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valvarez4

valvarez4

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  • @Zacharry100 said:

    I see so many post saying it was bad...like how if you were to be tunnel ds was doing the job it was made for....is it because you can't be toxic anymore. If you give me a good reason on why the old ds should've stay....I can with 100 percent say is that you are one of the people that abused it

    If devs remove now aura reading from b&c you’ll see rivers of tears. This could be because this perk is abused now too?

  • Now killers don’t tunnel all survs. They tunnel the first one to death and then they play normal, because they want to feel they won the game without any help, although it’s a 3vs1 match and a 5 years old can 4k

  • survs, if you want noed not to be a problem then DONT cleanse visible totems, cleanse only those who are so hidden is difficult for other to find. If you don’t cleanse those totems and noed is in play, probably near 100% of times noed would be one of these totems. If you cleanse totems as solo without small game or detective probably a hidden one would be noed and kill you

    and I beg you, never, and I say never, never cleanse the totem in front of the last gen when other surv is finishing it

    edir: and I forgot, first do the gen and then cleanse the totem. So many survs cleanse first and don’t get time to do the gen later

  • @JediWithASniper said:

    Killers select in their loadout 4 perks just as survivors do. So to solve for comms, what needs to happen is that killers select additional loadout perks for SWF. These potential perks are selected in advance, and are activated automatically when a killer is paired with the following:

    If the match contains 2 linked SWF players, the killer receives 1 extra perk slot for the match.

    If the match contains 3 linked SWF players or 2 sets of 2 linked players the killer receives 2 extra perk slots for the match.

    If the match contains 4 linked SWF players, the killer receives 3 extra perk slots for the match.

    Give any solo survs 3 additional perks against nurse or spirit

  • @Tomskrex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095334#Comment_2095334

    I can't. I suck at spirit, I could never get into her. If spirit is so good, why I can't achieve good results with her? Meanwhile, I excel with lower tier killers? Stop overblowing spirit.

    Buy better headphones. That’s all

  • @TheDuhJ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095977#Comment_2095977

    Right, but that doesn't happen. What happens is a survivor buff goes through without a ptb, a killer gets buffed in a ptb. 4v1 survivors complain while killer tries to explain why it fair, but its 4v1. Survivors stop the killer buff and trickster becomes a trash killer dead on arrival. Now you guys want buffs to survivor to destroy the game before a killer buff could go through.

    You live in a parallel universe. Survs stop the killer to be powerful? How? 99% of people in this forum are killers main

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094835#Comment_2094835

    What's to abuse? There is nothing given to the Killer for kicking a gen without a Perk other than starting regression. A lot of people run both Ruin and Pop because Ruin gets found so easily so they need a backup because gens go by that fast. But while Ruin is still in play Pop is useless as it is right now. Without an active Pop and not having Overcharge there is no reason to kick an already regressing gen. And Pop has limited uses. The only "problem" would be Ruin plus Overcharge and Overcharge only works once per Survivor, or less if they are on coms. And even with Overcharge you'd still have to kick the gen already regressing via Ruin to apply the effect. All Overcharge really does once Survivors are aware of it is prevent "tapping" to stop regression. Which doesn't happen if Ruin is in play.

    So, again, I ask what can be abused by being able to kick an already regressing gen?

    Yes, pop has limited uses, only 220 secs.

  • @realflashboss said:

    It's still going to be pretty easy to suicide, itll just take 10/20s longer 🤣 the skill checks are regular and decrease the timer a fair amount if you miss one. This rework literally just stops you missing a space or X and suffering for it

    And also helps killers giving them more time to find the hatch. Hats have should open now at the same moment the surv is dead

  • @GeneralV said:

    I agree.

    The thing is, DBD is "balanced" around 4 solo survivors and the killer. That is why we have perks that give the player select amounts of information, such as Bond and Alert.

    That is why SWF is an unsolvable problem. Using comms is a huge advantage, where it shouldn't be. 

    If the killer rate is 65-75% and swf demolish killers you can’t say this game is balanced around 4 solos

  • using keys is strategy. Same as camping and tunneling

  • We don’t need abc obsession in every game. We need DS not to give an obssesion

  • Maps are totally broken since 2020. Many times it doesn’t show totems

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/241309/noed-remove-speed-buff

    Or maybe do totems and you won't have to worry about it 🤷

    Or kill survs Until gens are done and you won’t need noed

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090674#Comment_2090674

    Then don’t bring it. It’s your choice.

    But don’t cry when you get tunnel.

    I don’t cry. If the killer tunneled Someone I kill myself at first hook and find a new match

  • Use borrowed time, resilience or other good perk. If the killer tunnel you, well, let him kill you and go to the next match, probably with a not trash killer

  • @Orion said:

    It's not a wasted perk slot if it does indeed prevent the killer from tunneling. People who think perks are only useful if you get to use them need to look up MAD - and I don't mean the magazine.

    Totally a wasted perk slot. There are at least 10-15 perks better than DS now

  • @NoOneKnowsNova said:

    The only insta down that isnt balanced is Noed, and even then that's debatable.

    Otherwise, insta down is completely balanced as they all have obvious counters.

    Iri head isn't balanced too

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084546#Comment_2084546

    I'm rank 3 consistently getting 4ks and cannot pip despite doing everything I need to do.

    meanwhile survivors can ######### up as much as they want and pip

    Do you prefer 0k consistently and pip? Because perhaps survs get pips because they can't escape and devs need to give them something

  • Use keys is a strategy, same as camper or tunneling.

  • @kermit_snacc_choke said:

    https://forum.deadbydaylight.com/en/discussion/comment/2088731#Comment_2088731

    Does turning off crossplay affect que times a lot? That's the only thing I'm worried about

    I turned off crossplay yesterday and I got 3 games in a row against the same trash and toxic slugger killer.

  • Well, this is a massive end game nerf for survs. When 2 survs are left, you're giving the killer a minute (minus the penalty) to find the hatch

  • I have another killer idea: the mirror. An m1 killer that can press m2 and he is seen as another surv, but he moves at the same speed as survs. This way he can get the first hit or catch survs when they’re working on a gen or healing. Could be very funny

    edit: I see it was your idea too

  • i think up to 220secs is too much. It should be 30-35% of actual gen progress, not always 20secs

  • It’s sounds good. Perhaps 4 min or until the other totem is cleansed

  • @RyRapsYT said:

    Lately in this forum people have been complaining so much about killers being way too overpowered. The Killers in this game are not overpowered (except maybe Freddy). People complain about the little things about both sides, killer mains hating on survivor mains and vice versa. I play both sides equally so I am not biased. The forum and the community keep pounding nerf requests on killers that don't even need nerfs. I also see posts about completely balanced survivor perks that " need a nerf"

    The truth is that the killers should be powerful, they have to go up against a four-man survivor team. They need to be good enough to actually play the game and beat the survivors. Games like f13 created Jason who is overpowered in both the game and the movies, it was fun because there was basically an almost unstoppable enemy which made the game very interesting to play. In this game, the moment the new killer releases, the survivors and some of the killers begin to hate immediately, it's either too bad or too good because no killer can ever be perfect.

    The Killers should be overpowered compared to the survivors. The game is not as scary as other games out there, killers that are more powerful and creepy looking is what we need. The problem is that most people are missing the concept of DBD and get pissed off when a killer is powerful and wont stop complaining about it. People need a reason to fear the killers.

    But I don't mean completely make the game killer sided like f13. There needs to be a balance between the game, the killer should be powerful but not impossible to play against. The game should feel tough every round. Like there cannot be a killer that just destroyes everyone. The game needs balance, and to create balance the survivor perks need a slight buff to the ones that are not very great, and the killers all need tweaking to make them strong. Perhaps DBD could make game modes like 2v8 to help the killer and to help the survivors. Strong killers would give a reason to fear them.

    Do you want surv as gen repair simulator?

  • @TMCalypso said:

    I don't understand why some people think DS is weak because of this nerf. DS is still very strong, it just isn't abusable anymore. Its combo with Unbreakable still gives you a minute of immunity, meaning for 1 minute the killer cannot pick you up or you can get free with a stun. If they leave you there you just get up with unbreakable and get away anyway. If they wait, then that is 1 full minute other survivors use to make progress on gens (which could cost the killer the game.) Not to mention...it doesn't even have to be on any of the 4 survivors to affect the way most killers approach you. If there is an obsession, DS or not, the killer MUST respect it or risk eating the stun. It doesn't have to be in the match and it can still affect the killer's thinking.

    I'm not sure I worded all that correctly, lol. I get what you mean though. Adrenalin can be very useful, but imo I wouldn't call it the strongest perk. I'd say DS still tops it. Adrenalin is only effective if the match gets to endgame and most simply don't get there. While others, you probably would have escaped without it anyway. I know that isn't always the case, but that is just my opinion.

    It doesn’t give you 1 min of inmunity. It gives you a 5 sec stun and you lose 2 perk slots

  • @hardtimefun said:

    You know this perk exist, you know how it triggers, you know what it does, you know how to remove it from the game, you can remove it before it even trigger, every killer you play against could run this perk.

    So why do you complain about a killer using it?

    You can totally remove this perk before it even trigger and you complain about this perk being a thing.

    Yes noed can reward bad killers, it can and does, but it also punish survivors because you gen rushed, if you would have took the time to break 5 totems in the whole match, 16 times 5, to remove this perk without trying to hard to finish 5 gens in 5 minutes well you wouldn't be complaining about noed, but you so badly want to rush gens that you totally ignore the fact the killer can have this perk and when they do because you finished the gens in 5 minutes you cry about it? it was your job to DO THE BONES AND YOU FAILED DOING THIS SIMPLE TASK 5 TIMES, deal with it, stop crying about noed if you can remove it before it even trigger, stop being childish and do the totems.

    Yes, adn if survs escape is your problem as killer. Yo can avoid it, you only need to hit them and hook them

  • @EntitySpawn said:

    Okay so before you all get mad here me out. Iv played both roles at rank 1 for 4+years and I think it's fair to say people can do gens fast and at endgame you're forced to stay right near the hook if multiple people are alive. While I have never used the perk (except for when it was in the tome) I feel having noed base along side a totem counter could be more interesting. This way survivors know how many totems remain at all times, theres no predicting if the killer has it not to mention the killer is far more likely to chase someone if they dont need to worry about that sprint burst after getting injured. So noed base, totem counter base. Remove the speed boost with noed. Noed now makes exit gates regress instead. Thoughts? Just trying to spice things up at boregame while giving survivors a secondary objective (with a counter) to slightly slow gens but not punish people for still doing them

    What about keys at base kit?

  • Another 60 survs met the entity today. I don't know about death squad swf, but solos and normal swf can't beat freddy with tinkerer, surveillance and pop or ruin. They barely can do a gen. I know freddy is an m1 killer, but when pallets are gone, the party starts. You only need to protect gens and do small chases until all pallets are left

  • @ChiSoxFan11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078374#Comment_2078374

    I anxiously await your video series on YouTube or Twitch where you're beating Red Rank survivors with ease in countless 4K after 4K, putting people like Otzdarva or Dowsey or others to shame, all the while preaching to us all how you were right all along, and everything killer is too OP and badly in need of a nerf.

    I'm sure we'll see that about the time the check from the Nigerian Prince who emailed me shows up in my bank account. What a great day that will be! 🙄

    I know this Nigerian guy too :D

  • @sad_killer_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078366#Comment_2078366

    ... crutch oppressive perk too?

    BBQ an oppressive crutch perk? Don't make me laugh HAHAHAHAHA.

    The aura reading ability has a million counters, + killers usually run it for the sake of farming BPs, not for real in-game benefits.

    You said complaining because of a nerf it’s because a perk it’s oppressive, not me

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/240002/after-years-playing-surv-i-began-today-playing-killer

    Now lets see you use that against actual survivors in a 4 man swf that has some time invested into survivor,

    Go ahead. i'll wait =D

    I’ll tell you anyway. Ah, and another thing. In rank 15-20 wait times for killers is about 10 min. Far worse than survs in red ranks

  • @burt0r said:

    Sorry buddy your history of posts doesn't make this purely anecdotal statement believable in any way.

    Also given that if you really already played hundreds of hours in this game and know many ins and outs of the game it is only logical for you to slaughter rank 20.

    Yes, I know. I had 2 pips per game, so I expect to achieve red ranks soon

  • @sad_killer_main said:

    That DS wasn't being used as an anti-tunnel perk, but rather, as a huge crutch oppressive perk.

    The core functionality of DS and why people should use the perk hasn't changed: If I tunnel a person who's been unhooked I'll get my ass DSed.

    That's still happening. It's still a anti-tunnel perk.

    Then why DS has dropped to B in the tier list and people stopped using it? This is what's really interesting to me.

    It clearly shows that the main intent of people running this perk wasn't to stop tunneling, was to a have an oppressive god shield.

    Because that's what DS was, a nonsense shield.

    Even if you weren't tunnelling a survivor could repair a gen in front of your face because they new they had the god shield and as much, you could only slug them, but their hiding teammate would get them back up in seconds and start repairing again.

    DS changes were meant to remove that nonsense mechanic DS had to be a god shield, which was basically a complete crutch people relied on, and most of the time you getting DSed didn't mean you were tunnelling, just that you forgot that person had DS after almost 1 minute.

    Has been interesting to see this huge tier drop in the list for DS, it has shown the real reason why people were using the perk.

    If you no longer use the perk but you spammed it before, clearly your intentions weren't anti-tunnelling ones.

    DEvs should remove the aura reading from b&c. If killers say something is because it’s a huge crutch oppressive perk too?

  • @NomiNomad said:

    Hey cool, the guy who does nothing put pull the victim card every time he posts!

    Freddy is getting nerfed, rightfully so. There is no point in beating a dead horse.

    I buy It today. 3eur

  • I forgot. Only 5 gens get done in 15 matches with tinkerer, ruin, surveillance and thana. No salty comments yet, but I would start camping and tunneling if needed, so I expect to be cursed many times. I would only write... devs say it’s strategy, so play civi6 if you don’t like it

  • @reeves7 said:

    https://forum.deadbydaylight.com/en/discussion/239610/ds-nerf-needs-addressing

    The thing is that ds was boosting swfs and good solos more than they are boosted. A high caliber team(2 pc swf and 2console swf for example)with ds and all the meta perks will make you sweat from the beginning and multiple gens will fly in no time. When the gens are done and the gates are 99’d and you down some of them,the guy that has been hooked before the last one will try to unhook because of ds. That play has no counter play and you will either have 1 kill or 0 kills,and trust me its a miserable match for the killer. Survivors have too many second chance perks but ds was more than that,it was an unfair perk

    Do you think 3/4 survs escape more than killers get 1/0k? This is not miserable?

  • @AggressiveFTW said:

    Survivors are in 100% safety when using god pallets because there are no mind games involved, extremely boring IMO. I think chases are supposed to be fun because of the mind games and the thrill.

    Do you have fun in death zones?

  • @Th3Nightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838358#Comment_1838358

    Why do killers need to tunnel? Because the game is super unbalanced and is not capable of doing more than 2-3 kills if playing fair.

    Doc if he play fair he does 2-3k, so he tunnel and camper and he gets 4k. So fair

  • Selfish people will always play killer. That’s why I prefer to play survivor, better people you can play with. So many killers think they deserve 4k against 1.000 hours swf, but they don’t. But they want it anyway, so now it’s a culture that any killer deserve 4k. And when they see gens done and they can’t hook anyway they think they deserve 4k anyway, so they camper and Tunnel. Next week I’ll play 100 games with pay to win Freddy and I’ll camper and tunnel with pgtw, b&c and tinkerer. And I’ll camper until tinkerer activate and I’ll slug for the 4k. I’ll post my result, but I’m sure it will be 400 survs died, hatch escape or dc

  • @plzleavemealone said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074433#Comment_2074433

    Its not because you have seen them last game they are commun. When undying got release killer saw the potenriel in ruin if the perk last long enough so now they use ruin with pgtw but before that when ruin got change/nerf you did not see ruin at all unless the killer wad meming.

    For mori i did not see a single mori in a while now and because i main PH mori are useless for me because they waste too much of my time

    Mori wasn't a problem for me. I 'lobby dodge' when I saw one. Never been moried in years. Now I accept it

  • Today, in 15 matches I saw it once. But prove thyself 10

  • @Botiz said:

    Wonder how many matches in a row it's been without a mori...

    @plzleavemealone said:

    I wonder howmany match in a row killer played whitout ruin when they rework the perk

    Last game was against a trash camper clown with mori and ruin

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074350#Comment_2074350

    It would just be nice to see different strategies.

    Also im not sure how Prove Thyself helps with hook rescues.

    It doesn't, but killer is easy as hell, and since DS is trash the best way to survive is to gen rush with prove thyself and resilience.

  • These are 2 perks. I can assure you kindred, dh, iron will, prove thyself or resilience are way better

  • @Taiga said:

    I know that DS used to be a very powerful perk and that it needed a change but I feel like they overdid it. It should have been more of a rework instead of a huge nerf. It’s still possible to fail the skill check. It doesn’t really prevent tunneling enough. People stop using it and tunneling increases since there’s no obsession. So here’s my idea for a rework:

    Using whatever is at hand, you stab at your aggressor in a ultimate attempt to escape. After being unhooked for the second time Decisive strike activates until another Survivor is hooked. When being grabbed or picked up by the killer you automatically escape their grasp. stunning them for 5 seconds and you will not leave any Scratch Marks for the next 10 seconds. Grunts of Pain are reduced by 100% for the next 10 seconds. Bleeding is suppressed for the next 10 seconds. 

    Stunning the killer will disable Decisive strike for the remainder of the Trial and result in you becoming the obsession.

    In my opinion it also matches the description of the perk better than it does right now. I know that doesn’t turn it into a true “anti tunnel perk” since you can hook the same survivor in a row without tunneling them but it forces the killer to also focus on other survivors and gives the survivor a second chance. It also can’t be abused anymore in the same manner. 

    What do you think? Don’t be too cruel thanks :)

    God helps you. waiting for the comments

  • @codebibi said:

    this is a really big problem in my opinion and killer camping and tunneling should be punish. the thing is, the community is already really toxic and by saying it is a tactic, the devs push people to play like that and the community is becoming even more toxic. it is not fun for survivors to play against killer like that it is ruining the game and it is even worst when you are a solo survivor and get camp tunneled 5-10 game in a row. i think it could force killer to play better with skill instead of using cheap tactics by abusing the game mechanics and ruining other players game.

    Another survivor main in this forum. Thanks God! Sorry for you, wait for the comments on this non killlers forum

  • And today someone said this is not a killers forum to me. Lol

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073008#Comment_2073008

    No, ruin was nerfed. Not it does nothing to actively effect anyone working on a generator as it used to. Before, it affected skillchecks, which required no effort from the killer to get value from. Now? It's just automatic regression, which requires effort from the killer. It was effectively a nerf. I also never said "they already weak". Please don't misquote me to further your argument. By doing that, you forfeit any argument you were going to make. But yes - 6k hours, must be a baby killer. Or maybe, you're just a baby survivor. You're out of your depth. For your own sake, stop.

    DS was broken. It needed to get nerfed.

    https://forum.deadbydaylight.com/en/discussion/comment/2073012#Comment_2073012

    Yes it was. A nerf is a nerf. You don't get to pick and choose. Please stop, bud. It ain't working out for ya. You've tried, but you've utterly failed.

    Deactivate pgtw if the killer hit someone is a nerf, the same nerf as ds. 45 secs to go to a gen is not a nerf, sorry, is an excuse so they can say they nerf killers perks too

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