danielmaster87
danielmaster87
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This is so overblown and melodramatic.
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@Chocolate_Cosmos said:
I think you mean why you can't bodyblock someone when they are hunted by Guard.
It's simple - so you can't force two hits on a single Survivor within very short time (instadown). You could easily outrun someone, then try to bodyblock them and wait for the Guard to hit them for easy instadown.
I wouldn't say you can ever "easily outrun/body block" the survivor, but I get the gist. If it was possible though, it would lead to some clutch Dead Hards.
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Killers are gonna try to win in whichever way they can.
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When the Leatherface vaulted the little monitor room window in the upstairs corner of The Game, after I vaulted it, and then dropped down the hole to follow me even though I was still up there, because I just crouched as soon as I made the drop out the window. My friend was playing with/watching me at the time, and she laughed when she saw it happen.
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@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/comment/3277947#Comment_3277947
Okay, so just revert all the changes for killers since 6.1.0. and you will see chases more than 20 seconds.
So before, killers were just bad, and now they're godlike? How does that happen?
6.1.0 was nowhere near a cure-all for killers, and especially not a undeserved buff. We've been needing killer buffs like that one for YEARS, mostly to show how survivor-sided the community is. "They get a whole 2.5% off a gen for kicking it!" As opposed to nothing, and then it regresses at 1/4 the speed a survivor working on it. "We get a shorter sprint burst!" So now you can't hold W from one end of the map to the other after getting hit once. "They can break pallets faster!" So now it's slightly less stupid, the amount of time bought from insta dropping pallets and forcing the killer to break them all.
These changes literally did nothing for Trapper, Pig, Clown, Freddy, Ghost Face, etc. They're still bottom tier/can't play vs good survivors.
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If there's 1 good thing Nurse shows us, it's that you can do something to slow down the killer's progress, but you can't simply stop her like you can 90% of killers. She can trump what you do, rather than the other way around.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3277961#Comment_3277961
I don't need to make a case. I am fairly certain the hatch is here to stay.
Without the hatch, even if the last survivor manages to finish the last gen they end up giving away their position with the gen pop and face a near-certain death.
If you want to convince BHVR to do away with the hatch you need to make a better case. I haven't seen anyone provide a good alternative to the hatch. If you've seen one point me to it. Some vague "show survivor auras if they're not doing anything" idea just isn't it.
I play a lot of SoloQ and the hatch is one of the few things that make it even remotely bearable. Most of the time the killer finds it first because they move faster, don't have to worry about getting caught and can zone the survivor. It can make the 1v1 at the end of the game interesting if they don't slug the second-last survivor.
Do you not feel like you've won if you only get a 3k?
I keep it vague only because I'm fairly certain that specifying it is pointless, because everyone's so against the idea already, I'd be wasting my time. It's why I only reply these days, because I'm not gonna propose an idea I had fleshed out and everything with multiple paragraphs, only for the forums to not display it, have people respond "lol, no", or have wannabe intellectuals breaking down how every sentence I said was wrong. That ship has sailed.
Y'all always say "solo queue needs it" but you're focusing on the wrong thing there. If solo needs it, isn't that a matchmaking problem? Why not push for that instead?
Some matches a 3k is fine. But others, where I've fought really hard to barely get more than a draw, it's just not fair. The 4k is a possibility in the game, so why's it so hard to pull off, or so taboo to want? It sets a bad precedent, the way people talk about it. "Just stop being ungrateful and settle for the 3k." Why not settle for a 2k then, or a 1k, since "it doesn't even matter that much?" Or, you gotta love it, they pull the "it's just a video game" card, while they're equally invested in the game since they're always demanding killer nerfs. It's double standards all around.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3277932#Comment_3277932
These scenarios play out all day every day thousands of times. Some players give up too early and there is nothing we can do about that.
I do agree that survivors shouldn't be able to hide indefinitely doing nothing and should get crows under more conditions than staying completely stationary doing nothing. Crows are to easily circumvented. Your aura idea is pretty much the same thing as idle crows.
But that has nothing to do with the hatch and is not an alternative to the hatch.
If the survivors did well enough to get all the generators done, then they deserve a decent shot at escaping.
The kill rate is already around 60%, it'd probably be 75% or worse if they deleted the hatch.
Your citing the kill rate is not helping your cause at all. I usually just give up against people who bring it up because they've taken 1 out-of-context stats drop and made it the basis of their "killer is too strong" arguments. The "high" kill rate does not give me any comfort as killer. I'm still facing the same sweats I've faced for months. Only difference is they now have those bad stats as ammo to validate more killer nerfs.
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They really don't. The 63% win rate for killers or whatever it is could mean getting a draw on like 80% of those matches. "Wow, that's way too high performance for killers!" sounds a lot less hip when you take that into account.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3277728#Comment_3277728
And my argument is that the average DBD player isn't that good.
Trapper may not be super good at high ranks but he's going to be fine for 90% of players.
Well if I could magically become part of that 90%, I guess all my problems with him would be solved.
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@Rudjohns said:
They were not happy with the 50/50 win for survivors and killers and buffed killers a few patches ago, so...
No, they're still pushing towards that. That's why they released those bad stats they knew everyone would misuse and get triggered over. They want killers to draw with the survivors, as in barely squeezing out a 2nd kill.
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Is that even a question at this point?
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Try to last more than 20 seconds in chase, and don't work on gens you just saw the killer kick.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3276874#Comment_3276874
Is it possible for no survivor to ever get downed throughout the whole game? Isn't that then simply a skill issue from the killer's side in that case? Be a bit more realistic, even the devs have said survivors are supposed to go down (and they've designed that way) and killers who know anything will leave a survivor who they have trouble catching and go to someone else.
Not that they never get downed. Just not every 30 seconds, which the people who complain about this perk do. I don't get why they can't just use the OP loops in 90% of these maps to run the killer for 2 gens each. No guarantee that there will be a weak link either, and even if there was, it's going away with this team MMR thing. I've tried leaving people who gave me trouble chasing; I just have to chase them later or one of their teammates who are equally capable.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3276829#Comment_3276829
Probably an unpopular opinion, but i think Undying Ruin was a healthy combo for the game, since survivors didn´t have to cleanse Ruin at all and could just ignore it. Unlike Eruption.
And they also got Counterforce and boons!
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3277521#Comment_3277521
But the problem is the effects are weak. Exponential and especially shadow step don’t do enough to warrant being a 1 time use. Hell even shadow step is super niche
But it's not 1-time use. As long as there's a totem up, it can be placed down again. And the killer doesn't have time to snuff 5 totems, let alone 3. Also, Shadowstep is so not niche! It's the most broken one outside of CoH. Infinite Distortion and Dance With Me, man!
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3277461#Comment_3277461
If there is no hatch and there are any generators left and only 1 survivor left as soon as the killer finds them they are guaranteed dead. They would literally have no hope to survive. The best they could do is drag out the match with their last chase. Worst case scenario is they don't get found, hide and try to hold the killer in the game for as long as possible.
The off chance you speak of is such a longshot it's not relevant.
https://forum.deadbydaylight.com/en/discussion/comment/3277482#Comment_3277482
All of these "delete hatch" threads never suggest a replacement mechanic so you're full of it.
The last survivor somehow managed to outlast the other survivors. Unless they hid all match and did nothing it's not a free escape.
The alternative is the killer gets the last kill for free, is that so much better?
Y'all always begin these hypothetical scenarios in the worst way possible. "There's multiple generators left AND there's only 1 survivor." Obviously, that's different. But even at 2-3 people left they'll sometimes stop because they "feel" that it's hopeless, without even giving it their best shot. So what do we do? Just give in to their demands? My solution still solves the issue, and hasn't been disproven at all yet, that if you show the survivors' auras after a certain amount of time of doing nothing, now the game's no longer at a stand-still.
For every post that an alternative for hatch isn't provided, there's 2 posts defending hatch with a simple "YoU'rE EnTiTlEd 2 dA 4k!"
It wouldn't be for free because, once again, you're factoring out all of the scenarios where the killer was barely able to get 1 of the last 2 people because the gens were all done at the point anyway. So then the killer not only has to beat them to/patrol the exit gates, but they also have to watch out for hatch. That favors the survivor in almost every way.
But yes, that alternative would be better if it avoids giving the survivors like 4 chances to get out, baseline, after a hard fought match from the killer.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3277517#Comment_3277517
I mean most of them are too risky/niche/situational to be considered strong, its mostly just CoH that stands alone with minimal restrictions on its usage/value while providing a full on meta effect to multiple survivors with near-zero risk. Personally I think perks like shadowstep are perfectly fine, as the killer will have to be near the boon to be impacted by it, and thus already in range to snuff it with minimal forced time commitment.
I don't think so. Many many times survivors have benefited from a boon I never heard. You do have to look for it a lot of the time, and that wastes even more time. It's just not worth it, but then they get a free boon. Boons are inherently lose-lose for the killer. And I don't think Exponential or Dark Theory are bad either. Exponential is Unbreakable for everyone. Dark Theory might not seem like much against 115% killers, but it absolutely cripples 110% killers, because they already can't really chase.
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I don't think it did. You already had more than enough time before to knock out 2-3 gens, hook trade, do the rest, then get the person off and all 4 get out. Now survivors just need to be a sliver more efficient with their time. Exceptions include Myers and Leatherface, but that's a them problem, not a gen time problem.
I think y'all are making the case that just nothing negative happens to the killer if they stay at hook and don't pressure gens. It couldn't be further from the truth. You try it.
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@Phasmamain said:
We’d need to buff the other 3 boons to compensate for 1 use totems. Otherwise exponential and dark theory would be a waste of time
How? If the killer doesn't want you to keep benefitting from those perks, they have to snuff it. But if they do that's a time waste because it goes back up again somewhere else. Killer doesn't have enough time even with these proposed buffs to snuff 5 boon totems.
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@IlliterateGenocide said:
I'd boons totems were strong enough to warrant it than mabye I could understand
So boons just aren't strong?
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@Slingshot47 said:
I will continue to side with this. Even if boons are changed to be at risk of being destroyed permanently, you can still boon the other totems, and you're more likely than not to get at least a few fast heals out of it before the killer notices. It would also help with people trying to place boons right next to the killer, which I've seen teammates throw games for. I would be willing to strengthen the boon's effects in exchange.
No tradeoffs. They need to be straight-up nerfed.
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I can.
There's a ton of indifference to killer's wasted time during matches, or the insignificance of their choices. "Just snuff the boon" but then they relight it again, but if you don't then they just benefit from it for free.
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That's how it should have worked in the first place.
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@GoodBoyKaru said:
If hatch is removed, ceteris paribus, the only thing that'll happen is that stealth when 2 survivors, and when 1 survivor, remains will increase tenfold, dragging out the game needlessly and just plummeting the enjoyment of any endgame scenarios.
90% of the time, we're not asking for the removal of hatch full stop. Obviously there would be a replacement endgame mechanic. Force the survivors to do something, like showing their aura if they don't progress the game at all for too long. Anything but a free escape please.
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@ByeByeQ said:
You know what's bad for the game? Hopeless matches. You remove the hatch and you crush what little hope the last survivor has left, why should they do anything but come to you to die?
On the off chance they do the gens and get at least 1 out? There's plenty of loops to drag a chase out for that long. You never know unless you try.
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I've been saying this for the longest.
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@NerfedFreddy said:
Killers are entitled to ez win. What a surprise. You forgot to mention "knight/make your choice" exploit
I don't think any killer players are justifying that combo.
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3276479#Comment_3276479
Well competitive DBD is a joke so I wouldn't take the "outspoken competitive community" seriously.
Bar the tournament scene. I'm talking about high level play, which many people claim to be a part of yet find Wraith and Overcharge and stuff like that difficult. They're the ones asking for these ridiculous balance changes that force DBD into being more like a party game where nothing's really balanced yet everything's balanced.
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@BendIt said:
Interesting the negative comments are without logic so here goes ...
https://forum.deadbydaylight.com/en/discussion/comment/3276479#Comment_3276479
I'm reading comments which goes against what you are saying, 80% of the community have to play survivor for a game to take place.
Therefore is the game balanced for casuals or is the game being balanced more for that 80% to have a 'party game', the outspoken or minority are those that want to have a fair and balanced game... interesting comment.
https://forum.deadbydaylight.com/en/discussion/comment/3276483#Comment_3276483
Is this a record that always plays? You've heard of mute options and being able to play with the same swf from the last game being introduced?
https://forum.deadbydaylight.com/en/discussion/comment/3276497#Comment_3276497
No logic here.
I'll apply some logic the reason people call it a game is for a winner and loser, a challenge.
I'll wait to see if anyone can actually explain why they think DBD is a party game ... excluding the bit where it is so easy (in a swf comms group)
I don't think it is or should be a party game, but it feels like that's what the devs/players want it to be because of the seemingly arbitrary design choices and balance decisions. Counterforce was later released as a counter to Ruin/Undying after it had been nerfed, yet the nerf wasn't reverted. Dead Hard, which was complained about as being a third health state... still is a third health state. And basically every main building is a god loop. These would not be the case if the top level of play was being prioritized as it should.
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Here's the thing with Franklin's on Pinhead. If he takes you from healthy to injured then picks up the box, he purposefully had to drop chase with you to start the chain hunt, which gives you a lead, which you can use to run him long enough for your team to solve the box when it respawns. If he downs you with Franklin's, as in you were already injured, it's actually a loss of time for him because rather than instantly picking up and starting the chain hunt, it makes you drop the box and him have to pick it up manually. There's no point in running Franklin's on him if you're using something like Engineer's Fang.
Plaything/Pentimento I shouldn't have to explain. You don't cleanse Plaything, he never gets Pentimento. You may be Oblivious but you can still see and hear him coming. Or you can cleanse Plaything, let him relight it with Pentimento, and then cleanse the Pentimento since you know already where the totem was. He's giving you multiple things to do to keep you busy, but that's really all he's got.
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It's only a party game in the way that it's balanced for casuals, despite how outspoken the competitive community is.
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It's funny how the meta was supposed to be shaken up but it, Unbreakable, and DS are basically the same.
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If they're getting an extra kill or 2 every time simply from equipping NOED, I'd say they're going against survivors of their same caliber.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3275689#Comment_3275689
Dead Hard is better against Nurse than say Legion or Deathslinger,
Bar them.
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3275689#Comment_3275689
Tbf against huntress, nurse blight and artist it’s amazing which are all top tiers
It’s actually weaker against killers like slinger, legion and clown if anything
Not sure how it's bad against Clown.
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@Steakdabait said:
https://forum.deadbydaylight.com/en/discussion/comment/3274395#Comment_3274395
not gonna respect a player who taps m2 in a tile tbh
I'm assuming you haven't played him.
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Another reason why Dead Hard is still a problem. Even more effective against weaker killers than the stronger ones.
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@Witchubtet said:
https://forum.deadbydaylight.com/en/discussion/comment/3275668#Comment_3275668
I too play on console. I main Doctor and Huntress, but use Pyramid Head during events.
Don't know how you do Huntress. Can't hit someone running right in front of me half the time. Doctor and Pyramid Head, in terms of controlling their powers, are fine. It's just that you can't flick with Pyramid Head's power, so it's super choreographed if they can see you.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3275649#Comment_3275649
It is though. He isn't a Bubba but it is my opinion that he is close. He's probably a little worse than Twins.
His Guards patrolling near Hook will always scare away one person. If they lock on prior to them getting to the Hook, they cannot rescue before getting hit.
This means that you need a coordinated effort to get the save. Certainly possible, even easy, in a SWF. Solo's and Duo's however, are getting the short end of the stick here.
Great. Now he's approaching Trapper's level of strength.
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It's been doing this for the longest, or showing misleading scratchmarks, or straight-up not showing the scratch marks.
@Meathammer said:
Just get better
🤦♀️
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He's weak in fact as well.
The time to down is way too much, especially if the guard doesn't even get a hit. The guards should start chasing almost immediately after they spawn, but no. They spawn in, they say "Haaaaah!", go to where they first saw the survivor, AND THEN they start chasing. It's completely counterproductive design, just like how survivors seeing the spawning path and the detection range are. Imagine if you could see Spirit while she's phasing, and she can't see you, and she doesn't even get a hit for spawning right on you, and simply starts a chase as a 110% instead? Except these guards are even slower than that!
I'm sure though that the complaints about his alleged OP camping ability will set back any ideas the devs have about buffing him. You know, we force killers into these playstyles through weak design, weak perks/add-ons, and base mechanics, and then complain and wonder why they still do it.
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@Witchubtet said:
https://forum.deadbydaylight.com/en/discussion/comment/3275284#Comment_3275284
Who would you consider bad? Not poking fun, just would like to see. I personally Just find The Twins and Cenobite to be hard for me to use.
Who isn't, aside from Nurse and Blight? I'll pick 3.
Twins before their nerf weren't even that good. Not only is the transition time terrible between attacking/downing with Victor, switching back to Charlotte, picking up, then finally switching back to Victor, making it to where hooking is basically an unviable playstyle for them, but the nerf messed up some of their best add-ons and put even more cooldowns on their power. Not accounting for misses or anything, btw, which can very easily happen because Victor's hitbox is razor thin when his pounce actually would hit a survivor, but big as a truck when any little obstacle is nearby. Couple that with him being taken hostage and countered at lockers, it's just a terrible killer.
Nemesis basically only has fast pallet breaks going for him, and sometimes that doesn't even matter. Also was nerfed btw, his best add-ons. He gives survivors a sprint burst from simply infecting them with the tentacle attack, assuming you ever land it because it has a microscopic hitbox most of the time, and now they've removed drag tech so it's gonna be even harder. His zombies make Knight's AI look good, because they never do anything half the time, they sandbag you, or they get trapped in a corner. They can also be killed and blinded. Survivors are given 4 or 5 cures to his power, meaning you have to tentacle them again (free sprint burst) just so you can use his tentacle attack for anti-loop again. He's also huge and loud, meaning no stealth or mindgames around loops. Survivors can simply crouch at a loop and the tentacle attack will always miss, because of the wonky hitbox. Again, he gets called OP for breaking pallets quick, but that's all he's got.
Pinhead, yet another nerfed killer that didn't need it, had his best add-ons ruined, and had the most unique and fun strategy in the game (Hoarder/box defender) taken from him. You couldn't really defend the box in the first place a lot of the time because of BS circumstances that are constant in the match. You have to be in range, have the right angle, not miss once, not spawn the possessed chain view behind a rock or wall, and the survivor can't solve it before you can interrupt them again. Any one of those steps fails, you lose the box and all your pressure with it. They can also simply hold the box and the chain hunt will deactivate for everyone else. Teleporting to the box, rather than giving you a chance to save the chain hunt, resets it anyway, so what's the point? The chain spawns are also awful and delayed a lot of the time, so it barely affects them. Your possessed chain, even if you do manage to hit it with lightning reactions, will not guarantee a thing, because you can hit someone with it like 8 times and maybe that gets you A hit. Since the chains instantly break on obstacles, and yourself, that can totally happen. The cherry on top is that once it gets down to 2 survivors left, the chain hunt can be active but it won't spawn ANY additional chains to go after them. Massively overrated killer as well.
It's not just you. These killers are hard to play because they have nothing going for them. And then you have people like me who play on console when these killers' control schemes and precision/reaction requirements on controller, which makes it twice as hard to play them. But regardless, I don't think I can pick up a mouse and keyboard and suddenly go from getting 0ks with Nemesis to getting 4ks. These killers are bad.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3275586#Comment_3275586
It should be nerfed. And bug fixes will definitely knock it down some. No way should Devour, MYC and Monstrous Shrine work like they do now.
But I would really like to see other aspects of his kit buffed.
No, of course Devour, MYC, and Monstrous Shrine shouldn't work like that with him. But bar that, his camping is no better than any other killer's.
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What the devs will take from this: nerf his camping somehow.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3275185#Comment_3275185
"It's boring for killer, because you just do this and get them."
No, it's boring for killer because there's nothing you can do creatively using your power and instead you just have to hold a single button until you catch up.
There's no passion for playing that killer because there's nothing to do. It's literally just W key simulator because the second you use your power that's what it becomes, because that's the most effective counterplay possible.
Sadako, meanwhile, horrifically weak as a killer, I think we can all agree to that. But her power is just... useable. It's not good, and it's not strong, and it doesn't change the game in any meaningful way, but you can still teleport around the map and use your stealth and that's fun because I can utilise the unique kit the killer has been given.
Pyramid Head, pretty damn strong, his power works wonders, the skill expression you can get is just mwah, and there's very few tiles in the game you can't get use out of his power, be it zoning or actual hits.
Knight lacks anything that makes a killer fun or engaging to play to me, which is a unique power you can use and feel like you're getting value out of. Why play Knight when I could play Artist and get the same gameplay experience but better.
Also, I'm fairly certain most if not all of my comments about Knight have included that he's boring to play as well. Maybe you're just hyperfixating on the bit where I say he's boring to face, but I've absolutely said he's horrible to play too.
So why do y'all keep doing it? Hillbilly, Freddy, Spirit, and Deathslinger were also "boring" and "uncounterable."
Billy wasn't called boring or uncounterable- it was almost unanimously agreed that the only thing that needed changing was a select few add-ons, not butchering everything about him from his FOV to animations to power. Spirit is still very good in the right hands, she just had her skill floor raised. Freddy needed the Spirit treatment- raising his skill floor while keeping what was engaging and enjoyable about his power in tact- but instead he just got butchered. Slinger was overnerfed, there's no other real way to say that.
Any time a killer is cited as being "boring" or "weak" in the way that y'all use those words, the devs respond by changing them to be even weaker and more counterable.
I mean, people have been calling Nurse uncounterable for ages and asides from a change in January 2020 (which, remember, was going to kill the Nurse, but didn't and she returned to the best killer in DBD when they finally fixed her bugs), and Blight with certain add-ons and perks has been getting the same response recently and yet they're still alive and kicking and the top 2 Killers in all of DBD. Pretty sure Twins is next up to be changed, too, so we know that they're not on the chopping block yet either.
It's absolutely not every time (and sometimes, they just do it anyway, like Billy).
So what are we gonna do? Never create strong killers?
You can create strong killers who still are fun to play and fun to face. Basekit Blight and Oni are the 2 that spring to mind instantly, but I'm sure that people disagree and others would add more. Wesker would probably be pretty enjoyable to play and to face too if there was an option to sew his mouth shut, too.
Anyway, this comment has gone massively off topic, but I can promise you that I've been a lot more balanced in the comments about Knight I've been making, you just haven't been seeing it.
Ironically this killer is exactly how most people want Spirit to play out. They don't want the killer to get a hit despite spawning on them. They want them to spawn close and then still have to waste time in a chase. It's really hypocritical that these same people chip in now and are like, "Yeah! Buff the Knight!" It's kind of like a, "Let's agree with whatever's popular" thing. You know what I'm sayin'?
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3275188#Comment_3275188
Stand in the basement, send a guard to patrol the stairs. It sounds pretty nightmarish to face.
Guard despawns after the unhook.
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@Hensen2100 said:
https://us.v-cdn.net/6030815/uploads/SPRYZW0YTSGF/add.png
Did people bother to look at this? I wish they would give some sort of indication that the 3 different characters are SUPER different in how you should be using them.
I think a lot of people are just spamming the 3 without realizing just how different they play. 28 second chases from canifex with the yellow addon are no joke. Jailer can get up to 30 second patrols and a 18m detection radius with addons etc etc.
Knight could be a prime basement camper with the 2x jailer addon
This could be something they're overlooking. But it doesn't mean he's strong when his guards are used properly.
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@Akito said:
...
You have some weird expectations. You are calling out to the five 5man swf squads who are all aware about everything in the game and also sweating their balls off.
Sry but it's better to fix that rather than waiting until everyone is running that build and realizing: Even tough some more people know how to counter it at ths point, they barely wil lbe able to win bc most people play solo, casual or get mmr'ed with people who doesn't know.
So no, it needs a clear nerf.
Pinhead and nerf should not be in the same sentence.
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So just never catch someone at a loop?
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@BillsHere101 said:
https://forum.deadbydaylight.com/en/discussion/comment/3275278#Comment_3275278
The banner is okay if it didn't provide endurance and haste.
So then... they can just despawn the guard?