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BastardKing

BastardKing

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  • @Grandpa_Crack_Pipe said:

    Just make it not stack with Soldier/Infantry Belt.

    You want that instadown, you sure golly goddamn better land that shot.

    I agree with this. There is a nice little line that the hag add ons have that Iri Head needs to be fine.

    >Waterlogged Shoe trumps all other Add-ons.

    Make it so that Iri heads make it so you have ONE hatchet. Trumps all other add ons. I played with Iri heads yesterday, but I did One In the Chamber (Iron Maiden + Deerskin Gloves + Iri Head) so that, yeah, my hatchet one shot downs, but MY HATCHET one shot downs. After chat, one of the survivors even mentioned that, while he hates Iri head, he can respect that way of doing it.


    The slow caused by missing a single hatchet makes it way more balanced. Having 3 of them? That is when it becomes kinda BS.

  • The only buff Blight needs is for his collision to be more consistent. I am looking at you, Swamp Maps and Ormond.

  • @GoshJosh said:

    Swamp maps need more than the fat shames fixed though. Both maps are nothing but dead zones and gen locks, minus the main building on Grim Pantry.

    Definitely. Swamp maps and Midwich are the only maps I know of that are disliked by both killers are survivors. (Aesthetically, Midwich is cool at least)

  • How about, instead of constantly punishing killers we reward them for not doing it? Make perks that reward you for being far away from the hooks actually worth a damn? When was the last time you saw Make Your Choice or Devour Hope?

  • @Nullclines said:

    Could say the same about the Coldwind maps with the uncleansable totems (at least I think this is still an issue, saw a post just earlier about it)

    Yeah, I posted that before. That is a single issue though. Swamp maps have multiple fat shame spots. Though why they can't move the totems as a quick patch is beyond me.

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1843971#Comment_1843971

    Pretty sure they use the terminology to be entertaining, as well. So, no it's not wrong to assume that the terminology is being used to be entertaining.

    It's fine, I added the clarity.

  • @Teacyn said:

    I was so confused until I realized that by "fat shames" you mean spots where you can't run between two objects even though there's clearly enough room.

    Yeah, the swamp maps have a lot of these. I tend to forget about them and go down to them once every few times I play on them, and when I play killer on them almost always at least one survivor will run into one of them and get ######### really for no fault of their own.

    Yeah, sorry. Game slang.

  • @terumisan said:

    Hex's shouldn't have cooldowns to begin with aince they can be taken out of the game easily

    A good point. Blood Favour is the only one.

  • *Laughs in Billy Ghostsaws*

  • And if kids want to use drugs, they will use drugs. Doesn't mean you should make it easy for them, or without consequences.

  • @DeadByRobloxGaymer said:

    Survivors are the only ones who can go through if your talking about the random fat shame on the sides of the map

    No, I was a survivor in the one I posted, and I got stuck there too. There may be some others though.

  • @Milo said:

    It would be a better counter to BBQ. But then it loses it "counter" to Nurse's.

    BUT then again it wouldn't be used randomly. BUT THEN AGAIN you couldn't get "free" information about aura perks.

    So yeah those are my thoughts.

    The last line is the most important one to me. Just knowing they don't have BBQ, or finding out they are running I'm All Ears or Bitter Murmur, or they have some add on, is huge.

  • Not to mention how often you can run items/perks that counter specific killers. Is there a plague? No healing perks, taking Deadhard and Resilience.

    Playing Ghostface or Pig? Spinechill.

    Nurse/Spirit? Stealth perks.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1826233#Comment_1826233

    Actually it's Opened Chest Auras, not Unopened, if you want to get technical about it.

    Still, I thought they removed that, and I was like, but I ran Plunderer's last week. Did they shadow nerf it? You had me worried. I go item shopping during rank resets. :(

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1820403#Comment_1820403

    Tunneling and camping, or proxy camping aren't a problem, at least not a constant problem, if you only judge it for how balanced it is.

    The reason why most people think camping and tunneling are a problem, is because it's so unfun to go against. And that indeed is a problem when considering that a game is supposed to be fun to play. So survivors not liking those strategies is indeed a problem.

    I think this is probably the best way to state it.

  • @I_Be_Pro_Fun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821511#Comment_1821511

    I agree. Sometimes it can be better to actually get someone out of the game. And I like perks that promote being away from hook. The problem is, they are either super or miss, dlc, or broken on some characters. To get ruin undying, I have to get both hag and blight up to extremely high levels, and then hope I get both in the blood web of my main.

    Devour hope is nice, except if it gets broken instantly, its a useless slot. And most survivors will gun for it as soon as they see exposed devour hope.

    Make your choice is awful. Because the unhook survivor either has a massive headstart by the time you show up, or the killer just gets over there instantly (nurse, hag, blight, spirit, etc) and now nobody is gonna wanna save.

    ...

    "To get ruin undying, I have to get both hag and blight up to extremely high levels, and then hope I get both in the blood web of my main."

    Looks at all killers P3, 2/3rd with all perks, and my main Survivor P3 with all perks.

    Uhh. Yeah. It can... uhh.... It is unreasonable...? ... I play this game too freaking much.

  • From the videos and streams I watch, Tunneling tends to happen a lot more at 2 gens than at 4-5. I think part of the problem, and why we see Ruin/Undying so much, is that there isn't as much reward for actively being elsewhere as there is for ensuring one survivor dies. I was playing rank 1s as clown the other day, they were kicking my ass with no chance of winning, until I killed one and got a key pop off. Now, with 3 people, it went from unwinnable to slowly heading my way, and I won the battle of attrition. There is such a huge advantage to having someone die, that if survivors get to 1-2 gens, someone needs to be dead or you lose. Instead of thinking like a survivor, and wanting to punish a killer for killing, think like you want killers to actually play the game, and have more ways to reward them for leaving like Ruin/Undying does. It is a 2 perk combo that ONLY has value if you are not staying in one place.

  • @Rebel_Raven said:

    As a killer?

    With Scout as survivor?

    Spy-dette as a survivor.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815853#Comment_1815853

    Nope, not at all. The Devs can change anything they like, you agree to that when playing the game. There is also no guarantee that there is a Warning.

    Really, asking to sell back Moris for full price is entitlement at its best. Toolboxes were made almost useless as well, still nobody asked for full BP-Compensation. But Killers are like "Oh no, the most OP thing in the game got nerfed! Give BPs back please!".

    Nothing in what you just said addresses the point that Moris are now detrimental. It is just more of you repeating that they are allowed to do X, Y, and Z, and never addressing that it is something that is going to upset their players more and more. This isn't like BNPs and Instant heals. They got nerfed, but they are still very usable. Moris were nerfed so hard, there is no point in using them, something you haven't addressed and stick your head in the sand over.

  • Personally, I think it is one of the few perks that would work best as being a cooldown perk. Make it the Killer's equivalent of a survivor's Deadhard. Press E to lunge, 40 second cooldown. Lets the killer control when they get to use it.

  • @Aven_Fallen said:

    There is ZERO Reason why this should even be an option. Everything in this game can be changed, this includes Moris. Especially after they said that there will be changes, Moris should have been avoided as good as possible from the Bloodweb.

    Also, they are still useable. Only because you dont want to use them anymore, does not mean that you should get the points back. Like, I dont use Map Offerings, still I dont want to sell them back for the full price.

    Except now they are detrimental. They cost 7k, but also cost you points and emblems in game when they are used. They HAD a purpose, even if it was one that some of us disagreed with, but now I would argue they aren't usable, because with the exception of flashlight squads, sabo squads, and DS, hooking is always the better option. Better for emblems, more points, and triggers your perks. It is a 7k waste, and they were NOT given warning like survivor items that were nerfed were. A buy back is completely within reason.

  • @stylo said:

    I found that when I'm close to a survivor that just got hooked, the notification bubble obstructs my vision to a point where I can't see the killer if they're near the bubble. Situations like those can be annoying, especially if you're going for a stealthy rescue. In other words, the hook notification bubble does more harm than good if I'm near it.

    It would be cool if there was an option to disable/toggle the bubble.

    Even if they shortened the duration and make it less obscuring.

  • Yeah, flashlights shouldn't be deafening too. The whole point is you are supposed to navigate by sound while blinded.

  • Unfortunately, the game isn't well balanced for low or high level game play. It's balanced for mid levels (~Green ranks)

  • @Zaytex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811530#Comment_1811530

    Exactly, Clown's only notable strength is how survivors can't loop around one structure or pallet beyond one loop before dropping it, or else they get hit.

    His only strength is also one of the three powers Freddy has, but better.

    Freddy's having slow add-ons is normal at this point, its like playing Wraith without windstorm, there's no reason not to do both.

    ''His power can be negated by doing a minor side objective'' - Walking to the other side of the map, isn't just a ''minor'' side objective. That's a lot of time dedicated to waking yourself up instead of doing generators, and there's no guarantee you'll even get there to begin with.

    No, his kit is literally worthless. It doesn't even do what it is supposed to do, because it doesn't actually provide good anti-loop. Doctor provides better anti-loop without even slowing a survivor down. And Doctor has built in tracking and game slow down. Nurse, Spirit, hell, even DEMOGORGON are better at anti-loop than clown.


    I am just saying, his pseduo stealth is completely visual. He still has all the audio queues, so I don't agree with that point at all. And Anti-loop is common, and while I understand why you compare him to Clown's anti-loop, you are comparing it to the weakest anti-loop in the game, and even then. From the sounds of it, you are complaining more about his slow down add ons than his actual power, since you say you assume every Freddy is running them. (They aren't) And both the add ons and his anti-loop can be taken away. The teleport power is probably the nicest thing he has, as long as you decide to wake up.

  • @HarlowXRaven said:

    This may be a little too complicated trying to play minigames and focusing on you surrounding some survivor can't even hit the skill checks not to mention a long minigame lol. Seems too complicated. Chases should be the focus and hitting the skills checks.

    You are repairing a mechanical object. It should be complicated, and focusing on your surroundings instead of what you are doing should be take longer. Focusing on the objective should be riskier. That survivors cannot hit skill checks is not a reason to make the objective more interesting than hold M1. Chases are the focus for KILLERS, but are not the objectives for survivors.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811401#Comment_1811401

    I'm pretty sure the specific design intent of Spine Chill is that it deliberately counters the recently codified stealth condition.

    Exactly.

  • @smart212 said:

    sounds minigames like among us

    I would be down for some mini-games. They force you to focus on the gen more.

  • @Zaytex said:

    He's extremely bloated and the easiest killer to play. Please tell me, why Freddy deserves to have:

    -Demogorgon's teleport ability but with no counter-play.

    -Snares that work in the same exact way as Clown's bottles, but don't have a reload mechanic and can be used much more before exhausting them.

    -Free slow-down and pseudo-stealth that makes someone like Pig look even worse.

    Any good or competent survivor team can beat any killer, but it doesn't mean he isn't in need of nerfs.

    Clown is just a trash killer. His kit is worthless. That is why they are reworking him. But Freddy's game slow down requires add on's, and his stealth is minor at best. Pig beats him by miles in both of those. His real power is in basically being like a lower skill floor Billy; he has a lot of mobility and anti-loop. But since he doesn't have one shot downs, and his power can be completely negated by doing a minor side objective, his skill ceiling is lower.

  • I do agree something needs to be done about slugging for the 4th, because it is not a fun mechanic for either side. I understand wanting the 4k as the killer, but both sides would benefit from having a more game play intensive way of getting it than 'okay, sit here on the floor till I find the other guy.'

  • I like this. I would say even the specific maps in the realm, like how Cronus Penn has three killers. Blight and Clown get the Chapel, while Nurse gets the Asylum. Plague gets the Temple, Huntress gets Mother's Dwelling.

    Just need to figure out what to do with Ghostface, Twins, and Leatherface. I think theirs should act as map negation.

  • Don't even need to read the post, because I just like that we are acknowledging holding M1 is boring. Specifics don't matter as much as adding some real content to survivor objective play.

  • But that chart is clearly not an indicator of who is the most powerful. Pig is not a particularly strong killer, and tends to be on the weak side, but she is number two. Mikey is probably the second or third weakest in the game, and he is upper middle. Nurse is the strongest, and has the lowest by far. Blight is one of the stronger ones, and has the third lowest. These are not measurements of the power of the killer.

  • 1. I could understand them disabling DC penalties with this patch until they get the fixes done, due to increased amount of bugs.

    2. I have never seen a streamer or high profile player who doesn't quit themselves who thought the DC penalty was unhealthy.

    3. The number of people who DCed prior to the penalty WAS unhealthy. The amount has lowered, and if the penalty stops DCers from playing, good. I don't want them in my games as survivor or killer.

    4. People labeling quitters as selfish crybabies and people thinking the penalty is toxic are two separate points. Quitters are selfish cry babies in any circumstance except when bugs are preventing normal gameplay, playing against hackers, or when the opposing team is not actually playing the game and doing everything they can to make it long. No, that doesn't mean leaving someone slugged on the floor so a survivor has to come get them. This is Blendettes not doing gens and instead just moving around the map stealthed, or killers 4 man slugging and just watching everyone bleed to death. All three of which are reportable, two of them are bannable. The first has a forum dedicated to it, and I recommend posting bugs you find there. They tend to be fixed quicker.

    5. No one can make you quit.

    6. Their hacker issue is one they definitely need to fix, and soon. While it doesn't affect most matches, it affects the situations it does severely.

    7. Not wanting to play with 'the survivors mess' is being a crybaby.

    8. Don't spend money on buggy DLCs. I got Binding of Kin with shards because I didn't want to drop the money on something I could plainly see wasn't working.

    9. Bad maps suck, but if you just quit, you never get better at them. Some are impossible to get better at (Haddenfield), but you raise those issues. Hawkins is actually playable on survivor if you know how to use more than one pallet to create infinite loops.

    10. Quit penalty only punishes the players who decide to quit. Quit penalty does not punish the remaining players for players who quit. In fact, it keeps the people who quit out of your games.

    11. I have won games against Huntresses with Iri hatchets. Ultimately, the skill of the survivor to avoid and dodge hatchets means more than the Huntress's skill at throwing them. It sucks, but use it to learn, rather than ragequitting. I have had them lose 3-4 gens against me because they couldn't land a single hatchet and kept having to refill.

    12. Most of what you have described so far have been survivor situations. Killers put up with broken perks and maps, but most of them do not quit. This is likely because survivors are usually the ones who quit, which shows it is a matter of the mentality of the community, rather than an inherent thing; survivors have good maps and broken powers too, but almost every sentence has been about survivors.

    13. We all agreed to play the game. You are a selfish loser who values YOUR fun more than the fun of four people when you quit. The fact that you couldn't see that when you posted shows you are part of the problem. I am ending with this one, because I think this is the biggest point to be made here, and most of what I have seen is just cry-baby "I should get to ruin the fun of 4 people because things didn't go my way in a multiplayer game". Skimming it, it just gets into whining about specific killers. Grow up, or stop playing the game. If you don't do either, I am glad that you don't end up in my game.

  • @MelliMJean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794988#Comment_1794988

    You might want to read what I wrote.

    I was punished for 15 mins. I do not disconnect from games. I do not quit. Not one single time have I quit a match. I was actively playing, running toward a survivor to try to rescue them from the hook and was suddenly disconnected. This was the day the new content released.

    How was that punishment deserved? Please explain the logic behind that. How does an one time disconnect 15 minute punishment help? I can see the need for punishing multiple disconnects but one time is excessive imo.

    It has been worse in the last patch, but prior to that, legitimate DCs for me were extremely rare. However, prior to the DC penalty, there would be a 'disconnect' every match. Sometimes 2-3. The penalty occasionally happening on a crash is worth it not happening most of the time. Also, 15 minutes? The base penalty is 5 minutes.

  • @Blindninja said:

    Imo take the disconnect penalty out. Never punish your player base for not wanting to play the game. If people are upset they shouldn't be forced to finish. Pay those that stay for their time and move on. We pay for a game we should never be locked out of our product. Unless you threaten peoples lives or things ike that.

    You are being punished for NOT playing.

  • @JustHeretoHaveFun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794810#Comment_1794810

    If a hag is facecamping, (which does suck, but I digress,) just suicide on hook. There's no penalty, you get BP, killer gets BP, everyone wins.

    The problem with DCs is that it's usually done out of spite. A survivor or killer gets upset by one facet of a match and takes it out on others. As a killer main, I have never once DCed, no matter how toxic the survivors were. People have DCed for so many stupid things while facing me:

    I closed the hatch.

    I found them first.

    I pulled off a sick mindgame.

    I found their hiding place.

    I was about to hook for the 3rd time.

    I was running Franklin's and caused them to lose their key.

    I played a certain killer.

    I used a certain perk.

    I have only 'ragequit' as killer three times, all in the past patch, and all because a major bug ruined the game for me, instead of anything the survivors did. Weird latency things with hit confirmation, Viktor being stuck sideways, or, in one case, Viktor hit someone's back like he was a sliding Blight; just floated there until the survivor ran further away.

  • @ad19970 said:

    i disagree on the Twins being so weak. It's actually not that hard to get hits with Victor, it just takes a bit of practice. I had a hard time at first too but it's getting easier and easier for me. Victor is ridiculously strong in chases actually, because of his movement speed and lunge.

    You can also split the map pressure with them by having them on different sides of the map. But that doesn't always work so well.

    If anything, I think they aren't fully viable just because their ability is time consuming to make usage of. Switching between Victor and Charlotte wastes a bit of time, and if you down survivor with Victor further away, you have to spend time just walking to the downed survivor with Charlotte. Add to that the fact that Victor can lose map pressure to survivors that hop into lockers, forcing Charlotte to go to the locker which in return denies them their split map pressure, and I am not yet convinced that the Twins are viable killers, but I don't think they are that weak either.

    I agree with you on most points except two;

    The power is way longer than a 'little bit' of time. The CD on her power is, I think, the longest in the game, tied with Legion, and she has to catch up after that. I think a big way to make her more viable, given the distance she has to move, is to lower the cooldown drastically if Viktor is used to hold a locker or jump on a person. I also don't think Viktor should be kickable when he successfully hits someone. She gets punished way too often for being successful.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809886#Comment_1809886

    My point is whether any change to Keys was ready or not was not likely considered when the change to Moris was up.

    We players are the ones who coorilate Keys and Moris together. The devs obviously so not. I do my best to not to see things only from only a killer or surv point of view, but sometimes fail.

    They have made this comparison themselves though. In the discussions, changes to Moris and Keys were usually brought up by the community together and addressed by the devs together. It has been a consistent issue that the killers are leaving and the queue times are getting long. This is showing which part of the community feels targeted against, and this reinforces it. They have only been disabling killer features for testing recently, not survivor ones. Then they go and disable killer's way to end the game early, but not survivors'. And they nerf killer's so bad, it is beyond worthless; it takes as long to use a Mori as to hook, costs 7k points, gives less BP than hooking, less emblems than hooking, and triggers no perks. This is not healthy for the game. That isn't a point of view of survivor or killer; this is the point of view of one side of the community has started leaving, and, which has and will cause problems. Queue times are back to as bad as they were pre-cross platform. This is the first time I haven't finished a tome chapter prior to the next chapter, just because survivor games take so long, I don't have the extra 5+ minutes to commit to as games waiting for a lobby.

  • I had a Arsonist themed killer I suggested once. I had three perks, but one of them shared a heavy theme with the Twins, but I will post it anyway;


    Burning Anxiety: Looming failure sparks you to hurry. Every Gen completed gives you one token. Gain a 1/2/3% haste per token. Killing a survivor by any means removes a token.

    Hex: Envy: Those who have feel the burden of your malice on their shoulders. Survivors carrying items are hindered by 5% and cannot fast vault.

    Set In Motion: You plan the downfall of those who work against you. When a healthy survivor unhooks another survivor 40ft away from the killer, they are put into the injured state and trigger deep wounds. If they are injured, they trigger deep wounds regardless of distance. Survivors in the deep wounds state from any source catch fire, emitting smoke particles. (Similar to how victims of the Plague's power emit green cloud particles, they would emit burning smoke, which makes it easier to see them)

  • @JPLongstreet said:

    I envision a huge to-do list the devs are working from, probably sorted by priority and time-needed. I see it functioning kinda like this:

    "Here are the Mori changes that we discussed, ready for approval. Coding was simple just small number value adjustments. Tested 100% across all platforms."

    "Approved"

    "Approved, include in 4.4.1"

    In other words it was included now because it was ready now. I firmly believe they consistently send out changes by priority as they are ready in their opinion. Simple as that.

    But this doesn't change the points made. Namely that it caused survivors to know keys were getting nerfed, so they get to use theirs up, but killers didn't, because they got no warning. Like they said, they should have just disabled use of them both at the same time.

  • How about if you are injured and get caught in a trap, you cannot release yourself at all, and require a teammate to save you?

  • I am a rank 1 killer and was a rank 1 survivor. I am only rank 4 survivor now, and only play enough to get to rank 4 each rank reset because of how long the queue times are. This is the first time I have not had my rifts done before the next one came out, just because it takes so damn long to do survivor ones, and for less BP, that I just don't feel like doing it.

    On the killer side, I am playing less because I am becoming increasingly frustrated. We take some real good steps forward, but far too many steps back. The biggest issue I have seen is that whenever there is a killer problem, you make a perk for it. But when there is a survivor problem, you nerf killers. Survivor bugs are also taken more seriously and fixed quicker. It took over 9 months to fix the no sound on the floor bug for killers. (Is it even fixed? I think it is, I haven't seen it, but like I said, I have been playing less). After 2 years, Billy still has ghost saws. Recently, Huntress and Deathslinger lost the ability to shoot over a lot of things in the updated maps. Trapper's traps are stuck in impossible to reach locations. Plague still has people get hit by vomit, REACT to being hit by vomit, but not start a timer. Legion has almost no power. Blight still slides on random things, making him very inconsistent. But Viktor, already a weaker power/killer with a very hard counterable ability, when he can down people in lockers like every other killer? Emergency meeting, all hands on deck.

    With an ever increasing list of bugged perks, add ons, and killers, with no indication they are being addressed, and a number of uncounterable, no gameplay situations caused by survivor perks, we are losing killers fast. I will admit, fixing the maps and most of the unplayable loops has been a huge boon though. But then you nerf Moris while leaving keys in, and don't even let us sell them back. Moris, as mentioned above, are now a handicap. They do nothing to help the killer. And we just lost a lot of BP that we cannot get back.

  • Now that non-humans are a thing, and there was speculation of a wendigo, go Inuit and Wendigo combo.

  • @Klakky said:

    It's very common at lvl 50

    Very much not. I have 100+ of some add ons on my favorite killers, 40+ Survivor Puddings even after using plenty of them, but only like, 5 BPS, which I only use on holiday events.

  • @yobuddd said:

    I second this! The grind is rough, so let’s make them brown or yellow, or code it in where one WILL spawn every bloodweb.

    Furthermore, let’s code in a couple of small bloodwebs every few respawns after level 50 (similar to level 1 or 2).

    I would say at least make it so you get a survivor pudding/escape cake or a BPS each web.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806166#Comment_1806166

    I got my Adept Twins on my third try on Rotten Fields (not the best map for that killer I would say).. and I would say Hoarder had zero to do with it. It being a location reveal instead of an explosion notification now is actually huge, considering an explosion notification could be any number of things. I'd say your chances are better for getting Adept with Hoarder in its current state.

    Okay, I was reporting a fat shame on the Bugs section, and it turns out it isn't just the chests. Devout Emblems aren't properly registering every game, and some games with 11-12 hooks are coming out silver. So some games it is actually impossible.

  • @StrawberryShake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791816#Comment_1791816

    Did you maybe take a longer break from the game? This was changed with the Plague release patch in 2019 and since then you need enough emblem score for +2 pips to get killer adept achievements.

    Which is kinda stupid. Survivors only need to escape. It was particularly bad on Plague, because the emblem system didn't reward her well because her power is an instant down. But that isn't relevant. I have been having the same issue with the Twins.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806166#Comment_1806166

    I got my Adept Twins on my third try on Rotten Fields (not the best map for that killer I would say).. and I would say Hoarder had zero to do with it. It being a location reveal instead of an explosion notification now is actually huge, considering an explosion notification could be any number of things. I'd say your chances are better for getting Adept with Hoarder in its current state.

    They keep getting keys from five chests. Out of 5 attempts, two I lost to bugs, one pre-patch and one post patch, one I just played like crap, and the other two I got Rutheless because someone escaped through hatch even after I closed it, despite not bringing in keys.

  • @AChaoticKiller said:

    I mean it makes it even less useful since it activates less but i would rather that than potentially give high rarity items to survivors.

    honestly even if the rarity decreased this perk would still suck simply because it doesn't really fit in any build or character. It's a weak wildcard that potentially gets you a single down at basement or helps you finish games you already won, at the same time it can provide useless info in the middle of the match that you can't act on since the gen pressure is too great.

    Trust me, I get that it is a crap perk, but now Adept Twins is nearly impossible, because you literally give the survivors the tools to beat you.

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