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danielmaster87

danielmaster87

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danielmaster87
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  • I knew this the moment the nerf was announced. Heck, even before that, when Unknown appeared on the devs' game plan, I knew. This community is so slow to catch on to stuff like this. And the rest of them will never say a killer nerf was unwarranted, because they don't play the role.

  • It's usually the opposite. The survivors are like, "It's not Freddy, Pig, or Ghost Face, so let's be toxic/rage quit." Or "The killer's tunneling, which they have to do to get kills in time. Let's be 'toxic' back." They're just looking for an excuse to be toxic or rage quit.

  • @GentlemanFridge said:

    I mean, Face the Darkness becomes much stronger, because the cleanse time is so long.

    Kinda funny how we’re suddenly back in a hex meta, though.

    Yeah, I guess because hexes exist, suddenly they stop doing 5 gens in 5 minutes. They just forget they can do that at any point.

  • @sanees said:

    face the darkness, curses 1 target that received damage and works until the cursed target is healed or is hooked, so stay in the chase for 25 seconds without taking damage during this time your allies will completely turn off all the killer's totems

    That's asking a lot of the average player. They don't even like do gens after they get interrupted once, or after 1 person gets hooked. But we're supposed to balance around them; they're not supposed to get good at the game.

  • They won't give the option. That would be too technical. When they turned off prestige showing in lobbies, they forced everyone to do it, even though we know it was just a change to protect a small minority of people's feelings. Nobody cares what prestige you are. It's about being skilled. You don't see that through prestige or through match results. So why hide it unless do believe that skill is linked to those things?

    If people are gonna use that as a talking point against you, just write them off. They're not smart enough to reason why someone is good at the game or not. Believe me. I've been in matches where I couldn't have possibly won, due to things outside my control, and they still insisted it's because I was bad. Not through any logical argument; they just say it. It's because trash talk and putting others down is the most exciting thing going on in their lives.

  • It's supposed to spawn the window. These tiles are not as weak as they look. Good survivors can loop pretty much anything, especially against 110% killers. I've seen someone loop here til Bloodlust multiple times and didn't use the pallet, like it's a jungle gym or shack. Sure, the killer can get you at tiles like this with Bloodlust. But any time the killer has to reach Bloodlust just to get you, that's his losing battle. It means the chase has taken way too long, and your team is gonna end up escaping.

    Love all the slandering of Coldwind maps like they don't spawn anything, or that survivors can't win on them. Maybe I'll just put a bunch of map offerings for it, and instantly start getting 4ks.

  • Yeah, that's pretty much it. It's funny how people say the perk is like a 5th killer perk. It literally destroys tunneling, which people have been complaining about forever. If you're not smart enough or coordinated enough to use it, that's on you. The perk's design is fine. From the killer's POV it's a serious problem to contend with. Killers have an issue with not having enough time to do their objective, so they take shortcuts like tunneling. If they have to hook the same person 5 times, they will lose. It was hard enough to hook someone 3 times.

    @SoGo said:

    It doesn't add new hook states into the trial, just trades them around.

    If you are one of the people who go for a 12 hook game, this perk is either a minor inconvenience or a straight-up benefit in some cases.

    In no way is it a benefit to killer.

  • @gurifruiityy said:

    You could already tell in the PTB and somehow they made it worse in the live version.

    Yeah. "She has 1 good add-on! Let's nerf it!"

  • I'm surprised how high my fellow doubters put these garbage killers. If a killer is awful, wouldn't they be D tier? My tier list is unique though. I pretty much just include S, A, and D tiers, because nothing else matters. You're either viable Nurse/Blight, you're an almost-viable killer, or you're a garbage killer. Basically anyone but Nurse/Blight gets beat by half-decent survivors, because their objective is so fast. If you're just talking about bad survivors, well then every killer is viable, even Nerf Merchant. But I'd put Houndmaster in that solid D tier: practically useless.

  • @ArkInk said:

    Houndmaster will take months to fix. For Thrill changes all they need to do is revert the number buff it got. Not really seeing how this a clean comparison even if Thrill got mentioned and Houndmaster didn't. They aren't comparable content.

    I think they are comparable. They're both killer things. One is claimed to be OP, and will most assuredly be nerfed before month's end. The other is underpowered, will get placebo buffs at best, and then be left to die. That's how these things always play out.

  • That's how it is. Stronger killers than her are having to settle for forced draws and 4-man escapes constantly. And then they gaslight you into thinking all killers and their perks are OP. No point in me playing this season.

  • @Jspect said:

    I think Xenomorph could use some tweaks, his tunnels are a bit underwhelming.

    Xenomorph is confusing and clunky for the killer player by design. The visual effect on his tail attack goes way forward sometimes, and other times it like floats in place, which is consistent with its inconsistent hitbox.

    And like you said, his tunnels suck. They sometimes don't even spawn near the gens they're associated with, like on a completely different floor or behind a wall from them. They muffle survivor and gen sounds really hard. They're facing a wall when you come out half the time, like a Sadako TV. And they spew sparks out of the entrance for no reason when you come out. Why does it do that, if not to confuse players? Because the turrets spark as well when you come out, so it tricks you into thinking a turret is like right on you. You turn to look for it so it doesn't burn you, and then you figure out, "Oh, it was just me teleporting." So stupid.

  • Freddy needs it the most. He has like no power.

  • @Sngfun said:

    Surprised about the amount of people saying 12%, that's 35 seconds on the first totem, and 26 seconds on the second totem

    Which, well, adds up with penti...

    Well, you asked for their opinions. And it would be a nerf compared to now, which is what everyone's demanding. I still think 2 things.

    1) It's too soon to call this iteration OP. People are flat out refusing to bring counters to the perk (or even strategize to counter the perk), just as they refused to bring DS/OTR for tunneling. Good players will not lose to TOTH. They'll just do the gens and run out. The meta needs time to settle.

    2) If/when the meta settles, and this perk is found to be fine, I don't think players will accept it. We saw old Pop/Pain Res do enough regression to where the survivors basically had to do 8+ gens worth of gens, with the killer getting like 7 hooks, and they were still 3-4 man escaping. And after those versions were nerfed, the nerfed versions got nerfed again because survivors couldn't accept the killer having slowdown. They couldn't accept that maybe they were just inefficient with their huge time advantage. So I don't expect TOTH or any other decent killer perk to be judged fairly now. It's just catering to casuals, and then top level survivors have tons of broken stuff to abuse.

  • It's not broken. It's just stupid. The stun hitbox is so big and lingers so long, survivors can pretty much stay in the locker forever, and then react when the killer's actually gonna commit to the grab (which btw gets rolled back constantly anyway). And on certain maps like Dead Dawg, you're pretty much forced to run by lockers to chase people, which makes it abusable by SWF.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850585#Comment_3850585

    Some killers can make totems be uncleansable. This has nothing to do with strategy or coordination. It's plain overtuned.

    If they're uncleansable, then stop trying to cleanse them and do the gens. People are scared of Devour, but you can win by the time the killer has 5 hooks. That's what's overtuned.

  • @shalo said:

    Survivors have been trained that if they DC the thing they don't like gets nerfed.

    Started with Freddy and Spirit, and it's still going. Even Wraith wasn't spared.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850490#Comment_3850490

    I find most annoying part of DBD is the teammates not builds (unless its rare occasions like Overbrine Eruption meta).

    It was teammates back then, too. Bad teammates make any build look unbeatable, because they forgo coordination and strategy.

  • It's the entitlement, and a placebo effect. Survivors think they're owed a DC/game throw without judgement, because "I don't like this killer, this build, or the way this match is going." It's never their fault, is it? Then, fueling that is the TOTH hysteria. "We can't win. He has TOTH." So they panic, make dumb plays, and give up easier because that perk is in play, and thus lose themselves the game.

  • @Jspect said:

    Older post but Its still something im upset about, they literally nudged a perfect killer for what reason? They just added clunk

    Give us the full blurry photo effect and reduce the vanishing box clone penalty

    Like you said, killer who was in a perfect spot. Not super weak, but not overpowered. And yet, he got nerfs as if he was overpowered. This is the only game whose devs do this. If Unknown was so strong (I hate to be this guy, but), why isn't he played in tournaments and stuff all the time? Nobody can ever answer that, because they'd have to admit their BS. All you see in tourney/top MMR is Nurse and Blight. No killer comes close to them, except maybe Spirit, so why nerf a bunch of killers who aren't even close to the top killers?

  • This is so bonkers, that the perk's even being discussed. People have barely had a chance to play with or against it, and are 100% using confirmation bias to call it strong.

    I mean look at buffed Predator. Everyone was losing their minds like, "Aaaahhh! The killer gets aura for losing people! We'll never win!" Nobody uses that garbage perk. It's aura. Big deal.

    🫱 Similar thing with TOTH and totems. It doesn't slow the gens, except ever so slightly with Ruin. But you can just do the gens and run out like usual, or do the totems and make the killer guard them, thus taking them off gens and off priority chase targets. A killer will not be able to tunnel effectively and simultaneously use this build to effect. It's impossible, unless you just hand it to him on a silver platter.

    Sadly there's a supermajority that just doesn't want killer to have anything strong. If we were truly arguing against stuff that's OP, it would be stuff that's stopping good survivors from doing even 1 gen, and then killing them all. Longer totem cleanses is not gonna do that by itself. That only happens with bad survivors. Like, what are survivors doing with their time? Why are you so adamant on defending low caliber players?

  • It never changes, no matter what level you're at. These naysayers keep thinking you're new and just need to improve. Little do they know, it doesn't matter even if that's true, because you're living the same experience as a high level killer. Can't play anyone but Nurse/Blight or else they stand no chance. Most of the people saying killer is fine only look at those 2 killers. It makes no sense, what they say, otherwise.

    You're right. The survivors don't even play well, and they just win. Meanwhile, you're sweating the whole time. The moment you chase 1 decent looper, it's over, because there's no-mindgame spots where they always have the advantage at, and waste a guaranteed amount of your time. Time that you can't afford. They're playing meme stuff like multiple exhaustion perks or Urban Evasion, but you've got 4 slowdown perks and it does nothing. I want to go into more detail, but I think most people on this thread have made up their minds. Killers just don't lose if they're good, apparently.

  • @Aven_Fallen said:

    For some reason Killers like to suggest mediocre to bad Perks which should be run to counter their overpowered playthings. And Thrill of the Hunt is a recent example.

    Can we buff DS to 8 seconds? And let Enduring counter it again? So that we can tell Killers to just run Enduring, if they complain about DS? Wonder how that would turn out. (I know how it would turn out)

    But yeah, running Counterforce is not that helpful against that Build. It is A solution, but not even a good one. And if you dont play against someone using Thrill of the Hunt, you have an empty Perk Slot. Or, even worse, you play against someone who does use Hex-Totems, but not Thrill of the Hunt and this person is basically cooked because they have a even harder time with Hexes now.

    Because your solutions to killers having "overpowered" stuff is to give survivors overpowered stuff. That's literally what the 8-second DS change would be. The perk was already game breaking at 3 seconds. People just needed to go down near actual loops, instead of relying on a 5-second stun to get them across the map. Either way, the perk's strength is in the killer getting stunned and losing all his pressure in an instant, AND he now has to chase that survivor an additional time to kill them. If he doesn't take that chase, he wasted a chase and got stunned for nothing. Taking more than 1 DS, he might as well open the exits for them.

    What you call mediocre on survivor is actually decent. It's just that the survivor meta has been so stupidly strong and untouched for so long, you think that should be the standard. Unbreakable and BT have never been toned down, and are still strong (BT just isn't run, because you get it for free now. Go figure). If killers didn't tunnel or run gen defence or anything, then picking up dropped pallets, doing totems/chests faster, crawling faster, or creating illusions on gens would all be okay. But killers have to tunnel and run gen defence just to play, because balance changes almost never give them time, just takes it away, and so survivors have to counter that. And they do. 1 DS stun or 1 Endurance hit can be game-losing for the killer. It's just that bad survivors don't take advantage of that stuff. They're like, "The killer's tunneling? Oooohhh man. I better start walking slowly, or take 3 minutes to do 1 gen." Better yet, they rage quit and then tell the devs how they lost because "killah OP" when their leaving is what cost the team the match!

    And no offense, but your last point is contrary to everything else you're saying. You're afraid that Thrill makes hexes OP, and that Counterforce isn't good enough, but that Counterforce also singlehandedly kills non-Thrill hex builds. Well, which is it? Do killers have the OP perk, or do survivors?

  • @iloveandhatethisgame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/434153/just-use-counterforce-hex-thrill-of-the-hunt-rant

    I remember the “just run detectives for noed” “run ds for tunneling” “run unbreakable soul guard no mither for slugging” “run object for weave”. Just annoying💀

    Oh and who could forget, “run empathy for old eruption”.


    I would like to bring fun perks like Blastmine or fineness instead of having to run perks for a chance to counter BS

    So as a solution to situations where the survivors "can't do anything," we should instead take away the killer's ability to do anything. 👏

  • So because a perk is licensed, it should never be strong. That's the advice the devs have taken as well. And you wonder why all the chapters these days suck/sell bad.

  • @SAWII said:

    ”BHVR prioritizes forcing people to play their game” lmaoooo is BHVR holding a gun to your head? You CHOSE to queue up. If you can’t handle a ten minute game, play something else; there are plenty of us willing and happy to play out games to their natural conclusion. People who suicide on hook are a scourge on DBD, and they should be given no quarter.

    Like poetry.

  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/434140/thrill-is-a-problem-counterforce-exists

    Counterforce is a very strong option but you still need to the killer to completely ignore you while you spend 39s doing the first totem that can be interrupted. If you get chased or spend a lot of the game on hook there is no guarantee the 3 randoms are running it as well. Killer is still doing chases while he gets immense passive slowdown from his build so by the time you get them it's ggs.

    No, dude. How is the killer gonna be checking his totem every 40 seconds but also getting crazy pressure on the gens? Y'all should be pressuring him in that case. Survivors could afford to do totems and gens before, and can do so again. And spending all game on hook? Y'all are basically arguing that extremely casual survivors should be beating good killers. If your teammates aren't good enough, blame MMR for that. But don't just blame all your losses on the killer's doing alone. They can't do much.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850215#Comment_3850215

    The people who are defending thrill will defend anything that benefits killer. It doesn't matter how ridiculous it is or what the most well known killer players think of it. These are the same people who defended old eruption and three gen skull merchant by trying to pass it off as a skill issue on the part of survivors.. The best team in the world getting locked into an hour long game wasn't enough for some of them to see how ridiculous the old skull merchant used to be. This should tell you everything you need to know about the type of player you're dealing with.

    Maybe we will, because there's so little that does benefit killer. I've debunked so many things: 3-gens, "solo weak," loop strength, kill rate, tunneling, "OP" killer perks, gen kick limit, and people keep parroting that exact same stuff like it's Gospel. I'll try to keep it short as I can, because I've said this like 100 times:

    Thrill is fine, because the killer's pressure is split between not only the gens but also his totems. If survivors can't find a window of time through all of that to do a gen or a totem, they deserve to lose.

    Old Eruption was mostly fine, because the killer spends all this time kicking gens instead of getting leads in chases, he has to down a survivor with people on those specific gens, and he has to do it before the gens get done. If survivors are just allowing the killer to waste all that time kicking every gen in-between each down, with unfavorable chases, and he's still winning, then they deserve to lose.

    3-gen/Skull Merchant was fine too. With 3-gens, you can avoid the entire situation before it even starts by 99'ing a far one, and pushing the 2 furthest apart that are in the 3-gen area. When the killer comes, you yo-yo. If they kick the gen then leave, you can get right back on it. If they commit to chasing you, both yours and the other gen are free to be pushed. Skull Merchant doesn't change a thing about that situation, other than the few seconds needed to disable her drones. The only thing wrong with her was that her scan tags never disappeared, like it Trickster's knives just stayed on you forever. Survivors complained about the complete wrong issues with her.

    The match y'all keep crutching on is really the biggest thing that disproves your point. "The top team in world couldn't do anythiiiinggg! Aaauuuggghhh!" Except they could. They could have 99'd and not purposefully 3-gen'd themselves. Didn't do it. The threw down pallets really fast on that side, even though them getting hit wouldn't have resulted in a down. They had to not get downed/hooked near the 3-gen, or at least use that opportunity to push gens hard. Didn't do it. I could have played that better than they did! Because every time Hens spectated a new survivor after that, what were they doing? Walking around, failing a flashlight save, doing nothing, not on gens. They really deserved to lose after all that, and they still didn't. Their opponent was M1 trash, and the whole SWF knew their game plan before the match started, and didn't do anything to counter it. I'm sorry, but they should never have got the "world's best title" after what I saw. I've seen random solos with more game sense and efficiency.

    So there you go, again. It was just obvious to me.

  • @Sngfun said:

    Fun fact:None of this works against Sadako lmao

    Do gens and ignore totema? You have to deal with her secondary objective first

    Instant unhooks? Doesn't work since she can teleport away instantly

    Do totems? You get condemned passively and you have to leave the totem

    Just something I found fun

    Be that as it may, I and others have always sought out the path of least resistance with killer. If the build is as dominant as you make it sound, I expect most killers to be running it by the end of the month. But I'm doubtful, especially since the devs might just nerf it before then, because they don't like seeing killer changes play out and shift metas. They just knee jerk reaction to survivor complaints.

  • @Jacknalls_Paw said:

    Counterforce is so ridiculously useless that it is not even worth running it in these situations because there is barely any speed increase in totem cleansing.

    It's literally 20% extra, and 20% more for each 1 you break. Meaning you breaking 1 totem makes the next totem break worlds easier.

  • @radiantHero23 said:

    Counterforce isn't working in soloq most of the time. Others don't know that you have it and waste time regardless.

    2 and 4 are good options.

    3 sounds like farming to me. Sorry.

    No, it doesn't sound like farming. It's you assuming that a survivor getting off hooks means the killer will tunnel (not always true). It's also assuming that the survivor can't take a chase for very long, and that their safest place is on hook. In both cases, it sounds like the entire team falls apart the moment the killer starts doing their job, or applies any amount of pressure. Ultra casual mindset. But we'll never give the benefit of the doubt to casual killers, no. It's only ever a dominating killer against helpless survivors, never the opposite.

  • @ratcoffee said:

    "A content creator"

    I've seen videos from the German Boomer Frog, the Guy Who Mains Speed, the Meat Alternative, and the Handsome Spanish Otter (not naming them, but if you know you know). Don't put this on one person, at least 4 major content creators think the perk is over-buffed.

    And all are of the same 1 opinion on every other issue as well, like game journalists. You're getting 1 viewpoint, spread across multiple people. There's no discussion to be had when everyone simply jumps to, and agrees to, the conclusion from the get go.

  • This is adequate. No anti-tunnel, but then again you can just disappear with Lucky Break.

  • @Lixadonna said:

    Remember what happened to Distortion when a Survivor Perk counters too much Killer Perks. It was Distortion that got nerfed and not the Killer stuff.

    There's no way Counterforce would be nerfed. When I had a little more faith in hexes as a viable playstyle, I called it "OP Counterforce" around its release. But now nobody cares. The killer brings hexes, they run the risk of said hexes being destroyed, because that's what they do: get destroyed. It's why I don't really run them. On the small possibility that killers will rally behind Counterforce being nerfed, I'm gonna fight them on that, not join them. It must remain as is, as a check against hexes ever being strong, so that therefore we're allowed strong hexes and they don't get nerfed all the time. We'll simply be able to say "Use Counterforce." 20% extra cleansing speed off the bat, and 20% additional per totem broken. It singlehandedly kills Pentimento, unless the killer somehow knows the person has it and tries to tunnel them out, in which case the other survivors are free to do the hexes unbothered.

  • @Sandt1985 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/433997/everyone-is-like-use-counterforce

    I mean, Distortion did need a nerf of some kind, thats not even remotely up for debate (like, at all). A single survivor perk shouldn't completely and permanently shut down an entire category of killer perks and addons. I'm blown away that there are any survivors out there that think it should

    Because they cling to the narrative of, "Stealth is the intended gameplay!" only when it benefits them. When Distortion was targeted for a nerf, suddenly a lot of them took up that position. But it's led to a real downgrade of the discussions on here. At least before, you could reason around a lot of gobbledegook. Now, you can't get past the starting line because of commonplace nonsense like, "Killers seeing aura is OP, full stop!" I laughed at that opinion like 2 years ago, when someone said Clown's Cigar Box was OP. Now they're the ones laughing, because they've conned people en masse into believing it. Yes, the killer should use their eyes and ears to find survivors, without the use of aura perks. But you know, that only gets you so far. If someone's wearing a dark cosmetic on MacMillan or Dead Dawg, you straight-up can't see them sometimes. If someone is running in front of you on Ormond or Eyrie, you literally can't hear them running or breathing, and that's without Iron Will/OTR. Scratch marks are never consistent, and either show up way late or stay for way too long. So sometimes the game gives them Iron Will or Lightweight for free, randomly. That's why the "use your eyes/ears" argument falls flat. In addition, others argue essentially that killers are entitled for wanting info. Yeah, I'm entitled because I can't see or hear anything when I ought to be able to, like in any other game. Way to support your hard of hearing/poor vision crowd (I'm neither, but still).

  • I wouldn't look at the blessing speed too much. You don't have to bless a hex totem. You don't even have to break a hex totem, but most times it's better to.

  • Only killer perks. The survivor perks have always kept their utility.

    DS? Still anti-tunnel, still locked tech, still protects pallet/flashlight savers. Buckle-Up? Still protects the survivor being picked up, except instead of granting Endurance to both people, it grants a sprint burst (with no exhaustion btw) to the picked up person. Balanced? Still gives a sprint burst off a silent fall. It just can't be used for infinite fall reductions while exhausted (which created infinites yet people still lambasted the nerf).

    But Pain Res? Used to give regression and info, but now gives no info and gives less regression for only 1 use per person. Pop? Used to take off 1 piston, and now you'll be lucky to take off 1/3 of a piston. Thana? Used to grant mediocre slowdown per injured person, and now grants pitiful slowdown unless all 4 are injured (which means killing 1 survivor kills the perk). STBFL? You used to lose 2 stacks for basic attacking the obsession, but now you lose 2 stacks no matter what for "attacking" the obsession even with special attack (you lose STBFL stacks for a non-injure tentacle strike for example, or a non-injure Deathslinger shot). NOED? Could be destroyed at any time, as it is a hex, but now it literally reveals itself.

    So if you want build reliance, just play survivor, especially SWF. Their meta basically hasn't changed, save 1 or 2 perks, for 6+ years. But every new meta cycle for killers results in 1 or more nonsense nerfs, be it gen regression, info, chase, or endgame perks.

    Forgot to answer your second question. I think Weave Attunement and Thrill are gonna get it, because they're currently complained about the most. But with how low the bar is being set in these discussions, I don't think any killer aura perk is safe, because after 8 years, with the game being more chase focused and less stealth focused than ever, we've decided they're now OP. Then they'll probably move to destroy STBFL/Rapid to counter tunneling, and the slugging perks to counter slugging. Or maybe more gen defence nerfs. You never know.

  • @Unequalmitten86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849907#Comment_3849907

    I'm going with maturity.

    My thing is if your not going to play or play decent not to ruin someone's experience just don't play. If you're playing to be a troll you have a wasteful life to be bothered to ruin other people's time.

    Definitely. So many people just give up on a whim or don't play serious. That teammate slot could have easily been taken by someone who cares. Stop polluting the game with yourself if you're just gonna load in to not even play. And the crazy thing is people actually defend this behavior. "Well, I'm not gonna sit through a frustrating match," and they're all like, "You tell em! Go ahead and DC!"

  • Improved matchmaking.

  • @Caiman said:

    I think it'd be fair to have totem progress regress, so that a scream perk can't negate totem-cleansing but chasing survivors off of totems still works.

    I also think the gates should regress (to specific thresholds, not completely) but that's a different topic.

    Perfect.

  • @Grigerbest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849876#Comment_3849876

    Fr - it feels like survivor players playing bad on purpose, or just don't care to try at all. The devs can't fix that.

    I've had multiple matches with teammates not doing anything, or throwing the game on purpose in the first 2 minutes. When that doesn't happen, it's a smashing success for us. It's a matter of willpower and maturity, things that this community falls short in. I'm hoping more people are waking up to why survivor matches go south. The killer has little, or even nothing, to do with it.

  • @[Deleted User] said:

    I havn't seen this effect matchs at all currently and i run counterforce on the regular, even without running counterforce games don't play out much different, If you manage to pop a hex that isn't thrill then thrill stops becoming an issue immediatly. Thrill falls into the Undying category of it doesnt do as much as anyone thinks it does, it's more common for Undying to be cleansed first than an actual hex totem which would replace it. Thrill buys some seconds a few extra isn't terrible.

    It's a placebo effect. Survivors think it's stronger than it is, because they believe it is. I've seen entire teams lose matches they had no place losing, or maybe they did, due to respecting this perk way too much, or not strategizing. If the killer's chasing someone across the map, cleanse it. If the killer keeps guarding it, cleanse a different totem so that there's less tokens, and cleanse it faster next time you try. Meanwhile, the killer has half the pressure on gens as usual because he keeps worrying about totems. People are eating out of these killer's hands, killers who aren't even that good, and they're blaming it on a perk rather than their own incompetence.

  • @Grigerbest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/434077/sh-floods-of-rage

    BBQ isn't a scourge hook. And it works instantly after placing survivor on a hook. Means you don't need to wait for the unhook.

    Yeah. You could be chasing another survivor and not even get the benefit of seeing people during those 7 seconds. They act like you benefit from these perks to perfect effect every single time.

  • @ad19970 said:

    I really don't think this perk should be buffed, considering when it procs it removes any form of counterplay the survivor could have. A longer duration would simply mean the likeliness of survivors having 0 counterplay after getting hit would be higher.

    How is there no counterplay? Why isn't every killer running this then?

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849595#Comment_3849595

    killer can only be in 1 place at the same time and it just so happens that there are 4 people on survivors, add 2 + 2 and understand that the killer is not capable of protecting generators and leading chases and protecting totems, the killer will have to choose something 1, and when he chooses, just do what he doesn’t have enough hands for

    This is just so obvious to me. They act like, "Killer has a hex? Time to turn our brains off and be annihilated by 1 perk." There's 4 of you, so unless you're messing up, the killer can only account for 1 of you at a time. Use that to your advantage!

  • @PetTheDoggo said:

    Would you mind explaining, why Singularity is so difficult for you?

    I have never had an issue with him, but I am used to most of his aspects from Hag and Twins.

    Because you spend all this time and effort setting up cameras, infecting, spreading damage, only to have 3 hooks at like 1 gen. His EMPs do too much, and spawn way too free and constant. They cure an infection, a teammate's infection, or both at the same time, AS WELL AS disabling a camera, or however many fit in the EMP range, all in 1 use. And then they lose infection for free upon hook. If that doesn't spell broken, I don't know what does. Nothing about this killer works. They vault a window, you tp on them, and the game decides to put you on the same side of the window you were already on. So all these built-in disadvantages literally force you to slug everyone or tunnel. Nobody wants to play a killer who's forced to do that, especially with the added frustration of having your power disabled all match.

    That's why I don't play Hag anymore either. You do all this set-up, take every right chase, drop every bad one, but none of it matters because your web of traps gets destroyed in the 5-10 seconds you take picking up/carrying to hook, and the survivors can exploit to not have their cameras turn and already be 5 feet away even when you instantly react to a phantasm trigger. And of course, they can wipe away your traps for free now. They don't even have to chance risk and trip your traps. You could always run Rusty Shackles, but to me that's the "turn your brain off" version of Hag which takes no skill. With Twins you get the obvious problems: holding Victor hostage, long cooldowns and animations on everything, locker techs, wildly inconsistent hitbox on Victor, survivors get an eternity to kick him as well, and 2 survivors simply running together counters Victor (because the still-up one kicks him, and they're both back up before you can even get back to them).

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/434035/killer-is-too-easy

    Did you really just complain that the normal standart-attack isn't hard to hit lol?

    If it's so easy to win with the way to easy standart-attacks then please show us a video against a swf with 5k hours (per person) or more on freddy by you. If you're still able to say that after that then sure, you win I guess xD

    Also it's depends on the killer if slugging is a easy way to win, on pig it can drag the game to ages if you try to slug for the 4k. I know what I'm talking about, I just got my adept with pig yesterday on garden of joy xD

    Yeah, I'd love to see someone do a non-lunge only match. So many loops just become god loops because their design is so bad, because it assumes you have the lunge and then some. And that, too. Play Freddy, Pig, Clown, Ghost Face. You'll get nothing with those killers, against good survivors. I know because I used to play those killers quite a bit, and do no longer. It's almost like people gage killer's strength across the board based on the performance of like comp Nurse and stuff. They never make the killer player sound human, or capable of error or inefficiency.

  • Killer is never easy. That's an oxymoron. You play 2 matches vs bottom of the barrel survivors and suddenly decide killers are OP.

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