Beelzeboop
Beelzeboop
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@TheMidnightRidr said:
Now I am not a coder and I know nothing of what exactly is busted, but I now see what is off with the hits with this update. It’s not the hit boxes (never was) and it’s not latency. This much has been cleared, but the reason for it is because from the survivor’s perspective, the killer is not in the right location, rather the killer is shown where they were nearly a full second in the past. I know this because of both playing killer and it being perfectly fine as well as when I threw a pallet long before the killer got there, it stunned them.
That's what I was thinking.
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The Sachets and Wreaths need to go. I've only played one. Ever.
They are almost completely worthless.
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Nea's the first because she is the Entity.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1950505#Comment_1950505
https://forum.deadbydaylight.com/en/discussion/comment/1950723#Comment_1950723
https://forum.deadbydaylight.com/en/discussion/comment/1950728#Comment_1950728
You can probably guess but because things keep negating in progress animations mid hook animation like legit there about to be on the hook frame suddenly dstrike like another frame there dead on hook negating in mid air but most common grabbing a greedy survivor on a gen and they let go negating the grab
This is completely unreadable.
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I bought Stridor from the Shrine for this challenge. I still beat it, but it sucked so much.
The only killer I got it on was... Bubba. You know, the one-hit-down killer with a constantly running chainsaw, heavy breathing, and no way to really stop survivors from healing. Perfect synergy.
That's what I get for grinding, huh?
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@[Deleted User] said:
Why didn't you predict the dead-hard and plan accordingly?
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It's so unfair that my opponent can do things that help them.
Like, why do Killers get to use their Powers? They literally get to press a button, and depending on the Killer, ignore that Pallet/Window I just vaulted! Or they get a free pass to ignore a health state, or make it so I can't hear them and get into a good loop before they reach me!
The Chase is the only thing that matters and it needs to be sanitized and standardized to a single and easily comprehended gameplay loop.
115% MS with an M1 Basic Attack. A Lunge is almost too much to work with IMO. Might want to remove that too.
Simple, easy, boring.
Comparing a perk to a power is stupid.
A power needs actual hours to learn to use to any levels of effectiveness.
Most if not all perks can be utilized at almost full efficiency in less than one.
Powers change what you are playing in its entirety, and each power gives completely new abilities.
Perks are there to assist you in what you can already do, or give your existing abilities a substantial upgrade.
You shouldn't have to predict a perk, since the only way to tell if someone has them is to see the perk come into play, which can take the whole game. Plus, as I said, they mostly just empower the user to do something they can already do, just better, so for all you know the player could just be really good in most cases.
Powers, however, can be revealed within literal seconds of starting a trial, and once you see the killer, you know what power they have instantly.
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@QwQw said:
He was using Tuft of Hair+Judith's Tombstone+Scratched Mirror and running Play With Your Food. Git Gud lol.
If this is serious, then you're saying that he was using three add-ons.
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What the actual hell is a mercury retrograde?
And why on earth would it matter that the release dates, as opposed to the actual development, are close to them?
Edit: looked it up. I still don't think that any logic really applies to the connection, unless astrology works by saying "____ and ____ are close/far/extant so therefore ____", but I assume astrologers use some actual method other than that.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/1950276#Comment_1950276
Shrek is love, Shrek is life
Shreck is love. Shreck is life.
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@AhoyWolf said:
A Werewolf Killer.
That could be rally cool.
And this game isn't furbait as it is, obviously.
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@Jay_Whyask said:
01001001 00100000 01101100 01101001 01101011 01100101 00100000 01110010 01101111 01100010 01101111 01110100 01110011
"I like robots."
Well, that's as good a reason as any.
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Yes.
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They really want to confirm a sacrifice.
When I first started playing DBD, I was getting frustrated because if I walked away from a hook for more than fifteen seconds the survivor would get unhooked. I was pretty good at looping, but I hated having my two successful chases virtually reset in an instant.
So when I started grinding for BP with Bubba, I was ######### infuriated. I sucked at Leatherface, and they were an "average level" killer besides. I was used to playing Pyramid Head, so the change was massive.
Then, I started facecamping. I didn't want to do it, but I was on Haddonfield for the third time in a row, and I was sick of 0k matches.
But it worked.
I'm guessing I would still be doing it if I still wanted to play as the Cannibal after I got BBQ, but I don't.
It's a boring, ineffective tactic that only really works if the survivors are stupid or overly altruistic.
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I had an idea for The Criminal, who would be able to tie up survivors in duct tape and hide them in lockers. The tied up survivor would be able to slam against the sides of the locker to alert the other survivors.
Any survivor that opened the locker would scream as the tied up survivor fell out. They would then be able to untie the survivor over the course of ten seconds, but both would have Exhausted for five seconds afterwards.
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@Hex_Salt said:
https://forum.deadbydaylight.com/en/discussion/comment/1947887#Comment_1947887
Is that not also where it would show you number of gens to still be completed? What I mean is technically you can't tell from that pic, also can't see any exit gates on the map
There are sparks rising from the ground, so that could be a tell. But there is a fire barrel nearby, so...
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@LordGlint said:
I dont see an endgame collapse timer.
The top of the screen is cut out. You can only see three survivor portraits.
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If there's only one unhooked survivor left, I immediately start patrolling the map to find them, even if it means potentially giving up my 3k.
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@ItzPixelYT said:
https://forum.deadbydaylight.com/en/discussion/227689/most-unhealthy-killer-for-the-game
Pyramid Head is the stupidest Killer in this game. No cool down dummying long range. Can spam long range without any repercussion. Counters most second chance perks. Can easily still tunnel out of the cage. Can hook without even hooking. Just so much power for a Killer. I'd rather face any other Killer even a top tier PC Nurse than a Pyramid Head.
PH main here.
PoTD isn't very long range without add-ons, covering slightly more distance than the lunge attack, given that it slows PH down before and after he uses it, and it locks him in place while it's in use.
In addition, PoTD projects where it's going with a red pattern on the ground, and is easy to dodge even at close range. If you manage to hit a survivor with PoTD while they aren't locked in an animation, well, that's a BA move right there. Or the survivor was being an idiot.
PH can't see where his cage is, and the most reliable tip for finding it is "Its really far away." I myself rarely use it for anything other than stalling. Plus, you need to go through his trails without crouching to even be eligible for the cage.
Also, you really shouldn't need any second chance perks to win. A second chance is meant to be used for when you screw up, not to be used willy-nilly like you don't know how to play the game.
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... to fix any of the many problems that they left in the game and refused to acknowledge despite them being pointed out again and again.
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This could be interesting.
Given that most of the killers exist in-game to be an homage to certain horror subgenres, and Slenderman could easily fit the "amateur internet horror" subgenre.
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Powers shouldn't be able to be countered by perks or items and vice versa. They should be partially counterable by strategy, but not to the point that the item/perk/item becomes completely worthless.
Breakable walls should be replaced with doors that open fast for the killer but slow for the survivors.
A FNAF chapter is not an inherently bad idea.
The Devs are intentionally making the game toxic while pretending that it can't be fixed without ruining the game.
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I love this post.
Thank you for this.
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@White_Owl said:
Oh, and give them some extra generators so that the killer can't just stand at one and block it
Lol I stopped reading at this...
I wanted to say that I wasn't saying it was a bad idea. I was mostly trying to think about it from the dev's perspectives.
Except the Mori thing. They handled Memento Moris so poorly they don't deserve to be taken seriously.
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- Survivor sided in general, but not all that much
- Rank 12, but I only play 1 to 3 hours a day, and I'm gaining ranks quickly.
- 50hrs, but I spend a lot of time researching the game.
- Pyramid Head, but I've been playing Bubba a lot for bloodpoints.
- Killer, because I don't have the time to spend 45 minutes waiting for a match and then three waiting on a hook.
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@GamerGirlFeng said:
Do you even play? Killer animations always take priority.
Literally just the other day I was in the middle of closing the hatch (as in, animation a quarter way done) and the last survivor ran up and jumped down it. While I was holding space. This happened to my brother on the same day, on a different map, with a different killer, and a different survivor.
The same thing happens with grabbing survivors off of generators. The game even delayed my attack in order to start the grab animation, but unlike with lockers, it doesn't lock the survivors in place in any way, just the killer.
Weapon hits are decided on killer's side, grabs and the hatch are server side (survivor priority), and pallet hits are decided on the survivor side.
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@danielmaster87 said:
The stuff I agree most with is hatch existing, and hooks being destroyed after a sacrifice. Neither mechanic belongs in this game, they don't make any sense, they make the killer's life harder for no good reason, etc.
The hatch actually has a good reason to exist, but not in it's current state.
If we just outright removed it and didn't implement any sort of mechanic like it, there would rarely be a reason for the last survivor to do anything but DC, because they would have almost no way to win at that point.
It should be a test of skill, as opposed to a test of "Did you find the hatch after your teammates died?" It should be more of "Were your teammates absolute potatoes and you had no chance of saving them?"
You should have to earn your victory, as opposed to having it handed to you.
@PanicSquid said:
https://forum.deadbydaylight.com/en/discussion/comment/1943772#Comment_1943772
Not exactly, they have said that they don't want to take away player autonomy. You have a choice if you want to play toxic or not. You are blaming the devs for choices made by the players, the devs just don't intervene.
As for the mechanics of the game, they exist to make it actually a game.
There are 7 gens because if a killer could just camp 1 or 2 gens to win, the game would be pointless.
Windows and pallets exist to give the chases some sort of excitement, some way that they prey can escape or hinder the hunter.
The hatch was added to stop the last survivor from just hiding until the killer DC's from boredom. Because the last survivor was never going to do the gens.
I don't think the devs prioritize one side over the other, things that unbalance the game have been added, others have been removed. I look forward to the DS nerf, I also look forward to changes to Freddy.
I don't have much that I can argue with in your point, other than
- the windows, and
- the lack of prioritization.
The vault spaces are near unnecessary at this point in the games development. The survivors essentially get the ability to pass through certain walls, chase-wise, and they have good enough perks and items that they can already draw out a chase for five minutes even with a chase-based killer, without looping or vaulting. I know because it's happened to me, and, despite what several people have assumed from me complaining at all, I am not actually a bad player.
On the priority issues... god, just look at the rift right now. I don't mean to be rude, but look. If a killer main wants to finish the rift, or even progress to part three, they have to play the Nurse. This is a character that has had almost no bugfixes, but had a nerf fairly recently. A nerf not actually designed to make her harder to stomp survivors as, but to make her more difficult to learn.
This is just one example, and I literally just woke up, so I'm kind of exhausted moment, so I'm gonna stick with this response, regardless of how weak it is.
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1943729#Comment_1943729
Or maybe it has more to do with the individuals themselves?
I’ve seen people rage in other games too which lead to toxic comments, so this isn’t exclusive to DBD. It exists in other pvp-based communities.
This is true, but I wanted to look at it from a perspective other than "People are inherently toxic," (though I'm not disputing that) because I've seen PvP communities that were actually really wholesome once you got to know them.
I was thinking it may have roots in the mechanics and the behavior of the developers.
@Moundshroud, I can't really formulate a functional response to you right now, but I thought it was worth saying that starting your argument with saying "No, you are wrong and biased," is a terrible way to present your argument, even if it is true.
Would you want to listen to someone whose opening statement sounds like a poorly formed ad-hominem?
Once again, I'm not really disputing what you've said, more of critiquing the way you presented it.
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@MadLordJack said:
Most of this doesn't really make sense, but the gist of why the game is so toxic and how the Devs are involved comes down to the fact that they thought it would be thematic.
I'm not kidding, that is how they justify things like hardcore tunneling, facecamping, t-bagging, etc. They want us to be frustrated.
I was aware of the phenomena, but I never thought of it that way.
I apologize for my poor writing, but my writing style is flow of mind.
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@NateyBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/1943716#Comment_1943716
Thank you for the feedback! I will take the issues and fix them! 😁
I feel like this has potential, but really just needs a tune-up.
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What I'm trying to say is that the mechanics were implemented without any idea of how incentives or human behaiviour work.
The lack of QoL makes people feel powerless, which makes them feel frustrated, and frustration fuels anger, which fuels toxicity and tribalism.
I wasn't giving a solution, just pointing out the problems that I saw.
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Killer backstory: Pretty awful. The Hillbilly but not handled as well.
Killer power: Interesting, but not especially unique.
Survivor backstory: I guess it works as a foil, but not a very good one.
Perks in general: You didn't make them scale. You know that perks have three levels, right? It's really hard to give feedback without a clear idea of how these perks function.
Paperboy Strength: Make it one or the other. Both is overpowered.
Everlasting Achievements: Kind of okay, but I can't really judge it without a time limit given. It should be relatively short, because otherwise we could end up with an extra long DH if used in combination with other unhook perks.
Close Call: Pretty good, but encourages losing chases. Also, see above.
Hex: Skull Crusher: The name has nothing to do with the perk. It's too weak to be a hex perk, but too strong to be anything else.
Fleet and Flesh: Encourages tunneling, but otherwise pretty good.
Abusive Past: Awful name. Coup de Grace and NoED fill this role without drawbacks. Should be a hex perk.
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Sorry for making fun of you, I never meant to be toxic. I agreed with your point, I just thought the way you phrased it was funny.
I just thought the idea of "to be good, you need to be good, and in order to do that you have to be good" was absolutely hilarious.
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I want to play Doctor now.
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My theory:
It was clear from the start that the Devs favored survivors. After all, they're the good guys, right? So they deserved to have a good chance of escaping, even if their teammates were absolute potatoes. But how?
Well, first, give them a bunch of second chance perks. It would be boring if the killer won without putting much effort in, wouldn't it? And let's make the survivors' objective faster and easier than the killer's, since they're already going to have to stop working in order to be chased.
Oh, and give them some extra generators so that the killer can't just stand at one and block it, or just patrol two generators. That seems reasonable, doesn't it?
Second, let's put in vault spaces that survivors can jump through quickly, but killers have to slowly climb through. Lets put these in strategic places so that survivors can literally be chased around in circles for five minutes while their teammates repair generators, risking their own hide to help their friends. After all, it's a team game, right?
Oh, and add in shipping pallets, so that the survivors can stun the killer and create temporary vault spaces that survivors can slide over even faster than vaulting a regular space. This looks a little bit over-powered, so lets allow killers to break them. If they lock their camera to the ground and stand still for three seconds.
Now, third, those generator sounds are pretty loud, so lets give the survivors an early warning whenever a killer comes within a short distance, say 32 meters, or 105 feet. Lets also give the killers a red spotlight coming from their eyes, so that survivors can see where they're coming from and what's in their FoV.
Fourth, speaking of FoV, lets put the survivors in third person, so that they can see the killer even easier, and put the killer in first person, so they really have to work to find the survivors.
Fifth, lets make it so that the killer, when they do down a survivor, they have to transport them to a hook in order to really benefit from it. Lets give the survivors a chance to jump out of the killers arms and stun them, so that they can get away. After all, it's not their fault that they lost what was essentially two consecutive chases!
And while we're at it, let's let survivors sabotage hooks, making them unusable. Also, to make sure that the killer doesn't stay in the same spot for too long and be boring, lets make it so that hooks break after one sacrifice. And lets let the survivors get hooked twice before they're guaranteed to be sacrificed.
Sixth, in the event that your teammates somehow all get killed or sacrificed, let's put in a trapdoor for them to escape. Don't worry, even if the killer tries to close it, your actions take priority, so you can escape even if the killer technically started closing it before you even got there. And even if they do close it, you can just use a key!
Okay, now for the killer. You know, the power role.
First, lets give them weapons. They are, after all, monsters and serial killers. So, regardless of their weapons, they injure survivors on the first hit and knock them down on the second. Also, after the every hit, the survivor gets a massive speed boost, and the killer has to stop to clean clean their weapon.
Second, lets give the killer the power to grab survivors out of certain animations, and out of lockers too. But, to give survivors a chance against this, their actions once again have priority, so they can cancel the killers grab. After all, maybe they didn't hear the killer coming.
Third, lets give the killers all unique powers that change the entire playstyle of character. And give a couple of them hard counters. In the form of items and generally situational perks. Fun.
Fourth, how about some one-time use offerings that allow the killer to kill survivors themselves? That would be so cool! It's not like it'll annoy survivors due to being severely overpowered, and we'll nerf it without any warning, annoying all the killers!
Yeah that's it. Oh, wait, bugs that we'll never fix unless they make the killer stronger.
Now, most if not all of these things individually are cool and fine, but altogether it overwhelmingly favors survivors.
So not many people wanted to play killer.
So wait times for survivors were extremely long.
So survivors would be extra annoyed when the killers use bullshit tactics in order to win.
And even when survivors win, "Hey, I just beat Micheal Myers! I'm so cool!"
So they make fun of the killer, who feels like they never had a fair chance in the first place.
This isn't even mentioning the lack of intervention from the Devs, the sheer grind of the game, the nearly pay-to-win mentality, or the perk system being used as a band-aid solution for virtually any and every problem.
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I'm gonna make this it's own post.
I've spent hours on this stupid thing.
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@UncleStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/1943268#Comment_1943268
Which is fine, after all, the lockers provide plenty for her even without Survivors using them. Thats why I made Claustrophobia a perk that can be used on all killers.
Ah. That makes sense.
Also, imagine Claustrophobia and Iron Maiden put together.
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I thought you meant Jeffrey Hawk for a second.
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I mainly play Executioner, Ghostface, and....
Cannibal. ######### Cannibal.
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The Boogeyman, or a killer based on dementia.
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Survivors would probably just not get in lockers if they found out she was the killer.
Great art though.
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Rubberbanding sure is fun.
On both sides.
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It's no better on the killer's side.
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BTW, the killers field of view isn't as wide as the angle you can blind them at (FoV being something like 80 degrees and blinding cone being something like 130 degrees), so you don't actually have to even shine it into their eyes.
You can literally be offscreen and still blind them, but it's faster the closer to the center of their FoV.
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This post might be becoming a copypasta.
I'm happy to have possibly contributed.
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Lumberjack Myers, part 1
Mikey's got a long sharp knife
He starts choppin' and don't know when to stop
All you fellows gotta watch your wood
'Cause Mike don't care who's loops he chops
He's hackin' and wackin' and smackin'
He's hackin' and wackin' and smackin'
He's hackin' and wackin' and smackin'
He just hacks, wacks, choppin' that wood
Ever since Mikey flew into town
He's been havin' a ball
Just cuttin' and choppin' for miles around
Safe pallets, god loops, old walls and all
Wakes up in the morning, half past five
Chops from sunrise to sunset
I don't see how he stays alive
Wood's gonna be the death of ole Mike, yeah
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1930257#Comment_1930257
It's like you want every map to be Shelter Woods. God forbid survivors have things on the map to give them a chance to survive.
If you think that breakable walls are something designed to give survivors a chance to escape....
You are completely right. You really do need that seventh chance, don't you?
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I would want Totems to be fixed, and the gens to be way slower.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/1938309#Comment_1938309
If your DS is active though, you stun him when he pulls you out the locker
I've been DS'ed that way as Executioner, but the extra little trail that the Tormented survivor leaves makes it pretty easy to catch up if you didn't manage to drop them in time.
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Works with objects too.
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@Rizer said:
https://forum.deadbydaylight.com/en/discussion/comment/1931579#Comment_1931579
Again, just a cherry picker... in fact it could very well do the opposite... you're only seeing this one way because it benefits killer mains.
If the killer doesn't see any one using BBQ, they assume that the hook is being swarmed and stay around camping the hook. :/
You realize this right? I love that you're defending a skill you know absolutely nothing about... you're just using it to favor your argument. It's a garbage perk and needs to be nerfed... use it for the extra points, you don't need wall hacks.
Did you actually call that cherry picking?
You almost always see the auras of some survivors with BBQ. It's surprisingly rare when you don't, and when that happens, yes, it makes perfect sense to hang around the hook. Anything else would literally be handing the survivors an unhook.
