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jeyers

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  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/762674#Comment_762674

    What's the counterplay (in the quoted scenario) for seeing the two people on the gen across the map after hooking someone? Losing the generator?

    I'm assuming that part of the counterplay of 'not following them into the other side with an m1 killer' and allowing them to heal involves hoping that there is not a gen there, too @_@

    If you see two people like that on the other side you failed as a killer to stop survivors doing their objective.

    And deserve to lose that gen.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/762529#Comment_762529

    You know how you can hook someone with Trapper, see 2 people working on a gen on the opposite side of the map via bbq, and have no way to actually reach them before the gen pops? SUPREME MAP PRESSURE

    If it's an SWF, or even average solos, running you to such extreme portions of the map each time because they know this super common/obvious strat? SUPREME MAP PRESSURE

    At this point, it's not really a conversation/debate with that person, so it's probably best to disengage, captain.

    This is where "COUNTERPLAY" comes in, as you killers like to tell survivors about so much.

    Just don't take the bait, don't go too far away from gens and you can play around and counterplay the survivor baiting you into running to the other side of map. Nobody is forcing you to run that far and throwing the game.

    Right now you get NOED from throwing the game, wich is bad gameplay, a reward you could say, wich is what NOED Is. A reward for throwing the game and having tunnelvision.

    That is why it needs to get removed, rewarding bad gameplay and not countering what survivors are doing is just not good.

  • @CrowFoxy said:

    Noed punishes survivors who genrush and focus on no other things.

    Gens are the objective. Punishing that is stupid and bad gameplay design.

    Genrush isn't a thing.

  • @BrendanLeeT said:

    https://forum.deadbydaylight.com/en/discussion/comment/759372#Comment_759372

    I mean this could be entirely flipped: They nerf killers because survivors cry harder for nerfs. Or maybe jeyers just play survivor, who knows. Man you're the most biased survivor I've seen on this forum and I'm just starting to think that you're doing this for attention and/or trolling. Like I've stated previously, if you play DbD as much as you whine on the forums then maybe you would be much better at the game.

    Anyway, remember old Freddy outrage, or Nurse complaints and even Spirit? Both sides complain as much as each other and the AMOUNT of nerfs mean nothing, it's how significant the nerfs are that matters. Two scenarios AS EXAMPLES:

    1) 4 nerfs to medkits, -5% speed x4

    2) 1 nerf to medkits with -20% speed

    Can you see that those 4 nerfs in example 1 would be the equivalent to the 1 nerf with -20%? Sure survivors might be receiving a lot of nerfs but the number of nerfs are not equivalent to the significant of the nerfs.

    If I could be bothered to get the link, someone kept a track record of all killer nerfs (perks, powers, addons) since release and you can see that killer has been getting nerfed since release but right now it may seem like survivors are getting more nerfs because the OLD DBD was heavily survivor sided and all of these nerfs are just balancing it.

    People like you need to get out of the mindset that if a survivor nerf happens the killer NEEDS to get nerfed because unfortunately balancing doesn't work like that all the time.

    Anyway it's laughable that you think the devs are only killer sided. A few of the developers/CMs that stream play a mixture of both roles so feel free to watch them when they are live just so your point is proven wrong with devs only play killer.

    The trick is nerfing killers just a little bit once in a while to "make up" for all the survivor nerfs.

    "See they nerf us too!!! totaly the same guys!! devs arent biased"

    Survivors have had huge nerfs to gameplay over time now while killers have generally gotten smoother and better gameplay via good perks and bias.

  • @Todgeweiht said:

    It penalizes survivors laziness.

    I remember watching an Spanish streamer that said he runned NOED to counter "clowns that rushed trough gens"

    Not even an argument.

    Doing gens is the whole point for survivors, no such thing as gen rush or "laziness".

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/757162#Comment_757162

    That doesn't even make sense.

    What do you think, why do they nerf survivors? Because the game IS survivor sided atleast in high rank.

    But I still agree that this game is heavily unfriendly for new players.

    They nerf survivors because killers cry harder for nerfs.

    Or maybe devs just play killers, who knows.

  • @dbizzle said:

    i play a survivor and i feel as though the game benefits killers too much ill give a few examples

    1. downing someone with one shot. they're down to the ground from a singular shot. ruins the fun for a survivor big time, basically just a killers game at that point,
    2. 2. cant recover on the ground without help. once you're down thats it. if someone else is down too you're finished,
    3. killer using offerings that overrides survivor offerings. for example my cat tingling sense offering is over ridden all the time and the killer is just there with no warning, if they have an offering that overrides it then its useless to a survivor
    4. warning music starts waayyy too late now.
    5. using weapons to kill not hooks. in my opinion this shouldn't be a part of the game, ruins the fun completely and destroys what the game is about , how can you survive if they just kill you on the spot giving no opportunity to be rescued?
    6. being able to see exactly where someone is on the map . ive had a killer put a survivor on a hook not even close to me and ive been in the basement already in a cupboard yet he comes all the way to the basement and to the exact cupboard, no offering should give a player that much advantage

    and those are my examples .

    This game has always favored killers.

    Survivors do gens too fast ? Killers get Ruin

    Survivors heal too fast ? Nerf that healing speed.

    Survivors have good perks ? Exhaustion

    Survivors have good addons ? BNP and now instaheal, gone

    Survivors play with their friend = match against the highest tier killer

    Survivors DLC have good perks ? No

    And so it goes...

  • @Clockso said:

    Spirit has counter play, some believe it's just a coin flip but there are tons of counter play you can pull off, anyways this isn't a discussion about spirit being op or what not, this is just a list from spirit mains, survivors mains, anyone who has an idea on how to counter her; i'll start

    Running iron will is really good on her

    Fixated is meh..

    Lightweight can screw with her but not that much

    Make sure not to bump into her while she's phase walking otherwise it's a free hit, like don't walk in straight corridors or don't be too predictable with you're movement otherwise you'll both cross paths

    Pay attention to the phasing sound, if it's muffled that means she's phase walking inside a building or something, the clearer the sound gets the closer she is to you.

    if you have a flashlight and you don't know if she's phasing or not then try to blind her, if the beam starts shrinking into her eyes that means she isn't phasing, if the beam doesn't do anything that means she's phase walking.

    what other counter plays do you have or know?

    There are no counters.

    If the spirit has eyes and can hear you won't get away.

    And that's why she needs to be adjusted down in power, give her longer cooldown, no collision, unable to see anything during phase etc.

  • @Spirez said:

    The way I see it is if you don’t want to spend $10 for the premium. Then don’t. No one is forcing anyone to do anything. So why not let others have it? Even if you don’t buy the premium you still get free stuff in the free tiers. Who doesn’t want free stuff?

    There is also people that I keep seeing saying that they bought all DLC and multiple cosmetics and are upset because they don’t want to spend $10 for the premium as if they were forced to. If you’ve bought cosmetics they usually average to a little over 1,000 AC which is already more than the premium rift pass that will give you your 1,000 AC back at the end. If you didn’t like the premium rift pass after completing it then hold the AC for cosmetics instead of buying the 2nd season.

    Not spending another cent on this company before MoM is buffed back.

    You can't trust BHVR to let you keep what you spend your money on in this game.

  • @Theoretical_Heart said:

    Nurse just got a nerf (something survivors have been BEGGING for, for 3 years now) I think that is a fair trade for Insta Heal.

    Besides how would you nerf moris? In fact most good killers don't use them. Using a mori cheats you out of Bloodpoints. I only use moris when it's for a daily or when a new killer is released to see how they look.

    And aren't moris tied to an achievement? How would you "nerf" the mori without making the achievement impossible to achieve?

    Just some thoughts off the top. Also be REALLY honest how many times a week do you get mori'd if it's more than once or twice I'd be surprised.

    It took devs 3 years to adjust the most game breaking killer in the game, and only after also gutting a survivor addon at the same time.

    Seems pretty killer biased yes.

  • @Galklife said:

    they should get reworked/nerfed

    and be aware killermains from this forum will jump on you for that statement (because for most of them its their 1st multiplayer game and pressing ctrl is worst thing that can happen, its not like in LoL you can dab after kill, its not like in BRs you dance and dab on someones deathcam)

    I am well aware of the hate and vitrol and sarcasm the killer mains on this forum are utilizing to keep their perks buffed and survivors nerfed.

    But i have a hope that the devs are able to adjust Moris now that survivors got even weaker.

  • @PrincessPoop said:

    https://forum.deadbydaylight.com/en/discussion/comment/746660#Comment_746660

    Its not a non argument. If a skin looks cool I will want it end of story. I don’t care if others have access to it, I will still enjoy it. I want the new Micheal, Laurie, ghost face, Steve and Nancy cosmetics because they look AMAZING.

    Imagine if they made all those skins timed exclusives, that would be really sh*tty to all the new players who join the game at a later date, or the people who just don’t have time to play enough to unlock them.

    I think what BHVR is doing is a perfect solution that makes them feel special enough while not completely excluding others. And again there still will be a couple 100% exclusive skins that you can wear so you can feel special.

    I disagree.

    The more availability there is of one thing the less value it has.

    If you didn't play around the time that thing was available, well too bad i guess? There will always be more skins im sure.

  • @Peanits said:

    Yes, we did. They were far too powerful and didn't take any planning or skill to use. Any time you got hit, you could use it to get a free health state. You could even use a syringe after the killer downs a survivor to completely negate the entire chase and reset them back to healthy. It was definitely too much.

    So when are Mori's getting adjusted again ?

  • @PrincessPoop said:

    Exclusivity sucks and I will never understand why people want it so much. You should be excited for a skin because it looks cool, not because you want to feel special and show off.

    I’m happy that it seems like most skins will eventually be available in the store, but it seems like there will still be a couple exclusive skins so you really have no reason to be upset.

    The fact that a skin looks cool is the reason you'd wanna show it off so thats a non argument.

    Now add exclusiveness to it and its even more special, as you are one of few who has it.

  • I made a thread about this issue as he really is too strong now and needs an adjustment to his powers and lack of drawbacks and counterplay as killer.

    He really is making the game unhealthy.

  • @2Khours said:

    i am a rank 1 spirit and i can't get enough of her, i adore her, i main her, i prefer her over nurse, and i think spirit is harder than nurse, and it is easier for survivors to survive the spirit because if as i spirit i ######### up, i am a 110% killer until i have my power back, if i dont hit survivors first, using my power is really hard, i can hit them, but more often then not i won't, if they are injured and they don't have iron will or a realaly big window, it's rip, but at least i have to give the first hit, unlike nurse, i don't have do, if you don't use speed add-ons, she isn't that good, if you don't use stridor, hearing can be slightly difficult, she is balanced in everyway, i don't see you, i can only hear you and see where you went, that's it, why are you complaining so much? i am blind!

    spirit is simply perfect and i LOVE to play against her, even when it's a godlike spirit like me, i enjoy it, being mind game or mind game a spirit is rewarding and it save you and your team time.

    spirit should never be changed, she is perfect, she is balanced, she's in the right place, a really high tier killer that require skills, we are allowed to have strong killers, and you should learn to counter instead of crying and disconnecting

    She can't get adjusted fast enough, a really toxic killer who only serves to make the game unhealthy.

  • @Tarvesh said:

    https://forum.deadbydaylight.com/en/discussion/91484/time-to-nerf-freddy

    He drops Traps.

    OR

    He drops Pallets. Extremely rarely.

    He has a limited number of them, and going over that number pulls them away from other places he's placed them already which is a detriment to his overall strategy. Yup, no drawback there.

    Survivors have to be in the dream state to even be affected by them. So clearly no drawback there.

    For pallets, you can't place them except in certain locations. So that's OBVIOUSLY not a drawback.

    No cooldown other than that 45 second cooldown to his teleport (which he has to work to keep lower by constantly going after survivors to keep them in the dream state). Hooking a survivor breaks them from the dream state which extends his cooldown (which does exist). So no downside there.

    Oh, and he loses his teleport once the last generator is done. This is clearly not a drawback to his endgame ability.

    Yeah. Adjust this guy with his no drawbacks and no cooldown! Only killer in the entire game with all positives and no drawbacks at all!

    He can still spam them while walking even without getting a little speed debuff.

    Survivors are automatically placed in dream state.

    It's not a drawback to be unable to place pallets in spots everyone know they can't be. Even if that was possible nobody would do it as few people would be tricked by it.

    A teleport that goes to any unfinished gen that doesn't even need addons to make it unlimited range. Broken.

    Yea he needs to be tuned down and have some sort of drawback to his utility.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/721813#Comment_721813

    That proves absolutely nothing. But I guess you are entitled to believe whatever you want. I do get the feeling that you'll end up very disappointed once you find out that Freddy will not be nerfed after Nurse and Spirit.

    Freddies snares are fine, a power that helps cutting loops short isn't op, why should all killers be easily loopable? Killers can't waste a lot of time chasing one survivor since gens can go very fast if they do, so having an ability that helps him with catching survivors isn't op since it doesn't ignore survivors defenses and doesn't make them useless.

    His teleport has a cooldown and is a great way to allow him to apply enough map pressure to be able to have a chance to defend generators enough. His chase potential and Map pressure is the right amount for him to stand a chance even against really good teams without being op, like Nurse.

    The one change I would want to see is that Borrowed time can be used against him again.

    After nurse and spirit are adjusted to proper power levels and the game is starting to get to a healthy place then freddy have to be next as he is yet another "no drawback" killer with unfun gameplay mechanics that cant even be called mind-games.

    Then the game will be in a better state for everyone

  • @anarchy753 said:

    Yeah how about no. There's enough circlejerky survivor-only bloodpoint add ons, BPS are about EVERYONE in the game enjoying it.

    It also doesn't make sense that survivors can stack +400% bloodpoints that the killer can't, just because the killer often gets around 10k more points in a regular match.

    10K ?

    Killers run BBQ so that's 20K at least in extra BP.

  • @Mister_xD said:

    here are the drawbacks to his snares:

    1) they only work when you are asleep

    2) they have a certain activation time, so they wont catch you unless you run the same loop twice

    here are the drawback to the pallets:

    1) they only work when you are asleep

    2) they dont have collision, so when you can walk through the pallet it is fake

    see?

    it all comes with downsides...

    And if maybe u only got in dreamstate by getting hit that would make sense.

    But you automaticly go there as it is now. And thats broken

  • You can tell by the non-constructive replies from the Killer community that he is indeed too strong and they have no real way of defending his boost in power without resorting to memes and insults.


    I think that proves my point beyond any reasonable doubt and Freddy is next on the chopping block after Nurse And Spirit.

  • @Rexis said:

    Tell me what you think guys!

    You're absolutely right.

  • @GraveHunter said:

    Yesterday it was pretty good I must say (played 1,5 hours on pc before switching to ps4). Now it's just a sh*tshow with trash killers really. Insta down hatches, hags "camping" the devour hope range waiting to the survivor to unhook and pop the trap.

    Then a doctor who just kept shocking.

    I'm honest, I quit both the doctor and the insta down huntress games. Didnt have much points anyway but I refuse to play that kind of bs.

    It doesnt help my team are complete potatoes since the rank reset happened (didnt play much on pc) and the matchmaking is different now.

    Now I'm just switching to my trapper to get some points with him and let everyone have a good time. It's not much I can do, but I hope when people go against me, they get some decent points as well (not using OP stuff).

    And soon you will get banned for leaving bad games also, dont forget.

    Devs truly favor killers in this game.

  • @joan said:

    This is a killers' forum, so you'll see lot of yes. But it's by far less unfair than before. They're ruining this game and now we can't bring friends to play and buy this game.

    True.

    So true.

  • @BrendanLeeT said:

    https://forum.deadbydaylight.com/en/discussion/comment/710450#Comment_710450

    It's also the survivors job to cleanse the totem if they don't want to get downed to NOED. I'm happy you're no longer like a broken record saying "NOED rewards failure but Adrenaline is fine!" and actually providing new reasons to why NOED should get removed.

    Cleansing totems are not the objective.

  • @vampire_toothy said:

    https://forum.deadbydaylight.com/en/discussion/comment/708618#Comment_708618

    Adrenaline and NOED are the same perk but for different sides, if you take issue with one perk but not the other then you are completely biased.

    Let's take a look at what the perks objectively do.

    NOED ;

    • Activates after 5 generators are completed.
    • Effectively removes a health state from all survivors.
    • Can be prevented by cleansing totems or destroyed while active.
    • Provides a 4% speed boost for as long as the totem persists.
    • Will not work if the trial doesn't reach endgame.

    Adrenaline ;

    • Activates after 5 generators are completed.
    • Effectively adds a health state to survivors running the perk.
    • Cannot be prevented from activating in the endgame, infact the perk ignores exhaustion.
    • Provides a 50% speed boost for 3 seconds.
    • Will not work if the trial doesn't reach endgame.

    As you can tell the two perks are nearly identical in concept and execution. 4x Adrenaline is the exact equivalent of NOED. Both of these perks are as bad as each other and are equally as frustrating as the other to be on the receiving end of which is where we go back to my original point - You cannot have one perk without the other, if you have a problem with one then you objectively have a problem with the other as they are the same thing but for different sides and that right there is where you are wrong.

    It's the survivors job to do the generators, not the killer.

    If 5 generators are done the survivors did their objective and are rewarded adrena.

    If 5 generators are done the killer failed and are rewarded NOED.

  • @vampire_toothy said:

    https://forum.deadbydaylight.com/en/discussion/comment/708618#Comment_708618

    Adrenaline and NOED are the same perk but for different sides, if you take issue with one perk but not the other then you are completely biased.

    Let's take a look at what the perks objectively do.

    NOED ;

    • Activates after 5 generators are completed.
    • Effectively removes a health state from all survivors.
    • Can be prevented by cleansing totems or destroyed while active.
    • Provides a 4% speed boost for as long as the totem persists.
    • Will not work if the trial doesn't reach endgame.

    Adrenaline ;

    • Activates after 5 generators are completed.
    • Effectively adds a health state to survivors running the perk.
    • Cannot be prevented from activating in the endgame, infact the perk ignores exhaustion.
    • Provides a 50% speed boost for 3 seconds.
    • Will not work if the trial doesn't reach endgame.

    As you can tell the two perks are nearly identical in concept and execution. 4x Adrenaline is the exact equivalent of NOED. Both of these perks are as bad as each other and are equally as frustrating as the other to be on the receiving end of which is where we go back to my original point - You cannot have one perk without the other, if you have a problem with one then you objectively have a problem with the other as they are the same thing but for different sides and that right there is where you are wrong.

    That's also wrong.

    NOED removes 2 health states on hit = insta down.

    Adrena heal only 1 health state = if down then up to injured and from injured to full hp.

  • @BrendanLeeT said:

    https://forum.deadbydaylight.com/en/discussion/comment/708424#Comment_708424

    I can't be any more clear. NOED rewards failure and so does Adrenaline so if one goes so should the other. If you can't come up with any other reasons apart from "NOED rewards failure" but then defend Adrenaline then I'm sorry but you're just biased.

    I agree NOED rewards failure and I hate it just as much as anyone else but if I die to it it's my fault for not cleansing totems. I don't come here on the forums whining about it. Now you can defend Adrenaline for rewarding failure on survivors but then say NOED is broken, it makes absolutely no sense.

    I'm not arguing bad faith a forums is here to discuss, I'm just shutting down all of your points on why Adrenaline is fine but NOED is bad. You can't argue against NOED for rewarding failure then defend Adrenaline that also rewards failure.

    You're wrong tho.

    NOED rewards failure while adrena rewards winning.

  • @BrendanLeeT said:

    https://forum.deadbydaylight.com/en/discussion/comment/708384#Comment_708384

    Again, read my response and answer my question. I'll state it again: You say NOED is OP and needs reworking because it REWARDS failure, so in your mind adrenaline does too? If not, state a better reason to rework NOED because Adrenaline CAN REWARD failure too, depending on the scenario.

    It doesn't matter if Adrenaline doesn't always reward survivors on failing, the point is that it mostly rewards at LEAST 1 survivor for failing a chase because it's true that the killer rarely gets screwed over by 3 slugged adrenaline survivors.

    Now a counter to your point: NOED doesn't always reward killers for failing because smart survivors cleanse totems. So if Adrenaline is fine because it doesn't ALWAYS reward failure then so is NOED because it doesn't reward failure if the survivors know what they are doing.

    Again stop saying "Nerf NOED because it rewards failure" then proceed to say Adrenaline is balanced. Both perks reward failure and screw each side over, if one goes then so should the other.

    Stop it, please with the "So in your mind". You're arguing in bad faith so many times now i will have to ignore you soon.

    I can't be any more clear than this.

    NOED = Bad

    Adrenaline = Good

    Ok ?

  • @BrendanLeeT said:

    https://forum.deadbydaylight.com/en/discussion/comment/707507#Comment_707507

    Clearly you didn't read my response. Survivors haven't won anything until they have escaped. Repairing 5 gens is not equal to survivors winning, you need to get out of that mindset. EGC is just another stage of the game, both sides are still able to win or lose in this part of the match. If survivors have won when 5 gens are repaired then clearly they would automatically just escape the moment the 5th gen pops.

    Now lets flip this around. Killers downing means they have won because according to you, survivors won when they repair gens. I fairly win a chase and down a survivor then Adrenaline activates. Now you said NOED is broken and OP because it rewards failure, well what did Adrenaline do in that scenario? Rewarded the survivor on failing the chase and punished the killer for winning it. So what you say about NOED applies to Adrenaline so if NOED is removed so should Adrenaline in your eyes, correct?

    If your answer is no to my previous paragraph then explain why NOED should be removed apart from "It rewards failure" because Adrenaline DEPENDING on the scenario rewards failure too. Another scenario is the killer slugs 3/4 survivors and the last gen pops. Now all survivors are up and that punishes the killer for being able to down 3 survivors and keep them there, again rewarding the survivors on their failure to win a chase.

    Can you see where this is going? You can claim all you want that NOED rewards failure but to some extent Adrenaline does too.

    Adrenaline is completely situational. If a killer won a chase fair and square and Adrenaline makes the survivor escape then it's definitely rewarded failure. If Adrenaline deactivates OUTSIDE of a chase to heal you for end game then it hasn't rewarded failure.

    Sorry I edited my post and it just vanished. If it reappears, sorry for the double post.

    You have far more games where NOED is winning a losing game for a killer than a game where 3 survivors are getting revived with adrenaline because the 4th finished the last gen.

    Like, its not even comparable at all those two situations.

    So NOED is the busted perk that needs to get removed or nerfed hard.

  • @BrendanLeeT said:

    https://forum.deadbydaylight.com/en/discussion/comment/706345#Comment_706345

    Like how you dodged my response, I'll state it again:

    NOED is a second chance for killers that has a completely easy counter play. Survivors have a list of second chance perks too but if the killer ever complains about them they are just told to gid gud.

    Now Jeyers, my question to you is why can the survivors have second chances but the whenever the killer uses a second chance it's OP and broken?

    There are strong perks on either side and although Adrenaline does activate when survivors complete a PART of their objective because escaping is their objective, not completing generators, it still denies killers of their earned hits or downs. On top of that it completely bypasses exhaustion which I find a bit tedious because you can just dead hard into adrenaline if timed correctly. Both NOED and Adrenaline needs changing in my opinion because both deny gameplay and to some extent Adrenaline rewards failure because the killer wins a chase just for it to mean absolutely nothing.

    Edit: I never use NOED because I know how unfun it is to go against but you need to see how Adrenaline looks from the other perspective. You say NOED is annoying because you just get downed but Adrenaline is annoying to killers because they down a survivor just for them to get a free heal then into a Sprint burst which denies them a kill.

    I didn't dodge anything, you just didn't listen.

    Killers getting rewarded for losing = bad

    Survivors getting rewarded for winning = good

  • @THEghostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/705576#Comment_705576

    It's a comeback perk if the killer struggled, and a perk to increase endgame difficulty in general. I'd say adrenaline is just as bs

    That's objectively wrong.

    Survivors have to actually do something to get adrenaline to work (work 5 gens done)

    Killers don't have to do anything to get NOED to work.

    Broken perk that rewards poor play.

  • NOED is still a broken perk that rewards killers for losing the game.

    It should be reworked.

  • Because the spirit is not fun to play against, never have been.

  • @RipperShark said:

    https://forum.deadbydaylight.com/en/discussion/comment/700328#Comment_700328

    When I'm new to the game, rank 16, using a killer with no add-ons yet and only one perk unlocked, and I keep getting matched against rank 2 swf hit squads, yeah, I'm going to complain.

    Well that can happen when killers want shorter queues.

    Game has a limited amount of players to choose from and sometimes, if u want fast queues you will get players that are not your rank.

  • Devs just cant win with this crowd, first killers complain that the queues are too long. Now that queues are short they complain that survivors arent good ranked enough.

    SMH.

  • @Avilgus said:

    The killer plays against 4 survivors, each survivor must not exceed 1/4 of what a killer can farm. A great idea, no?

    More inequality is no good.

    WE need more equality when it comes to blood points, a new offering for survivors only or a buff to make WGLF worth using.

  • @Peanits said:

    It's all equal.

    Survivors have cakes, killers have puddings.

    Survivors have WGLF, killers have BBQ.

    Both have party streamers and gateaus.

    BBQ is vastly superior to WGLF and is used by pretty much any killer, that is not equal at all and it is time we recognise the disparity and make things more equal

  • @FuelSauce said:

    In what world in the Entity’s realm does self care heal faster than inner strength? 8 seconds is way faster than the 30+ seconds you spend with self care. If you want to say that you waste time doing totems, then the same thing can be said about SC. With SC you waste time positioning yourself safely, healing, and not doing objectives. With IS you just have to clear at least one totem early game (half the time you spawn next to one) and you already have a fast heal ready for later in the game. Yes you could say you waste time doing that as well, but it’s way less than SC. Also with IS you are contributing to the objective in some way at least. The killer could potentially have NOED, so clearing totems helps the team. Also, most killers at high rank run Ruin all the time. IS rewards you for getting rid of that.

    Basically SC doesn’t contribute to the team at all and slows the game down for the killer. IS also slows the game down slightly, but is way faster and in some way contributes to the team at least. Inner strength may not be meta due the no heal meta gen rush still being the strongest meta, but it is leagues ahead of SC. That perk got killed long ago with the healing nerf, it was arguably dead before it.

    You're comparing the 8 seconds vs 30 seconds it takes to heal

    Not total time it takes to:

    Find a totem

    Find a locker

    Get healed

    Total time used is way longer then just 8 seconds to complete a heal.

  • @Bloodlust_Gamer69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/675325#Comment_675325

    Da fuc

    Iron Will is in the top 10 perks lmao

    It is great at SOMETHING ELSE than running in circles. Try a different playstile.

    I bet you complain a bout spirit too.

    Top 10 perks means little to nothing in this game when the overwhelming majority of perks are garbage tier perks that never see play.

  • @Captain_Spaulding said:

    We've been begging for a volume slider for music for so long. They refuse to do it because "indirect buff to killer and nerf to survivor." Then do it already. People will...get this...use different perks. Oh my god it's crazy. Like Iron Will. :O who woulda thought.

    Instead of making survivors use Iron Will how about Killers start using Stridor.

    No? Didn't think so.

  • @SpEz said:

    So a big discussion atm in the dbd community gen speed is it fine or not? I personally think the gen speed isn’t fine and should be increased, I play both survivor and killer rotation and I find survivor very easy as the objective is too easy to accomplish, while playing killer it’s hard as the only killers viable for easy wins are Nurse and spirit but even playing them the gens pop quickly . I played killer before ruin and u had no chance and the devs created ruin to try and stop the term “gen rushing “ but even with Ruin your still screwed like just watch this video from Tru3talent 3 gens in 2 mins WITH ruin :

    https://youtu.be/wF7lTKuRwV8

    Like come on this shouldn’t be a thing even with ruin . I would personally completely rework the gen speed and the gens thereself these are some ideas I have to fix the gen problem :

    Generator completion time

    1 person , 80 seconds increase this to 90 seconds

    2 people, 44 seconds increase this to 70 seconds

    3 people , 40 seconds increase this to 60 seconds

    4 people , 35 seconds increase this to 50 seconds

    Great skill checks only provide 3% progression instead of 5%

    Failed skill checks now regress the generator by 7.5 % Instead of 5%

    Hex Ruin change

    Great skill checks grant 0% progression

    Good skill checks grant 5% regression

    Chances of triggering a skill check increased by 10%

    No thanks. Gen speed is fine.

    It could even be lowered a couple sec to make it not so boring as it is.

  • @Poweas said:

    That's ridiculous. It should be 15 or something.

    The perk is fine, killers can play around it so its balanced.

  • @n2njauwu said:

    https://forum.deadbydaylight.com/en/discussion/comment/666317#Comment_666317

    its good when 1 gen is left and hooked person has adrenaline and needs more time ,. this perk will be op on swf once again

    How can it be OP once again if its never been released ?

    Killers and their drama smh

  • @Nicholas said:

    It's an easy pass for me on this DLC, I'll wait for it to go 50% off later in the year. The only perk I might consider using would be fixated but Imo there should be a toggle for that information anyway. The perks aren't exciting enough, it feels like Jane all over again.

    It feels like most survivor DLC's tbh.

    Only bad perks, and if a perk is good bhvr kills it. so yeah i think its an easy pass also

  • I always let off a little chuckle when a survivor crash during loading as my queue is instant but that killer prob waited 5-10 mins and have to do it all over again.

  • @Chocolate_Cosmos said:

    Instead of rushing gens like crazy how about doing totems and not get killed? Nah, better Nerf that perk, right? :-)

    Yes, nerf that perk.

    If a killer fails to stop survivors from doing the main objective they should be punished.

  • @TheGorgon said:

    The game is inherently forcing you to break totems for your own benefit the perks are just trying to make the mechanics and things that both sides abuse better, you can say. Either way, I don't think you understand where the hype came from. It's mostly because of the amount of players DBD can obtain from this chapter and it just makes the game increase in popularity. This is an excellent execution to bring new players and temporarily band-aid other things.

    Can't please everyone, but I can see your point.

    Forcing you to do something you don't have to do to escape and dodge a broken perk is just not the way to go about things.

    These "kill totems perks" and NOED are both trash perks who shouldnt exist.

  • Notice how posters with killer pictures are all telling us how good these new survivor perks are.

    lol.

  • @TKTK said:

    The ptb isn't out yet and the numbers aren't even final, all we have is speculation and what the ideas of the perks are we should really not whine about every announcement. Pessimistic, i understand but just saying how good or bad something thats not even out yet is, is just jumping the gun imo.

    The numbers aren't the problem.

    These perks have no use in a game, survivor already have better perks that help them more in a match.

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