Aven_Fallen
Aven_Fallen
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@MadLordJack said:
Blight is, surprisingly, one of the most well-designed killers in DbD. He is easily my favourite killer, and he's also one of the strongest. He directly counters one of the most annoyingly powerful playstyles in the game, has insane mobility, good snowball potential, high skill cap and a very good chase which all adds up to forcing the survivors to be better than you in order to escape. That's not something that most killers can boast: the closest is probably Huntress, but she has terrible mobility and basically relies on snowballs for pressure.
^ basically this.
He is fun to play and fun to play against, is strong and offers a challenge without feeling unfair to go against.
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"interesting build". Just another Slowdown-Perk, eh?
The Builds would not be more interesting. And the game was created and balanced around 4 Perks. Adding a fifths Perk Slot would just add another construction site for the Devs.
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It would make people getting insulted by 14yr olds with 5 Dollar microphones.
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1666716#Comment_1666716
Oh. I should keep doing it then since they find it humorous.
I mean, you would probably do it if everyone else would be saying it is not ok to do that anyway. Since you are doing it in the first place.
I just want to remind you that 14yr olds are not allowed to play this game.
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@DWolfAlpha said:
At most, I think there should be an offering that changes the time of day. So night maps are brighter with sun being out, and daytime maps are darker, with maybe a full moon to make sure there's at least some lightning, still.
I'd love to see the Dead Dawg Saloon at night, personally.
All of the realms are at the evening/at night, but given how bright the Maps are, no wonder that people get confused.
@Pior_Morte said:
I don't think is a good idea...
- More Grind.
- It's already frustrating playing in a map like The Game or new Badham against some blendettes and this would only make it worst.
- As you mentioned, this would mess up with the lighting and the devs would have to make 3 or 5 variations of the same map with different lightning just to bring this offering back.
But I do think they could add them just to KYF so we could do some stuff without messing the normal game.
While it would be nice to have them in KYF, this would also mean that the Devs have to put in the effort to make different lightning variations for each Map and this ONLY for KYF. I dont think that the effort is worth the outcome.
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@YukariTheAlpaca said:
The illusion that genrushing is the killer's fault is absurd.
Survivors can complete their objective in under five minutes even if one survivor is being chased. How is a killer supposed to apply enough pressure to stop that when most of the cast doesn't have mobility? If you are not playing the top 3, you stand almost no chance. People playing the top 3 killers are really just not playing the same game. It is simple math.
If the Killer is chasing someone for 5 minutes and all Gens get done, this is not the Gens being too fast, this is the Killer being too bad. Sorry to say that, but its up to the Killer if they decide to chase for 3+ Gens instead of dropping chase and searching for another Survivor who is overall weaker at Looping or is in a more unsafe area.
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@MasterofSFL said:
I'd prefer Bloodlust just kick in sooner: 10/20/25 secs.
Generator slowing/regression/stalling is already too powerful and overbearing. If you wanted to tie an effect like this to bloodlust, you'd first have to deal with the other perks and make them more consistent/open to counterplay. Do that and effects like this would be more than welcomed, as it would incentivize killers to actually participate instead of slapping on a few passive perks and riding it out. Frankly, bloodlust is underutilized as a mechanism and more perks with relatively strong effects should be tied to it.
At least Bloodlust one already kicks in very soon. It is a terrible mechanic, it is already strong as it is.
@Topic:
This would only be another hand-holding for bad Killers. "Take long in a chase? Ah, dont worry, we make the Gens extra slow for you so that you can take your time. :)"
I mean, why learn how to run tiles or when to break chase when you can get effortless slowdown (on top of your effortless speed increase via Bloodlust)?
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That guy gets 2 4Ks, one of them with 3 Gens left.
Yeah. Big problem. Git gud.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1664751#Comment_1664751
Yeah, that's the reason they're ignoring her atm. They're happy nobody plays her.
Aside from her Bugs, she is fine. And for the Bugs, those are Dedicated Servers-related (both went live at the same time, even tho I want to remind that the Dedicated Servers were a "test", and despite not working good, they were released). And the Devs have a hard time fixing Dedicated Server-related issues. My guess is, they will never be able to fix them.
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Agreed to what @Xayrlen wrote. First of all, BHVR should remove/rework the obvious things which make Killers or Survivors DC, stuff like Iri Head, Moris, bad Map Design (looking at Ormond or Haddonfield here) or simply Bugs like the Hill-Bug. So that the number of players who DC out of frustration is lowered. Sure, there will be the Killer who DCs when two Gens got done before he got a Hook because they think they already lost and there will be the Survivors who DC against a fair-playing Clown. This cannot be avoided.
But at least the DCs because of the imbalanced things in this game can be lowered.
When it comes to Bots, I hope I never see them ingame. It would actually remove more fun than playing a 3v1 because of a DC or getting kicked out of a Match because the Killer DCed. I dont care if a Bot fills up the DCed Survivors Spot, the Bot will most likely not be really helpful and it is lost anyway. And I dont care about going on to play against a Bot Killer, because I play a Multiplayer game to play against other players which human intelligence. And not some, probably weak, AI.
The only benefit of Bots would be for Killers, since they get to farm more points of them. But if that is really a reason to put time and effort into creating Bots... I think there are more important things to do.
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No. Something as slow as Nurse would have a somewhat similar ability (at least in strength) to make up for it. They will not release something like that in the future. Nurse, as she is, would not have been released today.
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I guess it will get a Rework at some point in the future. The last big Map Rework only focussed on Survivor-sided Maps, Killer-sided Maps were ignored. So I guess at some point in the future they will go over Resting Place, Shelter Woods and stuff like that. For Resting Place, it would be beneficial if the middle area is wider, because currently, the Killer can camp without even being near the Hook. Let alone that it can promote some boring gameplay, if the Killer decides to only protect one side right from the start.
(On a side note, I am quite disappointed that they made Balance Changes to Badham when they made the graphical Update but Shelter Woods is as tragic as before)
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@Sandt21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1663524#Comment_1663524
I can agree with that, but not until there’s a natural downside to being the obsession outside of perks. Being an obsession should be something that survivors fear
So, you say that there should be an Obsession but only if there is a Downside to it? So, one Survivor, at random, will be someone with a Downside, even if no Perk is in the game which justifies that? So you just want to "nerf" one Survivor at random? Yeah, not gonna happen.
There should be a Obsession in every game without any downside. It is not a bad thing that Killers respect a potential DS, because we all know what happens when there is no Obsession or when they know that one Survivor does not have DS.
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Why should anyone try to change your mind when you dont bring any arguments except for showing that you are biased?
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BT used to be a general Perk since Bill did not exist until a few months ago on Console. Thats probably why you have it on Feng.
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Mostly World of Tanks. Sometimes Minecraft: Life in the Woods with a friend of mine. Also currently playing the Daughters of Ash-Mod for Dark Souls Remastered, but already losing interest in it. I still would like to play Code Vein, but cant bring myself into creating a Character.
And really looking forward to Amnesia: Rebirth coming out this month!
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@JacobD said:
C'mon dude this is a silly post if your serious, sure at the top 1-5% of players its very survivor sided even playing with the stronger killers but let's be honest 4 man swfs are pretty ######### rare not to mention 4 man swfs that actually know what they're doing, you cant just blame you losses or difficulties on them being a swf and that gen times are to short you need to look at your mistakes and work to correct them, thats the only way you'll get better, blaming the fame will only make you frustrated and toxic.
But its easier to say "I lost because they were in an SWF" (even if they were not) than saying "I lost because I am bad".
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"At red ranks all you face is discord swf and it is annoying and extremely frustrating to play against, especially as a good Killer."
This is false.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1660764#Comment_1660764
Yeah I’m a stealth survivor. I’m usually found after everybody else has been hooked a few times. I’m not doing it to troll. I just play cautiously.
Yeah, being stealthy is fine, being overly immersed is annoying. As Survivor, as long as a stealthly Player gets the Job done, I am fine with that. I know a small german Streamer who is playing really stealthy and is a very good Survivor. But there are also people who make a bush their home.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1661642#Comment_1661642
I like them to get rid of the useless offering they just made for he game.
Thats for sure, I also dont like them. But I guess, they will stay in the game, the feedback on the PTB was already negative towards them, but they went live anyway.
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@NekoGamerX said:
good idea but it may not happen they think the grind is fun.
There will still be a lot of "fun" left afterwards. But at least BP-Offerings would not feel useless (aside from Cakes, Puddings or BPS).
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When did they say that? Before or after EGC was a thing?
But honestly, I am never a fan of Endgame Perks. Pretty boring IMO.
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@Jill10230 said:
They don't like killers, it's his people who cry for the killers' nerves!
Yesterday I searched for the second last survivor while the other one was down, not found. I released Dave and I concentrated on Bill... there were 2 generators left and Dave took advantage of me looking for Bill to make the generators... I tried to find a way to get them both and I succeeded, I put Dave on the hook with no trace of Bill I said to myself he's going to come and unhook it + I'm going to try to find the trap door, and as I walked forward randomly I heard Bill in the grass (thank you Spirit) !
The game lasted a long time because of a guy that Dave wanted to protect him...
There should be a time limit, like when the exit doors...
Erm, it was you who wanted to go for the 4K. Why should there be a Time Limit if you decide to slug for the 4K but are unable to find the remaining Survivor?
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And then there are people who want to remove Looping from the game. The outcome would be what you described. I honestly take every Loop over a highly immersed team.
I had one game where the Survivors were so stealthy, I only found one Bill the entire game. After hooking him twice and finding him for a third time, I simply let him go, because I honestly felt bad for him being the only one who actually wanted to play the game. Nothing wrong with Stealth, but it is not much fun to play against IMO.
But my game was an exception and so was yours. It happens, but luckily its rare. And to be fair, some people simply like to play stealthy without any bad intent.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1658658#Comment_1658658
Where and when did they say that? You got a link?
They said it on the Forums that both Moris and Keys are looked at.
And in their most recent Q&A they said that there will be changes to them, but no ETA yet and it might not even happen in the same Patch (aka, if Moris get nerfed but Keys not in the same patch, the forum will be full of tears again).
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I dont see an increase in Prove Thyself-players in my games. It was a Perk which I saw quite frequently anyway.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/1658322#Comment_1658322
The thing with mmr is it has to be build over time. Games like league of legends (yeah I know my staple example and the game I play the most) have had mmr since the beginning and had to tweak it over the years to end up were they are now. They even hard reset it very other year in the beginning to give a fresh start, which was horror in the first few weeks (just like dbd red ranks) of every reset.
Dbd is already 4 years old and the community is already worn out/stressed as is from bugs, imbalances and the asymmetrical nature of this game combined with disparity between solo and swf.
To implement a working MMR now is near impossible in my eyes. Veterans don't have the endurance to tolerate several months of smoothing out and new player will be put off by unfair matchmaking.
Shadow creating an mmr might ease these problems but can't get rid of them since the base balance isn't given in this game (again the highest potential is stacked from swf over killer over solo).
I am also one of the people that say buff solo survivor up to swf by giving them tools that won't do anything better for swf (mostly information) and then buff killer to the same level and make all killer roughly equally viable. Only then can a fair and useful matchmaking commence.
But since this would take more work than two people on the balancing team and behaviour needs to release new skin twice a month, I don't think we will EVER see this paradise.
Honestly, I also think that they should scrap MMR entirely. It will not really work out, because the system cannot calculate every aspect of the game (Map-RNG, Perks, Add Ons) and will most likely not be working that good anyway. Let alone that nobody knows how it will be calculated, Information are not given (and will most likely never be available) and it is all hidden, which leads to the assumption that there is no MMR and they are just trying to "fix" Matchmaking by pretending to fix it. Yes, this is most likely not the case, but I can see this being brought up.
Personally, they just should keep the Emblem System and tweak that a little bit. And then bring back a meaningful Rank Reset, because the problem in Player Skill Levels is mostly due to the small Rank Reset. Players get to Red Ranks/Rank 1 way faster, since they only get reset to Rank 5, which leads to Killers which usually would take longer to get back to Red Ranks being there against Survivors who are really good and also to Survivors having Potato Teammates, since those get faster into Red Ranks as well.
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As others have said, it has always been that way. If you get hooked again, the previous time left in the first Stage is gone.
And it would be horrible if it would be otherwise. Farming with BP would be the most common thing which is happening, since the Killer will only get like a few seconds of Sacrifice progress for a Hook.
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@burt0r said:
Well the maybe best way would be to take all your ranks or other indicators of experience and average over all and match killer accordingly.
For example 3 rank one plus on rank 18:
1+1+1+18= 21
21:4= 5.02
So the matchmaking should start searching for rank 5 killer. Hard for your new guy but able to maybe hold his own against you other 3.
But also rank lost its value as indicator of skill since I read that people can get to rank 1 in less than half of their first year while rank 1 is also home to people with hundreds to thousands of hours in this game.
This is one of not THE biggest problem with balancing and matchmaking in dbd. The solution would maybe be the implementation of broader ranks up to maybe 50 with harder ranking up criteria, longer periods of time between rank resets or something like this. Old ruin was something like a noob filter for survivor ranks since it took the "skill" or rather experience to constantly hit great skill checks to smoothly rank up.
In my opinion an alternative indicator for experience used for matchmaking could be devotion level of the account, but this would be problematic for people like me who never played the other side and would have to start on a high "ranking". Or maybe the overall level of all survivor/killer character a person has combined with prestige level. Probably a mix of both.
Edit: I still love autocorrect. -.-
Yes, it should be the average. They changed it to the highest Survivor at some point, but this just killed the queue times, because more players were in the Red Rank Pool, despite not being Red Ranks.
And average should be ok, if a Rank 1 teams up with a rank 15, they get a Rank 8 Killer. They will have a hard time against the Rank 1, but an easier time against the Rank 15 (assuming no Smurfs), so it should even out.
But in the end, MMR will be active at some points, so Ranks would not mean anything anyway. But of course it depends on how MMR is calculated for the Matchmaking, since it can be roughly the same experience for the Killer or Survivors (either the low-MMR Survivor will have a hard time or the Killer will be low-MMR).
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@De_Deltin2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1658304#Comment_1658304
yeah... it's scummy to switch to a different killer 'cause the survivors all bring an item that can ruin the fun for you... whats also scummy is when the survivor last second switches to a p3-claudette or switches to a character with a full out skeleton key with add-ons.
@topic:
Medkit's are 'over-used' but that's because they're so helpful in situation. like, if your being chased and get downed / hooked, theres no point in the medkit, 'cause you have team mates. But if you loop the killer and they go off you, you can then heal yourself and go else-were.
Not saying that quickswitching to a different Survivor is not scummy (even tho, I think this is the result of Killers dodging Lobbies which was a huge time-waster on P2P), but I think it is a difference between "I use this Killer because they cant use their Medkits at all" and "I am not comfortable with this Killer, I want to use another one".
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@De_Deltin2 said:
yes.. let's give free "survival" points to a person who isn't doing the action... :/
This is happening with Mending already. I dont know why it is and I dont think it makes much sense, but I take the BPs. And honestly, it would be a nice thing to have those BPs as well for getting healed and if it lowers the possibility of players wanting to Self Care just for the Points, I am all for it.
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@NovaliumTS said:
https://forum.deadbydaylight.com/en/discussion/comment/1658245#Comment_1658245
Tbh its just these cosmetics, they're a huge disappointment and that the legion cosmetic looks better than the cosmetics made by the design team, im just annoyed that after spending an entire night trying my hardest to get through the level 4 challenges im still stuck in exactly the same spot as the challenges are soo damn long yet basically dont help me at all trying to get to tier up, i think after this battlepass im just gonna have a long break from the game and hope by time i come back they would have solved some or atleast one problem or bug
I mean, Grind Challenges are done about multiple games. Thinking you can do them in one night is utopian. If you dont have the time to play on a regular basis, thats fine, but it should be known that some elements of games are not meant for everyone.
When it comes to the Challenges, I dont think they are a problem. I dont think they ever were a problem, I even liked the harder challenges of the first Tome, more than the grinding Challenges. The latter one get done while I am playing, so I dont care that much about them, but the harder Challenges of Tome 1 actually required some effort.
And I agree to @steezo_de that the Devs are listening to their community on that one. There were a lot of complaints that the challenges were too difficult to do, so they got easier, but take more time. Because in the end, the goal should not be that the Tome Levels are finished in 2 Days and then there is almost 2 weeks/3 weeks of waiting for the next Levels.
Regarding the lower amount of Rift Fragments - I guess for BHVR, too many people completed the Rift. This is fine, since in the end, they want to make money with it.
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@De_Deltin2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1657992#Comment_1657992
before the "killer lock" in lobby's i would switch to plague when i saw 4 medkits. But since BHVR are lazy and couldn't fix the end lobby screen killer bug properly they just locked killer when your in a lobby... (still angry about that.. like why? no one ever complained about killer swapping, but swapping to a key or a p3-claudette is fine? oki)
Killers are locked because of the MMR-System running in the Background. Not because of a simple Bug. (And personally, I think complaining about not being able to switch to a Killer which negates the Survivor Item completely is kinda scummy.)
@Topic:
Medkits are probably the strongest Survivor-Items after Keys, but this is mostly because Toolboxes got nerfed so hard and Flashlights are bad as well. Only Maps havent been nerfed but were not good ot begin with. You can equip Franklins, you can equip Sloppy Butcher, it will also reduce the Healing Time against Medkits (aka the benefit from the Medkit will be smaller).
If the Devs seriously want to nerf Medkits, they should really remove a lot of stuff from the Survivor Bloodweb. There is already so much Junk in it which will never get used, and Medkits and a few of their Add Ons are basically the last things worth getting.
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Yeah, after playing against it and playing it myself, I think Undying will get some finetuning in the future. Otz had the idea that when Undying gets cleansed, the transferred Hex will be cleansed as well. So if you cleanse Ruin first and Undying afterwards, the new Ruin will be destroyed as well. Doesnt sound too bad.
Yesterday I prestiged my Blight from P2 to P3 and from the 15 games I played, I only got a 3K one time and the rest were 4Ks. And they were not even close, the 3K was because of a Hatch escape. And I think this is mostly because I was using Ruin and Undying.
The thing about Ruin is that its rework made a lot of sense, since it benefits Players who are good at applying Map Pressure. So the better the Killer player is, the more benefit from Ruin. But with Undying, it might be possible that the Survivors have to cleanse 5 Totems to get rid of Ruin, which allows a Mediocre or Potato Killer to have the benefit of Ruin, despite not even playing well, but just grinding through the ressources Survivors have.
Its cool to have some time because Survivors have to cleanse more Totems than just Ruin and it is also nice if Ruin is not gone in the first minute. But it should not be expected that Ruin lasts 5 minutes+ into the game.
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I mean, it is not BHVRs fault that there is no competition. Other games tried, but apparently they were worse than DBD.
Its not like DBD is a bad game. Its not like DBD is highly imbalanced. Of course, except if someone is biased, then the other side is always the one which is too strong.
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Aura Readings are fine. In the end, there are counters against BBQ. Not so much against Bitter Murmur, but it is rarely used since it can only be activated 5 times and relies on the Survivors doing their Objective, which you actually want to prevent.
The only issue I have with BBQ is that a Killer can bring their strongest Add Ons, a Mori and play as scummy as they like and still get a decent amount of profit. Like, went against a Wraith with All-Seeing, silent Bell (13k BPs combined) and a Mori (total of 20k BPs combined), who just camped everyone and morid them. He got 19k BPs, but with BBQ, he got 18k BPs profit, more than every Survivor. So for BBQ I would like to see something that only if all Survivors are alive, Stacks are given for it. Even tho, this needs to be tuned because of DCs and Hook Suicides, but just a general idea.
But just as a sidenote, I will get a lot of ######### for that, I know, but it just came to my mind.
Back to Aura Reading - the bigger problem is more the strength of the Killer. Like, Oni can be too oppressive (I think Billy is fine, even without the Overheat-Mechanic, but thats a different topic), but that is not the issue of BBQ, which is overall balanced when it comes to Aura Reading. You have to keep in mind that a nerf to BBQ which would affect high-mobility Killers would be a Nerf to every Killer who uses BBQ, even if it is a Wraith which can benefit from it, but is not as oppressive as Oni.
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Yeah, the system is buggy sometimes. I got games which got cancelled after a minute, because the game did not realize that someone DCed in Loading Screen. But I also got games which started with 3 Survivors and a DCed Survivor, because the game did not realize that someone DCed.
The system has Bugs sometimes, but overall it is working.
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@pandorayr said:
https://forum.deadbydaylight.com/en/discussion/comment/1655607#Comment_1655607
I compare only the cooldowns, good bait.
Is Lucky Break 3 times as good as DS? I mean, it has 180 seconds of usage instead of the 60 seconds of DS.
You know, if you compare Perks because of their Cooldowns. Because this totally makes sense.
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I mean, the biggest crying is for Survivor Nerfs and quite recently about the PGTW-Nerf. I also dont think that Killer Mains will be happy, they will just ask for the next Perk to be nerfed.
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I mean, I dont understand the Storehouse Changes anyway. They removed two semi-good Pallets (aka Killer can play them) and added a Breakable Wall which is mandatory to break.
Yay.
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Lerys, Hawkins, Game, Midwich, Badham.
I did my Challenge on Hawkins.
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Legendary Skins being 15 Bucks is fine, if:
They have unique Voice Actor.
They have a different name displayed.
They have a different secondary weapon (looking at you, Oni)
Then I would be totally fine with Legendary Skins being 15 Bucks. But not only do the current Legendary Skins cost too much, they also limit the uses. Like, you would never be able to have James as a Legendary Skin for Cheryl, because it would still have Cheryls Voice, which would just be dumb.
So I rather hope they give more value to Legendary Skins than making them cheaper, because as said before, it is better when Chapters stay cheap and Skins cost a little bit more.
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@RPGWolfGamer23 said:
Doctor skill checks, Jigsaw boxes skill checks, and I think it even worked on Decisive. It also worked on sabotaging back when it had skill checks.
It did not affect Jigsaw Boxes for a long time and as long as I am using DS (since its Rework), it did not affect DS either. It affecting Doctor Skill Checks was unintended, so most likely a Bug.
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Not gonna happen, the game is too old for stuff like that. How would you even identify the most niche Perk? What about Survivors who have decent Perks overall? Like Claudette or Meg. So if you want to play Head On with Q&Q, you would be forced to play Meg?
If you like Autodidact, you can only play Adam? Whats the Niche-Perk of Steve, given all of his Perks are bad?
Just as examples.
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I would rather remove Breakable Walls completely, but this is not gonna happen.
Honestly, up until Badham they improved with Breakable Walls. Badham Breakables were pretty good, because they actually are a choice for the Killer and not something they have to break (like the Saloon-Walls).
But MacMillan did not need breakable Walls, the Main Buildings were fine after the Map Reworks. So Breakable Walls like Badham are ok in my opinion. I dont like the Walls on Midwich that much, but they are also ok, since you can break them while you pass by. But MacMillan-Walls are not good and I dont think that every Map needs to have them, if they dont fit.
So I would rather have the Developers evaluate where Walls make sense and where they dont make sense, instead of changing something like Spawn Locations.
(Fixed Spawn Locations would also mean that the Survivors can figure out where the Killer is, which means that it will take longer for the Killer to get into a Chase, which would also remove one advantage of Stealth Killers. This might not make a difference on small Maps like Coal Tower, but on larger Maps it can be quite annoying)
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1652969#Comment_1652969
I mean they don't only use keys when they aren't playing nice. I played nice in a match I remember where I tried not to tunnel and got cucked by a key.
Video: https://youtu.be/gWLfLBOMeU8
Yeah, this wasnt my point.
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I dont like them in general. However, they improved until this Midchapter.
Saloon Breakables are bad. Midwich was better, because you can break them "on the go" (and dont basically have to B-Line to some of them like on Saloon), the Walls on Badham were good IMO. Killer had a choice on most Walls if they want to break them or not.
I dont like the MacMillan-Breakables, the Main Buildings were all fine after the Map Rework and there were no other Spots for Breakables (and I hope I will never see Breakables in Structures after the Saloon-Map).
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I went for Trapper and Freddy.
Trapper mostly because he is THE Killer in DBD, the most iconic one, the first one... I dont think he is too weak, but they can improve his Kit. (Weakest is Clown, but they are working on him already)
Most Oppressive was Freddy, simply because I wish you would need more than 2 Braincells to play him. And IMO he got too much when they reworked him, most Killers either have high mobility or a strong Chase Power, he got both.
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So, basically you played nice after you "won" the game (which you would probably have when there would have been no Key) after tunneling one out of the game.
I would not consider that nice.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1652035#Comment_1652035
I would welcome this bump to the BP offerings also, but it still won't help how expensive items, addons, and offerings can be in relation to the return value. For example: if I bring a skeleton key with two very rare add ons and a White Ward into the trial, and escape; I can still come out less BP than that item and offering combination costs (25,000 BP)? Hmm, ok.
Sadly you have to play Killer to run strong Setups like this and get away with a decent profit. But when it comes to Add Ons and Items, the bigger problem is that the Survivor Bloodwebs are way to full with stuff. And it got even worse.
But doubling the amount which BP-Offerings generate would actually make them worth using. Like, if I use a brown Offering for Objectives, I would need to make at least 6k BPs, just to get the costs back with a maximum profit of 1k BPs. But if they would double the amount (100% in Objectives), you would only need 3k BPs to get the costs back and would have a potential profit of 5k.
Because, lets face it, aside from Cakes/Puddings/BPS, BP-Offerings are not worth their price.