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danielmaster87

danielmaster87

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  • @Aven_Fallen said:

    I mean, I dont care about a Nerf to BNP, if they also remove a lot of Bloodweb-Clutter in the process. Since BNPs are the only good Toolbox-Add On left and Toolboxes itself are much weaker than they used to be. So if they nerf and/or remove the BNP, they should at least remove those Bloodwebs-Sinks as well.

    But personally, I dont think it needs any Nerfs. BNPs are nothing compared to the stacked Slowdown-Builds you encounter as Survivor, if you go against someone with Eruption/CoB/Overcharge or similar stuff, the 25% of instant-progression are not really much compared to the Regressions you have to face.

    And well, I cant really blame people for bringing strong stuff to get Gens done if stacked Slowdown is so oppressive as it is currently.

    Last but not least, there is a Generator Completion-Archive in the recent Tome-Level, this might also be a reason for the increase.

    You're not doing toolboxes justice. They work just fine. BNP the "only" good toolbox add-on? Come on.

    The myth that toolboxes were hard nerfed is as strong as ever, I see. It's the same amount of bonus progression, only condensed into a shorter period of time. You want super long durability on top of that? Too bad. Equip Streetwise/Built To Last. The only reason toolboxes might not see play in solos is because of the player's decision influenced by consistent bad teammates, like running full chase/anti-tunnel instead of gen speed since their teammates never pressure the killer enough to let them gen jockey with their build. But with good teammates, a gen speed build is absolutely devastating to the killer.

    Eruption is the only significant perk of the fake meta. CoB/Overcharge gets gen tapped. The true meta is still Corrupt/Deadlock, because it's the only guaranteed slowdown vs survivors who just won't go down. Not sure how 25% instant progression is insignificant under any reasonable circumstance. You're basically starting the game on 3 gens/1 hook assuming the first person chased doesn't go down instantly.

    Slowdown is not oppressive as long as we continue to have 6-minute average games. Slowdown is used to give killers time to chase, not to further cement an imaginary already-advantageous position that killer has as a baseline.

  • Even as someone who mostly plays killer, I hate it. It feels cheap because other killers have to do so much to get someone out of the game, but with this add-on you just touch them and they're out. Jumping in locker to get grabbed, the only counterplay btw.

  • @Hunkulese said:

    You died to it once and got salty. You won't see it again for months if you play every day. It's fine and fun to see when you see it.

    I don't think the rarity of something makes it fair.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266094#Comment_3266094

    Nothing is guaranteed, so that's why I said they "Can" be tapped. Not every survivor has the same game sense, attention span, perks and so on. I've seen so many games where survivors techincally did like 6+ gens due to strong regression perk stacking.

    There's no sure fire way to dodge eruptions crippling penalty apart from what I already said, which is why I think the perk is badly designed.

    And yes I stand by the statement; kicking generators is not hard at all. Some people act like you lose so much time doing it but you really don't.

    Final thing - thanks for projecting intentions onto me. Nowhere did I say survivor should be easy/without intelligent thought, that's just you projecting what you want to believe I'm saying when all I am arguing is that this perk is badly designed.

    And I've defended the perk's "bad design." If I was projecting, it wasn't that far a stretch, because you literally insist that survivors might not even have average game sense. Not advanced or expert. Average. So then why are we talking balance about a perk with them in mind?

    You lose tons of time kicking gens. Killer has never had time at high level to go around kicking multiple generators, just to get use out of Eruption, and still win. I think that's the nail in the coffin on my attempts to get through to you. You won't even concede that kicking gens is a time waste.

  • Since everyone wants to play dumb, what the OP was trying to say by "shared MMR" is the fact that it bases your MMR on lesser-played killers off of your other killers that you do play. This is stupid, because it stops you from being able to use a killer you're inexperienced with against inexperienced survivors, and instead throws you to the wolves, the experienced survivors you're used to playing against. Apparently it was done to counter smurfing, because clearly DBD has stopped having smurfs since they decided to do that. There's even that "hardcore survivor/killer" series which is literally based off smurfing. So yeah, no idea why we can't have true individual killer MMR, since we've clearly already made exceptions.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266087#Comment_3266087

    The devs don't think most killers camp out of spite though

    They know Killers do it because it's effective and works, same with Tunnelling/Slugging.

    You know what the best, more reliable slowdown is in DBD? Making the game a 3v1 as fast as possible. No amount of nerfs to generator related perks will change that. We're in a meta where camping and tunnelling is a lot easier than it used to be.

    https://forum.deadbydaylight.com/en/discussion/comment/3266091#Comment_3266091

    Several killers can traverse the map, kick gens then be straight back at the hook to tunnel/camp with little concern. Even then good killers will try to hook survivors as close to gens as possible. You get nothing out of hooking survivors in corners away from objectives

    Even if that wasn't the case, as I've said above - the best form of slowdown in this game is killing somebody early. No perk is going to deterr a killer from doing that if they can get away with it and many slowdown perks make that possible.

    I get that you want to use perks like Eruption to go for as many hooks as possible but people who want to "win" typically don't play like that

    I'm not saying it's a bad thing but it is a fact of the game imo

    Tunneling and camping is in no way easier than it used to be. That's absolutely untrue. It's more widely utilized than it used to be, because (shocker) every other playstyle is unviable. Survivors have base BT and Haste, the perk BT, Kinship, Reassurance, and regular old hook bombing/body blocks. So how is it easier?

  • Wow, you lost an entire half a gen from the killer having to down 5 times. That's like really strong or something. Reminds me of pre-nerf Pop and Pain Res.

    You can't heal, but you can be healed. It's not the same.

    I like how it's always "20 minute matches" yet I haven't been party to even 1, at least not because of the killer's "OP slowdown." It's not a lack of comms itself that causes this. It's solo having horrendous matchmaking that gives you awful teammates, and no other reason.

    No, you won't be able to do anything as killer. Not against good survivors.

  • @Devilishly_Rowdy said:

    Yeah lets nerf every perk that rewards the killer for going for multiple chases and not camping. Then wonder why killers are camping.

    Exactly. Specifically, this is the only perks besides mediocre Jolt that rewards killers for getting downs. With other perks, by the time you hook the survivor or walk up to the gen, the gen could be done. So Eruption is a massive time saver, which I guess killer just doesn't deserve to have, according to popular opinion.

  • @StickyB said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266016#Comment_3266016

    Pain Res can be sabotaged or body blocked, DMS can be never proc'd, Ruin can be cleansed, you can run away from gens to stop jolt, you can heal against thana. All slowdown has counters.

    Also you don't need perks that reward for downing, since downing gets hooks which gets kills which gets wins. I think most people will still kick gens even if eruption gets nerfed.

    All the examples of easily counterable gen defence, you're right on. But what do you mean killers don't need perks to reward downing? I don't think a down does a quarter of as much as you think it does. If the killer downs and hooks 1 person, that's only 1 off gens that needs to go save them, so there's still 2 pushing gens until you start a chase. If they keep that up for like 3 hooks, all the gens could be done by then. Even if you hooked that same person those 3 times, then you're just resigning to a 2k at best, because then their teammates will finish all the gens even faster. You have to count on survivors playing efficiently when talking about balance, simple as.

    Eruption cannot afford to be weaker than it is now or it will be a dead perk. And sure, bad killers will continue to kick gens because they think* it will help them.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266016#Comment_3266016

    Yeah, key word here is "can"

    They "can" be gen tapped

    Aka there is something a survivor can do to actually halt the effect of a pretty strong perk. (Well Call of Brine at least, Overcharge is so/so imo)

    You don't have that with Eruption. All you can do is either leave the gen until someone goes down or just try to finish it before someone goes down. (Alternatively, be in a SWF)

    Also kicking gens isn't hard, people really overestimate it - if you run call of brine and overcharge and you can keep survivors off it for a bit, their progress will get eaten extremely quickly. Call of Brine by itself has bought me at least 1 extra generators worth of time in most of my games, even against people who gen tap.

    You're also banking on the teammates of the person who you pushed off the generator knowing that it has a lot of progress that's being quickly devoured by these two perks (Which, yeah if it's a swf sure)

    They SHOULD be gen tapped. Why would survivors just let a gen go down like that? Yes, you technically can't gen tap with Overcharge, key word "technically" because there's just the skill check you have to hit. I get it; not everyone can hit the skill check every single time, especially on console. But 95% of the time, you should be able to.

    There are perks to let you know where the killer is or where teammates are, so it's not impossible to know when someone's gonna go down. "But you have to equip perks for that." Yes, the same thing y'all expect killers to do just to get a hook sometimes.

    Let's stop this right here: "Kicking gens isn't hard." Naw, really? But neither is walking, nor holding a button on a gen, nor picking up a downed survivor. So what do you want to do? Give the player a mini game before they can successfully complete those actions? Like...

    The way you talk about survivors, it's like you expect them to win without using any intelligent thought. If the killer's camping a gen, he's not on hook or other gens, so you push those. Even if they don't go to stop the gen from regressing for some reason, they must be pushing other gens then. You even say SWF straight counters the perks.

  • @StickyB said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265971#Comment_3265971

    Call of Brine + Overcharge are 2 very strong gen kicking perks which people were using before people realised the strength of Eruption. Pop still works in certain situations.

    Pop is a joke. Overcharge/Call Of Brine can be gen tapped.

  • @Nazzzak said:

    I've been steamrolled many times by so-called weak killers. I'd ignore chat and just keep playing them. You can only get better and then those survivors won't have much to say

    I'd chalk that up to bad teammates. No reason at all why we should be losing to Wraith, Legion, Ghost Face, etc.

  • No killer except maybe Nurse is strong enough to save you. That's why I still try and humor playing the weaker killers, because it's all the same.

  • The degree to which the killer needs it to do well. You're shooting yourself in the foot by playing Huntress without Babushka or Doctor without shock delay reduction add-ons, so those would be good to make base. It's not as if, with this idea, you'd be getting Swift Hunt or Alchemist's Ring base. Just the necessities.

  • Without going into the numbers, Eruption is the only perk that rewards killers for downing, besides Jolt which... pfft. Kill Eruption, and you take away the only incentive to kick gens.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265177#Comment_3265177

    Killers? You mean AI that follow you around in giant bright map.

    The map being bright is the most trumped up "problem" about it. I really don't care if they make daytime maps despite the game being called "Dead By Daylight." Eyrie is actually good on letting you actually see across the map, unlike Coldwind. But yes, definitely AI-like in how you have to play on Eyrie.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265175#Comment_3265175

    ######### thank you Daniel! People always say to just bring shattered hope but it's literally never once helped. They go "oh okay well that one's done let's look for another real quick"

    Even when you bring Pentimento as well. They say, "Oh, now I know 2 of their perks AND I know where that hex will be."

  • @Hex_Rural_LTE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265163#Comment_3265163

    Really? Kill rates went up 5% overall. I'm not saying it's impossible to struggle against a good SWF, but the game is definitely easier to play as a killer now. Old Dead Hard for distance is gone, making loops much shorter. And the speed burst after being hit is 10% shorter, too. It's very noticeable.

    No. And I can already tell what kind of argument you'll make since you're bringing up the kill rate. Freddy and Ghost Face are the same as they were before. The sprint burst after getting hit and the increased pallet break speed still allow them to get to the next loop with time to spare. There's too many safe loops in the game that the killer can't do anything at, at least not without the survivor giving them the leeway. It's very non-interactive and choreographed, what the killer can do.

  • It's too big, and the tiles are just... so safe. It's like the devs don't even think of the killer when they make these maps.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264801#Comment_3264801

    If its that big of a problem have an alternate build ready with shattered hope

    They can still use boons when you use that perk. Just not in the same spot each time. Very unlikely that you have enough time to break all 5 totems and still win, unless you're facing babies.

  • He's decent if he's going against bad survivors. The moment he gets survivors who know how to play against him, he's done. But for sure ignore the people who say he's OP simply because they can't hide vs him, as if that argument in any way reflects high level play.

  • @TheSubstitute said:

    I would say that's probably not a 4 person SWF as there's no need to double up on CoH. Perks are hard to determine if it is a SWF though.

    Normally if the players have similar names then they are probably a SWF. If the cosmetics are identical then they might be a SWF but if two people randomly queue up with the same character occasionally the other randoms will switch to match just for fun.

    If there's a TTV and the other three are acting as if they would sacrifice their newborn to save the TTV it's definitely a SWF.

    It's hard to tell from coordination. I've seen and participated in plays that, if I had been watching it from the outside, I would have thought it was a SWF.

    It's hard to tell to be honest.

    You can absolutely bring 2 CoH as a SWF. Covers the whole map instead of half the map. Of course, SWF is SWF, so they can afford to bring dumb perks as well and still win.

  • You can't. There's no indicator, for some reason.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265070#Comment_3265070

    Well, maybe I am the outlier here. Its the same with unhooking: I sometimes got this situation were someone unhooks a survivor semi safe and they then split up. The unhooker runs to an extremely safe loop and I can either take that bait and be stuck in a very unfavorable situation or go after the unhooked survivor who ran into the open and be accused of tunneling. I won't go to the super safe loop unless that survivor baited me out with tanking a hit. Thats what I mean with "throwing a bone" or "taking one for the team".

    In this case that survivor was so good that I would not waste any more time with them. You can be so good that you are driving the killer to your weaker team mates. And as @danielmaster87 explained, it seems to becoming more and more prevalent that survivors can greed to the max and not pay anything for it.

    I am not on my hands and knees praying for morsels, but some stuff shouldn`t be possible. Maybe I just got a bad batch of games tonight, but it felt like all pre-6.1 again.

    Don't overrate 6.1.0. It did nothing in the grand scheme of things. If killer got updates like that often, then sure. But as it stands, the buffs given to killer in that patch are barely noticeable. As you see, it didn't even touch up on looping. Don't let those people fool you who say, "If you struggle AT ALL after the 'mega patch' then you're the problem."

  • The MMR needs work for sure. It works, people. But this is BHVR's MMR system, so naturally it needs a LOT of tweaking before it's anywhere near good.

    Yeah, I've never bought into "maybe you're just not good" because it doesn't require much critical thought to say. Question the level their teammates/opponents are playing at? 100%. But "git gud" just doesn't sit right with me. Killers were told to get good when cow tree was an infinite.

  • Funny how most of the "sportsmanship", aka playing in a way that makes you lose, that you're expected to have is never expected of the survivors, who by and large are the biggest disrespectors of actual sportsmanship. You can get 1 person to death hook the whole game (maybe 4 hooks total because the map and perks just carried them that hard), and intentionally go for someone else when you could have gone for them, and they're wasting time styling on you at no-mindgame loops and tbagging, even when the exits are 99'd, instead of running out. It's the same thing as running the line or spiking the football, as much as people like to pretend that it isn't. But killer playing the way they're forced to play just to have a chance of winning? Naw, that's the toxic thing that "deserves" tbags.

  • He really is overrated. Like Freddy and Sadako, he's an M1 killer with a teleport. But talk to most people on here, and they'd call him top 4. The biggest thing that hurts him, which nobody ever talks about, is the slight delay on teleporting to lockers or to the remnant. It's the exact same thing that ruins Hag. Against good survivors, you need to be getting that hit immediately after the teleport, or else they just won't get hit. This is not even going into the completely arbitrary counter survivors were given in the form of locking lockers, destroying the remnant, or hearing the Dredge clear as day through Nightfall.

  • @LuthirFontaine said:

    Question why not just go for someone else if the target proves to difficult to take down? Hell those others well probably not be as good as the runner and you can force the runner to commit to a save or something foolish to save a teammate

    No such luck. Most of the time, the other players will either be hiding or will barely be weaker than the guy you just dropped chase with.

  • And the reason they're able to greed the pallets is because their hitbox is smaller so they can hug the loop closer than the killer, and also because of the new age pallet vacuum where they just snap back to the pallet stun animation when they were clearly running the opposite direction or were crouched 3 feet away. But yes, it is absolutely infuriating for them to greed the pallet and not get punished ever, like you have to take the pallet stun and that's the only way you're getting that pallet out of the way, especially because of how ridiculous the stun hitbox is. I can take a step back and still be in stun range. And to the untrained eye, it looks like we just can't chase and get pallet stunned tons.

  • If you're facing that as often as you say you are, your teammates should be just as strong.

  • I'm the least favorite killer main.

    But yes, the threads of hating on a killer and adding nothing constructive are just tiring. I try to interject and offer different opinions, but once people decide they hate a killer, they pretty much double down no matter what.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263675#Comment_3263675

    How does not healing stop them from using their power?

    It stops them from getting a lot of value from it, you still have to mend regardless.

    I can almost guarantee Legion's kill rates are inflated because a lot of Legion players just make the match crawl.

    It doesn't, but why would you use it in that scenario? It's a recipe for a loss. Doesn't matter if the Legion's giving you deep wound if they're never downing you. Just mend and get back on gens. Y'all talk about Legion as if... simply because the match lasts longer, the killer plays better, or the survivors play worse. You just play the match out like normal, same advantages, except it's 8 minutes long instead of 6. We can't deny that a lot of these "mending simulator" complaints and complaints about matches "taking forever" are from bad survivors healing to full and/or not spreading out. It's not reflective of bad design; it's reflective of nobody bothering to counterplay.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262997#Comment_3262997

    Yes, for example those where the two remaining survivors hold them hostage for 30 minutes straight by stealthing around. Happens way too frequently. But i probably wouldn't listen to *your* sob stories though

    You'll scarcely hear one from me anyway, since I like to speak more generally, and because every time I do I get zero constructive replies.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262751#Comment_3262751

    hahhaa cool? aah yes nothing better than having 5 legions a day and 5 easy wins against a killer that makes you mend 80000000000000000000 times he sucks and he is so boring to play against

    Why are you having to mend that much unless you're healing to full every time?

  • @Dwight_Fairfield said:

    One of the most obnoxious killers to go against. Mending simulator games are the essence of tedious. Such a poorly designed killer power.

    I stand corrected. I thought we were over the "mending simulator" hysteria.

  • @Eelanos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262968#Comment_3262968

    I may be wrong, but I remember very vividly mostly people crying about how it would ruin "legitimate" instances of camping and how kill rates would immediately plummet to 0 if the perk got released in the state it was on PTB. People started being hyperbolic about how literally everyone camps at one point or another and how killers would be powerless to stop the perk and would have only 1 kill per match at most.

    Which is funny, because the "legitimate" instance of camping they were talking about was staying on the hook in end game, which could have been easily fixed by just preventing the perk triggering in EGC.

    It wouldn't have gone to 0. Even I'm not that biased. But it would give survivors yet another tool to make a somewhat difficult escape in endgame into a free one. At the same time, it just buys the survivors more time, which is overkill in most scenarios, because all they have to do is bait a hit, the other unhooks, and they all bodyblock/run out. This talk of "legitimate" camping is nonsense, because it's all legit. If you're forced to do it, or if you're doing just because it's a good strategy, or if you're doing it to be malicious, it's all legit. But I think what they're talking about is in endgame where the alternative to camping hook would be to walk away from the hook and give that person a free escape. Definitely could have fixed some of its problems by making it deactivate in endgame, although I never would have come up with that idea on my own.

  • How many times are y'all gonna use that line which no killer player has ever said?

  • @Brokenbones said:

    The only counterplay to Eruption is to either be in a SWF who are in constant communication and even then that's not always enough or you need to be psychic to know the instant when someone's about to go down

    Even if I know the Killer has eruption and I'm trying to get a gen done that has it, there's nothing I can do to avoid the incapacitated penalty unless I'm one of the two things I listed above. Eruptions cooldown is also so minimal that by the time the penalty has wore off, the killer's already hooked who they downed and can come back and apply it again

    Also kicking generators isn't hard whatsoever, we're in the gen kicking meta right now where perks like call of brine reign supreme

    So the introduction, no, the buff of this one perk suddenly allows the killer the time to go around kicking all the gens and still win? I swear nobody thinks of the killer pov of this perk, or any perk for that matter. "JUST kick the gens."

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263010#Comment_3263010

    Sees a legion hate thread and feels the need to defend a killer that people are here specifically to complain about.

    I won't lie, your monologues are pretty tiresome.

    So imagine there's killer you think is fine, but you're just not gonna say anything simply because "it's a hate thread"? What is this logic? I take it this also means that if a survivor thing had a hate thread dedicated to it, you'd say the same thing? Or is it only killer stuff that isn't allowed to be defended?

    And it's not a monologue if people are responding to it, especially with an equal number of words. If they're so tiresome, please just scroll past them.

  • @Seanzu said:

    It's all but useless.

    Get on gen, someone gets hooked, get off gen, spend 10 - 15 seconds going to the survivor (that's 15 seconds off a gen), activate perk, spend 10 - 15 seconds going back to gen (that's now 30 seconds off a gen) and you've done nothing but waste your time.

    At least before the nerf one person could continue to punish a camping killer, but with it only being activated once per state it's too much time off a generator to even bother getting off one to activate it.

    But it's not a 1v1, is it? You bought 30 seconds for your whole team, not just yourself. I can't be the only one who connects those dots.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263028#Comment_3263028

    I'm sorry, but i truly dont get your point in three first paragraphs.

    The point of the choice of canceling reassurance was to avoid the "griefing part" of the perk, of being held indefinitely in the hook. Apart from that, if the killer to camp either way, that's really on him.

    About the 'game breaking' part, there have always existed perks/powers that takes away options but i wouldnt call them all of them 'game breaking'.

    Take Lightborn nullyfing blindness, or Calm Spirit nulliyfing shouts and crows. or Bamboozle shutting down windows. All these take options away but none of them i consider game breaking.

    Game breaking in my perspective usually means a perk/power that really alters the course of a match. Like Nurse's blink, that nullyfies pallets,windows, floors, and looping in general, or pre nerf COH that made you heal so fast that you couldnt ignore it. Reassurance pales in comparison.

    It's so simple what I'm trying to say. They couldn't have been held hostage, because that turns it into a 3v1, so either the killer wins the match easier 3v1, or the hostage gets unhooked so they have 4 again. Problem solved either way.

    Many would disagree with the comparison that you're making. Flashlights saves and no crows are nowhere near the same as slugging and tunneling at high level, because one is nonessential and the other is forced.

    I said "game breaking" only after you did. The reason why I look like a fool now is because nobody's using it, again because they won't give it a chance. Just like a 2-man SWF with flashlights can basically guarantee a Head-On or Power Struggle combo, or solos who are just there. Or how a monkey could use the main building loops at Mother's Dwelling and Dead Dawg, or the god pallets on The Game. You still can't ignore CoH either; your hits become meaningless unless you down and hook them as well.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262619#Comment_3262619

    Every now and then, when I want to go really ham, I play Demo with double Iri add-ons. Thats probably quite unbalanced and survivors have little ability to hide and lay low, but its a lot of fun. But outside of his double-iris you are probably right.

    The lifesaver whistle can be fun at times with the add-on that increases portal detection rate, but in that case you still have to do the chasing and killing by hand.

    Demo is a fun killer that I often give one or two spins a night, but not my main by a far shot.

    I've actually never thought of using his iri add-ons together. But no, not even that is gonna be enough against good survivors. The slowdown from the "silent" portal add-on makes it stupid, and the aura reading from Lichen is nice but good survivors don't care to have their auras shown, because they just run the loops normally and take advantage of all the no-mindgame spots.

    Demogorgon is fun but I've had some of my sweatiest matches ever consistently on him. His shred is just good enough to tease you into thinking you can beat any team with him, but it never delivers that.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262968#Comment_3262968

    1- A nerf that was given for no other purpose than "i am too lazy to just give the surv being reassured a button to cancel the effect if i dont want it". Now really, was it too difficult to program a sign that say "Press E to cancel Reassurance" popping up when you are given the effect.

    Yet again, why would 3-man SWF 100% using it? they receive no value out of it.

    2-It is useful, but i wouldnt call it strong as it really depends on how killer plays. If you have 4 Reassurances in your team and the killer doesnt camp then you have 4 perks with 0 value as you cant force the killer to waste the time facecamping if they decide not to.

    Situational useful yes, but not the game-breaking monster that was called out to be in the PTB.

    Let me expand a little bit. If you give the survivor Reassurance, they're prevented from 4%ing or letting go on second stage. If you give them the ability to cancel Reassurance, they're gonna use it and go right back to doing that. If a killer is stubborn enough to camp a survivor even through Reassurance, their being "held hostage" actually serves a purpose in that the killer's camping them whilst everyone else is doing gens and getting out.

    My argument is that it's ridiculous to assume that every 3-man SWF out there would hold someone hostage just because. Maybe it would happen once or twice for kicks, but not all the time, because that would be beyond boring even for the most sadistic of teams. But the important thing everyone misses about that scenario is that the match suddenly becomes a 3v1, a situation that could easily spiral out of control and lead to the killer downing everyone, even for competent SWFs. So if that starts happening and the survivors start losing, the SWF would be crazy not to take the player off the hook, even if just to take some of the pressure off themselves, and hopefully turn the game around. Whether the killer starts winning and they take them off hook, or the SWF loses and the game ends for everyone, the hooked player stops being taken hostage, albeit a little later than they'd like.

    Survivors can go in perkless and do really well. This was true before they were given BT/Haste for free, and it's especially true after. They can afford to lose 4 perk slots collectively, or not even that many because what survivors have 4 Reassurances on their team? If the killer's not camping, cool anyway, because they're intentionally not using a strategy that they sometimes pretty much have to use to win, because killers can't go for 12 hooks, and sometimes can't even afford to alternate between just 2 survivors.

    We call it game-breaking because it takes away yet another option. Killers can't slug, can't tunnel, can't hit and run, and now can't even camp. It's a direct power creep on Kinship, because it can be used on multiple teammates instead of just yourself, but also in combination with Kinship. Yes, I know Kinship's duration gets wasted when it activates before Reassurance is used, and that should be fixed. But I really think Reassurance is stronger than most give it credit for, because they're not even giving it a chance, and those who do may be thwarted by bad solo teammates.

  • They don't make matches last forever if you'd stop healing to full every time they frenzied you, which is how you hand Legion a free win. Staying injured is better, because then Legion doesn't get double value of taking off an instant health state AND putting you into deep wound.

    Love how most of this killer's critics just say "boring design" or "unfun" and call it a day. Thankfully that "mending simulator" catchphrase, which was created after the buff, has finally gone away. You don't have to mend if you stay injured and encourage the killer to M1 chase you, and if Legion still uses their ability on you while you're injured, you're probably winning that match.

    The only thing I've seen with any constructive value is what @edgarpoop says, which is that Legion builds up to the 5th-hit down from your teammates grouping up, and they down you. But that's kind of the point of the buff, to give the killer with no lethality... lethality. And if you're gonna take that angle, would you also call Myers unfun because he gets stalk off of other people? Or BBQ/No Way Out, etc because your teammates got hooked?

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262754#Comment_3262754

    The other day while soloqueueing I went against a slugging legion in shelter woods. Yes, slugging, with knockout, while in soloqueue. The game lasted 19 minutes, I don't even know how we managed to 4 man escape him, but it was really tight, one of my team mates had barely any life left on the slug bar, I'd say around 10 seconds at most. We had so much fun i turned off the game because there's just so much I can take in one gaming session. At that point I didn't even care about the fact that "we won" anymore, i feel like we left the game with everyone as loser. I honestly would've killed myself on hook, if only that killer actually hooked any of us

    I hate legion

    Would you listen to a killer sob story as well when you know the end result is them getting a 4k?

  • @MisterMister said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261952#Comment_3261952

    How is the boil over situation any different than a 40 minute match against a killer with a tight 3 Gen using 3-4 Gen regression perks? That’s just how the game is played. As for it rarely happens, unless it happens every match, or even 1 in 20 matches then yes it rarely happens. That’s actual facts.

    False equivalency. A 3-gen is up to the survivors. Don't get 3-genned, or once you do, don't go down in it. The survivors should win the war of attrition, even with 3-4 gen defense perks. The killer doesn't simply get a 3-gen either. They actually have to work for it.

    What's not up to the killer, and what doesn't take any work from the survivors, is going down in an impossible-to-hook area with or without Boil Over. They just go down and get rewarded for it.

  • @MisterMister said:

    https://forum.deadbydaylight.com/en/discussion/354461/eyrie-boil-over-exploit

    There is a second solution. Not changing the entire map, or conditions of a perk because of 1 killers frustration over a situation that rarely happens. Suck it up and move on

    Complete indifference and "it NEVER happens" once again.

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