshensi said:

    Why are the Exit Gates already opened when I get into the match?! Why aren’t we getting guns and weapons to fight back! Killers have all the advantages! I suggest when a Killer gets too close an injured survivor the entity blocks the killer and allows the survivor to get away to heal. I think that’s fair. What else would be good to help Survivors out?

    Good morning to you good person (sir/lady/big flying spaghetti monster/...). What inspired you for this rather below sluzzy level of post?

    (Just a funny version of an honest question. Was there some kind of this level of over the top anti killer post anywhere and I missed the spicy bashing started by it?)

  • @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074642#Comment_2074642

    Exactly, now it's worse because the many Solo Queue killers who already had a hobby of camping and tunneling are now getting a PhD on them, and the Solo Queue survivors who already couldn't run them for more than two seconds now don't bring the only perk that doubled their lifetime to those tunnelers.

    Like I said, I am very happy about the DS nerf since it being abused was a big issue, but the perk was never good at preventing tunneling and now it's even worse at it so I get where people are coming from.

    Then I am very excited to see how the survivor react to a killer with the policy not to tunnel, camp or slug (at 5 gens).

    I normally give last survivor hatch but the best thing I ever got from survivor when they stomped me were tbags. Normally they should be delighted to get a normal game from me but I don't expect much new. For example I have never in my 5 years of casual play seen a survivor give me a mercy sacrifice even with less than 4 hooks and 5 minutes.

  • @NoOneKnowsNova said:

    I'll start of by saying I'm a killer main, mainly with Clown and Demo rn.

    Most of the complaints aren't that DS was nerfed too hard, it's that due to DS being used a lot less, tunneling is a lot more common. There are many games where I've seen no obsession which I'll admit isn't what I like seeing as, although I don't tunnel, alot of killers do when given the opportunity.

    I know you'll probably say "They should equip DS and all that" but there should be a better solution than that imo, a base obsession possibly? Or something similar to such?

    There are the people who did for some reason think DS was balanced. It wasn't at all, but something does need to be done about tunneling.

    I still see a problem with a passive ever present obsession while I would have no problem with this change since I never bother to check cause I never use any of the big three "unfun" tactics.

    Why should killer fear the obsession when noone uses the perk anymore that made them fear it. It will become a placebo without any "medication" with a real effect.

    Survivor will probably learn to get back to ds just like killer learned that ds was not completely useless but required other tactics.

  • @supersonic853 said:

    Very much agree but tapping yourself disabling it because you might be safe deactivating it i don't really know.

    Maybe give it a range requirement like bt/my so they don't heal right under the hook and atleast TRY to go for safety/stealth instead of screaming "tunneling" when they stay right there.

  • Oh surprising how fitting as a counterargument.

    Sorry I really don't believe or bother with arguments from a believer of the church of sluzzy.

    You, them and two to three others are way over the top with your statements and arguments reaching over bias into ridiculous levels.

  • @Nicotinhaltig said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068308#Comment_2068308

    A situation I just had: Was hooked beside a generator that was regressing. My teammate rescues me. The killer is really close, but I go ahead and tap the generator before immediately running away. The killer (obviously tunneling) catches me 5 seconds later, but DS is gone because I touched the generator for like 1 second. I do think DS needed some kind of rework. But the current state its in is just kinda frustrating.

    Tapping a gen in a time worth of 1 frame (with portable overcharge Skillcheck) is already a problem in itself vs the 2 seconds it costs to start regression.

    But if you even get to ds them and run the killer for maybe 60 seconds (the straight running distance gained by ds is already 24 seconds worth) that tap would be worth another 15 seconds of gen progress.

    Edit: also this hypothetically times 4 plus the potential gen progress done by the other 3 survivor during your chase.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069782#Comment_2069782

    I mean, if a survivor runs a killer around for 5 gens, that's because the killer player is just bad at the game.

    It's true that skill does play a role there. But against good killer players you will go down soon enough again. Unless you have like multiple god loops to use. And there is no skill involved in tunneling a survivor directly off the hook.

    Direct off the hook tunneling is the result of two things. Either the killer is camping and at some point all survivor will get the memo that the best strategy against this is focussing on gens and for the hooked to hold on. Or the rescuing survivor brought the killer back to the hook either in direct chase (a stupid play) or was seen going for the unhook at which point the rescue should be aborted or the unhooker should block for the unhooked and try to take the heat. If the killer tries to ignore the block than it is truly tunneling the other survivor and ds will come into effect.

    But survivor got way too used to be protected either by bt or ds and only go for the Bodyblock or anything the like when they are protected by the perk and have no risk in play.

  • @sad_killer_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071037#Comment_2071037

    And second you want people to get mad by using certain strategies and then expect them to be "levelheaded" once the trial ends? You expect a little too much from a human being there. And only because you yourself keep level headed during such strategies from opposition against you doesn't mean everybody else can/should.

    That's the whole point of improving in DbD. The better you are at the game, the more level-headed you become.

    They should try to keep their cool if they ever want to get any better at this game, since it requires fast decisions in difficult situations.

    Yeah about being better at the game..... You know that ranks atm are just time investment per month and have nothing to do with skill? Since the ruin rework anybody can reach red rank with dedication. I even read some people managed red on survivor side in two months since their start of playing any dbd (don't know record times for killer).

    And this ability with staying levelheaded isn't even honed by getting better in dbd but a character trait developed in real life. It's a balance of.emtional vs rational thinking and is largely outside of the skill in dbd or any other game and relates more to the personality of a player.

  • @sad_killer_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070822#Comment_2070822

    That's me. I use camping and tunnelling as a tool.

    It's not toxic whatsoever, because we do not call toxic gen patrolling, and that's another strategy in order to win the match as killer.

    Instead of just spitting random insults in end chat, they should have been level-headed and use the brain to counter my strategy during the game.

    Probably, by doing so, they would not have spit random insults in end chat.

    EDIT: Obvious but worth mentioning that I do not use these strategies in all of my games, because they are not always viable. You just want to use them a little bit and ONLY WHEN you really need it.

    Contrary to popular belief, using camping/tunnelling effectively is a complicated thing to do.

    First of all end game chat can be disabled if all you get is insults.

    And second you want people to get mad by using certain strategies and then expect them to be "levelheaded" once the trial ends? You expect a little too much from a human being there. And only because you yourself keep level headed during such strategies from opposition against you doesn't mean everybody else can/should.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069967#Comment_2069967

    Exactly! They should've made balance changes to core game issues before implementing an MMR system. Now that they're about to implement an MMR system, it will make the problem even bigger.

    Now you are putting things in the wrong order. To make qualitative ballance changes a working mmr is a requirement. Without it what are you balancing for? High skill killer player vs high survivor, low vs low like a with a working mmr or high vs low, low vs high and pls don't make me type everything out with mid skill. You can't balance when everyone gets matched against everyone.

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069118#Comment_2069118

    The thing is that someone is going down regardless, unless I run BT and Dead Hard. I don't like running either of them. I'm an off-meta fun perk player.

    Why should we be punished because the killer wants to make sure that survivor doesn't have any fun? Unless it is end-game or a probable cause, of course. I get killers doing it to BMers and in situations where that is really the only way to secure a kill. I 100% get that, but there isn't a way to have both players make it out there unless it's a whole squad rescue mission, which isn't happening in solo queue.

    I don't like leaving people to die on the hook because there is nothing I can do. I'm very altruistic.

    @theboyitachi said:

    i still think the unhooking part is unnecessary you can still unhook someone and be tunneled i would’ve rather it been if another survivor is hooked to me that kinda just tells me to camp cause now all i gotta worry about is bt

    And that is exactly a reason ds had to be nerfed. It created situations of really unsafe unhook attempts under the same conditions like pre nerf bt. A freshly unhooked survivor with running ds timer equipped with bt ran straight to another hooked survivor leading the killer right along. After the unhook one survivor is unhook able because of ds and the other is protected by bt and has probably ds themselves. What is the killer supposed to do here? The bt survivor will probably Bodyblock for the speed boost from the hit and both survivor have still ds running and can't be hooked.

    A stupid play by the survivor made valid by perks. The only thing the killer can do in this situation is either eat one ds (or both, in case of bodyblocking again) or slug the survivor with is pseudoprogress for the killer (easily undone by healing or unbreakable) since the permanent progress in from of a hookstate is impossible to achieve.

    And in terms of survivor definition both targets would get tunneled by the killer while they are an unsafe unhook (a bad move) but are protected by their perks to punish the play of the killer while the killer is unable to punish the bad play from the survivor.

    Is the killer in this scenario supposed to let both survivor simply go free and relinquish all the pressure they worked for? How is that fair?

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063079#Comment_2063079

    It's not that it's "Not as powerful and omnipotent"... it's basically useless thus nobody ever uses it.

    Yeah .... no. It still protects you the same from direct off the hook tunneling. But unlike before you can't opt for game progression but instead tealth and looking for help/healing and other survivor to take the heat.

    If the killer slugs you off the hook it isn't different from the previous version.

    I would even give it self-heal back because if they survivor is healing directly under the hook they give the killer abundant time to find them without any effort.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065185#Comment_2065185

    If that would end up being the case it would end up as a psydo DS buff so I dont think I will happen and I think it's why a lot of people jump out against it but I just dont see the harm in denying the killer information that can only be used in most games for judgeing that tunneling may be the best course of action.

    I have no problem either with the claws being present every game, I don't even check for them since I avoid any form of tunneling, camping or 4 men slugging.

    But again I think people will get lazy and start to rely on this instead of using the perk that makes it a deterrent in the first plays. When everyone is just bluffing all the time and relying on it the opposition will start to call the bluff and make it useless and finally leading back to making the perk a necessary evil.

  • @Marc_go_solo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065122#Comment_2065122

    I've seen a fair few survivors still run it, although it's nice to see survivors trying new perk combinations. The fact the obsession is in a trial will make killers consider the worth of tunnelling a survivor, just to be sure. Won't always work, but then again it didn't stop tunnelling even when DS was powerful!

    It's a simple change without fiddling with DS more. It's either purely an anti-tunnel perk, or as it was pre-nerf the DBD version of the Mario invincibility star.

    Maybe but I already saw a row of threads wanting this to not being "forced to run ds". Meaning they don't want to use this now "useless" perk but still want the effect from the obsession marks while missing the fact that overtime if all they do is rely on this passive that killer will more and more learn to call the bluff.

  • @Marc_go_solo said:

    I'm just still surprised that an obsession isn't standard in every game!

    Maybe because now that a good part of the survivor is no longer willing to run ds because it is no longer omnipotent usable, killer don't have to "fear" the obsession marks anymore. Ds is the only reason that those marks around one survivor icon do anything. A placebo is only effective if there is a medicine with a proven effect. Take the latter away due to unwillingness and the first will lose all effectiveness too.

  • Just like killer players shouldn't fear being ostracized for using a mori after it's nerf.

  • @FlameGNG said:

    tapping a gen shouldnt remove DS it should make it lose its time like 8x faster or like 12% faster while doing something that currently removes it this would allow you to tap a generator but you wopuld lose it fast for working on it. Tapping a generator is strategic if you pallet stun and there is a gen around like (2m) i would 99.9% of the times go for a .1sec tap to stop it from regressing now tell me why that should break an perk made for anti tunneling? and give me a good reason why you shouldn't be able to tap a generator while getting chased in this case tunneled... now i dont hear survivors crying about noed. Now i understand that DS isnt really skillbased which is pretty sad but just the tapping thing really bugs me. I dont see a reason why you shouldnt be able to tap a generator. right now its possible to have a generator regress for 50 sec because you couldnt tap it and teammates are doing other gens i understand if working on it removes DS fine but being on it for half a second doenst mean that u arent getting tunneled!

    Because the 1 frame tap with portable overcharge against the several second kick of the killer is already pretty much busted.

  • @Zozzy said:

    It still does stop tunnelling.

    The real problem there was in my eyes when the meg was freshly unhooked and had but equipped.

    Now neither she or the survivor she rescued were an option for the killer.

    That and not instantly working on a totem or gen are what make she nerf healthy. Maybe the can give them healing back but only with a delay so they still have to find a save spot instead of just healing under the hook.

  • @IlliterateGenocide said:

    Don't get me wrong tunneling is necessary sometimes , but with the new D's nerf , ever game I've played as survivor today (mostly for time) everybody's been tunneled to death, pleas make it so there allways an obsession so the tunneling problem goes down more

    Pls answer me a question, why is it suddenly such a hassle to have one of the for survivor equipping a obsession perk?

    Ds still fulfills it's Antitunnel roles while not making progressing the game without care possible.

    And pls don't tell me that the survivor player suddenly are benevolent to relent to the killer whining and stopped using ds out of kindness. It simply isn't as powerful and usable omnipotent as before and yes they could put healing back into it but maybe not straight under the hook.

    And now to a point which will make this whole "pls give us obsession claws everytime even without a perk" useless in the long-term. I assume the sudden new problem with the missing obsession stems from survivor no longer being content with using ds.

    So if the devs implement the allpresent obsession and the survivor no longer running ds why do you assume the killer will tunnel less when they know that the survivor don't want to use ds to get an obsession in the much less having it to fight off hook tunneling?

  • @Mazoobi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2062783#Comment_2062783

    A killer shouldn't receive a free "Tunnel pass" bc no one decided to bring an obs. perk. Of course they can still tunnel, but at a risk and that's why the obs should be base-kit. Running DS shouldn't be "required" just to have a chance to play the game and have fun. I do hope people realize tunneling really makes the match less fun.

    Also the buff killer statement... mmm. The gap between solo que vs swf needs to decreased if you want killers to be buffed. Having obs. be base-kit would help solo groups (though its not a perfect change) and give them a fighting chance. A good 3/4-man swf doesn't have to worry all too much, but I'm worrying about those who play solo. This may encourage solo's to play swf more, but killers complain about that... and now an already big issue just got bigger. So I don't see why having obs. be base-kit would be bad. Killer's don't deserve a free "Tunnel pass". It's not fun nor healthy.

    Sorry but all argumentation in this thread for a free base kit obsession (which I wouldn't mind in itself) can be said about something like gen regression or similar for killer. The whole category of regression perks for example is mandatory for most but the top tier killer characters and especially for setup killer like trapper and while the devs talk about developing something for early game (to not make corrupt intervention mandatory on most killer, a paid dlc too btw for some) I don't expect them to keep that promise just like optimization for last gen consoles.

    Also I will go back to my point that at some point killr will simply ignore the obsession mark when most survivor stop using ds because the can count on the passive obsession. A placebo can only help so long.

  • The people are not "kind enough" (really this hilarious wording 😂), they simply think it is not worth to run it anymore.

    Yeah they could implement obsessions for everygame independent of chosen perks but at some point the killer will know that nearly all survivor are "kind enough" by now that this placebo will lose its effect.

    A solution for this would be to just equip ds like before since it mostly does the same while not giving complete freedom of choose how to use it. But oh all this "kindness" coming out now.

    Sorry for getting hung up on your wording but damn. Btw not survivor exclusive, if killer perks would be changed and someone would word the dropping of the perk as benevolent kindness I would still rant like this.

  • @DeathByGiggles said:

    Hi there - your friendly neighborhood Community Manager here! Thanks for leaving your feedback. ❤️

    As with all of our killers, we have been and will continue to closely monitor feedback about The Trickster. Changes can always happen down the road! Keep leaving your feedback here for us to bring back to the team. 😊

    Thanks and have a great day ahead!

    Sorry if I am offending now but pls either post something informative or don't post at all.

    This post is literally a copy/paste post were you can change the word "killers" and "trickster" for anything relevant at the given time.

    This is less than helpful and simply EMULATES some kind of communication from the devs with the community while giving posts without any impactful content.

  • @DecisiveDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2058294#Comment_2058294

    Exactly a big killer nerf basically got nerfed in secret where as big survivor needs get published for the world to see honestly hope they make a mess of the rework and it basically allows us to use it infinitely then killers will know true imbalance

    So you wanted to get all killer to spam their massive stacks of moria on all their character when the devs would've announced the nerf?

    THAT would have been a horrendous time for survivor player and a reason for rant/whining Threads.

  • @DecisiveDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057955#Comment_2057955

    Ooh a perk that literally gives us a one time stun becomes even more useless lets post about it using titles such as "tick tock tick tock Decisive nerf is coming" or "no longer can survivors rely on a broken perk to give them yet another second chance" all this nerf has done had piss off the ones who do use it and piss off others that have to read this trash on the forum

    Well I make it a police for me not to camp, tunnel or slug (only to give a fresh unhooked survivor another chance) and still i have to read that all killer do it and are the worst scum on earth.

    Simply ignore it. People call other snowflakes for getting worked up over tbags and hitting on hook but the same "just ignore it" sentiment is applicable here.

  • @Marigoria said:

    Agree with everything besides the "strong killer" part.

    It's getting quite ridiculous the bad perks survivors get every chapter.

    Well I don't see many possibilities for the devs to make new perks that would tempted people to deviate from the meta.

    They are already afraid to bring anything strong into the game be it killer or perk, so how should the new perks compete with the best perks right now?

    Edit: also survivor can only equip 4 perks at time and I thought that those slots were already all taken by ds/ub/dh/BT and situational other meta perks.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/237689/why-does-teabagging-offend-you-or-work-you-up

    It is bad sportsmanship; that is enough reason to consider it bad for the game and idiotic. There is a reason the NFL (and other sports franchises) fine the crud out of coaches and players who engage in it. When you are playing a game (amateur or pro) against other people, a certain degree of sportsmanship is the expectation. Doing otherwise is betrayal of that social contract. You are being rude to be rude. It is like weird, juvenile people who flip the bird at strangers or yell insults to people for no apparent reason. See below:

    https://profootballtalk.nbcsports.com/2009/11/16/nfl-fines-bud-adams-250000/

    Games are supposed to be fun, and adding some kind of weird insults outside of the game itself just to try and aggravate other people shows you to be a defective person, not worthy of my time. Why would I want to throw any games your way when there are people who are worthy? Killers who hit people on the hook are engaging in the same bad manners. Killers (like Ghostface) who can tea-bag players deserve the same contempt. I don't let Tea-baggers trigger me, but that doesn't mean I approve of the behavior or cut said people any slack whatsoever.

    Imagine how bad I felt when I accidentally crouched on 2 downed survivor as pig because I mixed m2 and control when I tried to put the rbt on them.

    Honestly, not being sarcastic here.

  • @AsherFrost said:

    #cultofsluzzy

    At least the bait is getting a little better.

    The grammar and punctuation sadly not. And typing on a smartphone isn't really an excuse. I am doing the same and English is also not my mother language.

  • @YourNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/2044560#Comment_2044560

    What about nurse ? haven't seen the question but i guess you say the kill rate is low.

    It's the same for huntress and gunslinger.

    Console players are part of the stats, and console players are composing the vast majority of the playerbase.

    All killers that require to aim in order to get kills will have a bad kill rate. I'm pretty sure that if you remove the console players from the stats, nurse, huntress and gunslinger's kill rate will go up.

    But nurse will still be lower than the potential she had you know why ? Because killer mains (like all of you crying here) are trash and don't wanna invest time in learning the game's mechanics.

    Nurse's skill gap is huge and she is one of the strongest killer when mastered. If you are average with her you will do terrible.

    At low skill, nurse is bad, at high skill, nurse is impossible to counter. On consoles, the joystick input is not accurate enough to be efficient with aiming killers.

    But honestly, that we (some of us on this forum) have to explain this to some of you show how smart you all are...

    On one hand you simply explain every deviation from the statistic by saying in the great mass of trials it averages out but for nurse the great amount of scrubs is titling the percentage.

    Sorry but if that is the case for nurse that the potatoes lower her kill rates then you have to accept that the potatoe survivor skewer the kill rates up by a similar rate.

    But you don't want to use the same metric on both sides since that would make the statistics as an argument for balancing worthless like many rational people here claim.

    But hey keep preaching, I can't and won't stop you and will keep being amused by your great "intellect". Atleast sluzzy and a few other will keep you company and validate your claims.

  • @alecsharks said:

    ''Preventing tunneling'' would be fine for a maximum of 20 seconds. 1 minute anti-funnel is completely ridiculous.

    Don't worry if the nerf next week comes as promised than survivor either can't make progress in a trial to keep ds for a minute or it gets deactivated when they work on a gen, heal someone else or destroy a totem. So they either get no progress done or won't have the full minute.

  • @YourNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043148#Comment_2043148

    Well, you should go check how to calculate the reliability of statistics, how it works and you would know that the stats the developers provided have a 99%+ accuracy and that all special events are insignificant cause the population studied is way too big.

    And you still dodge the nurse question. xD

    Not going to answer anything your "mathematics" can't explain if it doesn't fit your narrative.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/236750/ds-is-an-absolute-joke

    I don't understand what you're trying to say exactly, the nerf makes it so that the survivor can't progress the game while it's active. It doesn't matter if the perk is 60 seconds or a hour long, doing anything to progress the game will deactivate the perk.

    The lengthy timer is to make sure that the killer can't tunnel you efficiently by waiting out the timer.

    I think this is a rant/complaint from a new player about ds atm not the upcoming nerfed version. Maybe a relative new player already getting fed up with the free trial progress from the perk, idk?

  • @Jyn_Mojito said:

    Search for Hatch is one of my favorite activities. It really feels like a cat and mouse game, without taking into account the Killer and Survivor actions. I've been Killer trying to carry the Survivor to the Hatch, and they COMPLETELY miss my goodwill signals.

    I've also been the final Survivor and tried to rapidly determine motive within seconds. Because some Killers will absolutely hook you of you struggle. It's a very intricate situation that relies on signals, and deciding if they're bluffs or not. It's kinda like end game poker- are you all in or do you keep bluffing? 🤔

    I hate it when I carry the last survivor past several hooks to the hatch and they still continue to struggle. I know that a shoulder escape give many points but it is really annoying when the survivor then start to tbag and think to themselves they achieved anything and "outplayed" the killer (which was already going to let them go). I simply find those egos annoying but learned to simply ignore them.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2044014#Comment_2044014

    No, it really isn't moot.

    Are you saying that a game where a SWF team kicks the Killer's butt the entire match but falls victim to NOED is the same as a team that gets dominated and finishes zero gens?

    Additionally, pairing Red Ranked Killers against Purple or Green Ranked Survivors is going to inflate the Kill Rate.

    People suiciding on hook will also inflate the Kill Rate. There are plenty of things in the game that are "unfun." You don't want to open that can of worms because while you might take Iri Head from Killers, Survivors have WAY more to lose in that line of thinking.

    And shouldn't those RNG maps be tracked? If you play Killer and get Coal Tower with all T-L's and you get a 4K, was it because you were better or because the Survivors had nothing to work with? Same in reverse too.

    The Kill Rate stats are completely useless. Almost everyone agrees on this. Why can't you see what we see?

    Because that would be logical and then it wouldn fit their narrative anymore.

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