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ukenicky

ukenicky

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ukenicky
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  • Actually I used it before as an anti tunnel perk and still try to post nerf.

    9/10 times the killer leaves me slugged and waits out DS timer unless I jump in a locker to force a grab.

    So idk, if a killer is hell bent on tunneling you they can and will. But I feel like this has always been a thing tbh. If a killer wants to be scummy they can be, getting someone out of the game asap is strong so it's whatever. This is why swf helps though because it can make situations that would be otherwise hopeless in solo queue have a chance which is why I really hope they help solo queue more in the future

  • I love this rework idea. Hope you guys go through with it.

  • @Friendly_Blendette said:

    Make him move faster outside of survivor LOS. It could be small boost like 120% or it could be huge like making him 135%. I think it fits really well with the character as he always moves around fast when nobody is watching and also it would make an intresting dynamic. Either you go to small loops where you can see him and he doesnt get a speedboost but he can stalk you easily or you go to like a jungle gym or hawkins or somewhere where he become faster but it is harder to tier up.

    I think this is what they were going for with Play With Your Food.

    I like the idea but it might be too strong. Would need testing

  • Yeah he's a problem. He needs to be reworked a bit. Some of his add ons are just unfair while others are useless. His power takes too long to activate.

    I love his concept and him as a character but he needs to be stronger base kit no doubt about it.

    I think the real problem is that he's a weird cross between stealth and snowball killer and doesn't particularly excel at either unless you pop off and survivors make fatal mistakes (Which are both valid).

    I'd love to see Michael get some love and reworking to make him better. The unfair add ons I mentioned I honestly don't have a problem with as I find the tombstones pretty iconic to Myers but I just feel like BHVR might change them because of how polarizing they are. I just want most of his other bad add ons to be improved.

  • @notlonely said:

    I know there are 4184 threads surrounding tunneling right now but it's really worse than ever. I like to experiment with builds and I almost always include my two favourite perks, Spine Chill and Borrowed Time. However, thanks to the INSANE amount of tunneling I've been exposed to lately, I've included DS. I'm getting more value out of DS now that killers think no one ever runs it. The point of my thread is: keep running DS, it's still a good perks. Killers need a reason NOT to tunnel and we need to do something.

    PD: Literally all of the tunnelers are Tricksters except for one Bubba I faced, but that was more of a teammate induced tunnel (2 Blendettes doing nothing).

    Do you run Unbreakable along with DS? I've been considering doing this lately as the only issue sometimes is that a killer will tunnel then leave me slugged to try and wait out the DS timer which isn't very fun lol

    But yeah otherwise I agree with this post.

  • I mean, you have a point here. A survivor is technically useless after being unhooked now with DS since if they do anything in that 60 seconds to advance the objective, DS deactivates.

    I'll refrain from commenting any further though as I am not a professional on the matter of balancing in this category lol

  • The only thing I wish wouldn't deactivate DS is healing yourself because technically it's not a game objective it's a survival tactic so you don't go down in one hit off hook.

    The only way I've been able to get it off lately is by jumping in a locker to force a grab otherwise killers just leave you slugged and wait out the DS timer after they down you which is just so dumbbb.

    But otherwise I think DS is fine now. It has to be like this since old version let you get away with murder as the survivor LOL

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072257#Comment_2072257

    Except this might end up screwing over your team mates. People who want to save their DS so they do nothing to further objectives, and can now continue to do so indefinitely instead of just for 60 seconds.

    I mean, in the event that the killer is chasing you your distracting them and giving your team time to complete objectives.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072246#Comment_2072246

    Which is probably why the Devs should reconsider trying to make it an anti-tunnel perk. Chases can last more than 60 seconds, you can be on the ground for 60 seconds, and with the recent changes to really require you to be hard tunneled, the timer should be doubled, or outright removed.

    Agreed 😔

    I feel like they can do these and it doesn't change the function of it. You still can't tap gens, cleanse totems, unhook others or do anything except be chased/tunneled.

  • The only change I hope to see to DS is either allow you to heal yourself without it deactivating but idk it's just kind of useless imo better to bring a different obsession perk if obsession generation is important to you otherwise Borrowed Time and seriously taking hits for each other needs to be more meta which I think will be the case after a month or so.

    DS can prevent tunneling but if the killer slugs you and waits it out, voila it's.. Useless.

  • My main issue with it is that a killer can still slug you and wait out the timer if they really want to tunnel you out of the match and they most certainly will if they're passionate.

    You basically have to force a grab so, if you're being hard tunneled off hook find a locker asap pretty much.

    Idk I just wish that you could at least heal yourself up so that you don't have to worry about being downed and slugged while they wait out the DS timer. I'm okay with every other survivor action that progresses the games objective to disable it but healing kind of goes hand in hand with trying to prevent the killer from taking you down and out (Unless it's a OHKO killer).

    Literally my only complaint, otherwise I think DS is good now because it doesn't allow survivors to abuse it.

  • I've always wanted this implemented so you could use green keys without fear of being mercilessly tunneled to death.

    Might still happen though if the killer can't quite tell it's a broken key model but still. That or whenever the key rework finally happens maybe they won't be as feared kinda like moris after their nerf.

  • I'm going to stop replying to this thread since a lot of people are just taking the discussion off the rails lol

    Have fun arguing

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070834#Comment_2070834

    Ah yes. The old "high risk, high reward" myth. Told around the campfire like Bigfoot.

    No hex matters if it gets blown up in 30 seconds.

    And very few hex perks are "powerful" enough to deserve it. Maybe NOED, Devour, and Ruin, and NOED only applies to endgame and Devour does nothing until activated with tokens.

    Devour Hope, Ruin+Undying, Crowd Control and NOED are, in my opinion strong enough Hexes to be considered "High risk high reward" if they get cleansed before or after you gain value from their effects. Bringing most Hex perks by nature go by this rule as, if they get cleansed right away that is the "risk" factor.

    Then you have Hexes which punish Survivors for cleansing / attempting to cleanse such as Haunted Grounds, Retribution and Thrill of the Hunt. These, when used alongside a another Hex perk can make for a pretty nasty build in which Survivors are screwed either way.

  • Being able to bring a powerful Hex for free would not be healthy.

    Hex perks are high risk high reward. An extra, "free" perk slot like this exclusively for a Hex perk removes much of the risk involved in bringing a Hex perk as, part of the risk is in the fact that if it gets cleansed you're out of a perk for the rest of the match which is a pretty big deal with only 4 base slots.

    This balancing around SWF idea isn't healthy as it would completely crush poor solo queue players who, contrary to popular belief, matter.

    If a 5the perk slot was added on either side it would need to be on both and even then I can't see that ever happening as it could cause too many issues.

  • @VESSEL said:

    https://www.youtube.com/watch?v=Ot2-1p_mrNs

    Yes yes, go ahead and tell me how much you hate his killer main ass. He speaks nothing but truth.

    I love Scott and all of his vids are pretty spot on but good lord he just seems so unhappy when he covers DBD content anymore.

    I mean, it's understandable and it's what makes him money but I really wish he'd look into other games to help him cheer up lol

  • In a perfect world, killers wouldn't need to tunnel someone out of the game early to make pressure. Oviously we're far from being in a perfect world in DBD.

    Also, even if some day that issue is alleviated and Killers have better early game / gen repair times get looked at and Survivor gets more nerfs, Killers will still tunnel if they want to.

    Camping, tunneling and slugging are (Unfortunately) all valid strategies killers can use. If a killer wants to tunnel they can and will and can probably succeed at killing that one person.

    Anyways I said all that to say I have no idea how DS can function as a proper anti tunnel perk. When I use it I still get tunneled and slugged and the only time I can force it is by jumping in a locker and making the killer grab me out so they don't leave me slugged on the ground.

    Like I said, if they're hellbent on playing mean they're gonna play mean lol

  • I'd rather be able to tell if the survivors you're going up against are an SWF group.

    Sorry you've received hate from twitch ppl though / feel this way

  • I really don't see how this is such a big deal. They literally get in trouble for doing this, you get a quitter bonus, it's LITERALLY just 1 person getting hatch it's not the end of the world.

    Killers who crave a 4k and have their day ruined if they can't get that need to calm down a bit. If survivors are that petty to do this to you then you've more than won. Like my goodness, survivors who stoop to this level are just hilarious to me lol

    Don't let them ruin your fun. I'd rather this happen to me when I'm playing killer than have someone DC and abandon me and my other teammates in solo queue on their very first hook or something like that.

  • The best way to buff this perk is to add more obsession perks on the Killer side that do something powerful.

    I think Nemesis is fine for the most part right now. It's difficult because it has a very simple effect, if you ever buffed it you'd pretty much have to just add a sort of secondary effect to it like OP is suggesting.

  • To everyone saying that this would be too great of a buff and that there needs to be some counter nerf to it to compensate what if we gave BT a 60 second cool-down?

    BT is deceptively strong. This would at least limit the amount of times someone can save with BT in a certain amount of time.

    I'm not sure I like the idea of punishing the unhooker for using it as, in situations like this they may already be trading themselves to save their teammate (Or be expecting to trade) or give them a chance at the very least. That's what I do with it at least. I always try to go for safe unhooks but this perk is literally designed to give someone being camped/tunneled a chance. I see nothing wrong with that.

    It's nowhere near as problematic or abusable as DS. Well, like I said if they put a CD on it it really wouldn't be abusable. I also feel like a CD wouldn't hurt it a ton either but would make you be more careful with unhooking, if this is really what killers are complaining about (Instant unhooks and "Unhooking right in front of me").

    Sometimes you have no choice but to unhook in front of killer if they're camping :l


    Anyways, I'd be on board with this idea though as stealth killers and Freddy can cheat BT very easily which feels bad but idk.. Spine Chill kinda makes stealth killers entire existence invalid so maybe it isn't so bad they get to bypass BT

  • @Mysterynovus said:

    I don't know why they don't make Fridays thru Sundays double BP weekends. It would break literally nothing and give people more incentive to play and reduce queue times, if not for a weekend.

    This would be amazing!!!


    @brokedownpalace said:

    The devs are very hesitant to do bp events. They act like bp is a precious resource. In my opinion, they view the massive grind in this game as something that keeps people playing and spending money. They see all kind of stats we don't. During a BP event obviously a ton of people play and they put in some serious time, but when you go from making 75k+ bp every match down to regular old 15-25k, it's pretty rough. I would bet after a bp event people play less for a while or at least spend less money because they aren't feeling as rewarded by the game

    That's just my theory though and it could be BS

    I feel this way too sometimes but surely they know that too much grind can and will make some players leave, no?

  • I could be wrong but I'll hazard a guess that it will be the Anniversary event which should happen sometime in June!

  • Spine Chill will allow you to tell if she's phasing or not as, the husk will not trigger Spine Chill if it's left behind looking at you.

    Additionally, shining a flashlight on the husk if she's phasing will cause it to disappear.

    Obviously survivors can't be expected to bring Spine Chill and or a flashlight every single match just to possibly counter Spirit but I do swear by Spine Chill as it helps with a lot of other killers and also can be utilized in a vault speed build.

    The glass shard detail would be great if it was more noticeable but it's just.. Well not lol

  • I feel like you could just run bbq and no way out together and it would be fine. If you're doing an end game build anyways, the aura reading from bbq would probably help find players hiding from bloodwarden unless they hop in lockers

  • I'm honestly more interested in if they're giving her a second iridescent rarity add on and what it might be.

    But yeah I personally don't think iri head can stay with the insta down effect in any way even if you land a hit from a set distance it just doesn't feel right. I'd rather it be reworked into something more practical and useful and not outright broken. I like the above persons idea for it to reveal hit survivors auras.

  • I hope one day they make things better for solo queue.. Survivor and Killer lol

    Solo Q survivors have it rough. I'm not asking for huge buffs but a communication wheel would go a long way in helping to bridge the gap.

    And killer needs help because the gen times are actually a problem right now.

    Aside from those things I have hope in BHVR fixing things that are problematic as evidence by DS nerf, Undying nerf and the upcoming OoO rework / nerf. Also Freddy, Iri head, and eventual key rework too. There's a lot in the works it's just a matter of being patient bcuz BHVR likes to take forever with everything lol

  • In terms of most unfair Nurse + Spirit. Just put the two best killers together lol

    Hag + Trapper I feel would be evil as well. Both setting up their respective webs of traps far away from each other would create two large zones for survivors that they have to worry about and even if they overlap some, that just makes it even worse for survivors.

    Aside from these unfair combos one I feel would be more fair but still powerful and a good example of two killers who would synergize well together would be Plague and Oni. Injured survivors from Plagues vile purge give Oni his blood for his power and if players cleanse they give Plague her corrupt purge power so it's a lose lose situation vs these two snowball killers.

  • Are exhaustion perks not meant to be used for gaining distance?

    In one way or another?

    Let's take Head On for example, it doesn't give you a burst of speed but stunning the killer gives you a headstart to start running away.

    Deadhard gives me the same vibe. Yes a survivor can use it to get to a pallet or window. They can also use it to just, dodge an m1 or other attack. What if they use it to dodge said attack and reach a safe pallet at the same time? The perk is functioning as intended.

    The problem with wanting to nerf Deadhard is that if you nerf its already short distance, it doesn't really seem like it would be usable even. If you completely remove the i-frames it becomes even more unreliabe. If you make both of these changes it literally becomes garbage and people will just opt to run Sprint Burst and bait you into an M1 / SB away.

    The only nerf I can get behind on Deadhard is making it not work over Trapper traps. Otherwise if you nerf it it's going to be useless and everyone will use Sprint Burst in its place but that's probably what you want anyways.

    I don't even see all the hype in DH I much prefer Lithe or Sprint Burst over it.

  • @Orion said:

    I find a combination of Poised and Sprint Burst works wonders. Finish a gen and be gone before the killer comes to check the area, all without leaving scratch marks - this confuses killers like crazy and makes them check the area for several seconds (since they think you're hiding somewhere nearby). Furthermore, with the right timing (usually requires SWF), you can even get rid of your scratch marks at crucial moments.

    I love this idea. My only problem with it is it sounds like a gen monkey kind of strategy lol

    Which I mean hey, I like to do that sometimes. Being that one person that never gets found all match and does all the gens constantly is powerful.

    I still recommend Dance With Me + Lithe + Quick and Quiet for a simple Houdini build if you want something tried and true. Throw in Iron Will and you'll be a true magician

  • I like the idea of the progression being slowed down if they literally insist on face camping you. This would give your teammates even more time to get everything done and leave and hopefully get the ruined match over with.

    I don't understand why killers face camp or even proxy camp to get someone to stage 2. The fun of this game is from chasing and being chased. I doubt very much a face camper is having any real fun except knowing that they're ruining 1 other persons fun for a match which as far as I'm concerned is a form of griefing.

    Anyways, I've also thought it would be a cool idea if they added a perk that granted an extra hook state if the killer stays near the hook for a certain amount of time. Think like how Diversion charges up when you're in the killers TR, it'd be like that but based off of them being in certain proximity to the hook like Devour Hope token generation and if you get it filled / it activates it would give you another 60 seconds of struggling / stage 2

  • I love most of these ideas. I do know that killer mains don't like the idea of a totem counter or built in obsession but I honestly don't see what's wrong with them.

    Obsession means more points for both sides and yes, I know the obsession marker = more info for the survivors when they're being chased but I don't see how it's that big of a problem. If there is no obsession whatsoever a killer is going to tunnel hardcore and everyone knows that.

    The totem counter I don't really find issue with. If it's such a big deal then I think it would be cool if they added a perk in the future that allows you to see the number of totems remaining and reward you for cleansing them. Or add the counter feature to Small Game idk there's options with this one.

    The passive Kindred I feel is a bit unnecessary.

    Honestly if they implemented a communication wheel for survivors it would go such a long way in making solo queue better so I really would want to see that more than anything else.

    I LOVE the idea of being able to see your teammates perk builds. This gives you a lot more info than you might think for example being able to see that a teammate has borrowed time so they can go for a save. Stuff like that.

    As much as I'm on board with all of this there are still issues that need to be addressed for killer vs swf / gen times etc.

    In a perfect world we'd see solo queue and killers get some love together

  • Next time try booping the snoot

  • @Dizzy1096 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041427#Comment_2041427

    You dont get similar results to playing Nurse well. Even Zubat and tournament players say Spirit has nothing on Nurse.

    People vastly overrate Spirit its ridiculous.

    Spirit is still a ridiculously strong S tier killer for the amount of effort required to get good with her unlike Nurse.

    At the end of the day Nurse and Spirit are most used by killer mains wanting to win consistently in red ranks due to how powerful they are.

    Yeah Spirit doesn't compare to a master Nurse but she can still end chases extremely fast and put insane pressure on survivors with her mobility. It's not exaggerating anything it's just the truth lol

  • Killers have their own statistics about them and their power that sets them apart from each other.

    Survivors literally only have perks. Yeah every survivor looks different and has quieter / more loud breathing and groans of pain but survivors are purely what their perks are in a match and I think that's why survivor perks tend to feel that way in comparison to killers' if that makes any sense.

    Survivors have to look for ways to counter play the killers power, possible stealth killers, whatever add ons they might have brought and the killers perk loadout too!

    There's always going to be meta perks on both sides. Killers have Meta perks as well. Idk, I don't use very many meta perks as a survivor because I still haven't unlocked them all but I feel like I do just fine with off meta perks and I have more fun using niche stuff. Hopefully once the DS nerf goes live more people will use more off meta stuff / combos.

  • I'd throw Hag and Blight in the S tier as well to be honest.

    My main issue with Spirit and Nurse is how much easier Spirit is to use and you get pretty much equal results to if you play a good Nurse. Nurse requires so much more time to master, you're rarely going to see a god Nurse lol

    I wouldn't mind if they added another killer like Nurse where, with a lot of time and dedication you could potentially be truly unbeatable but that's such a game breaking thing to go for. When you play against nurse you aren't really playing dead by daylight normally, it's a completely different game in terms of attempting to loop her. I think asking for a killer like THAT is scary and to think twice before asking for such things lol

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041000#Comment_2041000

    Yeah the perks and such for both Jane and Plague is kinda a must. So I had to buy it eventually. The side boob is a sweet added bonus. Jane’s thicc thighs are icing on the cake

    Jane is tied with Kate for me as favorite survivor so I feel you there ❤️

  • My only problem with tunneling is that sometimes you can't stop it from happening. I know BT and DS exist and I use them but killers have ways around them sometimes.

    I love BT and run it often as I want the person I unhook to have a fair chance to get away. BT is just great but not EVERYONE is going to bring it unfortunately also undetectable / oblivious completely bypasses it. I'm looking at you Freddy. Still BT is a really handy way of helping to alleviate the tunneling problem but heck I've seen killers hit the BT survivor I saved and then continue to chase them and tunnel them out because they know they have to mend etc. in which case all I can do is shrug and try to intervene but if a killer is hardcore dedicated there is no saving that person.

    And DS like yeah it can work but only if they pick you up in which case you could force a grab by entering locker I guess but yeah otherwise most killers will leave you slugged for 60 seconds. Now I know what people are gonna say "If a killer leaves you slugged for 60 seconds then they aren't tunneling you" yeah well it is if they proxy camp you. Not everyone runs DS unbreakable either even though it is a strong combo and I've seen plenty of instances where I get picked up and then downed again immediately.

    If a killer wants to tunnel you out they can and usually will succeed especially if you aren't the best player.

    Oh side note, Second Wind can be amazing for being tunneled off hook as well as long as you can survive long enough for the self heal to trigger.

    I understand killer is difficult and they have to generate pressure any way possible but tunneling and camping can feel especially horrendous at times especially when it's being done just to spite an unfortunate survivor that's done nothing wrong. I have no problem with strategic slugging, camping or tunneling as, IMO they are all high risk high reward tactics. Any of them can easily backfire if the killer isn't doing things right

  • It's honestly a great DLC pack.

    Jane and Plague are both amazing characters imo (Plague is my favorite killer).

    You get really great perks from both arguably better for killer though but Head On and Solidarity are fun and decent. I'm hoping they buff Poised one day.

    Literally all of Plagues perks are amazing. Corrupt Intervention is solid on all killers but especially setup ones. Infectious Fright forces people to respect you / helps snowball killers. And Dark Devotion is just fun for the killer and terrifying for survivors.

    Also yeah, side boob if that's your cup of tea. I personally just love Plague's theme music and story.

  • I don't really like the first idea. Seems like too much.

    My only issue with idea #2 is what if they're all Blendette? Do three of them get a noticeably different color outfit/possibly making them stick out or would the recolors stay dark and somewhat the same?

  • @MadLordJack said:

    I don't think Alert has ever shown me the killers Aura when they close hatch.

    Whispers activates no matter what. If they're in a locker, on the ground, on a hook, eating a taco, it doesn't matter. It's activated.

    Thank you so much!! I'll have to be more wary of eating tacos around the killer moving forward.

  • Freddy if you want an unfun but good killer

    Pig if you want a killer that is actually really good but you have to put in practice with / will teach you to get better in general as Killer. Also pig is cuter 🐖

    ALSO the reverse bear traps are a surprisingly effective slow down tool. I know Freddy has slowdown as well but I just wanna mention Pig has it too and it can be quite good

  • @sad_killer_main said:

    I was tired of getting gen rushed by the classic speedrunners, so I decided to play some Freddy.

    Guess what, I got paired with a 4 man death squad and not even Freddy can stop that. They were doing literally what they wanted the whole game, and I had 0 chance to do anything.

    I'm starting to remember why I uninstalled the game months ago.

    How many kills did you get (If any)?

    Also what perks were you using if you don't mind my asking?

    I'll assume you used slowdown add-ons as that's what Freddy is known for and has great ones.

    Just trying to get a better idea of things here

  • This is game-breaking alright.

  • sometimes I wait at the edge so they can get a few more hits in on me and I get some boldness points idk

    As long as survivors don't tbag or leave without letting the killer get hits I feel like it's okay bcuz it's just letting both sides get more BP and points!

    When I play killer I always chase everyone out no matter what

  • There's nothing wrong with WGLF or BBQ

    Run them for awesome bloodpoint bonuses and incentivizing healthier game play on both sides!

    This isn't difficult

  • Considering its activation requirement and effect I personally don't think it needs a cooldown of any kind especially since it encourages the killer to play a high risk high reward play style with potentially slugging.

    Just because a killer uses infectious fright doesn't mean that they will always slug either. Infectious is a very good counter to flashlight savers and overly altruistic teams. It makes survivors respect you (Well, smart survivors) and punishes ones who don't respect it.

    It's as simple as that.

  • We'll Make It, Borrowed Time, Spine Chill and whatever you want in fourth slot (I recommend exhaustion perk or maybe Blood Pact)

    This is my favorite kind of build to run it's all about saving people off hook as safely as possible. We'll make it is just nutty healing potential.

  • @EvanRaven said:

    playing him at red ranks usually results in a genrush. it just feels like chases take too long even with perfect shocks. also when i shock someone it feels like there's a delay before the 2.5 second stun thing goes through. people can still drop that pallet/vault the window still after being shocked.

    The reason people rush against Doctor is because he is almost always in chase as hiding from him is next to impossible unless you happen to have Calm Spirit. Additionally, when and if survivors hit stage 3 madness they're a bit useless so, time is even moreso of the essence against Doctor.

    Good doctors know this and they're scary. A good Doctor knows how to end chases fast and deny pallets / vaults with his shock. I personally don't think he needs any buffs. He's very strong in the right hands and feels like a great A - B tier killer. I'd be VERY careful with buffing him, maybe if it's something very tiny just to try out but like, my god he isn't weak at all lol

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