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  • @sizzlingmario4 said:

    EGC isn't meant to hurt the survivors; it's meant to bring the game to a close. It already helps the killer enough as it is; we don't need to nerf 99 gates.

    I see this as a lost opportunity for an interesting game

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2948193#Comment_2948193

    Whilst that is true, I do speak with the knowledge of what is happening internally.

    What is "Hug Tech"

    Please check details.

    Blitght is full of chips that are unclear. Considered a bug or not.

    For example: twists (Flicks), texture licks.

    Simply put.

    What is def vision of Blight?!

  • @Ginger_ninja493 said:

    https://forum.deadbydaylight.com/en/discussion/311719/disable-dead-hard

    Nurse was bugged, dead hard is just a popular perk because of its value in a chase. A counter to it is just bait out the dead hard, wait a second before attacking and you will either make them waste it or land a hit.

    Just because it's a meta perk is not a viable reason to kill switch it.

    THIS DOES NOT WORK.

    This perk has no RESISTANCE.

    Because of the frames of invulnerability. Survivor presses on a pallet or window. Always succeeds. And you won't do anything about it. NEVER.

    I repeat. This perk saves you 100% of the time. EVERYONE uses it now. Every. He is very annoying.

    My suggestion on how to nerf him is to disable the invulnerability frames. From this you can somehow play. Survivors will not be able to constantly press it without punishment. Dodge 100% attack

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768797#Comment_2768797

    It's a team solo game. SWF and voice comms ruined it, but you're supposed to have to weigh every risk of helping a stranger; will they help you back? Will they leave you to die? Will you both die?

    SWF ruined it, because it was never meant to 100% be 4V1. It was supposed to be 1/1/1/1V1. Sure, You COULD help your teammates, but you only win if YOU escape.

    This is a game error, not a specific killer

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765560#Comment_2765560

    He's not entirely wrong. A LOT of LF players will camp and tunnel survivors to death... not to mention he makes unhooking teammates almost impossible. I don't think he's OP, but I get where people are coming from. I really hope we see camping changes soon. Yeah, I know that's probably not gonna happen (at least not for a while).

    When you understand one thing. If the killer is setting up camp. THEN HE LOSES TIME. FOR WHICH YOUR TEAMMATES SHOULD START GENERATORS. AND IN THIS HE DOES YOU A FAVOR. ISN'T THIS A TEAM GAME?

  • @DeadByStreetlight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764896#Comment_2764896

    That's nice to hear. I'm thinking more about a perk like pop which is better balanced as basekit and the clown can keep his perk.

    What do you mean with writing about the article?

    I meant it. That I have already written about it. You can take a look at my page. I liked the idea of increasing the regression values

  • @ActualPainedFrog said:

    If the DH isn't used to dodge a hit, you should lose the ability to drop pallets/vault windows for 3 seconds after. I can't imagine this would be to difficult to add, and would make Dead Hard'ing for distance much more difficult and require skill.

    I agree, this is an ideal rework for this perk. The developers themselves said that they conceived it as a departure from the hit, but not a jerk into the pallet. So make a simple constraint, oh my god.

  • @Sweet_Potato said:

    This perk is pretty weak right now considering the amount of gen rush in this game.

    Even if you get Penimento stacks survivor can easily negate them again just by cleansing that totem again.

    Killers rely on strong slow down perks to achieve a high kill rate. So it would be just balanced if killers could recreate destroyed totems of penimento again.

    In order for pentimento to play, it must work from boon. And that's it.

  • @DeadByStreetlight said:

    Wouldn't it be better to give the killer a better gen regression as basekit?

    Kicking a gen is to weak. iIf killers has something like pop for kicking a gen. A lot more would thinking about to leave the hook and use the limited time reward.

    You know. I agree with you. I think it will be better. I would even write about this article

  • @ThanksForDaily said:

    Freddy had his time as a "top tier" most boring killer to go against and as. And all that because of his add ons combined with 3-4 slowdown perks.

    15-20 minutes games. Killers made him like that, stacking this and that. The nerf took a long time and was well deserved.

    RIP for the forever boring Freddy "mains".

    Fine. Now it's not just a boring killer, but also a killer that can't do anything with boring add-ons due to a nerf

  • @GeneralV said:

    Those are not bad changes per se, and I can see them working in terms of general gameplay. However, I believe it may not address his main problem:

    Boredom.

    Current Freddy is boring. A pain to play as and against.

    And it hurts me to say it, but it is the truth.

    I believe the main concern now should be this aspect of him, instead of just pure strength.

    You're right. But it is already necessary to change his abilities. And I doubt that the developers will go for it

  • @Ravakahr said:

    You should watch Red Scourge or Otz on youtube. They always wait dead hard out and have almost zero issues with it. Your attention should be focused on why does it take so many BP to level a killer. The BP system is terrible and should cost 50% less bloodpoints to level a killer so you can try ALL the other killers and get ALL there perks without grinding 2000 hours. Thats a better use of your time honestly <3.


    What a wait-and-see. What are you talking about? If the survivor uses this perk to get to the pallet and to the window. And I can't do anything about it. What kind of waiting can we talk about.

  • @Ravakahr said:

    i think you need to main survivor. Then you'll understand. You cannot understand if you only play killer.

    What do I need to understand? That the survivors are brazenly using the Dead Hard to save their lives, and there's nothing I can do about it. Should I understand this?

  • @KajdanKi said:

    Dead hard is a weak perk. Its good against killers who arent experienced. And those we have plenty atm

    Oh sure. When the Survivor is about to fall, but he uses Dead Hard to get to the pallet and I can't stop it in any way, never. Weak perk

  • @rafaelbisol said:

    This came to me as I was playing a match and got facecamped by the killer (the other survivors weren't close to me and it was the first generator). A killer camping is NOT a valid strategy for many reasons and ruins the game for the survivor being camped, which only gives people reason to not play again. If the survivors don't want to play, this has a HUGE impact on the revenue of the store, reviews, etc. The only thing keeping me playing is that I know there are killers that don't camp. The idea is as follows:

    There would be a radius in which the killer could not be in if the survivor is hooked. If he was, then the progress of the killing would be slower as the killer approaches the hooked survivor. A killer facecamping would stop the counter and, to avoid pontual things, this would activate only if the killer spent more than 10 seconds on that area.

    ------

    if (suvivorHooked == 1)

    killingProgress(distance);

    void killingProgress(int distance) {

    if (timeSpent >10{

    //code for the killing being slower as the killer approaches the hooked survivor

    }

    else {

    //code for normal sacrifice

    }

    }

    ------

    I think many people won't like this, but it's only my suggestion. I'm tired of being camped and many other survivors also are. The killer doesn't need to camp to get to achieve a good amount of points, in fact, camping is not encouraged by the game itself, as it's lost the possibilty of earning a certain badge. What I'm trying to say here is that we need a more absolute way of stoping camping and it is only going to happen if you, developers of the game, do something. CAMPING IS NOT A VALID STRATEGY.

    If this isn't the best solution, you must think how to solve the problem. The problem is: there are many killers camping and it's not a valid strategy. How do we solve this?

    Best regards,

    Rafael Bisol

    You don't want me to stand beside hook. And I don't want you to give 2 generators when I caught 1 survivor.

  • @Chocolate_Cosmos said:

    Alchemist's Ring

    • Hitting a Survivor with a Lethal Rush will instantly recharge 50% of all Rush Tokens.

    Blighted Rat

    • Increases Rush Movement speed by +2 % for each consecutive Rush.

    Blighted Crow

    • Increases Rush Movement speed by +3.5 % for each consecutive Rush.

    Do not touch the acceleration addons. The more he spends tokens, the longer he is without the ability. You do not think about it, but already offers such significant changes

  • @FreshCoal said:

    Either make decisive strike basekit or something because the amount of killers that just turbo-tunnel and follow you for 12 seconds after an unhook for a free kill is getting on my nerve. Just played a game where the same teammate farmed me twice and I went from a 1 and a half minute chase for the first hook only to have the killer get the second and third hook stage after 30 seconds. WE NEED BUILT IN ANTI-TUNNEL.

    No. You need to learn not to fall. You already have all the skills for a Dead Hard or DS type to forgive your mistakes. At the same time, the Killer has nothing.

  • @wewantbetterfun said:

    it's like adrenaline that you can only use 2 times if actually manage to get to the exit before anyone else opened it, or else can it still give the effect of the perk to the one opening it like leader and vigil etc does? it's a bad perk but there's legit not even a single reason ever to use it, so buffing the crap out of the perk even if it was 1000% faster, would anyone actually use it? so why not buff it like no tomorrow so there's actually 1 reason to use it lol, it could counter no way out or something idk.

    Are you joking? To open the gate in 10 seconds and I can't do anything playing as the killer

  • @Mandy said:

    Dead Hard is not buffed first of all, it's now working as intended - it hasn't worked under dedicated servers as it was still reliant on the killers connection, whereas now it's reliant on the players connection to the server, so again whoever did the action first.

    Also the blade wipe animations are not present etc so no time is lost. The only thing that I can see as a possible issue is that teh player screams as if hit, whereby they are not actually hit, and that's feedback that's already been sent back to the team (it's similar to the pallet validation feedback in that instance).

    I think it's not normal that Dead Hard is so easy to implement. At the same time, he gives such a huge advantage in the chase that neither

    one killer cannot do anything. Dead Hard breaks timings. It's not good

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568580#Comment_2568580

    I don't have a massive issue with Dead Hard tbh. I kind of see it the same way that I see other exhaustion perks, it'll give you that boost but then it's not going to help you for the rest of the chase.

    Dead Hard basically allows you to be greedy, it lets you get another loop around a pallet for example - it's not a mistake when survivors do this, it's intentional, they know they have Dead Hard so they know they can make the loop before dropping that pallet, or make the window.

    I still think Sprint Burst is a stronger exhaustion perk, but I feel that Dead Hard is more frustrating for some players to play against.

    You are not right. Dead Hard is the strongest fatigue skill. It not only disrupts killer timings without requiring any skill from you. Because it is activated by pressing a button and does not require a condition. Other skills don't allow themselves that much. Everyone needs conditions. Wounding is not a condition, you will still suffer in pursuit.

    Let's not forget that no killer can resist him. If the survivor does it right. Neither the Nurse, nor the Spirit, nor the Filth and others will do anything. It is not normal.

    Dead Hard is a problem.

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544749#Comment_2544749

    To be fair, you have to meet that condition of being injured before you can use it. So, if you're exposed and healthy, you won't be able to use dead hard because you don't meet the conditions. Granted I agree with you, it's not much of a condition, because it's useful in many situations and has few drawbacks unlike other exhaustion perks.

    https://forum.deadbydaylight.com/en/discussion/comment/2544776#Comment_2544776

    I play all killers, and can attest to Dead Hard being able to counter everyone - there is no killer that can completely deny Dead Hard being used. There are a few problems with Dead Hard: it allows survivors to remove collision at will; it is useful in almost any situation, even in ones you're not trying to avoid a hit; evading the final blow is the most punishing because it provides an escape just as the killer is about to end a chase they spent a lot of time on - other perks extend the chase in certain areas of the map, whereas Dead Hard can extend the chase anywhere at any time.

    Personally, I think the only balancing for Dead Hard is to give it tokens. Say, 4? Once the tokens are gone, it can no longer be used. The other exhaustion perks are so limited that they might need a buff. But, Dead Hard is too strong.

    I agree with you

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544710#Comment_2544710

    In order to use Dead Hard, you have to be injured. Perks like lithe or sprint burst can be used whenever, and provide a much larger benefit while also not being injured, and yes in terms of exhaustion perks, dead hard is the most fun to use, but it is also extremely counterable by over 3/4ths of the cast of killers

    You will get injured in pursuit anyway. And please tell me how 3/4 can counter it

  • @dednark said:

    Survivors use dead hard because it is the most fun exhaustion perk. Don't get me wrong, it is strong, but SB is better and yet almost no one takes it over DH, cause it's boring. Also DH does have a condition of being injured.

    Fun? At the same time, I cannot resist him properly. What consequences of injury are you talking about?