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AsherFrost

AsherFrost

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AsherFrost
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  • For survivor. Kindred. Gives all the information I need to decide when to go for the save.

    For killer. Either bbq or tinkerer, mainly for the side benefits (bp gain, stealth)

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794982#Comment_2794982

    I'm using my experience from the game on both sides to build my opinions. 3,4k hours on both sides. NOED is not even that good for killers and goddamn annoying in solo q. But yeah, let that dumbass perk that way. Everyone will be happy. So many threads about how balanced and fun this perk is, since... ever.

    I get it. Your feelings trump any data or evidence, got it loud and clear.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794958#Comment_2794958

    Then their position on the matter is wrong. Like they used to on many other things. Anyway, i'm tired of being on the forum instead of playing the thing.

    As I predicted. So the actual data on kill rates wouldn't sway you. The words of the developers on their own game won't sway you. Remind me again, what makes your position a logical one? This is starting to remind me of when Bill Nye debated that creationist.

    "What would change your mind?"

    Bill - "Evidence!"

    Creationist - "Nothing!"

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794941#Comment_2794941

    Problems are different but exist in both instances. But i guess until they openly take a position about NOED we're stuck.

    They have, you just don't want to accept their position.

    "NOED doesn't reward Killers for playing bad, it rewards Killers for Survivors playing bad." - Almo.

    https://m.twitch.tv/clip/NurturingPhilanthropicCroquetteTBCheesePull?tt_medium=mobile_web_share&tt_content=clips_viewing

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794923#Comment_2794923

    For the love of god follow a bit. You said "why should they change a perk if data doesn't back it up?". Data didn't back up a change for old object, but player experience and feedback did. They changed the perk, and no one complains about it anymore. It was a good change. NOED needs a change even if data do not back it up... like old object needed one.

    They changed ooo because it was completely broken in swf and open to abuse. That's not really the same thing as "people don't like dying after the gens are powered" especially if the data shows they there isn't a large amount of people dying to noed, meaning that unlike object, the effect of it on the game is actually minimal. Saying "they changed it because people didn't like it" ignores a ton of context. Open to abuse isn't the same thing as overpowered. Even your initial claim was

    "I've seen countless games where the killer barely hooked anyone during the trial, and then demolished my team just because of that one perk."

    If that was truly happening on a large enough scale to adjust the perk, the data would back it up. It would literally show in the kill rates. Unlike say, a perk that's being used to harass and unnecessary draw out matches, which would not reflect in the kill rate, but would show in the satisfaction rating per match.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794843#Comment_2794843

    Because I think the problems with NOED are 2 fold: consistency (in terms of use and counterplay) and the context it's inserted (for SBMM and the current boon meta).

    On the latter, the optimal way is to NOT cleanse dull totems at all as they can be blessed by teammates. Furthermore, they become known spawn points for NOED, so that you can ignore them for the whole match and if the perk activates you can just go check them. Cleansing the totems means you need to blindly search for NOED which is much more time-consuming.

    Adding more totems brings decisions before NOED's activation (Do I keep the totem dull for a boon while risking it's going to be used by the killer's NOED instead?), provides incremental value for each totem cleansed/blessed, makes survivors actions feel more meaningful, and dull totems a more valid secondary objective.

    The upside of that design for killers is that teams that consistently ignored totems (and gen rushed) are more prone to the scenario where NOED activates with multiple instances being as you said stronger. On the other side, teams that partly cleansed dull totems will be hit with 1 or 2 instances of the Exposed Status Effect before NOED completely deactivates.

    It's definitely interesting. Could make it a more effective perk overall.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794910#Comment_2794910

    Do you know why they changed old object? Not because of data, but because of feedback. And no one ever said that it was a bad change; on the contrary.

    Did you know that object is a completely different perk that did a completely different function within the game? Have you heard the term "whataboutism"?

  • @Ripley said:

    Surely the question should be: What kind of parent allows their 6 year old to play a horror game like DbD?

    I saw child's play when I was 6, my sister was 11.

    I thought it was great and wanted a good guy doll for Christmas. My sister duct taped her talking doll (old toy, you would stick a cassette in her back and she'd talk, we used to stick GnR and Poison in there) so that the hands and feet were tied, put it in a box, and put that box in a nightstand that she insisted be nailed shut, before locking it in her closet. She didn't open that closet for 5 years.

    My point is kids are weird, what one kid can handle, another may not be able to at twice that age.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794873#Comment_2794873

    Well, they did nerf object of obsession annoying aspect while the data stated that its users died more on average. Hope they'll do the same with NOED at some point.

    https://forum.deadbydaylight.com/en/discussion/comment/2794887#Comment_2794887

    Really need more of these.

    So even if the data shows that it's doing nothing, you want it nerfed? That makes no sense at all to me. I mean, if the data showed that it was a 4k every time, I'd certainly change my stance.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794883#Comment_2794883

    After that game I got invited by some friends who were on pc. I’m on console. So no communication but I get actual good teammates that help out. That’s all I want, good teammates. I don’t get that in solo. Idk if you saw my video on how 3 of my teammates went down to a basement bubba. Like come on. But back to noed the problem with the perk is that no one in solo que helps me out. Against a pyramid head yesterday, I cleansed 3 totems and blessed one while doing good in chase in Ormand. But boom noed activates. No one on my team helped me out. I did survive tho so at least that’s good

    Damn, you've got some terrible luck.

    I did see that video, it was bad. What region are you in? I play solo on the NA servers, and find right around dinnertime on weekdays I generally get rather good teams.

    I definitely get that frustration. I guess my worry is that if we start balancing around the assumption that your teammates will suck, it just gives them more of an incentive to suck

  • @NekoGamerX said:

    there a Survivor rulebook for Survivors now?

    Playing without the rulebook are you? That's a violation!😉

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794688#Comment_2794688

    Or your teammates can just leave you on hook a soon as you go down to noed. That’s solo que. Not even gonna attempt for a rescue or find the totem, just leave me on the hook. It’s what happened to me yesterday and I was really pissed at my team for that.

    Sure, but they'll do that anyway. I got hooked the other day right as the gates were being opened without noed. The killer didn't even stick around, and via kindred I got to see all 3 of my teammates crouch in the doorway waiting for him to come give them a smack. Against ghostface no less, who has almost no hook defense to speak of. Sucked for me, but what can we expect when even the tutorial says that being selfish is a valid move for survivor, lol.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794858#Comment_2794858

    No, i'd take a bamboozle (bubba/ billy) chase over an infinite exposed chase (noed/ devour) any day. Anyway... this kind of thread won't settle until devs actually say anything. So... did they actually say that they won't touch NOED ever? Cause i don't know. Didn't heard about a NOED change either. But at least if they take position we could move on.

    Well yeah, that's why noed is conditional (only active at end of match) and a hex (traditionally where all the strongest perks should be). It's powerful, but not impossible, and very easy to remove from the match.

    As far as I know, the last word from the devs on the perk was shortly after it was changed to a hex perk, which was that they thought it was in a good place, but would of course keep an eye on the numbers. That would lead me to believe that they're seeing the same kind of data that my own matches as survivor have lead me to, which is that noed just doesn't secure that many kills on average.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794857#Comment_2794857

    I’ll respond to u later, if I remember to.

    im going to sleep rn, in the meantime, have a good day

    You too. I gotta fly out for work today, so I may not be on later, but it's been a good discussion. Nice to disagree with someone without being called names for it

  • Same goes for noed. All killers start off being faster than survivors, the speed boost is good, but doesn't make the chase impossible to lose. Noed doesn't make the killer immune to blinds and pallets, and doesn't give them the ability to walk through walls and windows like they aren't there. It's harder to loop a speed boosted killer, but certainly can be done and even my terrible at chases ass has done it successfully multiple times.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794834#Comment_2794834

    Look at your own post, “IF” the team is good.

    thats conditional, and eliminates a player pool that doesn’t get the chance to coordinate due to a lack of communication.

    As a killer, allowing the game to go into end-game with less than 2 hooks, and securing a kill via a perk that insta downs and gives you a speedboost is not healthy, and tilts the game

    Yes. If the team is good.

    We can't balance around bad players, then it becomes a mess. It's not a lack of communication, it's a lack of ability and/or game knowledge, which can be corrected with practice, but isn't helped by dumbing down the game for them.

    If the killer "let" the game go to 5 completed gens with less than 2 hooks, then why exactly were the survivors unable to do the one thing that you can do with NOED, that you can't with any other perk, and stop it from activating? Especially given the boon meta, where you can see a booned totem across the map, through walls and floors, so you don't need anyone to tell you it was blessed.

    In the last 20 matches I've played as solo survivor, I've yet to see less than 2 people running boon perks (usually it's 3). That by itself drops the amount of totems you need to remove to prevent noed, and gives you far better odds of finding the lit one if you don't choose to prevent it. As far as "well the other survivors get mad if I break the totems" argument I've seen lately, I have to say, at that point they're literally asking for NOED to activate.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794838#Comment_2794838

    Bamboozle doesn't allow bad killers to do well in chases.

    Of course it does. I'm ######### in chases and it literally helped me learn and get many downs when I used it.

  • @lagosta said:

    Not my opinion, but my take on the community's feelings regarding NOED is that the perk is an unnecessary safety net for unskilled killers. After the introduction of the current SBMM iteration, this perk alone can turn a loss into a draw and a draw into a victory by effectively boosting you by one kill as survivors are not encouraged to play altruistic.

    Another point of contention is the binary counter-play of the perk. It doesn't matter if 4 totems were dealt with if one remains, the perk will activate with full effect. That's 70 seconds of cleansing time alone, not counting the real time-waster that is finding the totems meaning that if you want to make sure NOED doesn't activate you have to invest 2-3 gens worth of time when the perk might not even be there.

    My opinion is: I think the game is too snowbally and needs more catch-up mechanics but NOED in its current state is way too impactful in the current SBMM system. What I would do to change that? When the last generator is powered, NOED activates ALL remaining dull totems and the killer gains a stack for each. Putting someone down with a basic attack will consume a token, and turn one of the NOED totems dull. Cleansing or blessing a NOED totem will remove 1 stack.

    That would buff NOED to quite an extent. As is, once it activates you only have to find a single totem and remove/bless it to completely kill the perk. Why add more totems to that equation?

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794816#Comment_2794816

    Oh my god, stop playing with words. I said i never saw a perk that allowed a killer that had no skill to beat survivors just because it came into play "except for noed". They nerfed DS/ Moris/ Keys... do you really think noed is gonna cut it? They take so fricking long. That kind of threads would be long gone then.

    So again. Bamboozle. Except unlike noed, there's no option to stop bamboozle from ever activating.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794798#Comment_2794798

    Except, forcing a game condition that takes away player agency is terrible game design.

    Except you aren't being forced? You have the choice. If you think your team is good enough to coordinate the trade and snuff, go for it. If you don't, leave. By your logic, it's "terrible game design" that there can be 1 survivor left, because by that point, all they can do is run for the hatch, (unless the killer gets to it first) it completely takes their agency away in exactly the same manner as you are claiming here.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794803#Comment_2794803

    Who said bamboozle had no counter? Who? Even against billy or bubba it is not undoable to go against. The killer has to work hard to get it. Not the case with NOED. Its the same with save the best for last.

    Uhh, nobody said that, including me?

    Your back must be sore from all that goalpost moving.

    You said

    "Never saw a killer doing badly in chase and then coming back because of one perk.... except for NOED."

    So I pointed out bamboozle, which literally exists to help a killer win a chase when he is doing badly due to being looped.

    You didn't say "Name a perk that doesn't have a counter"

    noed also has several counters, so I really don't know what it is you are trying to argue at this point.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794727#Comment_2794727

    If you lost 5 generators, yeah this was bad play. NOED should not give you kills. If you are skilled, you can get more kills. Game is not over yet. But NOED should not give you kills, simple. Bad design.

    But ofcourse you will defend NOED, what a surprise.

    I've never seen noed force a survivor to jump on a hook. I've never seen it activate and make survivors drop dead, so I'm going to have to challenge your assertion that it's giving anyone kills.

    Also, as previously pointed out, all of the gens being completed is literally expected from a balance perspective. For 6 years the devs have said they balance around a 2e/2k being average. That means in the average match they expect all gens to pop, as that's the only way for 2 to escape. So I'm going to also have to challenge the assessment of "bad play" simply because the thing the developers plan to occur in the majority of matches, happens.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794796#Comment_2794796

    I'm talking chase wise. Never saw a killer doing badly in chase and then coming back because of one perk.... except for NOED. Is it that to understand?

    So you've never seen bamboozle?

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794707#Comment_2794707

    For your second point, i don't agree. Many killers that run the perk, will go as far as taking the risk of a wiggle-off, to hook a survivor right by where the NOED is.

    That's when you just leave with the rest of your team, and leave him to his 1k. Same as you would a bubba camping at egc.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794785#Comment_2794785

    End game or during the trial... never saw any other perk that turned the tide for a killer that was getting his ass kicked before the perk entered in action. That says it all.

    https://forum.deadbydaylight.com/en/discussion/comment/2794774#Comment_2794774

    Please, don't be such a hypocrite. You're criticizing about survivors what you deny about killers.

    Again. Fixing generators isnt kicking anyone's ass. It's literally expected in the match. And rarity of options doesn't make something op or in need of change, if anything it would point to a need to add more, similar perks.

  • I enjoy chasing and downing survivors. I don't bother learning their names, so as far as fun goes, why would it matter if I'm chasing the same survivor or a new one?

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794725#Comment_2794725

    I have never seen any other perk allowing a killer to come back, after getting outplayed all game, other than NOED. No other perk ever. So, continue to pretend that NOED doesn't give too much.

    So your evidence that noed is too powerful is that there aren't a wealth of options for a killer to turn a match around in the late game? So by that logic DS would "give too much" as there is no other perk that allows you to escape from the killer's shoulder just because you lost 3 chases back to back.

    Also, hate to break it to you, but the game is balanced around a 2e/2k, which means it's assumed that the gens will all be done in the majority of games. (As that's literally the only way 2 can escape) It's not "outplaying" anyone, it's just doing (most) of your objective.

  • @dugman said:

    Am I missing something? What’s wrong with a survivor leaving after the doors are open?

    After the success of the Survivor rulebook for killers, a follow-up was written. Rule 1, don't let the OP die. Ever

  • Just because you didn't see Michael, doesn't mean he wasn't watching you like a creep. The reason people don't complain that much is because it's difficult to get on good teams. Also he's so big and slow, can't even peek around walls, like GF can. Just have some situational awareness and don't let him stare at you like the last donut in the shop.

  • Unpredictability.

    Hard to mind game a survivor when you never know what option they may take. A 6 yr old who isn't used to this game won't fall into the same patterns as a survivor player who's been around for a while, could throw someone off.

    Also, mechanically there is nothing that is beyond what a 6 yr old could do in this game, especially on the survivor side. The only "skill" required to fix a gen is the ability to hit a qte that's always the same button. Mario party is literally more difficult.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794688#Comment_2794688

    Like any other hexes, a good placement is all it takes to wreck survivors. And unlike other hexes, NOED doesn't need as much input from the killer's side to beat down the survivors. I've seen countless games where the killer barely hooked anyone during the trial, and then demolished my team just because of that one perk. That shouldn't be a thing.

    "NOED doesn't need as much input from the killer's side to beat down the survivors."

    You still have to chase them, hit them, and get them to a hook. Where exactly is the lack of input?

  • @Huge_Bush said:

    I demand miniature donkey mounts be introduced to the game.

    This is the one.

    Devs if you don't want your game to be completely dead, you'll do it you cowards! Otherwise the game is broken! /S

  • Basically it comes down to 2 things, from my experience.

    1. Survivors feel that once the last gen is finished, they've won. A sudden risk that threatens to reverse that win isn't looked upon kindly, even though it's functionally the same as if they had UB/exponential and used it right at the end when the killer thought he was about to get a multi-kill situation going. (One effectively removes a health state, the other gives one back)

    2. Survivors seem to believe that the only counter to the perk is to stop it from activating entirely. You've already seen that here. The idea that you can wait and treat it like every other hex perk doesn't seem to ever actually sync up.

    I will add, with the boon meta, noed is less of a threat than ever, and yet also encountered more often. What I mean is, as survivors aren't actually getting rid of totems now, more killers are bringing noed, but in the actual match it's a lot easier to find the lit totem as 2-3 of them are booned, (making them possible to see through walls and floors across the map for the survivors) meaning you've got a 33-50% chance of it being the first non-booned totem you come across. Countering noed has never, ever been easier for solo (the only way I play survivor for years now)

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794686#Comment_2794686

    It doesn't change the fact that survivors can't coordinate every game "until the end" to cleanse all totems and get five gens done. Still doesn't change that fact. Its like saying previous ds was fine because "you could just go to someone else for one minute".

    So don't. Just cleanse the lit totem at the end.

  • Kill the survivor who brought it in.

    Other than that, good luck.

  • Usually if I've slugged someone and am standing over/near them I'm trying to bait their teammates out of position and away from gens. With an altruistic enough team, you can get a 4k snowball out of it quite easily, though of course it's a risky play that is easy to counter.

  • It sounds like you saw urban evasion in the perk list, and assumed they did nothing, as if you were being chased the whole time by the killer before being camped on the hook, it's not like you would have been able to actually see what they were up to.

  • It's the only time I meditate

  • @realflashboss said:

    The cooldown is almost pointless atm as it is active during its cooldown so technically you can keep it going constantly if youre getting someone down and hooked close to that 45s mark.

    The only issue other than that is that if 2 survivors are on a gen and only 1 lets go, it totally blocks the gen regardless meaning you're both forced to commit to the gen or give it up. One survivor cant go for a rescue or do anything while the other remains on it. I only just noticed this a couple games ago.

    Its a good perk and shouldnt be nerfed into the ground but a 30s cooldown or something in between and sorting it so that it only procs when theres nobody touching the gen i think is fair. It would still have great value compared to thrilling tremors and deadlock etc.

    If the killer is getting a hook every 45 seconds, they're winning the match whether they have DMS or not.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2793341#Comment_2793341

    Me too.

    I don't think the Entity should be doing the actual job for the killer.

    Look at it this way. You hire all these professionals to run your sacrifice ring, and then find them slacking off and letting survivors just hang out with the gates open? Some times if you want a job done right, you gotta do it yourself. 😉

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792859#Comment_2792859

    Trapper has the power to trap pallets PRIOR to getting into a chase. If a GF can't hit his knives, then that's literally the player's lack of skill, considering that a healthy survivor DOESNT have deadhard - making your 'example' redundant and stupid.

    After Pig places a trap on a survivor's head (hell, she doesnt even need to down anyone for that anymore), chasing a survivor is ill-advised especially after Gens have popped.

    I think you should be embarrassed for over-simplifying something to try to suit your argument. Every perk has a counter. Not to mention, your change of argument whilst also ignoring that you've only 'provided' 3 killers that may have an issue out of 26 killers. lol, and im the one to be embarrassed?

    Come on.

    1. Trapper has maybe 12 traps. (That he has to run around the map and pick up) How many pallets are there? Not even talking the pallet factory known as the game. So what, you expect him to pre-trap every pallet? How about windows? Lot of those too, also vaultable Low walls in some maps. Just not being realistic.

    2. Yes, GF can expose, what he isn't is a killer with an instadown under his full control. You reveal him, he can't stalk, you don't get exposed, he's basically an m1 killer in a fancy dress at that point.

    3. Right, pig has an iri addon that makes survivors start off trapped, so that means pig should never chase anyone? Again, I'm not sure you get the math here. Plenty of games with pig happen where they don't have the literal most rare addons. Also, they can get the traps off, and then what? Right, it's back to chasing, downing and hooking like every other killer.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/309018/end-game-collapse

    The EGC isn't the problem if you ask me.

    You can open the gates yourself if it takes to long for you.

    What they should change imo, is that you can't 99 the gates.

    In other words as soon as they release the lever for the gates, the meter will start to decrease.

    So if they leave it alone to long, they need to start all over again and giving you more changes to kill them

    That would be good, even if it stopped regressing at 75% or whenever the third light pops, just so they can't do the Jedi hand wave and waltz out.

  • @Zenologic said:

    Oh right I forgot people cry out "OpEn GaTe YoUrSeLf". And how exactly is helping survivors escape faster supposed to help me? Survivor mains love to call out that excuse. Besides the fact that opening the gate is buggy asf and most of the time you can't even open it. So yeah, EGC needs to start as soon as last gen is done so survivors feel more incentive to actually escape

    I'd ask why you find it so difficult to guard a single gate for a couple of minutes, but then you can't work out opening it, so maybe you've got bigger issues.

  • EGC was built to stop never ending standoffs when the gates were open. The game hasn't ended at 5 gens, so there is no reason for the End Game collapse to happen then.

    If you want to just force them out, as others have said, you can open the gate yourself to start the timer.

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791754#Comment_2791754

    If you're going for the save dont get on the gen before the hook? It only blocks the gen after you let go during its duration.

    Or even if he does, it's a 45 second lock, max. How long does it take to run to the hook, get the save, find a spot to heal, heal to full health, and return to the gen? My guess, longer than 45 seconds. Meanwhile, his progress is saved since the killer can't kick the gen while it's blocked.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2793182#Comment_2793182

    Have you ever tried adding someone on steam mid-game, having them accept your friend request and then sending them something? All while the game is still on and they are still alive?

    All those examples are beyond absurdity, they have nothing to do with reality. It's like saying 4% is OP because it gives a free escape for survivors, even though all those examples of "the feature being abusable" would be far more rare than 4%.

    Which do you think is more difficult mid game? Clicking one button to accept a request, and reading a single message? Or skimming through an active chat room, reading, and verbally replying to multiple messages from different people?

    Because the latter is literally how thousands of people are currently making money on Twitch and YouTube.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2793182#Comment_2793182

    Have you ever tried adding someone on steam mid-game, having them accept your friend request and then sending them something? All while the game is still on and they are still alive?

    All those examples are beyond absurdity, they have nothing to do with reality. It's like saying 4% is OP because it gives a free escape for survivors, even though all those examples of "the feature being abusable" would be far more rare than 4%.

    Not on steam, but on console? That's practically how the group I play every other MP game I'm into got together. Honestly it would have been easier on steam, as I have a dual monitor setup, so I wouldn't even have to really look away from the game

    Not sure why you're trying to bring up Kobe, I've never even seen anyone call that op, so that's just weird and unrelated to the topic at hand

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2793143#Comment_2793143

    When we see a sniper we tend to do our best to flanked them. I never understood the logic behind it either. Literally this is the game where I get texts and reports from other.

    Right? I still remember a game I had on OW, I was playing Widowmaker and had perfect position sitting behind our Reinhart on the payload as it trundled down, safely behind the shield. I see a mercy coming in to help her team, immediately go for the headshot. Long story short, I probably killed that mercy about a dozen times until finally her team's Dva self destructed on me.

    After the game I got a message from the player and a friend request. Curious I go with it. To this day we still play games together, made a friend that day.

  • @dugman said:

    My suggestion is just allow survivors to use boxes from the sides. Sure, the Pig can hit a survivor who comes to the box, but then the Pig isn’t just afk.

    This is the best solution I've seen.

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