Akumakaji
Akumakaji
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Okay, everyone said their piece. Now don't gang up on OP and continue with your snide remarks, I'm pretty sure that OP by now realize that firecrackers are the weakest of blinding sources and that his question got questioned itself fairly often.
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Hmm something is up: on my dozen or so survivor games today I versed Billy 3 times! #########! There are weeks we're you don't see that many Billies, so that one confused the heck outame.
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Yes.
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I was once called out when I said it was a form of grieving when a downed survivor has no hope of escaping through the gate the hatch is closed and they crawl in a corner just to spite you and wait out the four minutes.
I was told that it was my own fault for going fsr enough away that they could crawll away far enough and that some would do the same and fight till the bitter end. Sigh. Whatever, but if the game is over and you got no chance of escape, then such behavior isn't valiant resistance, its just wasting everyone's time to spite the killer, because you are a sore loser. And such behavior I would call grieving.
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@shalo said:
I know a lot of Legions are waiting for the Never Stop Slashing outfit from Rift V (October 2020) to come out, the most asked question on my Youtube videos is "where do I get that knife?"
https://us.v-cdn.net/6030815/uploads/2MBKRBKAG2HF/vlcsnap-2022-02-01-09h09m11s937.jpg
You know, I was instantly thinking about that knife and outfit, when OP asked their question. :<
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I could see the ability to discern scourge hook auras being added to Dark Sense. That perk is pretty underused and this way at least the bully squads could glean some utility out of it.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2783622#Comment_2783622
Grimm boss fight, resting grounds, Hornet Sentinel
And let's not forget Cornifers cheerful whistling.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2783186#Comment_2783186
I just feel there's no real reason to. If the only reason for doing so is "So survivors can sabotage the hooks." Well, it just feels like if they were going to sabo hooks they were going to anyways, so what's the point of showing them? Also, in the off chance it does make them break those hooks more often, well then now survivors are basically taking the killers perk hostage since it's not a deactivation like hexes.
It just doesn't feel like a necessary change. In my opinion.
The sabo squads that I played so fsr always pretty fast wisened up to that one hook I was hauling everyone too and often enough someone would already run over there to sabotage it.
By now I am used to this and expect it, so it van save you some pretty seconds, while often wasting two survivors time, ie one who wanted ti bodyblock you, one who sabotaged the hook, while you only took one step in that direction, before changing course.
Everything can be a mind game if you're brave enough.
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Sekiro Shadows die twice
Guardian Ape... Jeez, that guy gave me the creeps.
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One thing to take into consideration: each killer starts with their own MMR. Its not perfect (what about MMR is), but I feel it at work myself. Whenever I play a new killer I stomp many many games, till eventually my MMR with that killer is hight enough that I face the stronger, competent survivors, and then its back to sweating.
Pinhead is fun and I like him, but I really hate his main power. You stop completely while using it, and if you miss your skill shot, the survivor can easily get away as far as they want. If you hit them, then you barely shave of 0.5s of the chase. Sometimes that's enough, but often enough you wonder what you just wasted your time on. There is this technique of spawning the chain just a little bit in front of the survivor and then hit them instantly as they run through it, but besides this, its really lackluster.
It is very good as a scouting tool, though, especially in indoor maps. On Midwich you can often pressure survivors off gens that you can't actually reach in time, but I consider this more of a niche usage of his power.
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@Chimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2783509#Comment_2783509
Can you give some tips for PH? Cuz right now I can't play him well if my life depended on it.
First and foremost, someone already made a pretty good Pyramid Head guide, which I'll link here for you:
@Yords said:
Pyramid head is not OP, he is definitely manageable and you can win against him just as any other killer. He is definitely fun to play and unique. Although many people don't know what to do when playing against him.
What people hate about him: His punishment of the dammed attack, and the effect of his cages.
His cages are an ability that lets him create a cage that acts almost exactly like a hook except for the two main things it has that a sacrificial hook doesn't. The first unique attribute that the cages have include disabling any survivor and killer perks that have to do with hooking such as pop, BBQ, and devour hope or DS, BT, and WMI. This can allow the Executioner to quickly kill survivors if the survivor team plays poorly.
His POTD attack is an 8-meter long shockwave that can go through walls and only go down elevated ground.
What should you do if someone is caged?
Now obviously, you want to save a caged survivor, but you can't just rush the save or else the Executioner will see you and go to the cage. The person in the cage is in a very precarious position because if the survivors poorly time a save, Pyramid head can easily tunnel that survivor and have a huge impact on the survivor team. You can't save as you would normally from a sacrificial hook, what you need to do is sneak over to the cage and play it stealthy. You have to make sure you save the person in the cage by playing stealthily. If you see that Pyramid head is reasonably close (24-32 meters) to the caged survivor, just wait until he is a bit further. If he tunnels the caged survivor because they were rescued in front of him, the rescuer is at fault.
How do you deal with his POTD attack?
His punishment of the dammed or ranged shockwave attack is hated by most because they are unable to loop as they would normally and they are punished when vaulting or dropping a pallet. The answer would be to drop pallets earlier and leave tiles much sooner. His POTD attack is only useful within a short range of 8 meters at base. If you try to loop him you will take hits that you would have avoided by running away. Try to break LOS and then run to another tile and repeat. Only resort to normal looping when he is too close. If you take a hit, use the speed burst you get from being injured to run. If you do this correctly the Executioner will have to break chase to pressure everyone else.
Keep in mind:
- The Executioner does disable perks like BT and DS when caging survivors, but he also limits his use of other killer perks as well.
- When stepping in his trails, he can see your location through killer instinct for 3 seconds. A lot of newer people seem to forget this.
- It is not the end of the world if you step in his trail, I see way too many survivors taking a down rather than being tormented. If you feel you need to run through his trail, then go right ahead and run through it. Taking an unnecessary hit or down because you didn't want to be tormented will be worse than actually being tormented.
But I will throw in a few quick tips.
His power is strong, but tricky to use. The controls are very clunky, but I guess they do a reasonable job to simulate dragging a sword like a plow through the ground.
Its not advisable to drag your trials all over the level, place them occasionally everywhere were you would place a Trappers trap or around high traffic areas. You can also plonk down your sword while being looped by a survivor, some have an unreasonable fear of getting damned and will abandon a loop instead of stepping on your trails, and at the very least most will not run the loops as tight in order to avoid it.
The POTD attack is hard to use in the open field. Once in a blue moon you can hit a survivor who wasn't expecting it, but just holding W, but it's normally not worth the effort. Where the power is its strongest is as a psychological denial tool: before a survivor reaches a pallet just plonk down your sword. 9.5/10 they won't drop it and just run past, so you can make a habit of lowering your sword for 1s, never intending to use it, but this is its own kinda mindgame. Some survivors will wisen up to this and eventually drop a pallet in your face, so occasionally you should shoot.
Any survivor locked in animation is essential a free hit, that's why they want to avoid vaulting or dropping pallets in your face but sometimes it's the only gamble open to them, so don't be shy to punish this behavior.
My guilty pleasure is running Nurse's Calling together with M&A. The survivors will think that you are still a fair bit away and you can easily line up your shot through walls, often hitting both, the healer and the healed.
Same goes for unhooks, with some training you can hit both the moment the unhooked survivor hits the ground, but you must learn the travel time of your projectile, ie the further away the earlier you need to fire.
Also, if you want to use your power to its full potential, be ready to shed your morality and to become the merciless, sadistic killer of Pyramid Heads flavor text, ie tunnel the crap out of the damned. A time honed one-two punch is hooking a downed survivor, especially when they are damned, then down them and send them to the cage. After that no DS will help them (unless you were ultra fast) and you can dispose of them the next time you see em.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2783519#Comment_2783519
I don't play Doctor so I can't confirm, but I was told once before that his shock attacks don't count toward the achievement and that they actually have to be hit off or grabbed off the totems. Or is that wrong?
Actually, I don't really know. I was under the impression that you have to interrupt the blessing process, with the important part being that the survivor themselves don't release the button, but your actions forces the interrupt. But might be that the docs power specifically doesn't work.
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Pyramid Head is really cool and fun. I just wished that his power wasn't so clunky to use, BUT the more I play him the more I feel that his power is misleading: it aint a ranged attack, but its a "let survivors run past pallets without dropping them" psychological tool.
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Just a quick note: the art of the achievement is very misleading, you don't have to pull them off the totems with a Redeemer shot, you just have to disrupt them, be it a hit with M1, a Nemesis tentacle or power or a Doctors shock.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2783225#Comment_2783225
It is ironic, because of how well balanced he is, he is arguably one of the best killers for new players. And yet, they are the only people who cannot play him. Tragic.
Indeed. One of the biggest tragedy in a game build on the tragic bones of former tragedies.
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@[Deleted User] said:
I haven’t played demo much because I’m still trying to level up all my killers for their teachables and so demo gets forgotten about. I do enjoy seeing them in game as a survivor though.
I did the same. Bought the killer package and a few licenses and then spend 200h leveling up all the killers to unlock their teachables. I played Demogorgon literally as my very first Killer for two matches when I was as fresh as it gets and couldn't get his power to work at all. Besides all the stress and information overload of playing Killer for the first time, I also would stand on portals, look down on them and try to open them, etc.
So after this first, very VERY unsuccessful fling with demo-puppy I leveled up all the other killers and only touched him when I was done with all the others. When I finally tried my hand at him as a seasoned murderer I was amazed how much fun he is to play and proceeded to P3 him, just to get some color on his prestine, rubbery skin.
Now he is my second most played killer beside Pyramid Head and I have so much fun with him.
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Yes. Many consider Demo to be the most balanced killer and I played him a lot. His shred is incredibly fun and useful, but no braindead power at all and his portals, while a bit finicky to use, provide some pretty cool mobility and also give you tons of free hits against survivors deadset to close them up, not realizing that they are Oblivious while doing so.
His two Iri add-ons in concert are one of the most toxic combination in the game, though. When prestiging my good boi I played 12 games back to back with them, just to use them up and it was fun and hilarious, but also pretty brutal and a tad bit unfair. One cool thing is that you learn a lot about how survivors behave, because you can and examine exactily how they try to be sneaky, and it leveled up my gameplay with other killers immensely.
That being said, Demo will continue to fade into obscurity, as less and less players give him a spin and newer players wont have the opportunity to acquire him. Some players have been reported that they got accused of cheating for "using a killer who is no longer in the game" or "trying to catch an unfair advantage" because others can so infrequently gather experience in versing Demo-puppy, but thats all non-sense. Salty players will always be salty, but I get way more adoration when someone finally gets to verse Demo again after a long time. I guess he is the universally most well loved killer and thats no easy feat in this salt pit of a community ^^
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@NemeanXIII said:
https://forum.deadbydaylight.com/en/discussion/comment/2782535#Comment_2782535
Hey hey keep that ######### to a minimum
Yeah. Just tunnel.
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4 DS, 3 DH and 3 BT go into a bar. The barkeeper seizes them up, forrows his brow and says: "Sorry, but we don't serve stale meta here."
The fancy dressed and bold Boil Over at the bar elbows Breakout besides him and they both toast the rejected perks, laughing their (BAD WORD)s off, before they try to make the cute CoH at the bar hum to their tune.
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@DoritoHead said:
Bored of losing because I was merely just okay at all my favorite killers, and craving the satisfaction of truly mastering a killer, I set out on a challenge: to play one killer, and only one killer, for a month and a half (sounds very unimpressive but as someone who usually plays a variety of killers, it's a bit of a big change for me) and try to go from being terrible at them to becoming a master at them. And at the end of it all, evaluating what I learned along the way. Will I still be doing this? Absolutely. But with a key difference: the killer was once Oni, but now it's a killer that I have a fair amount of experience with but has been collecting dust, and who has more depth and a higher skill ceiling than I once had noticed. A skill ceiling that I will be attempting to reach.
Obviously, I'm talking about Bubba. Over the course of this time that I'm playing him, I'll be trying not to become your usual hold W and facecamp Bubba. I will try to evolve into a Bubba who uses his chainsaw creatively and also happens to run Agitation, Iron Grasp, Insidious, and perhaps Monstrous Shrine.
I'll try to commit to this even though I'm well aware that almost nobody cares.
It's rather rare that I LOL in real life, but I just did. You sounded so sincere and honest, and well, that build will probable work :) Good luck with that and happy salting.
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@Science_Guy said:
Killers aren't using Blight with his busted addons and "techs" because other killers are too weak, they're playing Blight because he has busted addons and cheesy exploits. I know this forum be quite defensive when it comes to Blight, but buffing any other killer isn't going to change the actual reason Blight is so obnoxiously common.
This is probably right to an extent, I know how people are. But still, more viable killers at higher levels of play will spread out the love as people won't feel compelled to just play Nurse or Blight, or just Blight because Nurse is too hard, just to get a foot on the ground against super efficient SWF groups.
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@Adjatha said:
Altrusim is favored so highly because you are not SUPPOSED to be able to run a killer for five generators. That is a fundamental failing of the system. The game is supposed to be a give and take, with damage, downs, and hooks providing opportunity for protection, unhooking, and healing.
The modern game has been rebalanced and optimized in such a way to allow survivors to go through a game without ever being troubled by the other side, but the pip system remains a silent testament to the dynamic gameplay that once was.
Wow. What a great, yet sad and melancholic, comment on the state of the game.
I think it's clear that the devs somewhere along the way lost sight of the original vision, and now the game is something else. This new something ain't bad, but it could be so much more. Maybe it would be worth to look at it with a somewhat removal eye and also take the original into account and see where you started where you are now and if this is still on track with where you want(ed) to go and where you're actually heading.
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Would it pair well with Hex: Blood Favor? This would add one more egg into the basket, but the first few chases would be pretty harsh on the survivors, depriving them of nearly their resources just like that
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2781770#Comment_2781770
I’m just having a bit of fun buffing crappy perks in a vacuum, but I actually agree with you and if I were in charge of balancing there’d be no iron will effect at all because it’s ridiculous imho.
Thanks for your consideration :)
But yeah, I think instead of this sluggish, glacial pace, BHVR should much more often, maybe every two weeks, throw out small changes like this ideally at the PTB, and constantly tune stuff. It doesn't always have to be big things, but just change a few numbers up or down and see how things work out.
Right now stuff changes so slowly that you can watch gras grow literally.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/308029/honestly-an-easy-fix-to-the-boil-over-thing
This would be nice, but it seems that map changes take a lot of work from BHVR's side. It took them literally years to fix the spots where downed survivors couldn't be picked up from.
It would be much simpler to remove the wiggle increase on a fall. The perk would be about as useless as it is currently, but at least wouldn't allow survivors to grief.
Honestly, just change the perk to something else that is both useful and enjoyable.
But honestly, even on plane ground they can wriggle off if the hook is slightly middling away. I mean this would be okay, if a single bodyblock or sabo wouldn't make it sorta 100%.
And the elevation bonus is just the grapefruit sized cherry on top. Even on plain ground I might slug the survivors, if I have no hook in the immediate vicinity, because I lost a good few survivors on the way to normally save hooks.
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The Devils Rejects could be a Billy skin... or their own thing with another reclusive, deformed Killer. Its a common trope for a reason.
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@JawsIsTheNextKiller said:
If you are running Boil Over, I'm already AFK and tabbed out. Enjoy your victory against a killer that is ordering his Crispy Pancakes.
But.. But.. But The Entity! It will be displeased by this BHVR! D:
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@El_Gingero said:
No Mither
Go on out, kid, it is just a scratch.
Your thick blood coagulates practically instantly.
You suffer from the Broken Status Effect for the entire Trial, but benefit from the following effects:
Pools of Blood are suppressed.
When injured or dying, Grunts of Pain are reduced by 100%.
Your Recovery speed is increased by 30%
You can recover whilst moving
You can recover fully from the Dying State
I would cap grunts of pain for both, No Mither and Iron Will, at 75%. The absolute silence is way more debilitating then most players imagine. Of course its a cool QoL upgrade, not to care about being hurt or not, but I really think its no good design to invalidate whole branches of the players arsenal with just one passive, unlimited perk. Also, it's effect on Spirit is really enervating and debilitating, flipping the board completely, ie the survivors have way more info on her then the other way around.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2781023#Comment_2781023
The best bait often uses facts to captivate and lure those around.
Maybe this one enjoys 30mins q-times, only to br paired with an insidious basement Bubba uwu
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One little tidbit: if you own the Stranger Things characters, their perks might still be labeled "rare Nancy Wheeler Perk" or "uncommon Demogorgon perk", but they are in fact moved over to the universal category.
This means that you can use them for the Universal achievements, like the "Tools of the Trade" or "Expert Generalist" (I think that's what they are called).
Tools of the Trade was tough, but Jolt and Fear monger actually helped a lot.
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He seems that way. As does Billy at first. As does Nurse. As does the Huntress. As does basically every killer.
Until you learn how to loop and it suddenly clicks and you learn how to run the killer for hours on end. Then you laugh at the Billy. Laugh at the Huntress. And especially, loudly laugh at that Wraith with his rather weak kit and feeble attempts to scare you.
But you still won't laugh at Nurse. You never will, for she will always take away your last breath, leaving you with no air to laugh.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2781402#Comment_2781402
I served my time. And I think they got tired of me rattling the bars. Very noisy.
Oh yeah. And let's not talk about the carnal smell and table manners.
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@AngyKiller said:
Considering how massively Survivors have been coddled lately; I'm waiting for the announcement that camping/slugging/tunneling are now reportable because they make Survivors sad.
Hey! You are no longer caged up!
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Don't ask for sympathy here. You know what they will tell ya: "you earned that by the way you play. Your MMR wouldn't be that high if you weren't a bloodthirsty sweatlord".
But here is the thing: this door doesn't swing both ways! High MMR games like this as survivors can be helluva fun: you bring your a-game and get some spectacular loops, daring escapes, pull off some amazing stunts and get enough safety nets to let you take some great risks. And if you need a breather you can always hit a gen.
As the killer though, nearly non of this games are fun or exciting and even if you pull of the occasional 4k, the experience probably was a miserable one. You are constantly fighting an uphill battle, have very little opportunity to actually seize the controll of the flow of the game and are always trying to keep a bucket of water from running dry, that was countless holes in it and unless you absolutely sweat it and pull off each and every trick that you know, you will end up broken and humiliated "gg ez", "lol worst killer evar, plz uninstoal" and while their laughter still rings in your ears, the next sweat squad knocks on your door, because thats your reward for playing consistantly good.
But complaints like this will only get you a "so you admit that you only have fun when stomping noobs and baby survivors? tsk." which isn't the case for most killer players that I know. But is there no middle ground with miserable sweat and stomping noobs? Games where you can try to play "by the book" and allow everyone a fun experience without any tunneling or camping or ending the game in 5min?
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... then I finish the Tome 1.4 "This is happening" and "Dark Senses" first try! W00t? W00t? Yeah!
But for real. Instead of 90/10% I now play about 60/30% survivors and vastly improved my skills. My long time as a killer main helped me immensely, though, because I know how I SHOULD loop, and when it finally clicked and I managed it, I pulled off some disgusting stunts that made me feel sorry for the killer.
But there are indeed a lot of scummy killers out there who try to face camp the first hook. In fact the game were I managed to finish 4 gens (Dark Senses) was one were a Lethal Pursuer Oni rub straight up to me and pummeled me down and then ran circles around my hook. My solo Q comrades somehow managed to unhook me and I somehow finished 4 gens.
Another time I was in the shack at a gen when a Huntress showed up, I ducked under two of her hatchets, looped her three times through the shack and evaded a third hatchet, all the while boldly hitting the gen for seconds when she stood outside the window, until she broke off and looked for easiet pray. That one felt so good, to know that I was wasting too much time. But its easy to ride that high and try to ruin or humiliate the killer, just to assert dominance or something like that. So I always make a point to just open the exit gates and just leave.
I also refuse to use DH. Its not "braindead" to use, as some killers claim, but it's combo of distance and i-frames is just too over tuned and too great a package, so that I use other perks instead. I personally like Lith probably the most, as it can be used no matter the health state and allows the speed boost when you are in a favorable position, ie right after a vault that a killer can't match.
And in solo Q, dayum peeps, just dedicate one perk slot to Kindred. I never got no value out of it and it makes saves so much easier and reliable.
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Today, I wriggling off 4 or 5 times during a trial WITHOUT Boil Over (but Breakout from some random, friendly solo Q Adam) and it was such a (BAD WORD) show for the killer. During the endgame collapse he finally managed to sacrifice a survivor, the others bad mannered him at the gate and I did what I learned during a very few of my trials as killer: I stepped out, ran to a hook and gave him a mercy sacrifice. Sadly he was a mute console player, but I just hope that he appreciated the guesture.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2780437#Comment_2780437
Yup, this is the third active one for some [BAD WORD] reason. Seriously?
Well, its a matter of the heart for some people. Let em talk about it if it's that important to them. This is the best way to let BHVR know what's going on, how they then act upon it is their decision.
Same with all the DH or impotent killer complaint treads. Yeah, there are many of these, too, and one might have sufficed, but that's a matter important to a lot of people, and while it's not resolved in any way, let them bring it up constantly. That's one of the reason d'etre for a forum like this.
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@AlkaloidssOP said:
https://forum.deadbydaylight.com/en/discussion/comment/2780077#Comment_2780077
Soo if II carried someone to the basement and other survivors decide bodyblock the basement and the person Im carrying has boil over what am I supposed to do exactly?
"drop 'em n slug' em", the best way to start 2022.
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Short answer: about 15cm.
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To talk about the inevitable nerf of DH, while reflecting on the situation from about a year ago contra today.
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Personally I never played any of the FNAF games and have any feelings about them, but the horror genre is vast and has room for nearly everything, from demons to normal people, from aliens to killer clowns, so I don't see a problem with the tone.
Quite contrary, I welcome anything that's weird and special or it's own thing, and I especially welcome any the that offers new mechanics and a new way to play the game. From my limited knowledge about the franchise I guess that this would be an awesome opportunity to add another killer with fun one liners. But still, my vote for a dream chapter goes to Bio Shock and a Big Daddy brawler with a drill.
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@Pulsar said:
Bait.
Truth.
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Very cool. Oni is also one of the killers that I actually want to git gud with. I ... well, decent enough, but he has a high skill ceiling. Hitting with his Demon Dash is hard! But if you get the hang of it, its utterly devastating. And there is a tome challenge that asks you to hit someone with your Demon Dash after 10s of charging... Right now I'm not seeing myself ever getting that one 😅
Infectious Fright is one of the best perks on him, but a hitten gem (is it?) is also Lethal Pursuer. Knowing where to turn too to get the ball rolling asap helps sooo much. And I always got very good value out of Spies in the Shadow. I can't count how often I heared a raven going off in my back, where I found a sneaky survivor. Or just behind a wall to your side, that you didn't pay any attention to. Oni can make good use of all this info perks and start chasing.
Everyone knows how hard Oni can snowball, but sometimes its good enough to just end a chase with one swing, hook and be on the road again within 20s or so.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2778243#Comment_2778243
Well of course, some people will find it fun, some won't, it's just the fact that most of the playerbase from dbd... well, enjoy dbd
Faxxxxs!
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@Cryptikk said:
https://forum.deadbydaylight.com/en/discussion/comment/2779970#Comment_2779970
oh the dowsey thing?
Bait. You only want to get someone locked up :<
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@emodeshort said:
Changing the meta just for the sake of changing the meta is not a good thing. "Hurrey, killers no longer use ruin undying, now they only use this new perk that permanently blocks 3 generators" is not a positive change
Well, in general that's not too bad. Mobas like Dota or LoL do it all the time, and if just to keep things somewhat changing and fresh.
In theory you would one day end up with a perfectly tuned game and from then on everything would be static. Granted, the chances that this happens with DBD are literally zero, but all in all, boldly nerfing old and overused options and replacing them with underused new ones isn't a bad design choice, imho.
But we know our dbd community, people here aren't used to changing things up and would have a hard time to stomach losing their old meta perks and arranging themselves with a new meta.
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I expect @TheGannMan to fawn over Sadako and develop a severe case of conflicted loyalty; who knows, maybe it even jeopardize his marriage to his waif/waifu Rin and he develops second thoughts? It will, at the very least, be entertaining to watch.
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@dictep said:
I haven’t see any boil over today
It died down. I guess the survivors didn't enjoy the slug fest as much as the occasional jumping off a killers shoulder. And that's the true tragedy: a weak perk got buffed to make it viable and maybe break up the stale meta, but it got so overturned that no one wants to run it, for the repercussion is getting slugged for 4min, invalidating the perk for proper consideration, again.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2779866#Comment_2779866
You are telling me they do not want to share their passion and love of tea with strangers? I personally love lemon iced tea, what about you, good sir?
I recently came into the possession of a cold brewed green tea, that I like a lot. But you don't need to t-bag it, so no need to be rude to strangers.
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I support this claim. I learned my lesson and now slug every red horse user I see without fail.
The great warlord Lü Bu had a red horse that was supposedly unmatched in its speed. Let chì tù mǎ (red hare) be Boil Overs spirit animal and everyone bleed out as fast as it galloped over the planes.
