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CruiseControl

CruiseControl

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CruiseControl
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  • @AngryFlower said:

    https://forum.deadbydaylight.com/en/discussion/comment/737379#Comment_737379

    Counter play is to break it. The fact it can be powered through is really bad.

    It results in ruin being extremely strong in low ranks and useless on high ranks

    You're misunderstanding what ruin is. It's an early game perk and a GAMBLE one at that. all totems are GAMBLE perks. why? because there's a 1/5 chance it will be found. You're taking a 20% chance that survivors don't find and break your totem in EARLY game every time you equip that perk. The longer the game goes on, the more likely people will spot and break your totem. It's not a perk that's supposed to make the game completely annoying for four players the entire duration. If it was, it wouldn't be a totem perk. However, that does happen sometimes. why? because like I said earlier, it's a GAMBLE Perk. You are taking a chance every time you use it. If you want a perk that will last the entire game that can't be broken, get Pop goes the weasel. It's x10 as strong as ruin could ever be.

    On a side note, the reason people hit these ruin skill checks so easily isn't because the skillchecks are too easy, is because literally everyone uses ruin from early-mid tier ranks and even nonconfident killers still use it red ranks and when you face ruin as a survivor you have two choices in early game: break it or do skillchecks. eventually with enough practice, anyone can hit skill checks and 9/10 times one of those four players will hunt for it. Killers rely on this perk so much that when it gets found and broken, killers fall apart because they don't know how to 3-gen strat or apply pressure on gens instead of chases, or use perks that aren't RNG based like Pop.

  • Hex ruin is fine its in current state and doesn't need to be changed.

    people should be able to power through ruin by hitting greater's.

    just hit greater's or break it. It's not that difficult.

  • @Toxicboii said:

    https://forum.deadbydaylight.com/en/discussion/comment/734017#Comment_734017

    This change is supposed to do it's job better at countering tunneling killers, while also making it feel more deserved by having more noticable counters.

    The fact that it disables on hook is to prove you weren't tunneling a recently unhooked survivor. As this perk will make the killer reliably, and effectively apply pressure to survivors instead of going to one single survivor.

    The shortened timer is to prevent the killer from being ds'd after finding the survivor and insta-downing them, only to have it count as "tunneling" and you get your ass struck down because of a lengthy immunity period. But to prevent them from waiting ds out while survivor is dying, the timer will not go down to compensate.

    Disabling it after going into a locker is to prevent an exploit. Either leave them alone, (which should be assumed you did before finding them), or eat the ds. This wastes a unnecessarily ridiculous amount of time.

    no. your ideas suck. DS is fine. getting into a locker is not "an exploit".

  • @mcNuggets said:

    https://forum.deadbydaylight.com/en/discussion/74377/spirit-nerf-idea

    Nerf viable killer, because survivors are entitled to win with no skill or whatsoever?

    How about no.

    Spirit is hard to play, but rewarding.

    If you see her phase walking, play around it, run away, crouch somewhere etc.

    The collisions are not the problem, it's the sounds.

    Players with good ears, high volume will always have extreme advantages.

    Spirit is not "hard to play" in the slightest. there's nothing hard about being invisible and lightning fast against naturally slow survivors. You have so much mobility you can pressure the entire map almost as much as billy. Spirit is a killer for brain dead players who want make so many mistakes through out the game and still want to be rewarded for it as killer. There's a reason people don't play nurse but DO play spirit, because her (spirit) skill ceiling is so low and she's so easy to play she's basically a starter killer for noobs. With nurse, you actually have to practice to be good at her without a ton of blinks. With spirit, you just phase and have at least a double digit IQ and you will always catch someone.

    most killers are viable if you stop playing brain dead cookie cutter reddit builds and despite what people cry about all day, SWF are easily beaten (which is why they're playing SWF, each individual player sucks) People will constantly claim leatherface is bad, but have you ever played him correctly with PWYF? He's easily top 5. but bad killers just want an excuse for their poor choices, like tunneling a single survivor for 4 gens because they get tilted by pallet stuns.

  • DS is fine where it's at. Bad killers say it's "immunity perk" only when they spend half the game getting looped because they're awful in chases. Either eat it, go for someone else, or slug them. It doesn't need to changed, DS in it's current state IS the nerfed version of DS.

  • @mcNuggets said:

    https://forum.deadbydaylight.com/en/discussion/comment/733431#Comment_733431

    Strong killer perks = game breaking?

    Sprint Burst does the same for survivors, why is it game breaking for killers?

    Where is the counter play to someone using Sprint Burst?

    You're joking right? I don't know how many hours you have in this game, but Sprint burst has a short duration with a pretty hefty cool down. All you have to do is hold W as killer and you catch someone with sprint burst. on top of that, someone who uses sprint burst is probably walking around the map saving SB which is just wasting time.


    Also bloodlust exists because you get mindgamed around a non-safe pallet and you don't want to stop holding W. so yeah, there's that.

  • @CreeRoyalty said:

    I think The Pig's masks are ridiculous. We have to waste so much time running from station to station to station to station to station. If you slip up on the numerous skill checks...ghosted. You practically need to run to each station because of the timer, therefore you leave scratch marks. Considering the way you spend time is critical in the game, this is absurd. I'm sure killer mains have no problem with it but it's a major complaint from survivors from what I've seen and heard. Why not just make it one station with successful skill checks and you can get back in the game?

    I've never heard anyone complain about a pig helmet. by far one of the easiest and most straight forward mechanics in the game to overcome as a survivor. this is 100% a get good issue. You have so much time to do all 5 trap stations even if Pig has addons It's actually insane.