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ScrubDestroyer9000

ScrubDestroyer9000

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ScrubDestroyer9000
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  • Because they rely too much on their broken "Dead Hard" and get frustrated if an add-on actually balances an aspect of the game by removing their additional hit point.

  • You're just making an assumption out of thin air without even bothering to explain your reasoning. While I agree that BHVRs business model is definitely catered towards newer (mainly survivor) players, this does not justify neglecting the current state of the game's health by not addressing (or ignoring) balance issues.

  • @HellDescent said:

    They shouldn't nerf a perk that doesn't need it(unbreakable). Ds is the perk that needs a change, it shouldn't affect the rest.

    Unbreakable is by far worse than DS since DS does not allow survivors to spontaneously negate any pressure you've built up through slugging.

  • @BreadLord said:

    why can u break pallets with SF if you running enduring

    Ah yes, the "I will stun you once, see you instantly break the pallet and drop every pallet early" waste of 2 perk slots to make loopable killers a little bit stronger in chases is as strong as the ability to recover from the dying state once on your own while not being able to get hooked for a full minute.

  • @Sluzzy said:

    Killers already use tracking perks every game; BBQ, Whispers, Nurses Calling, Undying, I'm All Ears, Bitter Murmur and how many more. Killer addons to give auras, almost forgot to mention Tinkerer that tells exactly where survivor is at when doing objective. You have doctor that wallhacks all game as well. Legion feral frenzy. Don't pretend you don't have the killer's version of OoO, activatable by just doing killer things in much more powerful ways. Most of the time surv has no knowledge their aura is shown. OoO has incredible downsides when the killer version of aura perks have virtually none.

    Are you seriously comparing all-time map awareness about the killer's whereabouts that comes at no cost for 2/3 survivors with situational killer perks that have counterplay to them? There is no counterplay to OoO other than playing "badly-designed" killers like Nurse, Deathslinger or Spirit that can tunnel OoO users out of the trial in a minute. Also, you thinking that Doctor's ability is even remotely close to an actual wallhack, Legion's Feral Frenzy Killer instinct being on par with OoO and survivors having no knowledge about their aura being shown most of the time prove your inexperience in this game.

  • Horror is out of the window once Multiplayer is added into a game, so no.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1881704#Comment_1881704

    I'm not really a fan of this Spirit is "ez" thing going around. She's probably top 5 skill requiring killers.

    She is, it's just an unfunny joke going around by certain people because their favourite content creators once said that headphones = ez win as Spirit. This guy baitposting and claiming to have mastered her because he 4kd against an SWF and keys is just pathetic, anyone with an half-decent understanding of the game's balance knows that this is only possible against inexperienced SWFs that play suboptimal.

  • Eating one Adrenaline without having NOED (which isn't even a good perk so why bother running it?) is objectively worse than eating a single DS since Adrenaline gives survivors an additional hitpoint and a greater distance they can cover before going down. It's one of the best survivor perks out there and fundamentally flawed, as the killer is supposed to become strong in the mid-late game, yet this perk allows a good team to completely negate the killer's advantage in the late game and deny him of any pressure he has built up. The matches you've won without benefiting from it are the ones you could've won perkless anyways and if you lose before getting Adrenaline to proc, you're an inexperienced SWF or in SoloQ.

  • Strategically speaking, eliminating survivors out of the trial as quick as possible is the most efficient way to apply pressure, especially if you play a killer that excels in ending chases quickly (Nurse, Spirit, Deathslinger, Freddy) and can make DS a wasted perk slot. A 3/4-gen-strategy (which is always your way to go against a competent team) is undefendable against 4 survivors. As a side note, there is absolutely no reason for killers not to play optimally (tunneling/slugging/patrolling/hook intercepting) if the survivor-meta foresees the exploitation of ridiculous perk combinations like DS+UB and broken perks that shouldn't even be in the game like Dead Hard.