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sharpef3rn

sharpef3rn

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  • @GetEmLUNA said:

    Why is the Killer being punished when Survivors can just run away and not do gens when there are 2 Survivors left? That's an issue and its larger than folks like the admit.

    For a game full of casual players, a lot them really care about things that affect win rates, smh.

    Why can't we get a refund for Dead By Daylight? For those of us who are disappointed with the product, why can't we just get our money back?

    So I am going to assume you are meaning hiding as if they are running ya know just chase them. The best solution for this if youre experiencing it alot are info perks, Spies from the shadows, Darkness revealed, Ultimate weapon and whispers are all perks that can help you find survivors without them doing anything. In addition whispers has no counter and is a base perk so perfect for casual players. If youre not wanting to use a different perk then its looking for them. I mean although a big part of the game is chasing I think people often forget that survivors stealthing and avoiding the killer is also viable. So looking for where they are hiding should help. But again if you are experiencing this alot bring whispers. You will know if they are within 32 m and can limit your tracking alot and it has both an auditory cue and visual (the perk will light up).

  • I am just gonna say no. Dejavu is already one of the top used perks and 6% is more than most other repair speeds. There is 0 reason why it should give the same bonus as Prove thyself or overzealous which both have additional conditions.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623910#Comment_3623910

    I won't deny that Pop + Pain Ress is the most common regression combo right there, but there are people wish were not happy with it.

    I'm using a combo of Nowhere to Hide + Eruption + Pop + Lethal and it was a very nice combo. It was not the most common situation, but i believe i have situation where the gen regressed more than 8 time because of survivors trying to repair it right in front of my face.

    Specially as the Knight - one of the killers i main - now having limited regression will be a hindrance when survivor play badly and you cannot punish them.

    But now if a survivor tries to repair in front of your face unless they are on for 4.5 seconds, which is a LONG time, it will just continue to regress. You wont kick it a second time.

  • Dude you cant seriously think that the changes to his add-on's are going to hurt the blight. It's exactly like when they changed nurses add-ons 6 months ago, removing her range and recharge. Was it a nerf? yes. Did she get weaker? not really. The same is happening for the blight. Do you think hes gonna drop below spirit or chucky or peoples tier lists for this. Cause I would be hella shocked.

  • @finalgrrl said:

    hey devs who aren’t reading this,

    the three gen solution proposed is a bad idea. and you don’t have to double down by putting it in the game beyond the PTB.

    people don’t like the concept of limits, especially when it can create a dilemma when it comes to utilizing perks that reward gen kicking.

    regardless of the 8 kick limit impacting average gameplay or not, the fact that there’s a limit at all will make playing killer feel extremely restrictive and will make multiple killer perks feel too risky to utilize.

    devs often talk about how a game FEELS to play. does killer balance FEEL good? does survivor balance FEEL good? how does this perk feel? how does this add-on feel? well, restrictions and limitations feel bad.

    i know i’m defending this change for killers a lot, but i’m a survivor main, and i can recognize this update probably feels reeeallyyy crummy for killers. and for survivors too! being able to tap a gen to stop regression is an essential risk it for the biscuit move while in chase. will i tap it and get away quick enough to miss a hit? will tapping it give the killer time to swing? will i tap it and have overcharge blow up in my face?

    kicking and tapping gens is an essential part of this game on both sides, the frustrating cat and mouse aspect is half the fun. this proposed “solution” for three gen hostage situations is overcooked and overthought. you’re doing too much with this. chill out.

    So I get what youre saying about putting limits making things feel bad but almost all things in the game have limits. You are limited to being slugged for 4 minutes, you have a limit of 3 hook states, limited to 4 stacks of pain res, limited to a 60 minute timer. This is a limit 99% of killers in games wont reach, like the 60 min game timer. In addition it will be forgotten about shortly after its implemented because its not going to matter. people aren't going to notice it. Killers are seeing a potential nerf (which is actually a buff with the increase to 5% and survivors not being able to tap) and are going to be concerned and express that until they see that it doesnt matter. This actually might make overcharge and call of brine more prevalent because the gen speed regression will last longer.

  • I think people fail to account how many times the killer kicks a gen. Even 4 is a bit high and unlike before where a survivor can just run and tap it they would actually need to be on it for 4.5 seconds to stop the regression. The minimum that a gen can lose from 8 regression hits is 20% and that is ONLY if its all surges or pain res on a gen with 2.5% progress. In generally 8 regression hits would take out 40% with hits, 60% if they are eruptions, 64% if they are all surge and more if they are pain res or pop. All of this is not counting the actual regression it experiences. This won't effect normal gameplay. You should not be causing more than 40% regression on a single gen in normal gameplay, (unless its pain res and pop which is already considered in this). The other way they could have gone is maxing the amount a gen could regress total which WOULD effect normal game play.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/401988/is-eruption-mega-nerfed-now

    Eruption is the great loser of all this, but Nowhere to Hide, Call of Brine and other gen kick perks are kinda gone now.

    Pop + Pain Ress will be all we gonna see through now

    So these were already what were widely the most popular but i dont see the others really having an issue with it. IDK how many times you have been kicking gens in a match but I am no where near 8 times on a single one even when I am running these perks. And I get that eruption could be hurt but if you literally get off the 8 regression hits on a gen you took away min 40% of that progress, 60% if using eruption. As a killer this wouldnt hurt you. You wouldnt be doing worse. because also you got at least 4 downs. The only way your doing this and not winning is if you are specifically targeting an area of a 3 gen.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623864#Comment_3623864

    Every time you kick a gen, you're using up 1 of the 8 charges. That means at most you can only ever get 8 ToT uses on a gen, and that count goes down every time the gen is hit by regression. Has surge hit that gen 5 times during the course of the match? You can only use ToT on that gen 3 times, now. Have you erupted that gen 3 times in the match? You can only use trail of torment twice now on the gen!

    You have the potential of 56 ToT in the match which is 4 less than technically possible now with the 60 minute timer. Like how often do you even do 3 ToT on one single gen. This is also assuming 5 surges which means 5 downs next to that gen. Like its not gonna come into play all but one in a million, and thats being generous, games. In addition the eruption kick would trigger trail of torment so 3 eruptions would most likely be at least 1 if not 3 ToTs.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623884#Comment_3623884

    Doing fine has nothing to do with the issue. This is having a chain reaction of several kinda of perks getting disabled. This is supposed to stop killers who camp 3 gens at the beginning. This is actually affecting everyone, even people not camping gens whatsoever.

    thats why the number is so high. Like 60% off a single gen plus the aura reveals is def worth the perk slot. You can still trigger eruption potentially 28 times. Its only gonna be affected if you use multiple slowdown, matching it with pain res or surge. Its not going to come into play in standard gameplay.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623866#Comment_3623866

    What about trail of torment users? They kick gens regularly to trigger its affect and can have zero reason to actually do it for regression

    Trail of torment has a 60 second cooldown and thats after the undetectable stops. I dont think they will be affected by this since its 8x per gen

  • @RpTheHotrod said:

    Yup. On top of that, surge was nerfed awhile back because it was redesigned to trigger multiple times without cooldown. These tokens are going to end up getting eaten up fast before the halfway mark of a match. For every 2 surges on a generator, that's 1 less eruption you are allowed to use, too! At BEST you are now only allowed 4 eruptions per generator. Yet again, more and more regression nerfs. It even removes trail of torment in the match eventually! Killers do a lot of excessive kicking to trigger trail of torment. No more!

    I am just gonna say if you get 4 eruptions on a single gen youre doing fine. You took 60% off the gen and got 4 downs. I dont think you missing the 5th eruption is gonna make a big deal... UNLESS youre just trying to hold a three gen sooo I am not sure how much thats gonna effect it.

  • @Peanits said:

    I can clear some of this up.

    1. Once a generator has reached the limit, it can no longer be kicked or damaged by Perks.
    2. Any generator which has already exceeded the limit cannot be affected by Surge, and therefore will not cause any Survivors working on it to scream.
    3. Failed skill checks are not considered regression events, even if they are caused by the Killer's perk. This is because it's caused by the Survivor(s) missing, not the Killer.

    Thank you so much Peanits. Will trail still end activation when a survivor taps it since its "not regressing" or will they need to be on it for 5 seconds? Same question with overcharge if a survivor gets off it before it hits that 5% mark will a skill check be required for the next survivor or is it a one time thing? (same goes for the regression speed i guess)

  • @RpTheHotrod said:

    It will for sure remove trail of torment from being used which is an unnecessary nerf. Also, eruption actually takes up TWO charges to be used. Ridiculous how fast these charges will get eaten up, especially with rapid damage perks like surge which was NERFED to lower damage to compensate for being DESIGNED to be used multiple times.

    Yes on eruption but IDK where you're getting trail being nerfed. Trail for the most part got a buff if the survivors need to be on it for 5 seconds to stop the regression. and if it just stops when the regression stops for the instant the survivors tap it even if they dont fully stop the regression it would be the same as it is now because its cooldown would make it really hard for a single gen to experience 8 events (given how difficult it is anyway). A perk that I do think gets slightly buffed by this is Surveillance because you can see a gen go white/yellow/white. meaning a survivor just stepped off it. I am more curious with if the perks will keep the regression happening if triggered even if they are maxed on regression events, and about the skill check thing.

  • I really don't think this will change the perk usage. There are way too many other perks that already outshine it tunneling aside. Besides I think the most they would do regression wise is adding +25% the same amount as CoB. Which really doesnt do much. I dont think the perk NEEDED a change at all but I also don't think the change will effect things in any real capacity.

    Hexes have gotten kinda weak because of totem placement and easiness to cleanse. What I think needs to happen is a complementary perk for hexes that makes them not show fire. Incentivizing cleansing dull totems when a hex exists, or in general out of fear, because they are generally an ignored objective. (This would not prevent auras from noed or plaything)

  • Just to point this out, all killers are impacted by this not just m2 killers. FTP and Plot twist both will cause the loss of stacks if the obsession uses them. In addition tho endurance hits wont so chasing the obsession with OTR or dead hard or hitting them off hook wont do anything but put them in deep wound. Really I feel like this is a nerf to Nemis Slingers and Demos using it but also only if they rely on the perk. I am concerned with promoting more tunnelling more off hook but I think we will need to see.

  • @Xyex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616727#Comment_3616727

    The screaming doesn't make you blind. It's a separate effect entirely. So, no. It shouldn't block it. The bubble is a visual notification of the scream, they're the same effect. That's why not screaming blocks the bubble.

    right but then the locker should block the scream but start a blind timer right. Is this a bug?

  • So I came here to report it similarly. I thought it was a bug with Open Handed as it seemed to only effect me when I brought that perk. I did a custom game with plaything/open handed and the aura wasnt revealed at all. We also tested noed and once they saw it they saw it from across the map (dont know if that was intended but def more than 24/40m). I will do another test without open handed and attach the clips

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616753#Comment_3616753

    last twice as long because it only works on 1 person and 1 person can remove both primary benefits.

    then explain why Alien instinct only last 5 seconds and doesnt effect anyone if everyone is healthy

  • @Foempticol said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616763#Comment_3616763

    You guys should at least put in the effort to make Kindred basekit (no killer aura) and expand the survivor HUD to show totem cleansing/blessing, opening exit gates, unlocking chests and healing progress

    So I would be fine with the totem, gate, chest and healing progress. But why not just run kindred. Like its a great perk. This is the same as killers arguing for a basekit corrupt. Except that when killers start running blind add ons and perks people are gonna be even less prepared. Like if you want the kindred info run kindred but its def not necessary to do safe saves as a solo survivor

  • @Toaster427 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616763#Comment_3616763

    Don't you think just blaming the players for the state of the game in solo queue is just a bit ridiculous? This response pretty much just says "we know it's bad, but it's your fault not ours".

    BHVR is 100% in control of how this game plays out, and there are a hundreds of different ways you can bridge this gap between solo queue and swf. A lot of those suggestions constantly get posted here and are suggested by your community leaders...

    We even have a PTB where BHVR can test some of these ideas, yet PTB after PTB we see none of these ideas being tested....why? What does BHVR have to lose by testing it? You don't know what the effects truly are until you actually test them. BHVR just saying "nah, won't work" is a bit ignorant don't you think?

    They may have been responding to the specific question in regards to adding more information to the status icons system, but the second part of that explanation just screams "yea it sucks, we don't care".

    Is BHVR really lacking the creative thinking and outside of the box ideas to the point where they make statements like this?

    I'm going to be honest, I'm an older gamer, and in all of my experience of seeing devs interact with the community, I can't recall a single time where the devs have just flat out blamed the players who play thier game for an overwhelming unpleasant experience in thier own game...it's actually shocking seeing the devs make statements like this.

    Having played solo queue, swf, and killer, I agree with them. What information are the solo queues lacking that they dont have access to? They know who's being chased, whos working on what and how far along they are. The only information they can logically provide is the perk loadouts for survivors, which the concerns of lobby picking/queue times have been mentioned. In addition I don't think this would help out solo queue all that much. In addition there are a ton of perks that are underutilized that help solo queue, and SWFs, a ton with coordination. Empathy, COH, KIndred, Bond, and Troubleshooter all are good perks that people don't run. I don't think the bridge is as crazy as people make it out to be but what it often times will come down to is people not risking themselves for others/the "team". Its rare to find someone to take a hit for you let alone a down because they might get killed because of it. They don't trust you and therefore aren't behaving with the same altruism as friends who literally die for each other in several games.

  • So I am seeing this as a change that goes with the whole -10% to all killers base attacks they gave a yar and a half ago. 8 stacks is SUPER strong especially for killers that can either 1 down on occasion or special attack to tunnel out the obsession once they full stack. And I do think adding in rapid brutality and batteries include makes them concerned.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616745#Comment_3616745

    I really like your #2 option. As it goes now any good Killer that loses obviously means they were 4 stack and was doomed from the start.

    When in actuality 'most of the time' it's usually one or two squads of duos. Sometimes 3.

    I in theory like it as well, BUT selection bias is a thing. If a killer has 3 games where they get stomped and 2 are solo sets and 1 is a 4-man SWF they might still see that as a "how am I supposed to beat this" type of game. Post it in an echochamber where everyone is seeing all these horrid 4-mans. I think that is the hesitance.

  • Dude its an asymmetrical game. Its going to appear unbalanced to a lot of people because it has to be balanced as a whole across the player base. This is the reason there aren't a ton that gain traction.

  • @Zaydin said:

    I've been sitting here for ages trying to find the right way to word all this so that it doesn't come across as whiny or anything like that to explain something that has plagued me about DbD for ages: It quite literally makes me feel physically miserable.

    I don't expect to win every match but going against a SWF is one of the most stressful things I experience in gaming. All the pressure is on you as the Killer and a coordinated SWF is a nightmare to deal with and they just make me want to quit the game and not play due to the stress it puts me under.

    I do not think survivor mains realize just how insanely stressful being the Killer is, especially when you are going against a full four man SWF that are communicating over voice comms. Those matches make me physically anxious and stressed out. That is the primary reason I hate playing against SWFs: How can I enjoy the game when it is stressing me out and affecting me physically?

    Now you may ask "How can a game stress you out that much?". The answer is simple: I suffer from both a major depressive disorder and a generalized anxiety disorder and thus I have a hard time disassociating from things that I logically know shouldn't be stressing me out and making me anxious but still do. Furthermore, when I am in a match that isn't stressful and I don't feel like I'm struggling to do anything, I can have a ton of fun and the stress isn't really well. Even if a few survivors escape, if I had fun it was still a blast.

    There I times I have to wonder if BHVR themselves know how stressful they have made things for Killers at high tier play due to the prevalence of SWFs and how so many Killers simply are not viable at high MMR play.

    I do not enjoy playing against Seal Team Six as they get generator after generator done and I struggle to get hooks or win chases because they are somehow god tier loopers and body blockers. Games are first and foremost are supposed to be fun and playing against a SWF is not fun. There's a reason I keep hoping to either see how many survivors in the lobby are part of a premade or for playing against SWFs to be a matchmaking choice I can opt out of as a Killer.

    So I have read all of you comments on this and I will be honest I don't think the issue is 4-man SWFs but people that act very well coordinated. BUT given that you are stating you are upset with 4-man SWFs specifically here is my sincere suggestion. When you enter the lobby if in the first 5 seconds all 4 survivors are there, dodge and reenter. You can guarantee that you are not in a 4 man SWF. You are going to have a bit longer of queue times to ensure this doesn't happen, but that's the trade off for avoiding this. This may not seem like a fair trade and if so you don't need to do it but if its really 0 fun to play against a 4-man and youre sure that's the issue an extra couple minutes between games seems like a nice trade off.


  • @HugTechLover said:

    Once you know they have it, just hop in a locker right before they hook. Too easy to counter. BBQ is superior in my opinion.

    Yeah thats fine that same counter works and I mentioned it had counterplay play. Its just that this aura lasts 2x as long as BBQ. That's all I am saying in a game where seconds do make a big difference 5-6 seconds vs 10 seconds is a lot.

  • @robrob909 said:

    Theres no fixing solo when the biggest problems are the players.

    I mean this is kinda what they said. You can only do so much with solo queue. The biggest issue is you're not super incentivized to work as a team. SWF will take hits for each other, will trade for each other, will bring teamwork perks like we'll make it or botany because they want their friends to live too. but you get a lot less of this with solo, you do get some but a lot less. Which brings the question what motivates solo queue? How can we get survivors to instead of thinking of their own survival think of themselves as a team? You could say bloodpoints but thats a very limited motivator especially at high ranks. Because info doesnt seem to be much of an issue anymore. You know what people are doing because of the HUD. So here are a few things I can think of to might improve it but also might not.

    1) Show the builds in the loading screen or after the load. I get why they are hesitant showing perks. People will dodge lobbies if there is a no mither or if the perks dont line up with what they think they should. They don't want to make queue times worse and adding reasons for people to dodge would be included.

    2) In the end screen let killers see who were together. This is a double edged sword but one of the big issues with solo queue is perception and killers tend to perpetuate this by complaining about SWFs. I think that if killers saw who was SWF and who was Solo after the game it would tune down this rhetoric IF its closer than it seems, which I honestly think it is.

    3) Use bloodpoints and emblems to incentivize staying alive. If "unsafe" unhooks hurt your emblems and BP so should failed attempts to pull, with the exception being if there is only 1 or less non dead/hooked/dying survivors (still allowing to die for hatch). In addition the time you are recovering/find help, being carried and are on hook should all count towards something. Are you being idle? Yes. Are you still contributing to the team? YES. You are distracting the killer buying time for the "team".

    4) Make a bloodpoint category for Teamwork, not the same as altruism. But this can have additional carryover from other categories, like altruism boldness and objectives. So if you are maxed on altruism and you heal someone, bam it goes into there. If youre gen jocky and have maxed out objectives and pop another gen it goes there too. Other passive actions can work with this as well. If you are in the killers terror radius, being chased, hooked, carried or recovering/find help you get points based on the gens that get completed during this time. The number of other survivors who escape would also go into this category and could continue to calculate as long as you are in the lobby. The counter-side for killer can be Honorable. Getting points for essentially not slugging, camping, or tunnelling. Points for picking up quickly after a down, for being outside the hook area for hooking a different survivor after the first.

    5) Create an honor system similar to league where you can honor one of your teammates or the killer. This one tho is really tricky because you would need to do less honor from SWF (essentially next to none) and I am not sure killers would get honor. A lot of people get upset when they die and blame the killer. In addition killers might give honor for the wrong reason, ie helping the killer. This one is tough because its a 1v4 as opposed to an even match.

    But again each of these has concerns. The first two might accidentally create a further divide in the player base and the last three could be completely ineffective. So the question would be is the time to put into this worth the potential payout. Because they still need to work on bugs, get new content, analyze whats working and what needs tweaks. The HUD change was a HUGE bridge between Solo and SWF. But I am unsure if any of these or other suggestions I have heard would do more for it.

  • @Xyex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613035#Comment_3613035

    It makes sense when you stop trying to think of it as blocking a perk and instead as blocking an effect. Survivors in lockers don't scream. Screaming is what triggers the aura bubble. No scream, no bubble. Same as how they block auras. Obviously, if you exit a locker while an effect that makes you scream or shows auras is active, you're going to be effected by it because you're not protected. Lockers don't block perks, just some effects.

    The Obsession swap not happening is entirely a bug. And it's not locker related. I've had it happen to me as last Survivor left. Obsession got hooked and I didn't scream or become the new Obsession, and I wasn't in a locker. Seems to be tied to end game in some fashion, as that's the only time I've seen it happen.

    But then shouldn't Calm Spirit do the same. Block the blind. You don't scream therefore you arent blinded. I would be fine if they were consistent.

  • Like my understanding was the locker blocked screams and auras. Thats all. But those perks for some reason get everything blocked, which makes Ultimate weapon stronger and Friends til the end weaker. And if the issue is that the scream needs to happen to trigger it then Calm Spirit is bugged because you still get blinded or become the obsession. Or if a locker is supposed to protect from status conditions being triggered like the doctors shock, which is negated in a locker but not by calm spirit. then it should also protect you from Friends til the End(Exposed part) and Blood Echo. Like no way I look at it does it have a logical conclusion.

  • Yes so there marks my confusion. I was understanding that it blocks solely the visual aspects of perks. Like I will still get exposed for 20 seconds if I am the obsession with friends til the end if I am in a locker. Like I am just confused with how some of these work. If I was in a locker during a thwack and then jumped out would my aura be revealed for the remaining <4 seconds. Because it does seem specific with scream perks. Like blocking FTTE and Ultimate weapon completely but not blocking Alien Instinct or FTTE(Obsession). I think I am just gonna fill out a bug form and find out if its an error.

  • right now why run third seal when ultimate weapon exists, cannot be cleansed and doesnt require hitting people first

  • I think the changes to hatch really messed with this setup. Noone likes being slugged for the 4k and because unbreakable is a 1 time use there is limited things that the survivor can do since they cant kill themselves faster like they could previously. I personally agree with the idea that hatch needs to be changed to only spawn after 5 gens are complete in addition to its other requirements and end game collapse starts in the 1v1 scenario. In that same right I think when the trigger condition for low profile occurs survivors should be able to pick themselves up. I don't mind slugging for the 4k if the 4th survivor is in the killers sight BUT if they are trying to track down a 4th survivor that can be anywhere I don't see the point outside a challenge (ie adept).

    The main issue see between saying its the killers objective to kill the 4th and the survivors objective to survive is that win conditions are subjective. Many people say a 3k is a win for the killer, some people consider 9 hook stages a win for the killer, some people dont consider bleed outs kills for the killer, some people consider the survivors a team and as long as 3 get out they win. Some consider survivors completely independent and as long as they personally escape they win, which means both a killer and survivor can win, some people base it solely on BP focusing on doing the most they can in the game. Its a competitive game but without a victory or loss screen. But the thing is I don't know anyone who considers an escape through hatch with a 3k a loss for killer. This is why a lot of people say its a pride thing for killer but not survivor. The survivor is still trying to escape, where the killer wins either way. And the person who has to deal with this is the person on the ground.

  • Same, 2 matches first on Toba Landing with four basement hooks second on Ormond with two. Both times were Myers and I did take monsterous shrine. But I am going to try a try another daily as Artist without Monsterous.

  • I am going to say yes and no.

    It can at least feel like it but from what I can tell DBD is actively working on removing the boring/least fun parts of gameplay that are used to win. For killers this would be, Tunnelling, Camping and Slugging and Survivors it would be completing the objective too quickly. Because the fun part for DBD is not pressing M1 on a gen or sitting/guarding a hook, but the chases and outplays. The issue is a lot of high level killers rely on these tactics against the best teams, its optimal strategy most of the time. And DBD doesn't want to make any big changes that would greatly swing the kill rates. So they have been gradually buffing killer and then removing things that accommodate these tactics.

    Tunnelling was the first when they made the big killer buff by adding base kit endurance and haste off hook. This came with less basic attack CD, less survivor speed boost and more time on gens. Since they have nerfed self healing in both med kits and COH to try and force survivors off gens and heal each other more, or be faster downs. Then they removed hook grabs, an anti camping measure, and they even have an additional anti camping measure in the works. They also did the PTB testing if there was a good way to do anti-slugging/insta-mori which I would like to see again but I think they scrapped the idea because of negative feedback from both sides.

    So the reason I say yes and no is because overall, no, its not really stronger if your only goal was to win as killer. But DBD has this weird morality where people often see tunnelling, camping and slugging as "mean" things to do. So a lot of killers didn't/don't use these tactics. So those killers essentially got a buff without losing anything, making it easier for them, meanwhile killers that rely/relied on these tactics are either in the same spot or worse because its harder to quickly get things changed to a 3v1.

    So do I think that its actually easier to win for killers, probably not, does it feel like it, most definitely.

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