Imagine being a survivor main complaining about killer perks...
When you have DS, dead hard and borrowed time
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Remember those perks were changed in the past after a huge amount of complaints 😉.
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And they're still super strong, just had their effects reduced. Unlike killer who has their perks completely removed or changed
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don't forget stake out. Turns good skill checks into great skill checks and all you gotta do is hide in killer's terror radius with spine chill. That would be great for countering hex ruin..
o wait..doesn't matter anymore.😂
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What like PGTW having all tiers give 25% and another 30s time added?
Sloppy being buffed to 20%?
And that's just two.
Both sides have had nerfs and buffs over time. It's rare a perk gets completely reworked tbh but some will only ever see what they lose and not what they have gained when a buff was done.
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I kind of find it funny that the Decisive Strike "nerf" was more of a shadow buff.
Think about it. Before, you could dribble a survivor to the hook to avoid him getting the skill check. It was rare you could do it, sure, but at least there was counterplay. Now, they basically have 60 seconds of "don't pick me up" time after getting hooked. I mean, personally I think DS is fine as is, good anti-tunnel perk, but 60 seconds seems a bit much. Couple times I'm playing and I think "I/They still have DS?"
Not saying "All survivor stuff, Nerf them all" or something like the OP. Just pointing something out.
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It was and it wasn't as dribbling should only have possibly worked on the last survivor. The issue was you could use it from the start so any competent group could easily body block or have a flashlight ready so you were forced to slug which means it's the same situation as now. At least this one you get your first hook and after 60s you can pick them up freely where as before you couldn't as they would crawl further from a hook and get its use. So many left them to bleedout instead.
I also think DS does need looked at and why I proposed a change so if someone is hooked and you are up the timer halves what is left but if you are slugged before the player is hooked it adds 50% time.
Just something to make its purpose truly anti tunnel and not punish those who randomly catch them and it should also stop them from wanting to Insta unhook.
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The difference is we're talking about nerfs, you are listing perks that were buffed. No one is against more variety of viable perks for either side or arguing who got more new ones recently.
What they are saying is those S tier survivor perks got "reworked" for being too strong and yet are still basically S tier.
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Good point. Think it's because back then I was still pretty new and was barely into green-ranks so there wasn't as many decent survivors. Point still stands in some regard however. There was counterplay, however minute it might have been. Now you just have to wait for 60 seconds. You can't let them stay up if you catch them, they'll do gens and/or heal. So you have to slug them or eat it.
I feel that version of DS has one major flaw and that's to do with how long a typical chase is. By the time you hook a different survivor. DS would be halved by about 1 second, meaning they have 1 second of DS left instead of 2. Or they would have 3 seconds of DS if they're slugged. I think a more simple number change would be perfect for it.
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Exactly, and we all know stuff like that but it's never problem to survivors, soon as they figured out the perk was stronger the complaints immediately ended
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They were changed. They all STILL kept their core functionality.
Ruin was COMPLETELY deleted and re-implemented. Nothing about it is the same. Poor argument.
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Ill be the guy, but any intentional nerf to BT became negligible by the amount of unintentional buffs that happened by the DW-tweaks.
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It is very humorous to me reading all these tears threads.
How heavily reliant so many were on one perk, and it’s gets a change and the world is burning.
There’s an old saying, “don’t put all your eggs into one basket.”
Interesting how most say a perk that would last them the first 30 seconds of every game changes, and suddenly playing Killer is near impossible.
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Did you look at the post I replied too?
That depends how you look at it.
SB for example was originally 20s and recovered while running so could be used multiple times. It's a far cry from what it was a it gave multiple sprints in one chase. All the exhaustion perks also had a separate cooldown so you could chain them. That's a pretty major change to them which was needed but major none the less.
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Yeah, they got nerfed and then they got buffed back to full strength or even better.
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30 seconds that survivors either did nothing, worked on gens and failed skillchecks, or worked on gens for the full 80 seconds with no "great skillcheck" bonuses
Now they just hop on the gen and get the full 30 seconds of progression or more.
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Self Care is better than before?
Exhaustion perks are better than before?
I never knew those perks were buffed back to full strength again.
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Have you considered that maybe Ruin is just the last straw for some? That it's another in a long line of changes intended to appease one side of the playerbase while completely ignoring what the game is like for the rest? People are just getting tired of being ignored. And I know you'll probably bring up instaheals and BL, so just gonna nip that in he bud.
Instas were a long overdue change that were completely imbalanced. BL was changed because it broke the exhaustion perk formula and allowed the creation of god loops, and even infinite loops. Old BL was as if Sprint Burst made a survivor's running speed always 105%, or if Lithe made every vault a fast vault.
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They got nerfed for a short period, then buffed again.
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Many people still use Self Care and nearly every purple/red rank survivor uses an exhaustion perk. The only perk that doesn't see much use after being nerfed was Mettle of Man and people agreed it was BS.
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Yeah I was annoying quite frankly I never liked DS and didn't think it was an addition the game needed.
My change was to make survivor want to run away from the hook.
It's 60s and once you run the timer starts. If another is hooked even instantly then the max it should be is around 26s time left. The reason for the slug idea is so a farmer doesn't punish the DS user and the killer doesn't want to hit them.
I feel this would stop them from using it as it is now. A tool to get saved over and over as they waste half its usefulness.
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As i said I never saw the buff to SC or exhaustion perks? Don't focus on silly perks like DS which need some kind if change or you Miss the bigger picture.
That's because something being nerfed doesnt mean it's not useful at all and players adapted a way to still use it.
SC is better paired with botany imo exhuastion well its good for a little distance but its no where near the same as being able to get the same distance multiple times in a chase.
The point is these were to makes chases shorter and also take survivor off gens to heal themselves. If they do this better than before it helped the game.
When you look at these changes they decreased chase time and took the survivor off gens for longer. Then we look at general game chnages. Less overall pallets than before, more unsafe pallets, vault system changed, better hook placement for faster hooking, faster pick up animation etc etc.
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soo 1 time use in chase is better than multiple use of same perk in single chase 2 or 3<1 your math is bad bro (we can talk exhaustion nerf as direct nerf to 4 perks) (and we have 20sec SB without exhaustion)
old BT could save you from bubba, new one only saves unhooked person
and you forgot how survivors were crying about DS change (as much as killers now) and tbh you can argue DS as well as ruin was made into new perk, because old DS couldve been used in 1st chase (most valuable chase in the entire game, because if you got DSed in 1st chase you pretty much lost game), and now you can play games with 4 DS and never got hit by that
JUST GIT GUT and stop complaining (both sides are crying too much)
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The post was at the same time as this post so at the time I had not.
However I don't agree your change would be a good one. There's no reason the time should increase for a person on the ground after another hook as that is in fact not tunneling. 60 seconds to be got up at base is ridiculously long and since he downed someone else you had plenty of opportunities to be picked up. There's no reason for a time increase in that scenario. A time decrease for others after a hook would make sense though as those others were not being tunneled, so that part is good.
I would also apply my original statement to more than just DS even though it is the main example with BT being another.
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It’s a two way street, you have your things and I have mine. It’s only fair.
Plus DH isn’t that good anymore due to dedicated and I personally don’t run because I don’t find it as useful.
DS is a tunneling deterrent, run knockout if you are having issues with the slugging aspect, but the time IMO should be tweaked.
I don’t think it’s fair to just null other feedback because they have other perks, for all sides. It completely ignores one perspective, one way or another. @twistedmonkey said all that was needed to in the thread itself, its like that for both sides, so you can’t just ignore both or tell the other one to stop complaining when we’re all playing a game that we want the best for.
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If you reread my post you will see the timer only goes up when slugged if they are downed before the other person is hooked. This is to stop someone farming them and the killer downing the farmer and then the one unhooked one instantly.
If the person is hooked before you down them the timer even on the ground is halved 😉.
BT well its strong but I would argue not as strong as before as both had the effect so you got three hits as an unhooker where as now it should be more about swapping the hooked person. The only issue is a DS user and why my proposed change to this is to help with this exact scenario.
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"If you reread my post you will see the timer only goes up when slugged if they are downed before the other person is hooked. This is to stop someone farming them and the killer downing the farmer and then the one unhooked one instantly."
I did read it multiple times. That's why I said "There's no reason the time should increase for a person on the ground after another hook as that is in fact not tunneling" I am referring to exactly what you just mentioned. As I mentioned this is unnecesarry as that is plenty of time to be picked up at base and would not be farming because of that.
"If the person is hooked before you down them the timer even on the ground is halved 😉."
That isn't realistically happening unless they're dumb.
"BT well its strong but I would argue not as strong as before as both had the effect so you got three hits as an unhooker where as now it should be more about swapping the hooked person."
It went from busted OP to just slightly OP. It still rewards bad saves with zero thought or cost and asking nothing of the survivor with any downsides.
Just make hooking a different survivor deactivate any active DS's and I think that would be good enough.
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You're right about Pop Goes the Weasel, but Sloppy Butcher may have been given a buff. However now more than half the Killers that relied on it. Straight up can't use it anymore in their kit, because of their continuous nerfs Killer's abilities with very little give.
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You seem to be missing the point.
If a killer choses to slug the hooked one first they get punished by having to wait longer to pick them up as in essense that us by definition tunnelling. This makes tunnelling less viable overall.
If they chose to go after the unhooked one or hook them when they are downed after saving they get rewarded as the timer goes down by half.
If you just deativate it completely then a killer can slug the unhooked one first, hook the other and then rehook them in essense tunnel the unhooked player. It's no longer anti tunnel as its very easy for campers to adopt this strat.
Another change could be a BT hit. It doesn't punish the killer and the timer still halves since they have the extra hit.
What the change should do is give players a chance versus certain strats as its designed to do but not punish the killer as heavily for not hitting them. It needs a certain amount of protection but not so it gives 2min immunity in the match when the killer is not tunnelling.
The DS change should help with BT in this scenario as they would have under 26s and counting which is nothing. BT is op as it is due to DS as it is now imo as many just instantly unhook knowing they can't be picked up for at least 50s.
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Which long list?
Nurse? Justified.
Spirit? Justified
Legion? Come on... He was bad to begin with.
And Survivor Nerfs? Basically since the Launch of the Game Survivors got nerfed. Justified as well, Survivors were OP.
But now there were 3 Patches with Killer Nerfs and everyone is acting as if Killers get constant Nerfs and forget all those Buffs that happened.
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Yeah imagine survivors need to run perks like DS and BT to even get a slight chance in evading cheap play of killer mains. Omg, always these senseless killer crys.
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"If a killer choses to slug the hooked one first they get punished by having to wait longer to pick them up as in essense that us by definition tunnelling. This makes tunnelling less viable overall."
If they downed and hooked someone else after you were slugged then that was not tunneling. He hooked someone else and they had time to be saved while he was after the other guy.
"If you just deativate it completely then a killer can slug the unhooked one first, hook the other and then rehook them in essense tunnel the unhooked player. It's no longer anti tunnel as its very easy for campers to adopt this strat."
That is not tunneling. They had plenty of time to be saved and the team chose not to, that was their misplay.
The problem with current DS is how abusable it is in many situations that aren't camping and lack of counter play. Just slug isn't enough counter play as many times you are not able to do that as slugging itself is a very high risk play, not to mention everyone running Unbreakable now so you get left with no option. Against good red rank survivors there are times you have to tunnel or camp, if you play completely "fair" against good survivors you are losing or they are playing dumb.
I'm not crazy about that BT effect on DS as then it doesn't feel like a unique perk any more. A BT hit does still punish the killer btw.
I think BT should act as a hit trade. It transfers the hit from the person being rescued to the rescuer. This preserves its purpose of protecting the person on the hook while stopping the completely unsafe unhooks that have zero downsides and is game swinging.
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Here we go again...
-Grabs my cup of Iced Tea and reclines my chair-
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I was watching a streamer yesterday...I don't want to mention names, so let's just call them "HappyChihuahua". They went out of their way to mock killers for the ruin change, including putting it in their steam name....and then proceed to say "What an annoying scumbag of a killer" when they keep patrolling gens.
Survivor mains in a nutshell.
Spirit is in a good spot right now. Except for the sound bug which I don't think BHVR has even acknowledged exists yet after what..3 months?
Nurse was overnerfed. Her addons needed gutting. Her base kit was perfectly fine.
Legion was the only killer who (on launch) was both crap, and overpowered at the same time.
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Hitting someone immediately after being unhooked would fall under the definition of tunelling. What would you call going immediately after the one off the hook instead of the unhooker? DS is after all to try and avoid that strat. If you then went after the unhooked instead then you effectively nulifty DS with the time decrease. It's a way to get the player to actively not chase the one unhooked to death.
You mention the word team which I think is a common mistake. DBD is not a team game its 4 people with a common goal but if you escape it has no bearing if the others dont. This is to stop some random from ruining someones match. As the killer you are in control of your choices while as survivor you aren't always.
This is why my proposal means you shouldnt want to slug as its not beneficial. What is beneficial is not hitting the one unhooked as you can remove DS from the game.
If you feel you have to tunnel and camp in some games then tbh these perks are actively designed to stop you from doing so. What you are then asking for is a way so you can do those if you feel you need too. Unfortunately this would be abused by those who just want too and dont need too. I am giving a solution to those who fall foul of them by not actively tunnelling or camping and randomly finding survivors again which is the main issue imo.
I don't think BT can work with swapping hits. What if the player is already downed? Do they still get the mend timer? It also makes it less of a perk for solo players as without being full health it no longer does what its designed to do but punish the player who uses it directly. They are risking themselves for others alot more as yes thet can be hit but then the skill of the random player affect them. That could also be abused by campers by hitting the unhooker letting them unhook and then hitting the unhooked one hooked one so you have one more hit and then both would be down. Swf sure they would risk it as always but they can coordinate saves anyway and shouldn't need it.
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"Hitting someone immediately after being unhooked would fall under the definition of tunelling."
I disagree. Hooking someone immediately after being unhooked is tunneling. Only downing them is to create pressure to make other survivors get off gens to come save them and to punish the rescuer who made a bad save trying to farm them.
"You mention the word team which I think is a common mistake. DBD is not a team game its 4 people with a common goal but if you escape it has no bearing if the others dont. This is to stop some random from ruining someones match. As the killer you are in control of your choices while as survivor you aren't always."
I think you are wrong with this. It is a common mistake to say this is a 1v1, it's a 4v1. Your goal may be your escape, but you aren't accomplishing it alone and however solo your mindset may be, the killler is going against all 4 of you. Your last sentence is also wrong, you are in complete control of your actions as survivor. You can choose to let them die for gen time or just to wait for the hatch.
"This is why my proposal means you shouldnt want to slug as its not beneficial. What is beneficial is not hitting the one unhooked as you can remove DS from the game."
And by following this advice you lose the game. You are creating zero pressure playing like that. Against an optimal survivor team you aren't winning like that.
"If you feel you have to tunnel and camp in some games then tbh these perks are actively designed to stop you from doing so. What you are then asking for is a way so you can do those if you feel you need too. Unfortunately this would be abused by those who just want too and dont need too. I am giving a solution to those who fall foul of them by not actively tunnelling or camping and randomly finding survivors again which is the main issue imo."
If you don't feel that some scenarios require camping or tunneling then we aren't playing the same game or at the same ranks. Every perk should have counter play. You are giving a solution to those being punished who aren't actively camping or tunneling but at the same time weakening killer pressure in a world where most killer pressure is already too low. We don't need that last caveat included.
"What if the player is already downed? Do they still get the mend timer?"
They would still have the hit blocked, no DW, just blocked. If the persons already downed then they can't be injured again.
"It also makes it less of a perk for solo players as without being full health it no longer does what its designed to do but punish the player who uses it directly."
It is doing exactly what it was designed to do, which is protect the person being unhooked. This just prevents completely unsafe unhooks with zero thought involved. It's also important because it's adding some risk/reward with the perk seeing as it is a game swinging effect currently with zero downsides and just strong in all scenarios.
"That could also be abused by campers by hitting the unhooker letting them unhook and then hitting the unhooked one hooked one so you have one more hit and then both would be down. Swf sure they would risk it as always but they can coordinate saves anyway and shouldn't need it."
Exactly! That's entirely the point of the change. It's supposed to make the rescuer actually make a good save and not just yolo in with zero thought for anything and have no cost whatsoever. Current BT has allowed survivors to learn nothing about timing a good save because of this perk, they have no reason to. They make a bad play and don't get punished for it.
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Sloppy also had its effectiveness reduced on many killers with the changes to what counts as a "basic attack".
I'm not stepping into this argument but don't forget that stipulation.
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Actually the definition of tunnelling is going after the same survivor over and over to rehook them. This can be done in a few ways and but the most common is hitting them after being unhooked. This is exaclty what DS is designed for so you cant rehook them again after doing that. To allow you to hook the other and then hook the other again with no downside basically goes agssint what the perk is supposed to do.
The game is a 4v1 yes but you are not a team. As solo you are a bunch of randoms who are out to save their own skin. If someone dies in a match an you escape how does it affect your outcome? Teams win or lose as one they arent rewarded seperately.
I never camp and tunnel and play at red ranks and most of my games are 3k as I like to give the hatch a lot. i dont feel I need a 4k each and every game. Yes I get beat a few times but I take that as I was outplayed which will happen. Sorry but you are still advocating the use of these strats which the devs clearly made these perks to disuade people from doing. If you choose to play that way and they activate then you alone allowed these perks to be used.
Your whole argument with BT doesnt really make much sense. The perk is desgined to combat camping. A save while someone is being camped is never be truly safe as in most cases you will take a hit or swap places on the hook. It seems you want players who use it to get actively punished by campers? no DW means you can be slugged and they have a free hit on the other. which can reward a camper with 2 hooks.
Camping should only really be non punishible by BT at end game imo as once the gens are powered I feel securing a kill should be warranted.
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Imagine being an adult having a temper tantrum over a video game.
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Not really? Survivor perk loadouts depend on playstyle. Those perks are just s tier in annoying aggro, not overall.
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It lasting 30 seconds in the early game is good enough, it takes 45 seconds to do a Gen with 2 people considering the third person is doing nothing.
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"Actually the definition of tunnelling is going after the same survivor over and over to rehook them."
Rehook being the key word here. Downing them is not tunneling, hooking them right after would be.
"This can be done in a few ways and but the most common is hitting them after being unhooked. This is exaclty what DS is designed for so you cant rehook them again after doing that. To allow you to hook the other and then hook the other again with no downside basically goes agssint what the perk is supposed to do."
If you hooked someone else while they were downed and then came back to hook them because their team did not pick them up that is not tunneling. The team had plenty of time to help them and either chose not to or they misplayed hard.
"The game is a 4v1 yes but you are not a team. As solo you are a bunch of randoms who are out to save their own skin. If someone dies in a match an you escape how does it affect your outcome? Teams win or lose as one they arent rewarded seperately."
Being randoms doesn't mean you aren't a team. Most people don't go back for a save at end game when the killers camping because they want the blood points, they go back because they don't want to leave a man behind.
Here's a quote for the definition of team:
"A team is composed of members who are dependent on each other, work towards interchangeable achievements, and share common attainments. A team works as a whole together to achieve certain things. A team is usually located in the same setting as it is normally connected to a kind of organization, company, or community."
Winning or losing as a whole has nothing to do with the definition of a team. You simply share a common goal in wanting to all escape. Your most important goal may be your survival, but it is a team game.
"Sorry but you are still advocating the use of these strats which the devs clearly made these perks to disuade people from doing."
The devs also clearly condone the behavior and accept it as fair play. If you hook someone to turn around and see 3 survivors running circles around the hook that is a scenario you have to camp in unless you want to purposely play dumb. My point is not that survivors shouldn't have counters to tunneling and camping. My point is simply that those perks are currently too strong and need more counter play.
"The perk is desgined to combat camping."
And my point is that is does so too effectively. It is a game swinging effect with zero downsides and zero skill involved. My change keeps its purpose of saving the camped person but simply asks the rescuer to make a save with even a tiny bit of thought involved.
"A save while someone is being camped is never be truly safe as in most cases you will take a hit or swap places on the hook."
Many of the camps are indeed saveable if done properly as very few are actual face camps. Even if the scenario does go as bad as possible and it is simply a hook trade, if the rest your team is freely pounding gens in this time yall will have won the game anything in the time the survivor is sitting on the hook. Hooking trading in a camp scenario if done properly as the rescuer is a losing scenario for the killer.
"It seems you want players who use it to get actively punished by campers?"
Only if they make a stupid save.
"no DW means you can be slugged and they have a free hit on the other. which can reward a camper with 2 hooks."
That's only happening with a stupid save.
"Camping should only really be non punishible by BT at end game imo as once the gens are powered I feel securing a kill should be warranted."
Camping shouldn't be punishable in the first place. The devs have stated many times that it is a valid strategy. Face camping you should just be doing gens because he is throwing the game. If he's just regular camping then my BT changes would work perfectly well as there are windows to make good saves if played properly. This is also the majority of the camp scenarios.
Now what I would argue for is that killers need more incentives to leave hooks so that it is not as good of a play and people do have more fun when there is no camping.
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I disagree and I think most people would as well.
Those perks are S tier in all scenarios.
If the killer doesn't camp/tunnel etc to where those perks never activated then you already won anyway. If you didn't then your team was bad. Playing "fair" against good survivors to where none of those would have activated is how you lose.
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Camping and tunneling isn't meta though...could you link a meta killer game so I understand the most efficient strategies? To me the meta is pressure gens and end chases fast.
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Pressure gens and end chases fast is the meta. The problem with that statement is that 75% of the killer roster doesn't have a good enough kit to do that adequately against good survivors and with the majority of the maps being so poorly designed.
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But if you downed them and then hooked the other then the intention is to rehook them. The rehook part is what DS is to try and help with. Give the player some time or a chance before happening.
Actually it is. A scenario. A camper hits the unhooker. Hits the one that was just unhooked and slugs. Goes after the unhooker and downs them. The time it takes to do this is probably less time than it would take for a survivor to get to the person on the ground and pick them up by any competent player. The map can play a factor but not as much as people think it does. What you have then done is tunneled the person by initially going after them and then rehooking. Its rewards plays such as this and I would say why the perks themselves were devised.
You just stated why people go back. For bloodpoints. This is the main reason players do risky saves for the BP and WGLF stacks. Its not for the team itself as a risky save would actually go against good team play but for themselves. That alone says its not a team game but a game where people will die for the grind.
That definition yes implies survivors can be considered a team yet they are not. They dont have to work together and they can work apart. They have a common goal to power the gates and open them but they can also wait out the hatch. They dont have to do anything to benefit the whole and just themselves. In a normal team yes they will always win as one or lose as one. In a company setting a team is there to make something happen by working together on a common goal even if seperate. If it doesnt get completed does one fail or do they all? You have aspects of team work in DBD but you are not in a team. The game itself is sold as work others or alone the choice is yours.
Think about the horror movie aspect. Are those teens just a group of randoms with a common goal or a team? Sure the friends maybe be (swf) but the randoms well they work together when it suits them but when it comes down to it they will sacrifice others to guarantee their own escape.
If three are around you then its not actually camping its playing smart as lets be honest no gens are being done. Thats not the point I was making. Its for those that camp regardless if anyone is around. If they see one they stand there. Of course players will come for the save as they want the bloodpoints. Camping is preventing that from happening for no reason but because you can.
I personally do not think it is too strong as it does what its designed to do. To say it takes no skill well it takes alot more than camping itself you have to agree. At least someone using it has to time the save and possbily swap themselves on the hook. A camper just stands there.
Of course they are but that isnt the point. The perk should be able to provide a chance for the worst possible case scenario. You keep going back to this team and thinking players will do gens. Well for one no one knows unless kindred or an aura perk is in playapart from SWF if someone is going for the save. No one knows if they are camping until they get close enough and that is if they have a heartbeat. You can have two players with BT trying from seperate angles not even knowing they are both there. Sorry but hook swapping is not a losing scenario. You gain a hook and it applies more pressure to the other. The one who got away is not on a gen and you effectively ended a chase and got a hook in a fraction of the time without having to hunt. I'd say thats a pretty big win for any killer.
But any save versus a camper is stupid in reality but they can be done with smart play. Your change effectively want to remove that and reward that camper.
Well the devs decided it should now be penalised and why they implemented the emblem penalty along with a perk to help with it. While they have always said its a strat they have obviously decided its now a use at your own risk strat.
The thing is risky saves can be done and yes facecampers should be punished but that doesnt mean at certain points you should never try. If they are proxy camping then the change to BT doesnt make sense as if you go after them straight away then you are then tunelling. Why do you think the killer should be rewarded in that scenario over the person running a perk to stop it from being so?
Post edited by twistedmonkey on0 -
Dude...killers have soooo many one shot killers and noed now being the same for all tiers....ebony mori to kill after one hook ...devs took away insta heals and keep adding one shot killers....why no nerf the mori and not be able to use until everyone is hooked once....killers say survivor is op because of swf and being able to talk to each other... ridiculous! Now they want keys gone or nerfed... The devs have made this game killer sided it's a joke
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I play a lot of survivor and the only perk that tilts me is NOED. Every thing else is fair game.
Well except thanat and dying light on Legion or Freddy but thats more than just the perks.
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Imagine the reverse and you pretty much have the DBD forums lately.
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Everyone has perks and add ons that piss the other side off. There’s no way around that. Bottom line is killers need survivors and survivors need killers for game to exist. All this back and forth crap is so tiresome and just pointless at this point. The only group we should be angry at is the devs for refusing to address huge issues that have been happening forever now. Matchmaking, ranking system, totems spawn locations, maps, etc. This is the stuff that matters, not perks or who has what.
Obviously both sides are passionate about the game but are failing to realize the quality of life in game all boils down to the devs and their priorities and decisions. Arguing On here doesn’t do ######### to solve any of that.
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And not just that, any Change to make BT better directly nerfs one killer that isn't even top tier. A perk shouldn't be able to do that to a killer.
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