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gibblywibblywoo

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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1751953#Comment_1751953

    I could show you examples of how you can predict when a Slinger is going to shoot (around corners, before breaking LOS, when you suddenly stop juking), but I am not going to respond to your ignorance. Have a nice day!

    Sure showed me.

    Big "we have voter fraud, no you can't see it" energy.

  • Pyramid head has a player problem. All they do is hook, cage, hook tunnel to death. Boring Af

    Since the projectile change he feels slightly different in a chase. I am seeing PYramid heads try for reads through walls a lot more. But every game the second I see someone get tormented I know for a fact they'll be out of the game in 2 or so minutes. Even if they haven't been hooked yet.

  • @[Deleted User] said:

    Because he has a gun and not hatchets. Deathslinger has only one shot while Huntress has five.

    He can only injure you outside of terror radius if he has Monitor and Abuse, and even with this it's a really trick shot to land. Huntress can also injure you even outside of her lullaby so I don't see your point.

    Breaking LOS, predicting shots and planning pathing are indeed counters to Deathslinger, but if you refuse to listen and keeps with the "cHaNgE mY mInD" talking that's your problem.

    Just predict the 0.5 second shot with latency 4head

  • @MadLordJack said:

    Deathslinger is a perfect example of a balanced killer in the wrong way. His chase is one of the best, and it easily takes the most skill to properly use, but that's... Well, that's the end of it. Stealth? Kinda, I guess, if a 110 stealth killer that had a bigger TR than Myers is a stealth killer.

    While I agree with your first point I have to strongly disagree with the second. Deathslinger came out when I was still on console and even after crossplay became a thing I was still mopping the floor with survivors that had given me ptsd back when I played Clown or Micheal. Now that I'm on PC he's shockingly easy to play to an almost absurd degree.

    Anyone with even a modicum of FPS experience in their lifetime can excel with Deathslinger due to the basic nature of his shot. There's no real aim sway, there's very little penalty for missing, the ADS is downright instant which is incredibly rare in FPS outside of CoD.

  • @tj0108 said:

    I really wanna know if anyone thinks deathslinger is balanced.

    Why does huntress have a million year wind up time but deathslinger has a 0.15 second wind up time?

    The fact deathslinger can injure you without even being in his terror radius is just stupid.

    Please, tell me what you can do against a deathslinger. "juSt BrEaK lInE Of SiGhT" bro shutup.

    once your in chase with a slinger there is nothing you can do except hope he misses.

    Such a poorly designed killer, change my mind.

    Deathslinger is balanced in my opinion because while he's overbearing in a chase he has absolutely no map pressure. You beat him by genrushing.


    That said I don't think killers whose power is 100% in control at all times are good for this game. Yeah, Billy can down me out in the open but if I position myself well I can temporarily control the chase. Leatherface can outrun a sprint burst now but if the survivor plays well with a pallet they can potentially stun him and have some leeway. Huntress can down me quickly from a mile away but if I see her charging up she'll have to lead her shot and predict me. Same with Nurse

    Deathslinger doesn't have that due to his unreactable shots at close to mid range. It's very easy for him to do an instant shot with a tiny view of the survivor in a high wall jungle gym and still get the hit with nothing the survivor could really do thanks to how lenient the chain breaking can be outside of max range snipes, and add ons can actually make it inescapable. It's like if Trapper could just trap a strong pallet in full view of everyone but you couldn't disarm it.

    With Billy or Huntress or Leatherface if you're caught out in the open not much will save you outside of that player messing up. But you still have a chance to juke and outplay the killer. You don't with Deathslinger because the shot is literally unreactable. People have done the math.

    Then there's the fact that he's basically a stealth killer already so a lof of Deathslingers are able to get the first hit for free on a lot of maps because even when you hear him his TR is so quiet he's already 2 ft away from you.

  • @OhSkipper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750047#Comment_1750047

    you do know some players have totem locations memorized?

    I do too. I keep small game just for the crappy indoors maps. I'm talking about the survivors who don't have them memorised and just run to the basic wall tiles and ignore trees/rocks.

  • Share not our secrets, brother. Lest they seek to destroy our newfound stengths.

  • @Wesker09 said:

    I rarely see it in my games when I play survivor (usually no obsession) and as a result people get tunneled to death and when I play killer I don't tunnel or have survivors "abuse" it so is it really an issue?

    It's function is fine. The problem is that when Unbreakable is used with it it allows the survivor to act like a complete moron and still be safe.

    Seeing a survivor get unhooked and run straight to a gen with me nearby, not even attempting to heal or run, because they know full no matter what I do they now have a free health state no matter wether I slug them or down them and pick them up. I'm not one of those "boo hoo survivors arent scared of me" types. But that type of gameplay should not be rewarded aswell as it currently is by these perks.

    DS allows survivors to play too bold and make bad plays with no penalty. In my opinion non DS users are inherently better players because they have to actually play around the killer seriously. They don't have a "no matter what you do here I win" button. DS users might get better results and more escapes, but they didn't really earn them because the killer would have been punished for punishing their bad plays.

    If DS were truly anti-tunnel I would never proc it. Because I outright refuse to hook the same survivor twice. Partly because of DS but partly because I want the match to be fun. Slugging a bad play? Sure, but not hooking.

    I regularly get hit by DS by healthy survivors after hooking someone else, and in some cases this has snowballed into a loss. Simply because i played well.

    It's not fair.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750763#Comment_1750763

    here is why its a big deal:

    1) you have no idea Undying is in effect and are therefore not aware that your aura is currently being revealed to the Killer. You just spawned in and decided to touch a Dull Totem standing around - you dont know which Killer it is or that Ruin is even a thing, therefore you also have no idea that Undying is even a possibility.

    2) the Killer gets an immadiate target right after the game started

    this leads to the Killer getting his first chase basicall immediately on a Survivor who not only doesnt expect the Killer to know about him, but is usually also quite outpositioned and has no idea where stuff for chases is.

    Otz made a really good example of this when he played Leatherface on The Game. He just spawned and started walking around the map when he suddenly saw a Megs aura. So he went to her location and acted like he was merely passing through the room, to keep the illusion for Meg that he didnt know about her - and 5 seconds later Megan (who was not only horribly outpositioned due to her trying to avoid Killer contact with stealth, but also completely unaware of the fact that Otz was actually targeting her) gets a chainsaw shoved in her face, which won him the game basically right then and there, as he could start his snowball game immediately.

    this Meg had no chance to know he had Undying and therefore also no chance to act accordingly.

    plus Ruin and Tinkerer made sure that he had a top tier gen defense, so while he was able to push his objective very easily the Survivors objective was incredibly hard to do, as they needed to take care of Ruin Undying first (every time risking getting chased next thanks to the aura reveal of course) and only then were able to touch the gens reliably.

    so while that perk combo basically puts the Survivors objective to a halt (or at the very least tremendously increases the time it takes for it to be completed, while also making it extremely risky to do so) it also allows the Killer to get their objective started off pretty much instantly.

    you dont need to be a good Killer to consistantly stomp Survivors when using this perk combo.

    and if you are a good Killer its basically a free win every game you play.

    the only way to counter this build reliably is by playing in an optimal 4 man SWF. Which means that anyone who isnt gets stomped. Which simply isnt healthy for this game.

    Anyone who isnt an idiot would treat the totems like those perks are active. Same with BBQ or killers with DS.

  • @KettleWettle said:

    Coup de Grace is going to be a total nightmare against Freddy's and Nurses. Freddy's lunge is already ######### as it is, along with Nurse.

    I doubt Freddy players will part with their precious slowdown perks for this.

  • And this thread is the perfect example of why if you don't have a decent amount of experience playing both sides in DBD on the regular, your opinions on balance don't mean diddly squat.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750618#Comment_1750618

    which is where Undying bites you in the ace, because it not only allows the Hex to respawn, but also reveals you to the killer (without telling you) as soon as you get close to any totem.

    Eh, not really. There's a 50% chance that the hex totem you cleanse is Undying and considering how 90% of the time you'll spawn within 16 meters of a dull (or sometime a Hex if the spawn system bones the killer) thats not a big deal. I also see the auira reveal as a positive as it means the killer either has to drop a chase to stop me giving my teammates more room to breathe or just bite the bullet and let it happen. There's only 3 or 4 killers that can even do anything to stop you provided they're a decent distance away or only see you as the aura fades out.

    I think if a few more survivors picked up Small Game complains about Ruin/Undying would fall through the floor and we'd see more killers using Corrupt again.

    I'll add also that I've never seen a killer a chase to defend a dull totem. And this works against them because if they don't keep track of how many dulls they see being cleansed they can lose their hexes sooner than they're expecting.

  • @KettleWettle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750603#Comment_1750603

    Why are you comparing DS/UB/BT/DH with Undying ? Lol. What if the survivors are all using those meta perks ? Their generators are still gonna be regressing whether they're using their meta builds or not. We're not talking about meta builds here were talking about Undying and I'm saying how miserable the perk is with certain duos and why survivors have to throw the game for it. Not saying DS/UB/BT/DH doesn't change the game for the killer either and that it's not miserable for them too. But this whole forum post is why Undying turns survivors into potatoes and I just explained why.

    I'm saying that complaining about every game being Undying and Ruin is kind of rich 3 months in when killers have been dealing with the same stale survivor meta for 3 years.

    To counter your post I responded to. Do you think it's fun for the killer to play against Dead Hard, Decisive, Unbreakable and Borrow Time every match? No. It's stale and boring.

    Survivors don't "have" to throw to counter Undying, one survivor with Small Game can get every totem in around 2-3 minutes. And considering the first chase of the match is often the longest, potentially lasting multiple minutes if a good survivor gets some good loops spawns, both the hexes can be gone and multiple gens done in that time. It sounds like you're just getting unlucky with your teammates.

    Don't get me wrong I play solo, there are some absolute invalids out there in Red Ranks. But saying every game is like that is a flat out lie.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750595#Comment_1750595

    its not about the killer actually sneaking up on them, its about the notification they get, which allows them to get the survivors off the gen and Ruin to take care of it.

    I suppose that's smart. That said I'm a totem hound so I tend to tap a gen at match start. And if I see Ruin off I go. Unless its an indoors map because its not worth it.

  • On for PC.

    I turned it off when playing on console due because playing at 25 fps versus a PC Huntress or Slinger wasn't very fun.

  • @KettleWettle said:

    https://forum.deadbydaylight.com/en/discussion/206138/undying-turns-survivors-into-potatoes

    Well let me tell you something. Do you think it's fun playing against a killer using Ruin+Undying 90% of your matches ? No I don't think so. Most of the time you do find a Hex Totem it's usually never Undying, at least for me most of the time. Every killer uses it now and if the survivors don't try to look for it then it's basically an automatic win for the killer with that duo unless you have competent teammates which is very rare.

    Not to defend Undying/Ruin being used on meta killers or anything. But you're talking to a brick wall. Red rank killers have had to deal with DS/UB/BT/DH with 1 or 2 differences for going on 3 or so years now.

    And if every killer is using it that's the perfect excuse to learn totem placements for each tile.

  • I'm surprised this seems to have become meta because most if not all killers have a directional audio tell from at least 16 meters away. And thats if the survivor and gen isn't out in the open and they aren't very alert and isn't circling their camera.

    The amount of times I've stealth juked a Micheal or Pig because I heard their breathing from a mile away without LoS is too high to count.

  • @AChaoticKiller said:

    people who DC when getting mori'd are so dumb IMO, like you're leaving the game one way or the other just get mori'd and take your bp.

    That's always weird to me. DCing on final hook too. Like, you're already out the game. Now you have no bloodpoints/XP and a cooldown.

  • @BubbaMain64 said:

    I just hope he doesn't end up like Freddy where he has literally no downsides.

    Honestly, just giving him a Leatherface token system to replace reloads would do wonders. The fact that he can used 3 or 4 bottles in a chase and not get a down if there are enough pallets nearby and have to reload or be trapless Trapper is his biggest problem for me.

    I don't think he'll get any form of mobility or map pressure as it wouldn't make sense but removing the reload with passive token regen would go a long, long way.

  • @Animator said:

    As we know from a recent developer stream, the next one on the rework is a Clown. It would be nice if he was given such terror and chase music. Well, or did the most similar, because this fan music sounds cool.

    https://www.youtube.com/watch?v=0CJmKbzy9GQ

    Is this the guy thats made a few before? Honestly I think his are significantly better than the final ones we've gotten in game. As long as there's an accordion and brass instruments I'm down.

    Was so disappointed Billy didn't get A SINGLE BANJO in his theme.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750551#Comment_1750551

    To me it doesn't matter all that much whether longer lunge Tokens are easier to get.

    I just personally have no need for longer lunges.

    Yeah, pretty much my thoughts. The default lunge is already fine to me. Honestly it looks like it would mess with me when not using it, like when I used to use Dead Hard than would throw chases seconds in because I was so used to having the extra help. And I think it looks pretty silly aswell. I guess it could be fun to mess around with on Micheal but that's all the use I see for it.

    There's chase perks that'll give you more help long term like any of the pallet based perks or even bamboozle. And they'll proc more.

  • @Carlosylu said:

    Ok, if I bring in a pink mori and mori people on third hook, they still DC before the game starts and I have to wait another 15 minutes for a match...

    And now, with my main (Trapper), I thought about bringging Devour Hope with my build. Well. people DC as soon as they see they can't break my Hex and they're getting moried...

    Nothing ever satisfies survivors... It doesn't matter if I don't camp nor tunnel or if I do mori instead of third hook...

    That's how I play it. Wish I got killers like you. My experiences with Ebony/Ivory moris ever since I first started playing have been a tunnel off the hook straight away. Even killers that I know are good becuase I've played them many a time before.

    People are probably DCing because, to them, waitng 4 or more minutes for a match only to be kicked out 3-4 minutes in is a waste of their time.

    I only use them for challenges for the Rift or dailies and I still occasionally get DCs. And tbh I can't blame them. Imo they should be final hook only. It's the same as killer DCing when 2 gens popped 20 seconds in with the old Brand New Parts. It's just trolling and ruining the game for the other side.

  • @Boss said:

    Wish Coup De Grace would also affect movement speed instead of just distance.

    That's about it really.

    Honestly I think it needs a better trigger condition. Like for every 2/3 basic hits or something get a token. I don't think that would be too unfair considering it doesn't affect speed so survivors could still juke.

    5 potential longer lunges per game is not a perk I'd ever consider using outside of messing about in KYF.

  • AFAIK most perks don't interact with him. Not sure in this specific situation but it would make sense. He makes global directional noise and he has enough weaknesses as is.

    EDIT: Just realised I said "global". That's wrong. It's within a certain range, IIRC.

  • @KaarelK said:

    Flashlights,syringes, borrowed in bottle, like ######### :D so ######### playerbase

    Lets not pretend people arent bringing in ebony moris every game.

    It's because there's no consequences as it doesn't effect your main save file. So despite the fact that the whole point is a no long term conseqeunces chance to learn how to play as or against a new killer/perks some trolls bring in their best items just to mess with people. It's why I don't play PTBs past the first days or so. I get in and get out as soon as possible.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/206172/worst-map-for-killers-hands-down

    Almost everyone knows that Haddonfield is a horribly designed map that needs major changes

    It's those god damn fences. It feels awful seeing a survivor over one of those short fences and knowing full well you can't hit them and you're going to be looped around them with nary a single pallet for upwards of half a gen if the loop is big enough and theres an open house nearby.

  • @The_Nightmare said:

    So this morning I was playing as Pyramid Head and got sent to Haddonfield. I mostly main Freddie get 4k pretty routinely, but this map is my Achilles heel. I got maybe one hook through the whole match. This isnt just a bad game I had, this map has always been this way too me. Just continual loops through the house out the window then dash for other constant loop with the cars in the street. I don't go on chases very long if i can tell if it's a lost cause but there's just so many places survivors can just loop around like soon as they see me immediately to a forever loop they run. I give credit to survivors for playing and escaping but Haddonfield needs something done or just alot of killers arent meant for that map. What do you all think?

    "I mostly main Freddie get 4k pretty routinely"

    Some mysteries solve themselves.

    Just kidding. Yeah Haddonfields pretty awful. I played Plague on there the other day against a SWF with an Object of Obbsession and it was one of the most tiliting matches I've had in a long time. They're on the other side of a house that you can't enter? They'll be long, long gone by the time you get around or they'll be on the long side of one of those awful, awful fences (that I managed to get a Doctor to quit because of the other day, myself).

    The worst part is I got a 3K. But if they had just left out the exit gate when it was opened I would have got 1 maximum. So it was a very hollow victory. I basically got outplayed exclusively by 1 dude having Object and keeping tabs on me for the whole game. Doesn't feel good when you end a match with kills you shouldn't have gotten against otherwise decent survivors.

  • I only see NOED when the killer is specifically running an endgame centric build or is clearly new with just the general perks.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750060#Comment_1750060

    I don't get why everyone is playing the combo up like it's unbeatable. It's not old Ruin. You literally just have to commit to gens and the combo does nothing.

    Also if such a weak and easily counterable combo is so boring to face what do you think it's like to face x4 DS, DH, BT, SB, etc... every game? I'm not trying to say you're a survivor main or anything but this mild combo that can be disabled by survivors or outright ignored is nothing compared to a lot of perks survivors have that killers always have to worry about each game even if no one is running it and most of them are either much harder to counter or outright can't be countered.

    I would say in the situation that the killer has either high mobility or is just good at dropping chases to spread pressure the new Ruin is 10X better than old.

    Old Ruin literally only worked against potatoes. I could and would get gens to 80-90% at game start by just hitting great skillchecks and at that point the gen was practically done. The killer could kick it but I could run off and hide or just tap it in a chase and its back at 90% again. It didn't really matter if the killer had mobility with old Ruin because it wouldn't regress the gen.

    That said I don't think new Ruin is even remotely OP. It still doesn't regress at 1:1 speed and obviously its a hex. I see it as sort of a DS/UB combo. Both average perks on their own but extremely strong when combined.

  • One of the eggs is decent. Been a while since I played him but I remember most of them being "why would I ever use this" tier.

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750065#Comment_1750065

    I still see more variety in Survivor perks. Sure, you get the dead hard - ds - bt clones fairly often, but they have less impact in the game’s outcome for several reasons:

    1. 99% of survivors regardless of rank are potatoes that go down within 10 seconds.

    2. Very few people can find totems fast.

    3. The undying + ruin combination is guaranteed win, especially as you said if you use a moderately strong killer.

    There’s no thrill in the matches anymore. You always win. In order to lose as a killer you have to either have zero experience with the killer you’re using or try to lose on purpose.

    I would agree in the sense that I think Ruin + Undying on a good killer is unnecessary for solo matches. A good red rank SWF still destroys but SWF is busted as we all know.

    This is why I wish there was a SWF indicator. So I would know if I'll need to run the meta to let the match last a little longer, or I can try out some new or more fun perk builds without the match being over in 5 minutes. I want to run builds that will be unexpected and fun for both sides but outside of the meta killers a half decent survivor can keep a chase going for multiple gens and from that point the match is basically done.

    That said, their reasoning of "people would just quit when they saw SWF" is spot on. Judging by the stuff that gets posted on this forum you'd think every SWF is Seal Team 6 whose soul purpose is the tilt killer players. Maybe add a 1.5x gain to all bloodpoints for killers who stay in SWF lobbies to incentivise it or something.

    I had a Ruin/Undying Freddy on Azarovs with stacked slowdown add ons and corrupt yesterday and just ran to a hook and let him kill me. That's not fun for anyone.

  • @Wesker09 said:

    For me, I don't. Don't wanna be responsible for someone getting taken out of the game before a single gen gets done or they get tunneled and then moried and i'm responsible for all that

    In that situation I just try to bodyblock for them as much as possible. Unfortunately a lot of killers that use moris just tunnel anyone the second it becomes available and will sometimes ignore you outright even when you've bodyblocked them into a corner.

  • Practise and learning survivor habits will help you best in the long run. You've already got some experience as a survivor so you know how survivors may think in certain situations. In regards to chases this video improved my gameplay massively when it came out, as I still wasn't very good at Red Stain mindgames due to using a controller on low sensitivity at the time.

    https://www.youtube.com/watch?v=t8u0jRxN2kQ

    And this one is more for just killer in general, though it might be a bit outdated by now.

    https://www.youtube.com/watch?v=0UoymuGcBzY


    Otzdarva also has some great videos on what builds to use to boost specific killers powers further or to cover their weak spots.

    https://www.youtube.com/watch?v=DIDI_YChbsY&t=2064s


  • @CustomerService said:

    It is an extremely boring combination. As a survivor playing with randoms, you maybe complete 2 gems or break 3 totems before everyone is dead.

    As a killer, they never repair more than 1 gen before I kill everyone.

    I'm getting a bit bored of it as a solo as it can immediately seal your fate against a good Blight or other high tier. It's certain death if a half decent Freddy has thrown on slowdown add ons with it.


    But, on the other hand. I've been playing against the same survivor build since Huntress released. New potential meta perks have been thrown to the wayside as they just don't stand up to the current meta builds. It's a crappy situation. I'm slowly trying to phase out Undying and just use Ruin or try different builds that work well with other killers. I just find it kinda bland. And its the problem killers use to have with old Ruin where you basically just had 3 perks. But now its 2.

  • @Tactless_Ninja said:

    Is someone getting visual reworks?

    Is this another Go on Twitter thing?

    I'm really tired of having to search other websites for official news.

    Yeah this is the first I've heard. Wouldn't a visual rework also mean a rework of cosmetics too? I'd say Billy tbh. The limp with the headbob makes him annoying to play.

    Also Billys limp still disappears when he picks up a survivor lol

  • The worst is players who run around the map looking for totems when they haven't brought anything to help. Especially on the bigger maps. Leave it to another player who probably has small game or something and brute force gens.

  • Looking forward to not getting penalised for actually timing Dead Hard properly instead of just throwing it out.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1749336#Comment_1749336

    DS definitely wasn't buffed. You can't tell me a perk that can be countered by not tunneling is stronger than the old DS that was pre-hook. I also thought ruin was nerfed but now realized it was massively buffed for good killers. If tinkerer wasn't a great perk, you wouldn't see it on every blight, hillbilly, spirit, bubba...

    Think you almost have the objective done? The perk says no.

    Old DS could be outright countered by dribbling or dropping from a ledge with Enduring.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1749248#Comment_1749248

    DS has already been nerfed so much it has lost its meaning. Did you forget it was nerfed? None of those new perks help against an aggressive killer that knows their stuff. Soul Guard is situational. Killer perks are instant gratification. Tinkerer punishes the survivor for doing the objective.

    The DS 'nerf' was a buff. People just hate change. Just like how new Ruin is way better than old but everyone was screaming about it being a nerf.

    Also you can hear half the killers ambient noises from like 16 metres away. TInkerer isnt a great perk.

  • That's weird. When I checked the store earlier is definitely WAS a linked set. Nice to see they've changed it.

  • Those shirts are unlockables taken directly from SH3.

  • @Sluzzy said:

    Sorry, but I couldn't disagree more. I've had the least fun in this game with past few DLCs. Killers get it all with uncounterable abilities with overpowered perks and survivors get nothing to change the meta. Absolutely nothing, but a few dead zones and bland perks is what they do get.

    This is caused by devs being afraid of killers because selling the killer DLC is what is important to them. Survivors buy cosmetics so they can use the same perks every game. Every survivor uses dead hard, DS, BT, etc. Killer gets a game changing undying perk which is now used every game, tinkerer was overbuffed into full time meta. Where is the survivor perk being buffed into meta? It don't exist.

    So if you are strictly a killer main, then you are very happy right now. But if you play both sides or strictly survivor, I have no idea how you can possibly be excited.

    If that were the case DS would have been rebalanced a long time ago. Soul guard is a good perk and Cheryl also got another perk that outright counters a killer perk a lot of survivors hated. Felix's perks arent amazing but one is a Thano/SLoppy counter and the other is good for flashlights and toolboxes

  • @IronTale said:

    Victor moves so fast and can injure super quickly that I'm shocked that people think there weak. You can quite literally run a anti heal build keep everybody injured and steam roll them with Victor if the survivors aren't careful. I honestly find their pros and cons kinda balanced.

    Doesn't mean jack if theres either a locker nearby or a simple rock. The startup is so high that any object the same height or taller than the survivor can be looped around to deny his pounce.

  • @BabyCameron10 said:

    As in, you will be stomped game after game in order to get better?

    Yes and no. Like with Nurse you need to learn when its the right time to use your power, whens the right time to eat the cooldown and continue the chase instead of desperately ping ponging and hoping you'll hit them. I wouldn't say its anywhere near as hard but it takes the same level of discipline. The stiffness of his lunge may take a while to get used to but heres a tip. You can grind against walls like Oni and around corners if you swing early enough. In the normal rush he'll bump off but once the swing animation starts you can smear your face across objects penalty free.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1748741#Comment_1748741

    What I think they mean is that, when you wiggle then get dropped, your wiggle meter is obviously filled a bit. After some time of being slugged, this regressess back down to 0%, or instantly hits 0% when you get healed up again.

    I was aware of the 33 to 25% change but this has never happened to me.

  • @TAG said:

    Yeah, Ebony Moris are crazy strong. I would say Ivory Moris are also problematic, though.

    Ebony goes without saying but its the ability to simply tunnel one survivor out of the game before the game has reached the natural state of one player being dead. Its like a DC. It destroys the flow of the match for the survivors.

  • @danielmaster87 said:

    They're literally so stupid. You can potentially cheat out 8 hook states, and that just shouldn't be possible. The green and yellow moris can stay, but ebonies are completely game breaking. DS, the strongest perk in the game, won't even save you from it if you don't find a locker in time. If a killer's good they will simply power through Borrowed to get the down and mori off first hook. They don't even have to camp the hook, that's just being toxic. They're getting insane value just from hooking a survivor, because the next time the survivor gets downed they're dead. It's legalized cheating. Unless you're a red rank, coordinated SWF who are matched with a dumb enough killer that will chase and hook all 4 people before moriing anyone, there is no overcoming an ebony mori. Before anyone says it, yes keys are dumb too and should be removed. But the point is that something this incredibly broken and game swinging should never have been in the game in the first place.

    Yeah keys and moris have always been awful. I remember when I first started getting an ebony mori and saying "wow this is so stupid". 4 years later here we are.

  • Victor is the power, essentially. And he's too limited. Pounce charges too slow allowing survivors to loop you around small objects. Despite this a single miss can shut you out of your power with no gain for a short time.

    Aswell as that there's the fact that if you hear Victor at all you can hop in a locker making him completely powerless.

    You can't mindgame jungle gyms or loops with Victor and Charlotte as the cooldown on switching back to Charlotte is incredibly long. It's also very easy to tell when Victor is idle or active.

    Then there's the whole babysitting thing where there's no real downside to having Victor on you. Ontop of that even if you do get a down instead of a grab chances are its far away from your position.

    And even if you do down someone, chances are the chase lead them away from Charlotte, so you have to switch back, go through her cooldown and then walk to where they were downed.

    Lots of weaknesses and very few strengths, if any.

  • @JustChangeIt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1748620#Comment_1748620

    Sorry if i missunderstood, but it sounded like you were defending it.

    I'm not. Don't get me wrong the idea is fun but this killer is very disappointing so far. I hope they can fix them in time for release. It was more a counter to that weird take that other guy had that players can only enjoy themselves when making the game unfun for the other side. Not even remotely true.

    Goes hand in hand with the PPhead profile picture I suppose.

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