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Adamant_Tepig

Adamant_Tepig

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Adamant_Tepig
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  • @Mondhirsch said:

    Jeff doesn't have an Attack on Titan Skin (except maybe on mobile the skins all non licensed Survivors had).

    TY - don't know Jeff's skins all too well, but whatever this skin is it's bugged.

  • I'm not gonna sugarcoat it: Your rework should have been considered or at least partially implemented from the start, Pixel.

  • An update on the situation if this helps: I am convinced that the bear trap audio plays on the killer side, but does not play on the survivor side.

  • I have noticed that, yeah! I've also noticed spots of rubberbanding, so hopefully that gets addressed in the hotfix too.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703424#Comment_3703424

    knowing bhvr they would make it so you cant have duplicate killers in matches

    As entertaining as two Bubbas would be in a match, I have to agree that no duplicate killers would probably be for the best.

  • @seepayne said:

    Myers and Hag/Deathslinger/Pinhead.

    The fact that Myers gives map wide exposed effect rather than an insadown special attack makes him a great support killer without too much extra effort. Hag/Deathslinger/Pinhead simply work well with exposed effects given the nature of their powers.

    Oni/Dredge and Legion.

    I think this one is pretty self-explanatory. Legion excels at injuring many survivors very quickly. Oni excels when there are many survivors injured, allowing him to gain lots of blood orbs and be enraged constantly. Dredge gains nightfall faster the more survivors are injured. While the powered up Dredge is scary. Personally, I think the real horror is the frenzied Legion that has three hits, receives killer instinct, has no terror radius, can't see him in the dark, and is approaching your location at the speed of sound is the real threat there.

    Deathslinger and Deathslinger.

    Hear me out. They travel as a pack and when one of them spears a survivor, they reel them in and the two of them double tap the survivor. It only takes one hit with the speargun to down a survivor and good luck dogging both of them. Then again, this would require a good bit of coordination and they would need to stay together to be most effective, so maybe this on isn't that good.

    Double Deathslinger on comms would be some wild stuff, I bet.

    Myers's Evil Within might only apply to himself, but Pinhead could work nicely with him with the chains keeping a survivor in place to get either free stalk or a free down.

  • @JPLongstreet said:

    I still remember my very first match as a brand new Piglet.

    Sent to old old Haddonfield by a decent 4-man. They took my baby Ruin. They took my wallet. They even took my left shoe. Gens done in no time. No hooks, and I think three of them had Balanced Landing too. I distinctly recall then all slowly bowing their heads in unison on one of those second floor overhangs facing the street.

    They messaged me after because we all were on Xbox back then, wondering how they got a killer with like 30 hours-ish something like that. Which for me was all on Surv, and that blood spent on Hag to get that baby Ruin in the first place.

    Man, matchmaking was always such a wild experience playing this game. Still is to this day.

  • @GeneralV said:

    Congrats, my fellow 2018 player!

    I close to finishing the journey to P100 on Freddy, then I would like to go for it with Claudette and Knight. It is quite the ride, isn't it?

    I love how you tried to end the P100 journey on the same map where you started. I was thinking of doing the same thing myself, but I would need a lot of luck to actually get Azarov's Resting Place.

    By my calculations, it's a 20% chance for you to end where you began if you use a map offering. Wishing you the best of luck in finishing strong!

  • This map would be fine for me if it didn't run extremely choppy on Switch when playing killers. Every match I play killer on Nostromo I have to fight harder than normal to get anything. Please do something about this map's performance on Switch, it is unplayable.

  • @AMGC said:

    The Underground Complex is one of the licensed indoors maps and it is the one that shares the most with Treatment Theatre. By its own nature, it has plenty of differences from a typical outdoors map, like it being smaller, having lots of line of sight blockers, hard to find generators & totems, lots of pallets (22) at loops that are unconventional as well as many drop-down windows. Similar to Treatment Theatre, the survivors' proficiency in the map and the killer power's compatibility with it play a major role to the outcome and enjoyment of the trial.

    The small and long rooms can only repeat the specific type if it is a laboratory room but no if it is a storage room, it would be more intuitive if neither could repeat. The doorways are very erratic, sometimes generating dead ends where the survivor is unable to do anything in chase and that can also block killers from navigating towards a hook in time. The generators spawn logic can rarely spawn two generators inside the same long room.

    The rift room counts with a window that is arguably very strong for many killers to handle; it also has hooks that are very easy to defend due to the reduced entrances and the generator is so awkward to patrol that it is usually not worth defending. On a similar note, the generator in the isolation room on the upstairs section is also not worth patrolling most of the time and that area on itself is not the most interactive (since the loops are so unsafe and the best option is to navigate it up and down with enough headstart).

    The two adjacent corners to the upstairs section have hooks that are also very easy to defend, specifically the one where the staircase is far from the edge map wall (since approaching from upstairs is not an option and the fixed loop nearby is very unsafe).

    https://us.v-cdn.net/6030815/uploads/2X06XEW5QXIZ/the-underground-complex-feedback.png

    Several issues could realistically be addressed, like the doorways & generators spawn logic or the room types that repeat.

    Modifying the outliers in the layout may result complicated due to the licensed nature of the map & reducing the frustration from powers that aren't compatible with the map is also not an easy task.

    You have the most detailed feedback for all the maps in each post you make in this part of the forums, keep up the good work!

  • My favorite non-DBD title would have to be Pirate101, an MMORPG developed by KingsIsle and the closest thing we'll ever get to a Fire Emblem MMO. I've been playing it for about, I wanna say, 8-ish years (I started seriously playing around 2015-2016 if I remember right), and still do to this day. It's one of the more solo friendly MMOs to play through, though its free trial content is a bit sparse and should be expanded just a bit (making the first world free to play).

    image.png

    Got one of each class at least on my main account and currently leveling Buccaneer (which is basically the tank class).

  • From my first impressions I think it's a lot better than some of the past maps we've gotten. While I wanna wait and get more information before coming to something conclusive, as a Trapper main, I am at love with the sheer potential of trap spots I have available to me. I often find myself ignoring the statue side of the map in games due to the length, but thankfully the pallets actually feel playable here!

    P.S.: I love the concession stand. Favorite trap spot so far! 😁

  • @MrDardon said:

    Jewel Beetle on Wesker. It allows for more frequent throws and also triggers the recharge during the cooldown animation.

    Slamming someone starts the recharge after the cooldown animation is over.

    Pairing that with Lion Medallion lets me go bowling with Wesker. One of the more fun ways to play him.

  • @Ghouled_Mojo said:

    hysteria, dark devotion, hex plaything and trail or torment. ToT can be swapped out with hex retribution for a touch of auras and a bit of extended oblivious but you know how hexes go

    sometimes I will use nemesis and furtive chase due to the interchange of oblivious and the obsession change out

    your traps count towards the survivors losing a health state on hysteria and dark devotion

    i run it with Bear oil and Bloody Coil although you can run Lengthened Jaws if you want to help prolong healing times and are good at catching survivors in your traps.

    like I said though, it’s all for meme time fun.

    I will 100% be trying this out today and see how it goes.

  • Share this build, I want to try it out myself for a few games.

  • image.png

    Adding onto this - some maps like Crotus have spots where traps are buried underneath the ground.

    image.png

    And some that just float in the air like at shack. Hoping this gets fixed, thanks for looking into it, BHVR - hope this helps.

  • @WhoSoup said:

    This can occur anywhere out in the open and depends on the map. Example:

    https://streamable.com/xmn294

    Making floating traps appear is very consistent if you place them right about here by a pallet:

    https://us.v-cdn.net/6030815/uploads/67IDCLVOX6KP/20240201113748-1.jpg

    This also happens if you place a trap on a slugged survivor. The trap will float above them in the air.

    Thanks for the image, appreciate it. Hope this helps get this bug fixed.

  • @UndeddJester said:

    This issue with STBFL was a little bit of an oversight I think...They should just Piggyback off of the same coding as Play With Your Food, and have it be basic attacks and special attacks.

    https://deadbydaylight.fandom.com/wiki/Play_with_Your_Food

    A change I would have liked to see though:

    • Hitting a survivor with endurance does not benefit from the attack cooldown.

    This would kill the ability to chew through endurance states and tunnel off hook with Rapid Brutality so easily. I feel like this instead of the speed nerf would be better.

    We'll see what the PTB brings.

    This doesn't seem like a bad idea, since I often found myself doing this - grab a stack from the survivor off hook and then go for the unhooker if they were in the area. This way I got a stack of STBFL, forced the unhookee to spend time mending, and go after a different survivor all at the same time. The proposed change you have here would disincentivize this as well as flat out tunneling with Rapid Brutality, which I can honestly live without.

    Curious to see what comes of this PTB myself!

  • @humanbeing1704 said:

    Going to assume it was meant for heavy m2 killers by passing it

    ever see those clips of a demogorgon who is obviously really bad with shred and could get an extremely easy m1 on the obession but insists on m2 to keep stacks

    Watching Demogorgons play like that is painful, so glad I got STBFL off Demogorgon.

  • @baharuto48 said:

    Sorry for the complaining. It was a inexperienced nurse player who slugged everybody. I'm fairly low skill so I imagine I play with other low skill players. And it's the first day of the event. And my first event match. I just wanted to throw some snowballs. The next match Was a legion player that hard tunneled out a feng player and then memed. The feng player probably did bad manners idk. DBD is whimsical sometimes.

    Dead by Daylight matches are like a box of chocolates. You'll never know what's in store until you open that box.

    Here's hoping that the matchmaking has an ebb and flow where things even out and you get to enjoy the event.

  • I don't think comp players are doing this on purpose, the problem I think more lies with the wannabe comp players who will stack the deck with the strongest things imaginable to get a crushing victory.

    Comp rules have everyone on the survivor team run unique characters, unique perks, yellow items, and there's other stuff on a killer by killer basis.

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/386853/current-trapper-build-what-do-we-think

    Very respectable build and add-ons. I applaud you for sticking to Trapper for so long despite how punishing he can be to play.

    How often do you get value out of silently setting bear traps?

    It's not always, but I've sometimes gotten value out of Bear Oil. Earlier today I had a 4 man on Ironworks and was able to get a lucky trap around a hill hook via Bear Oil (i.e.: the survivor on hook wasn't able to call it out), which secured me a 3k win.

    Another time on Eyrie of Crows, I trapped the shack window mid-chase and snagged a Claudette that was acting a little cocky.

    Whenever I get Bear Oil value, it is satisfying as all get out <3

  • @thisislastyearsmodel said:

    What is the second perk from the left? I don't recognize that one.

    That perk is Terminus, a Wesker perk. When all the gens are completed all injured, dying, or hooked survivors are inflicted with Broken, and stay Broken until the exit gates have been opened for 30 seconds. It pairs nicely with No Way Out for some potential endgame comebacks by making any endgame hook saves much more dangerous in my opinion. Yes, MFT/Hope exists, but I like the Adrenaline counter.

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379555/thoughts-on-trapper-from-a-p33-trapper-main

    There is a part of me that wants to see Basekit Buff to traps, in which the traps hide from a distance when placed. And that survivors need to walk and move closer to reveal the trap up-close. And maybe the Tar bottle addons can be buffed so that it takes longer, a second or two for survivors to reveal the trap. Just so that Survivors don't always call out traps with maps and they need to personally see the killer deploying them or even risk getting close to a trap location to find it and disarm.

    Another buff change to make Trapper bit stronger is give him a limited time movement speed increase for everytime a Trapper successful catches a Survivor in a trap. He could used the speed to either make it toward the trap Survivor location faster or while in chase and make quick play to catch the Survivor off guard in movement speed increase and get a possible hit/down on them.

    That and fix that nasty Disarm bug that SWFs can abuse; the one in which a Survivors can do the Disarming process and not finished the complete action, yet if the position themselves right, a teammate can walk through the trap while they are Disarming and get away without being caught. It like... Survivors are literally dropping a coat on a puddle for their fellow survivor buddy so they do not get wet, expect in this case; they can avoid be caught all together. Make it so survivors need to commit to disarm the trap and the other Survivors cannot walk through it; or make it impossible to go through the trap when another survivor is disarming and you get caught while.they are disarming it.

    Also I like your spawning traps in center treatment. It is a nice quality of life improvement.

    All of these would be pretty interesting!

  • @Seraphor said:

    Playing Trapper is likely a large part of it.

    His power is more strategy-based than dexterity, and being a basic "M1" killer besides his traps means your general gameplay is relative 'simple' (not in a bad way, just less nuance than things like aiming with ranged killers, etc.)

    Your success in any given game is likely mostly down to your trap placement, and the mistakes the survivors make around them.

    For a similar reason, I play console, and do amazingly well with killers like Dredge and Ghostface, but suck as all hell with ranged killers, or killers with fine-tuned aiming mechanics like Blight and Oni.

    Might be the case. The only ranged killer I feel comfortable with playing is Huntress, though I mainly use a memey not very good build of STBFL, Iron Maiden, Agitation, and Brutal Strength dubbed 'Speedruntress', where the goal is to do everything faster.

  • @cheetocultleader said:

    Usually I'd say Head On, but I was using Power Struggle yesterday and every time I got it to go off, it was sooooo satisfying. Not something I'd run every day, but it's fun to surprise your killers. Someone was using Boil Over today, and it was annoyingly fun. Let her leave for that, lol.

    On killer, Mad Grit. No one expects a Sadoka to start swinging wildly.

    Was using Mad Grit as Demogordon yesterday, got 2 kills out of it on Midwich. Love that perk.

  • I have tried using Autodidact in a build before of Solidarity and Botany tied together, I think I dubbed it 'The Deadpool Build'.

  • @tippy2k2 said:

    (Assuming you are Solo Queue)

    Bond

    Bond is such a wonderful information perk that I run it on damn near everyone. Am I hurt and need help? Bond will find me a buddy! Is someone hurt and needs my help? Bond will show me where my hurt future buddy is! Do I hear the terror radius and I'm not sure what's going on? Well that guy running around demonstrates that they're being chased and therefore I am good to just keep working on this generator. Am I running from the bad guy? Oh snap, I can see with Bond that my buddy is on that generator so instead of turning left to them, I'm gonna turn right!

    Information is King in this game and Bond gives you the most bang for your buck when it comes to info.

    In the right hands Bond can be such a game changer. As soon as I unlocked it I started making decisions I wouldn't have otherwise made without it. Solid solo queue perk I'd recommend to anyone.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721895#Comment_2721895

    A lot of maps need reworks, but the map I hate the most is Badham. Most Pallets are god Pallets, the Windows are really good aswell and almost everything chains together causing really long chases

    What I want to know is why BHVR thought that map, of all maps, needed five variants.

  • No clue, I just remember going into game one day, seeing his animations were a bit slower than what I remember, but got used to it.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706712#Comment_2706712

    I will admit that Nemesis' inconsistent zombie AI is his biggest nerf. If the zombies ALWAYS moved towards survivors, he would be an amazing killer, even with the 3rd health state. THEORETICALLY, that's a bug that MIGHT be fixed sometime in the future. But, regardless, the tentacle goes out faster (0.35 sec charge time to PH's 1 sec charge), does not hinder turning, allows for proper flicks, DOES NOT forecast its hit path for the survivors to plainly see where they need to step to completely avoid it, and hits the full 5/6 meters instantly as opposed to a delayed wave that gives people further away even more time to dodge it. Also, I could be mistaken, but I believe Nemesis' tentacle is a cone attack, so it's far harder to side step than PH's super narrow beam.

    I remember seeing in Otz's 50 winstreak video he explained what Nemmy's tentacle hitbox was, I'mma grab that for ya real quick so we can both see.

    https://youtu.be/Jx0EaeZUAU4?t=213

    Personally, I find Nemesis to be similar to Huntress at pallets when it comes to playing around those loops, but trades off an extra hit for having that super fast windup (and breaking pallets with it at Tier 2, which is pretty good if you can get Tier 2 up early).

    Overall though, I like playing both PH and Nemmy as they both have their own strengths I do my best to try and utilize while also playing as fair as I can unless I have to sweat.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706660#Comment_2706660

    Blight, Bubba, Oni, Artist, and Nemesis are all better. Even post-nerf Billy, Wraith, and Freddy. You could make a strong argument for Demogorgon, since his power is basically the same (low range distance hit) but works on any long tile (not just animation lock ones) as well as just in normal field chases.

    I dunno about Wraith, Billy, and Freddy personally, but I can see the argument with their good mobility and the latter's teleport. I will give you Blight and Oni though for free, both are fun and strong.

    Nemesis I kinda disagree with, since he has the same mobility as PH, and while his tentacle is a faster animation overall imo, the extra hit needed to get a down on a survivor with just M2s (3 hits compared to PH's 2) in exchange for better map awareness with the zombies doesn't seem to balance out completely since the zombies are inconsistent at best.

  • @Adjatha said:

    Pound for pound, PH is the most over-hyped killer in the game for his actual power level.. He's 4.6, so he can just be played as a 'walk around and swing' killer and do passably well. His actual powers are absurdly over-valued by just about everyone. If you play PH and do well, guess what? You could be doing way better with any other comparable killer.

    • He has the worst AddOns of any killer in the game and they have never been touched despite a whole series of nerfs to his power and rework of all his perks.
    • His shockwave has been balanced (and then nerfed) such that it is only useable on locked-in animation points like vaults and pallets and nowhere else.
    • His torment trails are wildly over-restricted and 100% in the hands of the survivors to evade.
    • He has one of, if not the least stealthy profiles, with a gigantic size/shape and overwhelmingly loud sound cues that advertise him even while Undetectable.
    • His cages are hilariously nothing. The fact that they shut off a handful of absurdly overused survivor perks says more about how insanely powerful those perks are and nothing about HIS actual power level.

    His Torment Trails have SO MANY limitations behind them and nearly all of his addons rely on that totally worthless part of his kit. PH is mid-to-low B tier and people like to pretend he's S-tier. And because people like to lie to themselves about how good he is, there will never be a rework to make his kit less obnoxiously restrictive than it is.

    So which 4.6 m/s killers can do a better job than PH? Just curious.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/301021/thoughts-on-pyramid-head

    I love him, cool power and badas* chase music. I want to matched hike because he is fun to play as but I’m trying to master demo first. What build do you run on pyramid head?

    For a while I used to run BBQ, Corrupt, Pop, and Tinkerer, though I swapped out Pop and Tinkerer for Enduring and No Way Out.

  • @MrDardon said:

    Well.. I main him, probably noticeable thanks to my pfp.

    My opinion on him:

    - Very strong and rewarding if mastered

    - Huge amount of potential satisfaction if you master his PotD attack. (Getting prediction shots, blind shots, flick shots etc.) except animtion lock shots, all of those feel quite satisfying.

    I usually don't like playing the same Killer match after match but with PH, it's an exception. I feel that I am learning something new every day regarding shots (which I mainly focus on), I don't care to much about his Trails and Cages.

    Definitely a Killer I can recommend. He's fun and strong.

    The only big downside against him would be the holding W strat, which you can milden a bit by using Monitor and Abuse.

    I haven't tried out M&A on PH yet, I should probably do that someday.

    As for PotD shots, anytime I land a flick is hugely satisfying (I play on Switch BTW).

  • I disagree, I think it's really cool I can face off against streamers so I can see their perspective. Let's me see what I did right, where I can improve, and maybe learn something new to look out for as killer.

  • Yeah. It's why I thought that the numbers should be flipped since why would someone want less information as they increase the tier of an information perk?

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917933#Comment_1917933

    Why would you want less information on the killer as you go up in perk tiers?

    Remember, the idea of the new concept is that any time YOUR aura is revealed, the killers aura is revealed to you as well.

    If Tier 3 has the auras revealed every 30 seconds, I would think that'd you see where the killer is more often, thus having more information.

  • The only feedback I have to give the devs here is that I think the numbers should be flipped to have your aura revealed to the killer every 30/35/40 seconds instead of the other way around as it was presented. Other than that, it looks really good!

  • @savevatznick said:

    Yeah, it's pretty frustrating to sweat it out as killer, always groaning becaude the survivor knows how to loop you well and their team is pounding gens,etc.

    And then you play survivor at low ranks and realize that holy god most of them do absolutely nothing.

    This is so painfully accurate for my experience. Like I'm open with admitting I'm not that good at the game, but it doesn't make it any less frustrating.

  • Welcome to my world. I know I'm not too terribly good, but I've been running into multiple teams as killer recently. And it's clear as day to see this based on their behaviors. But when I play survivor I don't exactly get the best teams in comparison. Might be confirmation bias, but it's hard to tell when you play on Switch. I don't really like to have to sweat my pits out every game or use only the strongest killers/builds to stand a chance, and have to play seemingly perfectlt to avoid getting screwed over by solo teammates. But if I can get one, I'll take it.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821523#Comment_1821523

    No, and here are 2 reasons why.

    1. The devs know not to upset 80% of their playerbase, which is why the perk hasn't been touched since its rework. It just will not get touched. Period.
    2. Any "rework" that still grants a survivor an escape from the killer's grasp will always be a topic of complaint. I know the whiny side of the killer community and nothing will ever be good enough. If DS does get reworked how everyone wants it to be they'll complain that they weren't tunneling and still got hit with DS then, they'll complain that it still works in end game, then they'll ask for End Game DS to be nerfed. etc, etc.

    Nothing will ever be enough for some killers when they don't get their free tunnel. It's just how it is.

    Have you played games as a survivor where no one is running DS? I have, and it's not pretty.

    Plenty of times actually. I think it varies from player to player what happens though.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821521#Comment_1821521

    Because DS is on a 60 second timer, it doesn't magically disappear if you down someone else.

    You think that if it did (DS only active for the most recently unhooked survivor), the complaints would vanish only for new complaints to crop up?

  • @Zaytex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821448#Comment_1821448

    The problem with DS/UB as a combination is that the killer has NO choice but to ignore them on purpose.

    That's not counter-play, it's just the only choice the killer has in the situation and it's still terrible. Counter-play would be picking up a UB gamer, or slugging a DS gamer, you have options to counter those perks and still punish the survivor. Ignoring the survivor DS/UB isn't counter-play because its allowing the survivor to walk off and do whatever they want for 1 minute (x2).

    DS & UB can give 8 minutes of invulnerability for the survivor team, assuming all the survivors are running it and are unhooked twice. 8 minutes.. that's more than enough time for all five generators to be done by just UB/DS active time alone.

    So every survivor (assuming they're good) with DS/UB is practically making it impossible for the killer to win unless they decide to throw the game by camping the slugged player for a minute, picking them up, hooking, and then repeating it until they're dead, but you're losing all map pressure and will only kill one survivor at most.

    This is only accounting for DS/UB uptime. It isn't counting how survivors spawn on generators, need to be chased to even be hooked (which even with Nurse, takes 20-30 seconds sometimes) and have two other perks to impact the game (Dead Hard, for example extends chases so much).

    That's the problem. DS/UB basically grants the win for the survivors if they play moderately efficient and optimal and even as a Nurse or Spirit, you'll struggle and it was only with 1 hook red mori's did killers have a chance.

    Now, it's very rare for all survivors to bring DS/UB in my experience, but even for one or two survivors bringing it.. Still gives them so much time to do generators and get out.

    See the problem? Just "ignore them 5head" is literally costing you the game and it's the only thing you can do lol

    Couldn't have said it better myself. Even if you're juggling the whole team fairly and not 'tunneling', I think it is kinda crazy how you can hook a second person, down the first person and still get DS'd.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821451#Comment_1821451

    I can honestly upload video, over video, over video on how I deal with these situations.

    And typical response, you cannot handle a different point of view so you start calling me a troll, you start insulting me because your mindset cannot handle an outside perspective on a situation you cannot deal with.

    That's very "Adult" of you. In which...I'm convinced you're not one.

    Yeah, I think this guy is the real troll here, man. Like, lemme play this out for Hardkill here.

    Say the guy who got off the hook has DS, and we're facing a premade. Guy who got the hook save is in said premade.

    If you're the killer and expecting DS, wouldn't it make sense to go after the other guy, especially if you're sauntering up to the hook? Plus if I want all four stacks of BBQ no duh I'll ideally want to chase the unhooker.

    Though in fairness, even if the unhooked player has DS/Unbreakable, leaving them down to either use Unbreakable or someone going to get them still generates some pressure.

  • Ideally what I try to do is go for the survivor who unhooked, but if I find the unhooked player first, well tough break. It's not that I don't want to tunnel - more often than not I'll let them get back up.

    The reason DS/Unbreakable has gotten the bad rep it has is because it gives survivors 60 seconds at most to do whatever the heck they want (at most two times during the whole trial). They could chase the killer around if they wanted.

    Also on a note of Unbreakable - what I have seen some SWF teams do is 99 their recovery, get picked up. They still reap the benefits of Unbreakable without losing the free pass.

  • @bluedusef said:

    dosent help alot of the time the killers are like freddy or deathslinger and hard camping people constantly. i play both sides, so i can see both sides of the coin, survivors do the meta stuff aswell, which is boring too, but not this much in my experience. Its normal to have DS in your build but theres no way 9/10 games a killer plays is vs a squad of survivors with DS PAIRED with UNBREAKABLE.......

    My build is head on, quick and quiet, BT and DS. i only put BT back on recently because most of the games are killers camping and sitting on that RUIN and UNDYING combo. One good thing since the last update i can say WELL DONE TO DEVS FOR though is the fact i havent once, not ONCE since the mori nerf have i been camped off the first hook into a mori straight away.

    that useto happen atleast once a day, havent had one of those since. For the love of god, please as quick as u can devs, make changes to undying combo and the DS/unbreakable combo. games will start being alot more fun again. RUIN by itself is fine, its meant to be a gamble, not a I HAVE 4 POTENTIAL RUINS up over half the game, zzzzzz......

    The heck? If you camp with Ruin/Undying you're doing it wrong.

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    Now, I don't want to camp survivors but when I get matches like these, I kinda have to. It's not that I want survivors to be nerfed, I would like it if the matchmaking to put me against players that didn't force my hand. I know that's asking a lot (and yes, I rage like the best of them in settings like this, but cool off quickly), but it's wishful thinking.

    And this match wasn't an outlier tonight for me. Three of them including this one forced me to camp to get even one measly kill.

    I've openly admitted I'm far from the best player in this game, I actively go out of my way to not play toxic, so to all those that do complain...in these situations, I don't have much of a choice.

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