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Akumakaji

Akumakaji

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  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173267#Comment_3173267

    You forgot to bow after your performance. Shame on you. 😜

    Oh, thanks for the constructive criticism. I will work hard to offer you guys the best performance I can muster. Why? Because you deserve it :>

  • @Knotty1985 said:

    I agree, the monthly reset seems pointless now, it would be good for people to have an overall grade depending on how well they play to make match making with same skill level players better, especially for the newer players ending up against well ranked killers who have more experience.

    Don't make the mistake, though, of confusing grades with MMR or skill, thats the reason why grades were hidden in the first place. We had loads and loads of posts of people posting pictures of them being ash killers matched with 4 iri surivors and asking "what is this BS", and others explained that grade didn't reflect any skill, but just how much time those other players had spend playing since last reset.

    So now the grades only serve as a BP reward for loyal players, but in essence are one more source of frustration in this awesome, but flawed game, a source of frustration that could very easily be remedied.

  • I really love this game and which that I could introduce others to it ... but I also know that the bar of entry is set in such a way that its very impropable and a hard sale. I had one friend who bought the game together with me in October/November last year, when the Stranger Things dlc left us, and he tried about 3 times to get into the game, before he shelved it forever. His perception was that killers were too strong, there was nothing that you could do as a survivor to counter them and that gens just randomly exploded, no matter what. Also, he couldn't take the Trickster seriously, whom we were facing a lot during that time, as he was the newest OG killer at the time. "I am supposed to be afraid of that painted dude? I could floor him with one good punsh..."

    So, even when I racked up a few hundred hours in the game and told him how much I could explain and show to him now, he just wouldn`t give the game a new chance and try it out again, this time with a seasoned guide.

    So yeah, camping, tunneling and the MMR hell are turning down A LOT of new players, and thats not even talking about the grind, all the "must have" perks, and all that.

  • Oof, I know your feelings. The first player should at least have put BNP first, this is disgusting to look at! Smh, some people got no style.

    But on a side note, did you feel it ingame? Did the gens just fly left and right? I guess so :)

  • @Grandpa_Crack_Pipe said:

    I don't think teleporting to TVs should even have a cooldown.

    TVs should only turn off if Survivors turn them off, but the time turned off should be higher than it is for them now.

    Then, you just make Condemned build up passively without the tape, then give the TP condemnation when the survivor is holding the tape.

    Then do something else I can't think about and voila, decent killer.

    This sounds pretty viable. Here are a few of my own ideas to throw into the mix:

    • every gen is assigned one TVset
    • in order to work on the gen the TVset needs to be turned off, ie forcing survivors to interact with Sadakos curse mechanic.
    • maybe throw in a few extra TVsets interspersed on the map.
    • this way Sadako knows which gens are worked at, but can't teleport to them

    I think that would be enough to make her viable and interesting enough. Her condemnation should come into play more often and she could jumpscare the survivors more then they are used to.

  • I am a bit sad: all this peeps who only main Feng or Meg or whomever their ingame-waifu is, they only got one measly character to poor aaaall their BP in and showing their world who their favorite character is, by letting that prestige level skyrocket.

    Pleb me, though, wants "all the perks unlocked for all the characters" and thus everyone is laughing at my embarrassing prestige 10 on my main :(

  • Aftercare - It's such a nice info perk with unlimited range AND two-way communication. It sucks that you can so easily lose it, but it can make playing soloQ much more fun and bearable.

    Spies in the Shadows - I don't knew why this perk gets such a bad rep? To me it gives constant value. I can't count how often I walked somewhere when suddenly a crow tipped me off. Or when I lost a survivor and already want to leave, when suddenly spies shows movement in my back.

  • *clears throat *

    "BeCaUsE bOoNs AnD hExEs GoT nOtHiNg EvEn ReMoTeLy To Do WiTh EaCh OtHeR bEsIdEs CoInCiDeNtLy UsTiLiZiNg ToTeMs. StOp MaKiNg ThIs FaLsE cOnEcTiOn!1!1!!1"

    Thanks.

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172199#Comment_3172199

    Ha.

    I had a game yesterday where there was... no killer. Not anywhere. We looked, but there simply wasn't one anyplace on the map. So we scratched our heads and did our gens, and then all of us piled in front of one exit gate. Just as it opened, a Nurse with Insidious pops out out of nowhere from behind it and downs two people with NOED. I got lucky, but I figured (correctly) that Blood Warden must be in play, so I ran out of the gate as quickly as I could. Others weren't so lucky.

    Oof! Thats tricky :D I once had a similar situation were the killer was just not presend and I finally found an afk Wraith in some remote corner. Just a slight shimmer in the air and the peculiar breathing of his slit throat. I run a few times in that corner until suddenly the 5th gen poppen and he sprung to life, downing me instantly with a NOED. That thought me not to mess with afk killers or to try to agitate them.

    Another such ancounter was in old Hawkings lab. We had an afk Trapper who did the typical afk routine of slashing the air every 10s or so. So we got all the survivors bunched up there, farming altruism and protection hits. I was doing the last gen, when suddenly Trapper-kun awoke and downed everyone with NOED. I don't remember if I escaped, but I think that he got me, too :D Good times.

    Another sneaky one was that afk Myers that stood motionless on a hill at one of the scrapyard maps and that everyone memed around, farming killer blinds. Strangely enough I must have been to only one who heared the tier up music, it was then that I know what was happening and I tried to warn my fellow survivors, but to no avail, they played their silly games, oblivious to the menace that was easily and sneakily filling up its Evil Within Tier 3 and downed two of them before anyone knew what was happening.

  • @renvolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170908#Comment_3170908

    I mean sure it's not really counterplay, unless you can play locker games before everyone else gets mori'd and waste enough time to get gens done or scout hatch.

    But that's aside from the point. This addon isnt exclusively available to people going for an achievement. If it behaved like a glyph it'd be a different story. Nobody said Myers can only do this once. People can run it anytime they want just to stomp. So survivors should just give in to killers and let them get their 4k fantasy out of their system til karmic balance is restored? Pretty flimsy justification for game health imo

    I agree it's not fun for either side in the hypothetical case of achievement hunting, but that's not always the case

    The thing is, if you just want to live out your 4k fantasy, then you couldn't care less about that last survivor hiding in the locker: just pull them out and hook them. The 15min stand offs ONLY happen when a player want to get that achievment.

  • @hailxsatanxeveryxday said:

    I rarely saw Bubba in the first place, and when it I did, 50% of the time it was Basement Bubba. Since that build was basically made useless (I mean, it wasn't really good in the first place unless survivors were potatoes, but a lot of survivors are potatoes) in the latest patch, 50% of the people who used to main Bubba probably switched to a different killer.

    Here is my favorite Bubba story: had a soloQ game were the killer was afk, ie the whole game no one got chased or damaged and we were just finishing gens by ourselves, with the occasional totem or chest thrown in. When the 5th gen popped and the EGC started, suddenly someone went down and got hooked .. in the basement!

    I went looking and found an insidious basement bubby who just had defended his stuff and who was shaking his head. Another player went down there (they were obviously a 2 man SWF group, with matching names) and got down, too, after a trade. They traded more times till they both hung from the hooks and Bubba looked at me and just shook his head. I nooded, gathered all my courage and moved to Bubbas side. Together we watched the two survivors get sacrificed, I asked if I may take one of their items, which Bubba denied (I guess that basement chest doesn't fill itself), so I waved him good bye and jogged out of the trial. Pretty wholesome affair.

  • SIDENOT:

    PLEASE BHVR make the bloody effects a toggle checkmark on all weapons, bodies, heads and trousers, so that we can bloody every outfit we like. I know that the effect is handcrafted to the base outfit, but many of us already earned or bought other outfits for our favorite characters and its sometimes pretty lame to see them squeeky clean. If you don't want to do that, then at least make this option available to the recolors of the basic outfit. I know that I sometimes think "oh, that survivor looks cool in blue or red", but why bother with the recolors when you can't have some fun with that?

  • @WorthlessBeing said:

    Cheryl is probably my favourite due to the fact that she actually appears like that in one of her game's ending.

    Cheryl actually shocked me. She went from platinium blond to brunette just by the ammount of blood that was dumped on her head :D

    @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/3LLHD1I5FCXQ/image.png

    https://us.v-cdn.net/6030815/uploads/S2ZFQEOWENJQ/image.png

    Mission completed!

    I would say pretty good prestige, not the best but not the worst either. Who was the best & worst prestige cosmetics in your opinion?

    Worst is probably Twins since it is barely noticible and best... idk, hard to say.

    Oni is pretty unsatisfying, too, especially his mask. His armor has a lot of red details, so you barely see a difference, but his mask is nearly solid red and you can hardly see that you got the bloody mask equipped. Sadakos bloody head is another one: she gets a VERY slight tint that is just a bit off-black, but nothing substantial. As the final piece it feels VERY unterwhelming, but at least her bloody nightgaun is okay.

    Pinhead is mid, his bloody body is splattered in a good amount of blood, but its hard to see on the black leather. But his bloody weapon, ie the chain, is the most rip off cosmetic, besides Hadies non-different heads. The chains are supposed to be bloody, bust you basically never see them. And when you see them they extent and retract so fast, that you dont get a look at them at all. I guess there might be veins coiling around them and blood FXs dripping down, but who knows? Tsk. Nemesis suffers from the the dark body syndrom too, but thats ok, I guess.

    BTW, congratulations for the fully bloody wesker outfit, I am very close (4 levels) to gaining his body and then I will heave the head in sight.

  • On one hand I think "yes, this would help killers when they are struggeling the most, ie in early game" and it would also help the slow killers without mobility most, who are often considered to be the weakest in the game, BUT I really, really REALLY don't want everyone demanding more and more stuff to be basekit. The killers already got the pretty generous Brutal Strength and STBFL as semi-basekit. Mind you, that is not exactly the same, as this was a blanket balance patch that helped killers getting back on track, but it still fits the bill.

    We already got a pretty good basekit now and while corrupt would be very nice and probably lead to more interesting games, I really want to close this pandoras box TIGHT.

  • @PBsamichShoe said:

    I don't think he needs to start with all his traps. That would be lazy design imo

    It would be nice if his setting speed was just a smidge faster. His best addons imo are the ones that make setting speed faster. It would be nice to be able to run other addon combos without feeling like I'm at a loss without a setting speed addon.

    But idk if that would be unbalanced in certain combos or situations. I havent put a lot of thought into it.

    You are not wrong. For an interesting brain teaser, look up an old video to see how "fast" original Trappers trap setting speed was.

  • @MrMori said:

    It's worth whatever BHVR can reasonably sell it for and get optimal profit.

    But thats the thing: maybe they would sell tripple the cosmetics if they were priced 8 bucks? But no musing will solve this for you, someone gotta try it.

  • @Sluzzy said:

    Running off what few survivors are left really sounds like a great idea.

    The game needs positive reinforcement, not constantly negative. As survivor, there is nothing at all that rewards good. You are punished if you are doing well and you are punished for doing bad.

    +50% killer incentive (and probably raising to +100% later this evening) speaks a different language, oh my favorite mad lad. <3

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170821#Comment_3170821

    It’s an achievement—earn it. You aren’t entitled to benevolence from random people playing a video game. If you’re unable to obtain the Tombstone Achievement, well, that’s unfortunate. It’s a challenge—it should be difficult. You’ll need to try until you get it. But I strongly suspect you aren’t giving any survivors Left Behind.

    Funny, just today I gave two survivors a shot at left Behind. But thanks for your non-existant empathy. You definitely aint one of the persons responsible for lessening the toxicity in this community. But thats whats expected.

  • I had a few ideas of how to make Trapper a bit stronger without changing his identity.

    1) let all his traps spawn primed and ready to catch a survivor

    2) let all traps spawn inside patches of grass or in front of windows/vaults and other advantageous positions, so that they have a chance of catching someone

    3) let Trapper start with 3 traps

    4) maybe give Trapper the ability to press E while focusing on a trap to make it fly to his hand, with something like a 45s cooldown. This would allow him to not be bitten hard by RNG traps out in the corner of the maps.

    5) Let his tar bottle not darken traps, but camoflage them according to the map, ie sand colored on Eirys (whatever good this will do him, on this map he plays essentially without a power).

    6) make disarming a trap involve a skill check, trapping the survivor at a failed check.

    Any single one of these or combination would make Trapper that much more fun to play and less of a chore. He is such a simple and iconic killer, but he is also the laughing stock of the game and experienced survivors will easily disarm each and every of his traps. Especially large maps are the bane of his existence and he often can't physically get out of his way in order to retrieve a trap, stranding him without a power.

  • At least this sorta settles it ^^ Not a single soul opted for the new DH, and there is a reason why.

  • Old DH, no questions asked. You can't even compare the two, even though by now DH is becoming the most popular exhaustion perk again. I legitly have to take it into account each chase and many, many survivors are SO good at pulling it off, but its just not as unfair and oppressive as before. If you can pull it off, cudos to you, but now baiting it out can actually work and both sides can mindgame with it and around it.

  • @renvolt said:

    I don't really have sympathy for anyone trying to do the achievement cus from the survivor side it's vs a killer that can mori you out of the clear blue sky no matter how you played and that's... not fun to go against? What other counterplay do you suggest besides denying the cheevo?

    I can understand that, but if you are damned, no matter what, what do you get from being extra salty and denying the other player their achievment? You die either way and with letting that player mori you you will eliminate one other survivors potential further encounter with a Tomestone Myers. Thats the kind of empathy thats a bit harder to sell to certain people, though, because they won't get +1000 BP for it.

  • @Brix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170160#Comment_3170160

    THE SWF vs soloQ thing in terms of balancing i can understand beeing tough to even balance. Make soloq better usually makes swf in a way better as well. And most ppl swf with friends and BHVR wouldnt want to kill swf off by giving them some sort of disadvantage cause of beeing a swf. I can imagine balancing this game is harder then we might think from the outside prospective.

    It most definitely is much harder, as you will always discover many, many unforseen consequences to any "easy solution" that you could come up with. The best thing would be if BHVR could find a way to curb in the upper end of SWFs power without hurting the casuals that just want to hang out with their friends and sorta meme around. But I don't know if that is even possible.

  • Yeah, I can see the wisdom in not making him kill you out of a locker ... but its still so very frustrating to get this achievments just within your grasp and then get it taken away, not because of a skill issue, but just spite of the other side. Its the same with survivors who would rather bleed out for 4min then letting the killer have that last kill, but amplified by a good margin.

    Maybe though Myers should get a special locker mori with his tombestone add-on, if it is the last survivor? Just so that we don't have the 15min locker stand off because the Myers player is highly frustrated and got the achievment just one step ahead, and the survivor player probably just laughing their behinds off and watching youtube.

  • Instant press. Yeah, I would loose all the progress of the 1200h+ spend in this game, but afterwards the game that I love this much would be PERFECT! Awesome!!! That means that we got not many more complaints and everyone could enjoy the game to its fullest, now being a perfectly fair challenge of skills.

  • @Trickstom said:

    Artist has a low skill floor, but a really high skill ceiling (one of the highest in the game in my opinion, higher than Nurse for sure).

    You can easily identify a bad/mediocre from a good Artist player (but they are really rare to see in action).

    For real, I once encountered an awesome Artist in Midwich and it was uncanny how well she had the timeing down that a survivor needed to run a corridor. If someone was running away in a straight line, this Artist would always catch them when they turned the corner, even if they were two at the other end of the building. She just knew, probably from hours upon hours, when to fire.

  • @RinsDoormat said:

    I understand that the red cross doesn't like the symbol to be used in media so that's probably it.

    Yeah, there was something about this and how they want to stay identifiable and don't like their symbol be used in games. The symbol belongs to them and they can sue you and take you to court about this.

    Thats why you got the big "H" for health on medkits in games or a green cross or something.

  • Thats a lie and you know it. There can never be too many ouroboros tentacles.

  • @Pulsar said:

    It was a well-intentioned event.

    The execution could use some work though

    Indeed. I made a pretty harsh comment about the event, but the one thing that I really wanna stress as a good thing (besides free cosmetics ... whatever people sometimes say, free stuff is always neat!) is that they tried something new with this one and that it was the first one, that deserved the titel of event. It got something different then just reskinned hooks and gens and maybe some small collection mechanic, but altered the game in some core way.

    But its execution could indeed use some more work.

  • @woodenEnthusiasm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168546#Comment_3168546

    My issue with that is blight, oni, billy, and nurse all cover much greater distances just as fast if not faster than him. So by that logic all of them should have 40 meter terror radiuses too.

    Maybe we will see an increase in their terror radius once the date of this little experiment floods back? I think this wouldn't be the worst thing in the world. And @dugman's Bad Medicine build is pretty hilarious with Wesker, I run it pretty often with him and its so fun seeing all the little popups all over the map and sometimes survivors just opting to stay injured.

    The build consists of Unnerving Presense/Coulrophobia/Distressing and either Septic Touch for the full bad medicine or Sloppy Butcher for some really frustrating healing sessions.

  • @Aurelle said:

    No, it's fine how it is. Might as well start the match with all survivors hooked at that point.

    But the locker "counterplay" doesn't prevent you from getting snatched and hooked, it only serfs to artificially prevent the match from ending by griefing and frustrating the killer in the hopes that he gives up. Survivors starting the match on hooks would help no one getting their achievments done, thats not the right mindset.

  • @EvilSerje said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168725#Comment_3168725

    Bro, come on, you almost there! Don't give up. Glad to see fellow achievement hunter.

    Grindy achievements - nothing to say, just play that killers, you nearly done them.

    From the void she walks - ask survivors to help (win a game, but don't kill the last ones, show that you farming, then blink around them to lull their vigilance, after that triple blink and grab, survivor won't run away, then you can release him, you only need to grab him)

    Collision course - you almost did, nothing to add, pretty simple.

    Evil Incarnate - that's the tricky one. My advice: make a certain build. I suggest Play with your food + Nemesis + Deadlock + Insidious. At first, get to tier 2 and hit a couple survivors, gaining evil in the process. You can hook couple to fool them. Stall a game as much as possbile. When nearly tier 3, run after survivors and eat pallets to gain as much PWYF tokens as possbile. After that tier 3. You'll be zooming and unstoppable. If last survivor hide in a locker, take him to the most isolated area or corner with no lockers, pick and drop him until he escapes, then you'll catch up him pretty quick with PWYF stacks. Another way is to find hatch and stand on in with insidious. Either survivor do gen and reveal his position, or come to your trap - in either scenario you close hatch and chase.

    Outbreak Breakout - .... Well, that I don't know how to do. It makes me cry 😓

    Awww, thanks for this surprisingly wholesome post <3

    Don't worry, I am not giving up and am sure that I will eventually get them all :D

    I have been grinding down the "Man in the bush" one pretty good this month and will get this one, soon. With the Nurse, I just don't enjoy playing her anymore, now that I know how many survivors dislike versing her, but one of these days I will come around and grind down that 500 blink hits. Trappers "Cripple them all" is a super frustrating achievment, though! Its nearly always more beneficial to just strike survivors down when cornering them in a trap, having to pick them up always comes with the chance of them escaping. And Trappers power is pretty weak in itself, most survivors know all the good trap spots and unless you are going against rather new players you will hear you carefully set traps being disarmed constantly. I have had whole series of matches with Trapper without advancing that achievment one spot.

    The new "Collision Course" of course doesn't count as one of the tought ones, this one is just part of the Wesker learning experience and will be finished soon just by playing the game.

    Thanks a lot for the "Evil Incarnate" tips, I will try that one out ... and maaaaybe smurf my account a bit prior to that, because stomping new survivors and brutally slaughtering them all without any chance of escape is just too much fun, right? Right? Guys?

    And recarding "Outbreak Breakout"? Ugg ... that one is soooo backwards and feels like one of the original achievments, but it just got released. Why? In that achievments nearly everything is stacked against you, lowering the chance of getting a blip with every added condition. I even made a post about it in the feedback section, and I am not the only one who has done so. If you burn no offerings and thus maybe incentivice the killer to DC during loadup, you could go through 1200 matches just to finish that one naturally and without being overtly aggressive about it. Yikes.

  • @SkeletalElite said:

    It doesn't have to be.

    They could switch from indvidual hook states to team shared hook states in this team game.

    Suddenly the only value there is to camping or tunelling someone is they might be an easier target to burn the teams hook states, which is why I think a hybrid system is best.

    Each person gets their 2 personal hook states, and then the team shares 4 hook states on top of those.

    Cool idea ... until a single AFK survivor/griefer dooms the entire team :D

  • @Vetrathene said:

    Bring Kindred. Bring Bond. Bring BT and OTR. Hell, bring DS and OTR and they will stack! Sure its only 3 seconds, but then you also have OTR. There are ways to get around it. You just have to be willing to invest if those are the things you are worried about.

    So will be flashlight macroing and exit gates "victory dancing" or any other kind of BM.

  • Yes please. I had way too many survivors hiding in lockers in plain sight just to spite me.

  • image.png

    Some of them stick like glue ... and I guess that "Outbreak Breakout" will be an unexpected addition to that exclusive group.

    The very first achievments in the game were all very grindy, probably because there weren't that many different killers around, so you had to make them count. I tried one evening to get "Evil Incarnate" and it was the most frustrating experience I ever had in DBD so far. No matter how doomed the survivors were, they just wouldn't let me get that last kill. I know that it is a rather frustrating build to go against, but we are all in this together. God, I really hate this achievment.

  • @xni6_ said:

    easily could change from get merciless to get a 3k. the amount of hoops you need to jump through for adept on some killers, to the point of ignoring their power completely, is stupid

    survivor is just escape. you can hide going between lockers to avoid afk crows and just grab hatch and thats survivor adept done

    Or here is a wild idea: make the 13th every month the blessed day of The Entity were every match that ends with a 3k+ counts as a mercyless victory :D This way we would keep the tradition of postponing some killers adapt achievments to this very special day while also lowering the frustration factor immensely. Bonus points for being somewhat lore accurate.

  • @lauraa said:

    sucked for GF and Twins but honestly I loved it haha. I had a lot of fun with that event. I hope they bring it back next year!

    That was the thing: I had fun with Snowman conga lines and dancing survivors a lot during the first 2h of the event and the rest of day 1 and day 2, but after that survivors only (ab)used the living daylights out of the snowmen and it was not fun anymore for the killer.

    The other aspect was that the survivors got a "fun" seasonal toy to play around with, while killers got nothing, they only got their cosmetics by hitting snowmen with survivors in them. Wow... The hight of interactivity. I can totally see while this event got a bad rep.

  • @Triforcer said:

    Me no understand (this is in East Asia).

    Its the trade off that we talked about earlier. Very profitable and fun for both sides. Just please keep quiet about the details and just enjoy :)

  • Ngl, I actually didn't know why I clicked on such a salty, unoriginal post, but I was pleasantly surprised and got a good laugh :)

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165640#Comment_3165640

    Open handed rework:

    For 9s at the beginning of the trial, you see all other survivors auras, they also see your aura

    The range of auras for all survivors is increased by 16m and the duration is increased by 2s (this effect does not stack)

    There you go, it does something on its own now

    Survivors see each others aura all the time,so I don't think that this would be OP.

    I run Open Handed in my full info build but wouldn't mind if we explore something like this. Though maybe with all the added stuff the aura reach extention should be reduced? It's already pretty strong with kindred and wall hacks

  • @Dunkinspunkin said:

    Just kidding. 50k concurrent players on steam during a random Monday. The verdict is in. People are playing the crap out of this game and the devs hard work on this last patch has not gone unappreciated. The forums are not the game. Want proof? Read the topics and comments then look at the viewership.

    Not gonna lie,you got me good. Cudos!

  • I thought for the longest time, that wire tap Ada was DJane-ing some sick beats.

    ...wait a minute! She is!

  • @Rydog said:

    Wait... it doesn't?

    What is the point of Open Handed if there is going to be an exceptions list? If a perk can't work with it, there's probably a problem with that perk's design, geniuses.

    I think its because its notca "native " aura Tagung by the survivor, but faciliated by outside forces, ie the Wiretap. If you ever saw Kindred+Open Handed in action you know how busted this is. Its actually so strong that you might be tempted to let your buddy hanging on the hook.

    And tapping into a somewhat out of place gen and still monitoring half the map would be pretty busted. But it's also sad that an underused perk like Open Handed gets one less opportunity to shine.

    Still, I think that there should be more such restrictions as we often have this outliers that are totally busted with one killer (*cough* Nurse *cough*) but totally OK with Trapper. Or DMS+ SH:PR on Artist.. reining in the most busted options on some instances without nerfing the perk itself opens up a lot more design space

  • Screenshot_20220901-133015_Samsung Internet.jpg

    It's always +100% for survivors. I am totally fine with that. Leave it be.

  • @Foxy_Teltac said:

    On survivor I recommend running Object of Obession, it's a really interesting perk that's my favorite in the game, it adds this intel battle between you and the killer that no other perk does, I love it, sometimes it sells you out, sometimes it saves you from a hit, it favors nobody and it's why I love it so much

    For real, I was sure that this was a troll post, but it turned out that it was from a legit super Chad survivor.

  • Maybe something that's turning the game concept on its head.

    They have the paranoid phase were the killer gets shown via Killer instinct to the survivors and they must catch them and tap/touch the killer. On the same vein, while survivor's are 30+m away from the killer, they gain stacks of darkness or soul pain and when it's full get get injured.

    By touching the killer they get rid of ends for a while,allowing then to freely be doing gens. At some time the killer will fly into a maniac rage, being a traditional M1 killer with some kind of killer instinct on far away survivors.

  • I would rather find the last stealthy one with my sophisticated detection backpack and then throw it down the hatch for wholesome disposal after use, then letting some poor sod bleed out for 4min.

  • I had several "speedrun matches" as the killer, were I had my first down at 40‐50s and then the others basically themselves at the hooks and I didn't know what to do, really. Even when I ignore the blatant mistakes and close both eyes, the game is basically done at the point and when I just did my thing the game would end in about 6min with a 4k.

    That's a new wave of pseudo suicide.

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