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Ayodam

Ayodam

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Ayodam
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  • Bodyblocking is preventing the killer from hitting another survivor and it’s valid in all context. Blocking a survivor in is not body blocking, that is taking another player hostage and is against the rules—even if that person is a cheater. Record and report the cheater, do not yourself break the rules to ‘hold them accountable’ as you then become liable for that violation.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832939#Comment_3832939

    Yeah because if Ace was in the Void there would be a turquoise icon indicating that he's in there

    You can’t see that as survivor. He would however have the broken symbol beside his name if he was slugged in the void.

  • It is still possible to hold an 3-gen and it is still the META for this particular killer. I have seen them do it recently as well.

  • @Autharia said:

    Remember when Gens where 45 seconds and toolboxes let you do 2 gens in 60 seconds.

    Pepperidge Farm remembers…

  • Can you blame those survivors? Clowns play in a usual way that’s very nasty. I rush games against them too. And when I play Clown I’m very nasty as well. His appearance and power sort of demands it.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832240#Comment_3832240

    The David is right to never use it again. I don't think I've ever seen this perk being useful.

    To be fair he ran it with No Mither and Resilience. He had an entire build around it. It’s just such a bad perk.

  • @albertoplus said:

    Mori should totally be available if every person is hooked already.

    Having said that, however… i think you should also blame the survivor who is struggling in the hook when no one is going to come to rescue him. That person can get out asap and so the killer will mori and the match will end.

    The killer choses to mori in that situation, but the hooked survivor choses to drag out that moment. Its both's fault.

    On that case yeah, killer should be able to mori if everyone else are hooked so the match can be over quickly.

    Now, about the slugging last second person so he finds and mori the last one.. it was already being done thanks to hatch, so nothing changes here.

    Aren’t you someone who has spoken out against survivors giving up on hook..? Yet here you are essentially saying:

    “If only that pesky survivor on hook would just DIE so the killer can use their mori. >=^(“

    “It’s the survivor’s fault they didn’t give up on hook!”

    As a killer main who has complained about survivors giving up on hook. You can’t really have both.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832368#Comment_3832368

    It is terrible, don't get me wrong. But if it is used correctly, with a co-ordinated team, it can be quite strong.
    For soloQ/duoQ, it is not worth running at all.

    If a team is skilled at all they are not using Weaving Spiders.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832240#Comment_3832240

    The David is right to never use it again. I don't think I've ever seen this perk being useful.

    It’s a trap of some sort. The worst survivor perk BHVR has ever produced and that is saying something.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832095#Comment_3832095

    True, thats why I will defend that the game should literally be over with a 2k, unless all gens are completed
    The killer kills 2 survivors, the remaining 2 will automatically be sacrificed by the entity

    People would stop queuing as survivor, and I don’t see any killer mains picking up the slack. It would go the way of death garden when they overbuffed the Hunter role and no one wanted to play as scavengers. Then, the forums will be flooded by “wHy DoEs No OnE pLaY sUrViVoR?” Threads. Ugh.

  • @GeneralV said:

    BNPs are fine as they are, they've already been nerfed.

    And Weaving Spiders is essentially a killer perk.

    I saw a David run Weaving Spiders, go to the basement at the start of the match, get downed in 30 seconds, get hooked, saved, then try the invocation again. He got about 15 seconds in before the killer hooked him again, he was saved (again), then was downed about 10 seconds later… with 4 gens remaining. This match ended in a 4K. The killer was Plague. The David said he thought maybe WS could help but won’t ever run it again.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831995#Comment_3831995

    Yeah, I didn't want to be the one to first bring it up, but something about seeing a post where someone got a 2k against a ridiculously stacked SWF with a not-top-tier killer and is asking for survivor nerfs just felt weird.

    That’s because for killers a 2K is a loss, a 3K a draw, and a 4K is a win… or something.

    So while those survivors brought the best they could, had coordination and presumably played hard they still only managed to get two out against an off-meta, B-tier killer with a player who didn’t even take the match seriously (could have used meta perks or tunneled and camped and won a 3K I’m sure).

  • @legiondoctor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831900#Comment_3831900

    Nobody Is complaining about weaving spiders and specialists

    ”Plus since bhvr prob thinks sable and lara perk are fine that means we prob will get more bnp perks which prob will break the game.” - OP.

    If weaving spiders and specialist are bad perks why does it matter if bhvr creates more perks like that? Survivors don’t use them and when they do, they’re throwing the game.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830814#Comment_3830814

    Yeah I have to agree with you. He seems like maybe the most redeemable Killer?

    Along with Spirit and possibly Hillbilly yes. They’re all tortured souls.

  • @PunchPeople said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832116#Comment_3832116

    What if the game devs decided that every aura perks gives the same reveal mechanic like from 2v8? Would all these perks be unbanned?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832111#Comment_3832111

    Vigo's shroud... lol

    They’re unlikely to do that but if there were major changes made to strong perks yes it would affect what is allowed in comp DBD. Edgar’s point was that killers have a lot of restrictions on what they can run just like survivors. Many people seem to think killers have 0 restrictions and that isn’t true in major comp DBD leagues at all.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831206#Comment_3831206

    Indeed. So all this should give us an accurate representation of who actually escapes and who doesn't, even though a couple of outliers exist here and there.

    The implication of your comment is that matches where survivors die on first hook artificially inflate kill rates. My response is that matches where killers meme and let everyone escape artificially deflate kill rates. If you’re suggesting there’s a balanced middle ground then the killer winrates we have would be inaccurate. Since we know for sure the devs can parse out matches where a survivor dies on first hook (they showed us this with SM) we can’t really say the killer winrate they provide is accurate or inaccurate based on survivors dying on first hook. They’d need to clarify. I also think it’s unlikely they toss or filter matches where killers let survivors go. I do it all the time and I know that’s affecting killer winrates.

  • @MaTtRoSiTy said:

    At the highest level with an experienced and coordinated SWF on comms the game is very much survivor sided, which is why survivors are so limited in perk choices in comp matches.

    The game used to still be quite survivor sided at the middle level and killer sided at the low end as baby survivors are hopeless at using map resources efficiently.

    But I feel that the game has gradually become quite killer sided below high level players, of course some maps and RNG can sway that a bit but much of what made the game very survivor sided has been eroded away over the years.

    Both roles are extremely limited in comp DBD, and the devs stats say the game is killer-sided at high MMR.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831136#Comment_3831136

    Say it with me:

    Matches. With. First. Downed. Survivor. Killing. Themselves. On. Hook. Are. Included. In. Kill. Rates.

    So are matches wherein the killer lets any number of survivors escape.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830977#Comment_3830977

    There's no way that killer streak is provable. We've never had a killer capable of that. Endlessly facing bad teams would do it, but that's my point.

    Are you suggesting Momo lied about his winstreak?

  • @CLHL said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830808#Comment_3830808

    I have already said that the killer role is easier to understand. If neither knows what they are doing, the killer is faster and will end up knocking down the survivor. Just look at all the help SoloQ has get in the last years, but instead of solving the situation it has aggravated it. You can't balance the game around pleople who refuses to learn.

    True but the survivor experience is very much trial by fire, and you simply can’t efficiently learn while PUGGING as survivor. Heck, you can’t even learn optimally in a SWF. Survivor has an enormously high skill floor and most players aren’t competent in the role until they have around a thousand hours of playtime. This says nothing about learning to handle specific killers, as they don’t all play or have the same counterplay strategies. The best way to learn generally as a survivor is via customs. That requires coordination, dedication, and time many survivor players may not have access to.

  • @LordGlint said:

    I'm always annoyed when ppl use various win streaks as "proof". The reason you don't see high survivor win streaks is because it's harder to organize 4 people getting on than it is 1 single person. As killer, if I feel like hopping on for a random game at 4 am... I can do that and add it to my winstreak. If I try to do a winstreak as survivor, I HAVE to plan it with 3 other people that have the same goal.

    So even when survivor players coordinate these win streak challenges they still don’t get anywhere near the numbers of literally any killer on the roster (highest for a survivor group is 230 while the lowest for a single killer is IIRC 400. The highest for a single killer was 1947 or some such). It has to be about more than coordination because even with that present, they’re not touching killer numbers.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830893#Comment_3830893

    I don't know everyone's reasonings but I can say mine. I don't like 2v8 bc how it affected the game. Killer queues for both normal mode and 2v8 was obnoxiously long. I remember sitting in queue for a normal match for 10 to 15 minutes one night and after that match I took a long break from DBD bc I don't have that time to wait to play one single match. That's the main reason I don't like it but there few smaller reasons like it was boring to play as a solo queuer and every killer partner I had was just a huntress. Overall I personally wasn't a fan of the mode and rather have the chaos shuffler bc at least it didn't affect queue times and using random perks can be fun some nights.

    I really enjoyed 2v8 as both survivor and killer. Yes, the killer queue times were super long in both queues but it’s hard to deny how much fun I had as killer in 2v8. When I didn’t want to wait for the long queues I just played survivor. I enjoyed that in 2v8 as well. I didn’t like Chaos Shuffle much as either role, but I didn’t mind Lights Out.

  • why the hate for 2v8?

  • @fussy said:

    • Half of survivors matches someone give up or don't want to play the game and people still think 40% escape rate is low even taking into account that, once again, every second game survivors literally give free win to killer without even trying. I won't even start rant about how awful most of playerbase is and barely understand what game they are playing at, ruining games which literally impossible to lose.
    • 48% is 20% more escape rate than 40%, it means that if soloq is balanced in eyes of devs and perform at 100%, SWF performs at 120%. People who claim that it's low difference should go back to school at math classes, I think. "anything below this exponentially depletes the escape rate" in a game, which expect 40% escape rate? No way, how unfair!
    • I adore how survivors claim that you can't compare survivor and killer things and instantly compare swf vs killers winstreaks. Someone really need to explain that 4 heads it's 4 times more opportunity for mistakes, misplays and wrong decision making? And don't worry, even if "streaking" is harder on survivors, it's still 99% escape rate for best teams. Lose once in 100 matches doesn't make it less impressive.

    It was ( but only after 6.1.0), it is and it probably will always be like this: Game is killer sided on low level, balanced on average and survivor sided at high level. And "average" at this game is really far from "good", it's just not catastrophic awful.

    It’s killer sided at all levels per dev stats. And to your stats that you’re implying are manipulated by people ‘giving up’ matches with one person DCing don’t count toward the kill rate so one person could dc, three survivors remain and play normally yet it still ends in a 4K and this is thrown out.

  • Wraith’s is fairly sad. He kept trying to do the right thing and was tricked or manipulated into killing people until he snapped.

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830674#Comment_3830674

    Hahaha I guess. There are definitely times where this applies to killer too. If you are going against a good nurse with meta then you dont stand a chance. Some of it is due to skill but most due to the kit. Like good SWF.

    Nurse isn’t the only killer who camps/tunnels/slugs at 4-5 gens. I’ve seen every killer in the roster do it… and win.

  • @CLHL said:

    Most survivors are mediocre players, they don't even know how to loop a structure optimally. This game is in dire need of detailed tutorials to teach survivors the basics of the game. You can give them endless buffs, but as long as they don't understand the basics, they won't achieve anything. The killer role is easier to get started, and except for the complexity of some powers, they will quickly learn their basics. But that doesn't mean the game is killer sided. The only thing that keeps this game from not being absolutely broken towards the survivor side is the low level of the player base, and the proof of this is that the competitive scene has always heavily restricted one side.

    If you’re honest you’ll admit the same is true for most killers; they’re also mediocre players. They also don’t know how to loop a structure optimally. What gives them an edge is bulldozing survivors via tunneling, camping, slugging, and capitalizing on inborn advantages like bloodlust, poor survivor reworks that come with map reworks, better perks, so on and so forth. To reduce this to “lulz survivors suck” is so disingenuous it’s almost a lie. It really spits in the face of the features killers can (and do) access to win their matches.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830417#Comment_3830417

    The others are taken as requests we've had from players about what stats they want to see.

    and there was no one who wanted to see the kill and escape rates for 2v8? I'm missing these stats because they were very intresting, especially an overall stat and individual duo stats (e.g. how was the killrate for the most common duo Huntress x Wraith or how looks the kill/escape rate on each map). Also stats to how many chests were open in the 2v8 to see how useful they are for the survivors.

    I really love your stats posts but it would be cool if you would show us more stats.

    You could probably work out the kill and escape rates by averaging the escape rates for each class of survivor, then subtracting that from 100 for the kill rate.

  • @CleanseThis said:

    I don't even know how this is still an issue. Distortion hard countered a CATEGORY of perks.

    To be fair Lightborn counters an entire survivor mechanic (including perks, items, and several add-ons). I don’t really see anyone arguing that is problematic.

  • There isn’t a single answer to this. It’s going to depend on so many factors. I seem to use them more often near the completion of a gen, however.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829573#Comment_3829573

    I mean you can just look at the role they main, somehow the killer's game is 'ruined' despite being given a free win in a pvp game who's rewards are almost entirely based on winning.

    It's always came across as being upset due to loss of control over the survivors.

    Player autonomy on the part of survivors breaks their murder power role fantasy. It reminds them that the people being the little survivor models are humans who do not have to play their games.

  • Which was the version where you could near constantly spawn inflict condemn stacks on all survivors then mori them with 0 hooks after approximately 60 seconds?

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829830#Comment_3829830

    That is really a bad take. First of all, it was already confirmed by the Devs that Discord is allowed.

    But VPNing to get high Ping, because it gives advantages as Killer is really not something which should be allowed. And "protection"

    is a really bad argument, since you can safely assume that most people will never be affected by anything which make them hide their actual IP. Because most players are not streamers.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829396#Comment_3829396

    This should only be a thing if BVHR can somehow figure out that a VPN is used. Which is probably not possible. Because sadly some players have to deal with high Ping because there is no Server nearby. And this is not the fault of the players, this is the fault of BHVR. And if BHVR cannot provide any Server next to a player (whether they dont want to or simply are not able to is not relevant), those players should not be excluded from the game.

    (In general, Dedicated Servers were most likely a failure, because they dont really remove things which were present with P2P, but granted a whole lot of new problems)

    I thought using a VPN actually is considered cheating in this game? It may rely on the honor system but I could swear the devs said using VPNs for an advantage is considered cheating.

  • @I_CAME said:

    I don't actually run into that many people who do it for no reason. It's usually something which happens in games that are total train wrecks. Games where the survivors have no hope of coming back. Something like an S tier killer who ends up with five hooks before the first gen even pops. Then someone sees which way the game is going and decides to drop themselves. The amount of people in my matches who give up just because they were the first one downed is actually pretty low based on data I have from slightly over 300 solo queue matches. My escape rate is significantly higher than the average so it could be something that is more common at lower MMR levels. At the end of the day I don't care if people give up in games where the survivors have no chance. I think they should just add a concede button for these situations.

    Low MMR here. It’s not common in those games either. People who bemoan this as some kind of epidemic seem to be lying.

  • @Rulebreaker said:

    We're having the strangest hope of whenever players whine about something they buff it to broken lvls until it becomes normal…

    It’s a proven strategy

  • He’s strong for sure but broken is a leap. He’s gonna be nerfed now that BHVR has had time to milk initial profits from the character though so all will be well.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828854#Comment_3828854

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828864#Comment_3828864

    Me! Ex-Distortion user :)

    It's not strong enough to be viable. Im sure everyone has done their testing and we will get different results. But it fails in three major categories now and simply isn't worth much anymore.

    To those who support it, cool!

    It was never really about stealthy survivors hurting each other or whatever nonsense excuse killer mains cooked up. I have not seen a player use distortion to hide all match. In fact out of hundreds of games I don’t believe I have seen this kind of playstyle more than a handful of times... And I’m low to mid MMR, where this playstyle should be fairly common.

    I am skeptical of players who claim to see this distortion strategy often. Anyway, I think killer mains only said it because they wanted to circumvent being called out for wanting to nerf a perk that was harmless yet helpful to survivors. It’s like the ptb Reassurance argument all over again. They’ll lie and say “well it hurts other survivors11!!!” And you’ll never see that in practice.

    It was never about stealthy survivors who, interestingly, can still play stealthy with distortion nerfed. But wait look there’s two killer perks for that: Darkness Revealed and Iron Maiden.

    It was never about survivors hurting each other at all.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828307#Comment_3828307

    I don't support removing basic game features in the name of fairness. It would make the game that much duller and lifeless, and we don't need to make the game duller for the average player when there's already so many issues.

    I’m not following how making lobbies blind makes things dull. If anything, it adds a layer of mystery that pretty exciting.

  • Lobbies should be blind for both parties.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828161#Comment_3828161

    And, unfortunately, there are people who read this and think "why stop at 12, once WoO gets nerfed it'll be 11 and we can pick the next one".

    You know, when the complaints about WoO started—around the time MFT was receiving its nerf—I was shocked because I thought “this? This is a perk people dislike? It doesn’t do anything survivors can’t already do. It doesn’t circumvent anything a killer can do. A survivor could get probably get more value out of Selfcare.” And so I dismissed the complaints as unserious because at the time they were. But then Adrenaline and Distortion—two more unproblematic perks—received nerfs. Interestingly enough they had also begun to creep up in the top 10 most used survivor perks. So having watched that happen, I’m going to defend WoO at every opportunity because at this point the whining is ridiculous.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828117#Comment_3828117

    I have made my peace with WOO. While I hate the autopilot playstyle that it supports and find it disingenuous to claim that it's only useful to soloQ and newbies, and I think that it is an extremely strong perk in the hands of already good survivors, who can plan and extend chases perfectly with it, I also see the invaluable information this perk provides to the most vulnerable parts of the player base, ie the new ones and soloQ.

    I want to try to be somewhat neutral and don't want to be part of the constant shifting of the goal post. I fought DH and MfT tooth and nail, because they were genuine busted, but WoO is just a nuisance and a pretty feelgood perk, so I support to just leave it alone.

    Maybe we could talk about a cooldown after a dropped pallet or after x seconds in chase or only showing distant pallets but not near ones,ie being blind within 12m? But if nothing changes, then I am happy with that outcome.

    I don’t believe any perk (for survivor OR killer) should be viable only at a specific player level; those being novice, intermediate, advanced, etc. All perks should have utility regardless of a player’s skill level. They’re called perks as in they enhance gameplay. If they’re in some way detrimental, what’s the point of using them? As for trade offs those are usually fine but not every perk should have an inborn weakness—certainly not if it does something one can do without it.

    Personally, I don’t mind WoO as killer or survivor, but I do not wish to see another survivor perk hampered with extraneous, unnecessary conditions because the opposition feels it makes their games challenging. I mentioned elsewhere this perk has been in the game literal years and isn’t doing anything today it hasn’t always done. The only reason why it’s META relevant is because maps are being reworked to favor killers and survivor perks are being nerfed to a point where only 12 or so provide consistent, general value.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826676#Comment_3826676

    One thing that could be a pretty big hint: WoO is the most used Survivor perk, sitting at a lofty 30% pick rate, while old Zanshin was the LEAST used Killer perk, with a smoll pick rate of 0,6%. Basically 1 to 1 effect, but worlds appart in usability and viability.

    What’s off about this particular statement is that WoO only recently became the most used survivor perk. This occurred after the last five most used survivor perks were nerfed. The most used survivor perks could become bond or kindred or sprint burst or deja vu (these two I have seen complaints about) and the arguments would be the same as they are for WoO. Because it isn’t really about the strength of a survivor’s perks; it’s about rendering their utility futile or so convoluted that the perks don’t really provide value. What people want—and maybe this isn’t really you, I don’t know—but what killers want is for survivors to have perks that don’t really do much or, if they do anything useful, do so under the most extreme of circumstances. They want limited value at high costs because ultimately that makes a killer’s game easier.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828093#Comment_3828093

    The fact is that the basement is always located under a strong structure for survivors, so you can spend a lot of killer time, but you will be in great danger if you fail

    That isn’t a risk for the killer. If they hit the survivor in basement who was just unhooked they’ll get them again before they can run the tile/structure. The basement is the most dangerous place for survivors for a reason.

  • I feel if the Coldwind realm is going to have such weak tiles the least the devs could do is saturate the map with corn like before.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827748#Comment_3827748

    that's a backronym. "meta" originates from "metagame," which refers to the phenomenon wherein the way you decide to approach playing the game becomes a game in-and-of itself, which is what you're doing when you theorycraft what's the best possible build.

    the backronym feels fitting because we're calling it the "most effective tactic available," but we're only able to guess at what that most effective tactic is. for instance, I think on reflection, playing for slugs may have been the most effective tactic since at least 6.1, and we simply had hooks so ingrained in our habits that we never considered it. slugging would have been the most effective tactic, but it wasn't the meta - the meta is more accurately the profile of the range of tactics people feel are most likely to give them an advantage in the situations they're most likely to face. not quite the same.

    It seems we are both correct and I like it

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827620#Comment_3827620

    It shifts then recovers? What happens when a new killer comes out and everyone rushes to play it?

    Well, you’re certainly an optimist.

  • META means Most Efficient Tactic Available. That is going to vary from game to game. I believe DBD is more true to that meaning than other games where META is used to describe overpowered mechanics.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827314#Comment_3827314

    Distortion, Sole Survivor, and… Help! (Reread OP and didn't see anything) I'm assuming not Object?

    Naturally, everyone's mileage may vary. I've had absolutely terrible luck trying to get Distortion to be useful, so it's pretty dead. I've moved on to Object.

    Sole Survivor, if included in the 3 aura blockers, has a steep requirement, as you know. So let me paint this picture. Even if we use current Distortion, 4x Distortion can show zero aura's with lethal in play. Can 4x Sole? Nah, it really can't. Sole Survivor is/will always be a solo'q perk, which Im surprised hasn't been attacked like Distortion was with all the rampant 'rats' that apparently plague the game.

    If Object is one of the trinity, then in the same scenario, the killer sees everyone's aura, but all 4 survivors also see the killer. This essentially counters, by @bjorksnas 's calculations, like 67 things. I'm curious if this needs a nerf or if this even matters to anyone?

    Old Distortion had one thing above the rest: reliability. Now, it's see them when they see you, or gen build.

    Thanks for reading! Actually enjoying the various perspectives. These are just my thoughts.

    Distortion, Sole Survivor, Shadowstep and Off the Record block aura reading. That’s all.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827527#Comment_3827527

    Again, I would love to be "outlooped". At least then I actually get to try something and have real interaction with that survivor. But WoO obly results in survivors running from pallet to pallet without ever looping. That is incredibly tedious.

    You missed the point. For me it's not about how much time a survivor gets in chase thanks to this perk but how it actually affects their and my gameplay. It's the same as with a bot. I don't want to play a game in which I already know what is going to happen in the next 40 seconds. But this is what WoO does.

    It is used to run from loop to loop and pre drop occasionally until the killer has enough Bloodlust to hit you anyway. It's mind numbing.

    If WoO was actually used to learn maps, its pick rate wouldn't remain that consistently high over such a long period of time. I mean, how long do you need to learn maps? Maybe 500 hours, if you're slow. Also, people that supposedly play in high MMR wouldn't use it either.

    When you run WoO, there is no reason to focus on learning maps. So you can't take it off without dying instantly because you won't find any structures, which reinforces the need for WoO. That's why you see people panic whenever blindness counters their precious perk. They run by any loops and can't fathom the thought that vaults and windows are no longer highlighted in yellow.

    If that isn't bad for survivors, I don't know what is.

    Try it yourself. Go into a game and use perks or addons to apply blindness. You'll see what I mean. If it was only about winning, I'd do that more often but this is pretty boring as well.

    Could it be that map design (reworkings) and killer designs (anti loop mechanics) have bigger impacts on survivors looping tiles than the Windows of Opportunity perk? If you’re on a map like… say, Haddonfield, or the Rancid Abbatoir, do you think it’s best to try and loop those structures or buy as much time as you can in those shoeboxes by running from pallet to pallet? You’re caught eventually either way—bloodlust at the very least makes sure of that—but maybe just maybe you can buy the 10 seconds needed so one more gen is completed and you’ve a shot at making it to end game.

    When was the last time you actually asked a survivor main, especially one that primarily plays solo queue, what their looping experience is like? Why not ask them why they like WoO, or why they use any specific perks at all—particularly when looping?

  • Alternate take: you’ve done nothing extraordinary. The experience you’ve shared merely demonstrates that game favors your preferred role so much that you can play on autopilot and still cheese a win.

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