http://dbd.game/killswitch
Give Hope hope again
The nerf nobody asked for…
What once was a fun, balanced perk, is no more.
I will not use a 5% Hope
Comments
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Pointless nerf people have only started defending the nerf now because it was added
I feel like there wasn't any issue with it before even from my standpoint of seeing people use it from my killer perspective still wasn't an issue and beyond that if they wanted it to be stand alone haste they could just give it a better activation or rework it for better gameplay13 -
So making every 115 killer a 110 in end game is no longer worth using?
-20 -
I get it sucks against 115 killers especialy the ones with controled mobility like blight,wraith,dracula,billy but this perk was just gg perk to 110 killers exept maybe spirit which is only 110 killer who can catch survivor with hope, other 110 killers are mostly range and with hope they had very small chance to get a down because all they have is just 3% and slowdown every time they use their power give bodyblocks to this equation and its clear who was countered by one perk almost compleatly.
-7 -
I think hope was the last perk that remained the same post 2021 perk overhaul sad
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Can we all just talk about the insane buff the knight got and they want to nerf survivor perks like hope?
-3 -
This perk was way too strong at 7%. At least when it was temporary, that massive boost was understandable, but this one perk made a huge difference in whether you make a gate or not, which shouldn't be happening
-20 -
calm spirit has entered the chat lol
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the same thing can be said about every other endgame killer perk. Noed and no way out can single handedly win a losing game for the killer just how hope or pre nerf adrenaline could single handedly win a losing game for the survivors. Endgame perks are supposed to be strong because their sole purpose is to give which ever role one last push to try and secure a win. It’s also never a guarantee that the survivor who brings an endgame perk even makes it to the endgame, meaning they’re playing with 3/4 perks for majority of the game sometimes the entire game. Killers can guarantee they make it to the endgame just by letting the survs do all the generators uninterrupted.
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Both those perks are also broken, no disagreeing there. There are situations where these perks just shouldn't trigger though. Like no expose when near the hex for NOED, or no No Way Out when there's only one survivor left, and Hope should disable if the user is near an exit gate.
-7 -
Bro what do u mean knight got buffed? He hasnt been buffed since his rework from 8.1.0.
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Most 115 killers have speed-altering abilities/options.
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yeah exactly the last "buffs" he got were quality of life wich… didnt do anything….
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forgot about that 😂
1 -
What is it supposed to do, if not exactly that?
4 -
A perk that activates endgame gets nerfed. It wasnt even that strong.
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Considering that it only works if you do all the gens...
It didn't need a nerf. At the very least they could give it a side effect so it works during the actual match.
9 -
Yeah and being faster changes interactions. 3% from MFT did and so will 5%.
-8 -
Seeing as majority of games survivors complete all generators, this perk really should not be so strong if its gonna get that much value.
-9 -
Seeing as majority of games survivors complete all generators
Source?
4 -
Wdym "source?" Do you only play S tier killers with the best meta perks?
The game is survivor sided, any group of decent solo queue players will wipe almost all killers effortlessly
-6 -
Endgame perks should be stronger in my opinion. Nerfing them left and right has made the game far less interesting.
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That means the 6.1.0 kneecapping nerf is working as intended.
Which is weird since the 6.1.0 shakeup was meant to make perks like Calm Spirit have a higher usage rate.
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I mean 'source' as in, what is your source for this claim?
Because this kind of crap gets shoved down everyone's throat and the underlying evidence never gets further than incredulousness over the fact that someone deigned to challenge the dogma.
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