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  • https://youtu.be/kYLzfVlH5O0

    4 minutes is ok, it won't last forever 🤡

  • I play the strongest killers without slowdowns, and I rarely lose (nurse and spirit, I don't play blight), and by that I mean 3-4man outed. I don't slug and don't tunnel intentionally (in the sense that if I encounter the same survivor again that's on them, but I don't look specifically for them).

    Some slowdown on weaker killers is ok, but I don't want a whole build around it and I usually perform decently anyway. Personally I find slowdowns really dull and I'd be bored to death on the survivors. I prefer faster paced games, whether I win or lose, and personally I find chase perks or information perks much more fun

  • I would want a clarification about this as well, more specifically about changing the fps cap if possible

  • I love this new scourge hook perk

  • @Avilgus said:

    • Offensive anti-loop (They counter loops and down survivors without using the basic attack. Counter pre-droped pallet): Pyramid, Artist, Huntress, Trickster
    • Semi-offensive anti-loop (They counter loops and can take the first health state but needs the basic attack or a secondary ability to down survivors. Can play around pre-droped pallet): Legion, Slinger, Plague
    • Slowdown anti-loop (They slow survivor's mouvement speed, prevent them from vaulting or at least fast-vaulting. Can struggle against pre-droped pallet): Doctor, Clown, Freddy, Cenobite

    My personal definition ☺️

    That's an interesting take too

    Don't forget nemesis in the first category

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810578#Comment_2810578

    You have a point, there is a diff in movement speeds when charging their powers which makes a difference but In practice, both killers can wind up and get hits during animation locks at roughly the same time making the slower movement speed not really a big deal since again - animation lock. The survivor can't do anything

    Huntress also has windup & cooldown addons to make this even easier, PH only has distance increasing addons.

    The movement speed can be a deal breaker in many instances, I'm not saying otherwise.

    I understand what you mean but I'm not fully convinced yet. I still think that between "equally skilled" players, huntress offers enough information for both players to be able to make choices that will eventually lead to one having the upper hand on the other.

    I don't think this is equally possible with pyramid head, for the speed reason. There are so many nuances at this point that it really becomes subjective, I gave my pov up in my first comment where anti loop essentially means that survivors skill doesn't matter that much, it's more like "does the killer ######### up or not", but others expressed different ideas too (like including clown, doc, Freddy etc in the category, while i wouldn't)

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810555#Comment_2810555

    A lot of people talk about killers forcing you into lose/lose situations and Huntress can do that, personally I don't think she's unfair but when people call the other killers who do the same thing unfair it bothers me

    Pyramid Head's punishment of the damned charge up/cooldown is almost identical to the huntress hatchet windup yet PH is called 'boring' and 'unfun'. Their projectile basically functions identically in practice.

    As for Trickster, i agree the spammability of his power is what makes him shine but he has to land way more hits to do the same amount of damage as a Huntress. An animation lock for Trickster is like 3/4 knives, an animation lock for Huntress is basically guaranteed damage

    Pyramid Head is 4.6 and when holding his power is 4.4, huntress slows down to something like 3.2 when holding the hatchet. That's a huge difference

  • @Brokenbones said:

    The more I think about it, the more vague it becomes

    At first I thought it's a good umbrella term to describe the newer designed killers, the ones who are designed to punish animation locks like windows, dropping pallets and so on. Deathslinger, Pyramid Head, Nemesis, Demogorgon (To a certain extent), Twins (You can't loop victor really).

    But then it dawned on me that Huntress has been in the game since early on and her power is basically similar to that of the 'anti-loop' killers. She heavily punishes animation locks but she's not called 'unfair' like some of the others listed above. Perhaps it's because Huntress has to commit to it and can't just spam it for free zoning but at the same time a lot of Huntress players just hold hatchets to achieve the same end. Why do people think Trickster is unfair but not Huntress?

    Then you also have movement speed reduction killers - Clown, Freddy & Pinhead. Their powers are techincally 'anti-loop' by design because they hinder survivors, making running tiles harder or forcing pallet drops earlier. You can throw Doctor in here as well, his power doesn't slow you down but it prevents you from doing actions that keep loops going.

    Killers like Trapper & Hag can counter loops but their power isn't intentionally designed to counter loops, it's more so that the nature of their power allows them to shut loops down

    Then you have Nurse & Blight. I don't really know what to call them. Nurse is techincally unloopable in the traditional sense.

    Huntress has a loud audible queue when she starts her wind up, which takes a lot of time too, and is substantially slowed down while holding the hatchet. If the hatchet misses, the survivors have again plenty of time to move and adjust their positions. On the other hand, if a knife misses, whatever? Trickster is like spamming them non stop

    Clown, Freddy, Pinhead, just like Nurse, need to use their power to get a hit, they cannot fake their power. Blight is either an M1 or offers enough information to the survivors for both parties to make a valid choice on how to move. This is why I wouldn't define them anti loopers.

    Trapper & Hag are exactly as you put them.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810501#Comment_2810501

    To add to this an my post. Would like to mention Clown. His bottles slow you and impair vision but the most important part of his bottles (IMO) is is forces survivors to slow vault allows some crazy hits you should not get. It would honestly be easy to say who don't have some form of anti loop honestly. Some are just so weak at it so not talked about as much.

    I would not call clown (and neither Freddy or Pinhead) anti loop though. He's surely got a strong 1v1 kit but he needs to use his power, he cannot fake it and still get a hit unlike antiloopers

    Replying to @dugman , most of the killers he mentioned need to use their power to get a hit, otherwise they're just m1s. Anti loopers are those that don't need to use it, but can just fake it too to put the survivors in a lose/lose scenario

  • Antiloop killers are those with a power that essentially put you in a lose/lose situation when vaulting a window or using a pallet (the only tools that survivors have against killers) because you will get hit regardless of what you do, and therefore the only "counterplay" is run as soon as you hear the terror radius and just waste as much of the killers time as possible by holding W before you eventually go down

    Pyramid head, nemesis, artists are examples. Although weaker, Deathslinger is still an example of antiloop (only at windows though).

    Trickster is kind of antiloop as well because he suffers little to no penalty when missing his power (unlike huntress that offers valid counterplay) and it's just a matter of time until you go down. Twins too because victor can hit through pallets and windows and his hitbox is so wide and he's so fast that it can't almost be dodged at all (i.e. if victor misses, it's most likely because the killer ######### up, there was no skill input from the survivor)

    Essentially anti loop killers are those killers where the survivors overall skill doesn't count much in the chase: it's either the killer is good at using/faking their power and you go down quickly, or is bad and gives you get a free win.

  • @BlackRabies said:

    Yes plz just delete this map. While visually it's amazing, but game play wise it's the worst map ever. Thanks to a certain poster and YouTuber I've now been able to dodge the map completely without playing it or getting a dodge penalty. With or without the map offering.

    I tried it and got the penalty. Do you have a clip or something to share, maybe on discord, so I understand how to do it myself?

    That's something we cannot discuss here in the forums sadly

  • I just hope she's not another anti loop killer but something actually well designed...

  • I used to main Claudette because my friends told me self care was new player friendly. Now I don't main anybody, I equipped every survivor I like with a specific build so I don't have to always look for the perks around

    My favorite survivors though are Jake, (shirtless) David, Quentin, Zarina and Felix

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810182#Comment_2810182

    But then good sweatest survivors can take nastiest addon and genrush perks, I don't see real problem there.

    You can ######### the right off with your whataboutism

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810126#Comment_2810126

    I will probably do it soon. I’ve put it off for too long

    I don’t understand how anyone can think nurse is balanced in the current state of the game. She is a relic from the past just like maps such as haddonfield

    I kinda agree and disagree, I think her basekit is fine. What makes her problematic is being able to stack up slowdown perks and strong addons, but that's my same problem with blight and spirit (basically, what I consider "S tier" killers). There's no balance behind that imho, but not only with nurse.

    Tbh what makes her extremely boring is her "mains", just like "blight mains" 🛌🛌

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810134#Comment_2810134

    BHVR member on forum said it will probably be fixed on next chapter realese, aka in 3 weeks.

    Do you have a link?

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810119#Comment_2810119

    I could make a nurse main flow chart at this point tbh. Fact is she has a choke hold on killer balance and makes perks harder to balance through her existence alone

    Please do, it's probably going to be funny

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810112#Comment_2810112

    Well we will have to wait most likely for the next chapter update to come out for her to be playable again, so 3 weeks. Awesome.

    I hope not. Can't they just push a bugfix patch?

    @Phasmamain said:

    I don’t enjoy that. What I enjoy is not having to deal with the worst designed killer anymore

    Careful now, you don't want to attract those hoards of players that "aS a NuRsE mAiN" or "as someone who's MASTERED the *Nurse*"

  • It's been 4 days, it's not a tragedy

    Besides, nurse was fairly uncommon anyway. I've had enough of blights since a while already because of how many they are and how boring their play style is

  • @liarcy said:

    Sure

    If we are making it a true anti tunnel perk then it should probably activate twice since you know you can get tunneled twice?

    and maybe increase the timer because what?? if you have been chased for 60 seconds after being unhooked you are not being tunneled anymore?

    honestly if you still have a problem with ds now maybe it’s your playstyle that you need to change because even if they are healed they still haven’t done anything productive for 60 seconds.

    You sound sarcastic about it activating twice but it really should be that way

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761434#Comment_2761434

    Ok but like, can you come up with a solution then or will we have to keep waiting with your "soon"?

    @Peanits still waiting for a reply btw

  • First off I'd start by removing the basement entirely from the game

    Then we can start reworking these perks

  • Why would I be excited for probably yet another killer with a lazy and boring power design to add to the ongoing list that started with pyramid head?

  • @[Deleted User] said:

    Nurse:

    Corrupt/PGTW/NOED/No Way Out

    Add ons: double recharge

    Do you even reach end game with corrupt+pop+double recharge in non competitive scenarios?

  • I can't imagine anything worse than sore winners. "They BULLIED me with DH and BT and the TEABAG and the FLASHLIGHT 😭" grow up geez

  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807639#Comment_2807639

    Your associating 1 person with the entirety of killer mains, thats unfair.

    Again, I wasn't generalizing killer mains, I took his own version of the comment and used it in his own way against him. I was replying to him specifically

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807590#Comment_2807590

    Spoken like someone who has never played killer at a "high" MMR or even just old rank 1.

    My games will have 2 gens done before corrupt is over sometimes. You are going to not tunnel in a game like that? Then you are going to lose. It's not a matter of playing better at all. Gen speeds are too fast to not tunnel and still win with the majority of the killer roster; barring the survivors being potato.

    Maybe you're not high MMR either if two gens are popped while corrupt is still up... Maybe you're just not as good as you think.

    How dare I say so, you're probably top MMR and it's just the game too survivor sided for you to handle /s

  • @BirdSpirit said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807639#Comment_2807639

    Why do you assume those 2 populations are the same people?

    Because by checking his comment history you don't even need to look far, just Ctrl + f the word "boil" and you'll see literally what I typed in the first page.

    I was just pointing out HIS hypocrisy

    Also notice how in my first post I said 'abused' for the survivor part, while I just typed abused for the killer part. That's because survivors weren't abusing anything, the perk was designed that way and it was being used as it was meant to be. Killers on the other hand are ABUSING something that they should not be able to do: blocking a staircase (something that bhvr tried really hard to stop already with basements. Remember when dead dawg saloon and blood lodge were actually kill switched because if it?)

  • Not having any data, I'd assume cheating killers are there as much as cheating survivors, it's just more difficult to notice probably

  • @CrashMADDS13 said:

    No. Just don't go near the library.

    And if a killer brings agitation iron grasp and a badge, then their intent to camp could have been done in the basement too in any map with bubba.

    Get over it

    Survivors 'abuse' boil over: 😭😭😭😭 nerf the perk game is unplayable we can't hook in rpd library

    Killers abuse library top hooks: 'get over it'

    The hypocrisy is real. Why didn't you just 'not chase a survivor in the library' too?

  • I had 5 blatant hackers in the past week, they all were steam players

  • @Dwight_Fairfield said:

    Zubatlel plays a lot of survivor, he is very chill, and generally great at the game.

    Cope is another extremely chilled player who does a lot of survivor and also good at the game.

    I second this comment, check them out

  • @SuzuKR said:

    When will people stop making me have to post this explanation from Peanits over these stupid complaints?

    One, flat hatchet hitboxes DO NOT WORK.

    Two, survivor hitboxes are not individualized to every single part of each survivor's body because that takes an enormous amount of computing power, and BHVR does not have the power that companies like EA do.

    Three, survivor hitboxes are not individualized to every single part of each survivor's body because that would give a competitive advantage to smaller characters which is stupid.

    Four, latency is literally unavoidable.

    https://us.v-cdn.net/6030815/uploads/N8NAGEGQXJX3/screenshot-20200930-232331.jpg

    Ah yes, the 5 meters large capsule from the second clip. How could we forget about that.

  • @exf310n said:

    I'm going to need some reasons for it being hot garbage.

    Are you referring to playing killer on this map, playing survivor, being console player? What exactly are you complaining about here?

    Literally everything for everyone, both sides

  • @Junylar said:

    Buddy Scott already told what you can do in case of RPD, in one of his other videos.

    I tried, got the penalty. Can someone explain what I did wrong?

  • @Entinaty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2800096#Comment_2800096

    I would unfortunately disagree with you on it being in a good state at the moment as it gifts a Survivor with 33% altruistic speed for healing and unhooking without them having to do anything. To get the same equivalent on generator slowdown the Killer would have to get 10 hooks, meaning that at least 2 survivors would have to be dead after being hooked 3 times or if played efficiently all but the Obsession would already be dead and at that point generator slowdown doesn't matter as it is a race for hatch at that point. At the current level its at I would almost equate it to No Mither as it gives more value to the Survivors in the game than the Killer.

    Ok and? All other survivors suffer from the debuff (including healing debuff), a 33% healing only buff to the obsession isn't game changing at all, especially without extremely good coordination which you don't have in most pub games.

    DL encourages going for multiple hooks, and it's power increases as you build up pressure. Paired up with thana you just need a couple of hooks and that slowdown can be really felt.

    Plus, slowdown perks can't be too strong alone, because there are so many of them that sticking them together will make the game literally unplayable (other than extremely dull and boring). Just look at new DMS paired with scourge hook PR.

  • @Firellius you don't understand. When some famous streamer says the game is overall balanced, or that survivors don't have it as easy as some people claim, then "he plays this game as a job", "has thousands of hours", "his view doesn't represent the real state of the game".

    But when they say something that pleases the average killer main of this forum, then suddenly their opinion matters and "this game has to be balanced around the highest level of gameplay" (only if their "highest level of gameplay" opinion is killer weak).

  • The bug you're showing has been there since years, it's nothing new. You're lucky it's not dcing you, because when it happens to me after a while i just get kicked from the game and have to go through DC penalty too

  • I really don't want to see more tricksters around while I'm playing survivor. That's my thought tbh

  • @Ravenlord4711 said:

    FOR THOSE IN THE BACK!!! every killer except for a few exceptions i.e. post decloak wraith, t3 myers and maybe after phase spirit? the rest all have the same.

    Post blink nurse too - it's shorter than normal though

  • Isn't DL a stable perk on comp blights builds if the player actually knows how to play blight?

    Not that it being used on an S tier killer changes the state of the perk on other killers, but I think it's on a good state right now. It doesn't really need neither buffs nor nerfs, especially not on the obsession condition

  • Guys don't forget RPD's window

  • Every survivor I kill 100% dies

  • @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2799343#Comment_2799343

    Thats 2020 PH you are talking about. His "faking" was nerfed and the time needed to recover from it is enough for survivor to get away anyways.

    Nah, it's not. If you fake vaulting a window, spin and still get the fast vault, he has enough time to let go of M2 and M1 you instead . His faking power was barely touched, and any PH that knows what they're doing can efficiently zone and fake as much as before

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2799027#Comment_2799027

    Pyramid Heads greatest power IMHO is not actually using his power, but just threatening with it.

    You zone them towards a pallet, you lower your cleaver, they run past the pallet. Like 97% of the time. Or with window vaults; they might bait it, but agree most often too scared to actually make the jump, so be ready and just smack em.

    In most of my Pyramid Head matches I rarely fire off a shot, but I constantly threaten to do so. Luckily most survivors don't know how clunky it aims :D

    You're obviously free to play as you want, but eh, it sounds as interactive as spirit standing still in front of a pallet, top tier mindgames really.

    This is why I really dislike going against PH, Nemesis and (old?) Deathslinger: just fake your power and get a free down

  • They don't use it as much anymore, PR is the new meta if you can't play an S tier killer without slowdowns ;o

  • Because it removed any sort of counterplay whatsoever from a killer who already had little counterplay?

    "Just walk so she can't see scratchmarks" xd

  • Watch "this game is a ######### joke" on Streamable.

    I play between 30 and 50 ping. So yeah

  • @GoodBoyKaru said:

    Unrelated to dbd but if I'm being honest I'm struggling rn lmfao

    Hope you'll overcome whatever you're struggling with!

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