Okay did the person who wrote this loading screen talk to the addons guy

derploading.png

why yes this is the right thing to do, why do i have so many range addons to pick from, then?

Comments

  • Because you can use your chain to interrupt from afar, theyre real nice for keeping the box in your control

  • @Shroompy said:

    Because you can use your chain to interrupt from afar, theyre real nice for keeping the box in your control

    Once in a blue moon. Yeah, you can do that sometimes, but since the speed of the chains and the rate at which the portal moves away are fixed, it's still honestly less useful for that same purpose than the nerfed time addons.

    Plus (from a functional point of view) "cast further away" and "chain goes further" are redundantly contributing to the same end statistic (range). Max-range sniping people on gens and stuff through walls with the extra casting is annoying but doesn't really... achieve much, is the problem.

    It's just the comedy of having a tooltip saying where his power is generally good, and then nothing he has really contributes to that. Communication!

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705582#Comment_2705582

    Once in a blue moon. Yeah, you can do that sometimes, but since the speed of the chains and the rate at which the portal moves away are fixed, it's still honestly less useful for that same purpose than the nerfed time addons.

    Plus (from a functional point of view) "cast further away" and "chain goes further" are redundantly contributing to the same end statistic (range). Max-range sniping people on gens and stuff through walls with the extra casting is annoying but doesn't really... achieve much, is the problem.

    It's just the comedy of having a tooltip saying where his power is generally good, and then nothing he has really contributes to that. Communication!

    I mean, not really "once in a blue moon". If you play Pinhead you can start having a general idea of where the box spawns. To get a good cycle going all you need is to get the box once and you can start controlling it. Reason why is when you pick it up they scream, they usually don't wander too far after that until the box respawns. Using the information of where they are can tip you in a general direction of where the box is gonna appear, go over there and you may not find it right away, when that happens you let Survivors find it for you. His range add ons just give you more wiggle room.

    Best part is they can't just ignore this, this acts as great slow down and it aids in chases. I've been using this strategy pretty much since he came out and it hasn't failed me yet.


  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705586#Comment_2705586

    I mean, not really "once in a blue moon". If you play Pinhead you can start having a general idea of where the box spawns. To get a good cycle going all you need is to get the box once and you can start controlling it. Reason why is when you pick it up they scream, they usually don't wander too far after that until the box respawns. Using the information of where they are can tip you in a general direction of where the box is gonna appear, go over there and you may not find it right away, when that happens you let Survivors find it for you. His range add ons just give you more wiggle room.

    Best part is they can't just ignore this, this acts as great slow down and it aids in chases. I've been using this strategy pretty much since he came out and it hasn't failed me yet.

    I mean, the times range addons have/will have made the difference between protecting the box and not protecting the box, super uncommon so far as I've experienced them. The thing that would usually stop me isn't the absolute range, it's always getting the spawning point into a position to go past walls in time.

    Which only one of them could ever conceivably help with, but doesn't really anyway because it's the same speed crawl away. Annoying that.