BenihimeWrath
BenihimeWrath
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@Superyoshiegg said:
No thank you. I don't want my teammates to have incentive to try and unhook themselves, fail miserably and putting themselves in second stage for no good reason.
Well it could be similar to soul guard in that, if there is a hex (we'll say for argument), that a player can unhook themselves for free. Maybe even on second stage? That could make it interesting.
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Survivors have perks because without them they wouldn't have a progression system and the game would die rapidly?
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@steamed_hamzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2708948#Comment_2708948
So you’re saying that if a survivor commits an entire build to escaping they should be pretty guaranteed it? Okay then so what if all 4 members do the same? a 4 man escape every game just because a survivor brought the correct perks? That sounds very fair
I don't think you realize what you are saying. You can't 4 man deliverance escape, at most, a survivor team can only have 2 effective deliverances. Secondly, if they've managed to save deliverance all the way to end game is that not worthy of an escape? That means you were not able to hook them the entire match. Don't forget, in this example these survivors have this new perk, Deliverance, DS, Unbreakable. That means no adrenaline, any exhaustion perk, spine chill, resilience, built to last, prove thyself, normal BT, any of that.
Are you saying to me, right now, you can't down a survivor that doesn't have dead hard? You can't mind game a survivor that doesn't have resilience + spine chill?
Furthermore, I also believe if a killer devotes 100% of their perk build to doing something they should have a high likelihood of accomplishing it, and its up to them to fail on its execution and not just for survivors to unravel for simply existing.
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@steamed_hamzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2708923#Comment_2708923
Fair enough but at the end of the day the killer is meant to be the power role remember
committing a whole build to a safe escape still shouldn’t guarantee it, just like committing a whole build to looping shouldn’t mean you should be able to run the killer for 5 gens
the killer should still hold the power, survivor perks should just be there to give them a bit of an edge, not a guaranteed escape
A power role does not mean that you can stop something through sheer force of will. If a survivor commits their entire build to an escape, it is on the survivor to fail at the one thing they've set themselves up to do, not for the killer to overcome it by existing.
If you are getting run for 5 gens there are macro decisions that are going wrong there, not micro decisions like what you are doing in a single, very long, chase.
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@cantelope said:
https://forum.deadbydaylight.com/en/discussion/comment/2708902#Comment_2708902
Okay but what if you do that and the result is the person just stops responding because they don't like that they can't argue it. I said that ds would just become a bodyblock perk and the answer was "well make Borrowed Timen unable to be used with bodyblocking, or just play Myers and Ghostface."
When I and another person argued those aren't answers.... dead silence.
That's my pet peeve as it were. I either get repeated replies that have nothing to do with what I said or sandbagged.
I said this because someone that has a fresh DS would have BT because they were just unhooked. Now if you would prefer that an unhooked survivor loses collision PERIOD, then I could agree with that. There was a bug awhile ago where the unhooking survivor merged hitboxes with the hooked so it was impossible to get a hit on the unhook because it would just get eaten by the hooked survivor.
Furthermore I responded to the ghostface/myers criticism by saying I would be open to more discussion for events that cause loss of collision to prevent body blocking from becoming a problem, but specifically suggested those killers because their mechanics counter the mechanic (body blocking) that you brought up.
It would behoove you to both read and increase your context clue dissection.
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@steamed_hamzzz said:
Imagine it’s end game and a survivor gets hooked, all gens are done and everyone else is at the exit gates so the only thing the killer has left to do is confirm this one kill…
…but wait, suddenly they yeet themselves off the hook with Deliverance, and they are temporary invulnerable with this new self BT perk, combine that with DS and Unbreakable and you’ve got a survivor who’s literally un-killable and can safely stroll through the exit. Now times that by 4 and imagine dealing with that all game
Jesus why don’t you just take the last of the killer mains out back and put them out of their misery lol, I swear survivors won’t be happy until killers are walking around with rubber weapons unable to deal damage and get kills anymore
We don’t need anymore second chance survivor perks
Okay, but the survivor committed their whole build to ensure their safe escape. That means no adrenaline, any exhaustion perk, spine chill, resilience, built to last, prove thyself, normal BT, any of that.
In fairness, I have threads for killer buffs as well
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@Pulsar_Pain said:
https://forum.deadbydaylight.com/en/discussion/comment/2707080#Comment_2707080
I hope you joke, DS its just an unbalanced perks, if it became twice Killers would stop definitely to play.
Well its not really imbalanced, especially if you consider that if it becomes base kit that means every killer KNOWS that downed, unhooked survivor has DS and can therefore play accordingly. At the moment its just a guessing game whether or not a survivor has DS, similar to how survivors disliked Spirit's standstill mindgame.
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@Phasmamain said:
Who would use that?
Well, since the meta is shifting towards hard camping and tunneling you could combine it with deliverance and BT, maybe slippery meat and a luck build in order to get off the hook yourself so the rest of the team can do gens. Get hit, take the speed burst in a straight line and waste an extra 20 seconds minimum before starting your 2nd hook stage.
@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2708887#Comment_2708887
Imo that'd be too strong, it would guarantee safe self unhooks.
Well that would be the point, since I've been seeing a lot of players complaining about the camping not to mention in my own games a lot of players aren't going for unhooks at all anymore and instead are just genrushing to escape.
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Worst time to use chain: Ever.
In my view, the cenobite's power is the passive chain hunt.
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The crow never touches the sides of the doorway, so its never converted into a swarm hit. Otherwise the hitbox looks to be about the same size as a huntress hatchet (visible object size to hitbox ratio that is)
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Just to clarify, No Way Out went live in a much worse state. It originally blocked the gates immediately as soon as the last generator was completed, which led to the situation where survivors were never physically impeded from opening the gates by the perk because of the travel time it took to get to the gate.
Thats when BHVR buffed the perk so that it wouldn't activate until someone touched an exit gate and extended its duration.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2706965#Comment_2706965
I would make it based on number of hooks total.
Problem is that you can have 6 hooks on whole map and you can also have 13 hooks on whole map.
Maybe make it 50% of spawned hooks instead?
I sort of like the idea, it would especially help on maps like RPD where there are a LOT of hooks because of how awkward all the hallways are, but none of them are usually convenient scourge hooks.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2708540#Comment_2708540
Most funny thing is that hit is not guaranteed, you can get denied grab and miss...
Thats not even the worst offender I've personally had. I've been rejected, had the hit, and then got auto aimed to a different survivor. (basement hooks).
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2707189#Comment_2707189
Stalking makes you slower then survivors. Unless they are oblivious to this they can keep ahead of you.
And even if they don't, you slow down so much that the point of the bodyblock was achieved anyway
Stalking does make you slower than survivors, not to mention that ghostface can be revealed to stop his ability to stalk. You aren't meant to stalk forever. What you do is stalk for a split second so that your model merges with the survivor. And then you stop stalking, because the killer model takes priority over the survivor model it pushes them out of your way. If you've done this bypass correctly you will end up on the other side of the survivor, leaving behind the body block.
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2707160#Comment_2707160
Oh right, because grabs work so well... It's not like they can just spam it and server will force you to m1 as soon your grab gets denied.
I agree, grabs should be validated properly instead of that garbage bullshit of just automatically hitting if it gets rejected.
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2707614#Comment_2707614
Yeah, I think there need to be some type of communication, so soloQ is not painful.
I really don't wanna voice, or even normal chat. Survivors would waste so much time writing #########...
Just chat wheel with basic actions you can do would be enough imo.
I wouldn't mind a ping chatwheel system which some MOBAs seem to have.
@ShinobuSK said:
Basekit this, basekit that.
Devs dont want to make kindred surv auras basekit because it would be too much but yes, by all means keep dreaming of meta perks being basekits
Thats cool and all, but I already shot down someone saying lethal pursuer should be basekit. Aura reading is too strong, but making regression equal to ruin? Thats not really as big of a deal. I'm kinda curious how this got derailed into a survivor thread when I was talking specifically about killer perks to begin with.
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Pain resonance is now the most superior regression perk in the game.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2707080#Comment_2707080
Rofl. No.
Sometime tunneling is needed, and Survivors don't deserve to get out of a down 8 times a match (twice per Survivor). This would make it almost impossible for Killers to get kills so...No. DS should not be basekit, and it should not activate twice.
Neither should BT. Screw that OP noise.
Not unless NoED becames basekit to compensate for the fact that no Killer will have more than 2 hooks before all 5 gens pop.
Creating pressure is necessary, tunneling is just the easiest way to create pressure. If you down someone with DS and just leave them slugged that means they can't use DS and if they get picked up that means you are pressuring 50% of the team. If you've downed and hooked the unhooker, that means you are pressuring 100% of the team because someone has to go for the pick up AND the unhook.
A lot of high tier players play around having DS (and in fairness at high MMR most survivors run DS still anyway) the only difference is survivors would actually HAVE DS and theres no more guess work from a killer.
Furthermore, even if DS wasn't made base kit I still think it should activate twice considering all of the (rightful) restrictions placed on it.
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2707257#Comment_2707257
"Don't allow enough space for a body blocker to get between you and the unhooker?"
How?
"Play Myers or Ghostface that lose collision?"
You are introducing a problem that can only be solved by spending real money on DLC. This is a good solution?
Killers have a larger hitbox than survivors. It is not difficult to choose a hook that prevents survivors from squirming between you and the unhooker.
Furthermore I'm not introducing a problem at all. BT and DS already exist, and they are already used quite often. I usually see 2-3 of each every match personally. The only difference now is that a killer /knows/ they are being used /every/ time. This changes how a killer interacts with the unhook fundamentally from the ground up.
I'd certainly be open to more killers losing collision, or a mechanic of collision loss similar to around the basement stairs.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2707147#Comment_2707147
https://forum.deadbydaylight.com/en/discussion/comment/2707160#Comment_2707160
And what do you do when they body block the unhooker?
Don't allow enough space for a body blocker to get between you and the unhooker?
Play Myers or Ghostface that lose collision?
If 3 survivors are going for the unhook, its really on them to mess up the teamwork than the killer be able to overcome their efforts through sheer force of will.
@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2707252#Comment_2707252
What if they spawn on ruin?
What if your ruin spawns in the middle of the open like it usually does? You ain't considering how bad the spots are,
yeah i got Corrupt, but doesn't mean they can just do the basics, Hold W while pre-throwin', #########'s borin' asf
There wouldn't be a ruin hex unless you take it?
I'm saying buff base regression to Ruin speed. You'd still have to damage a generator for it to start regression.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/301062/corrupt-intervention-and-ruin-regression
I dunno.
Basekit ds and bt? And wanting to activate it twice? you wanna make killers quit faster? lol
In fairness, a lot of players I go against always have BT anyway. So by making them basekit you are really just training new players from the ground up that you don't want to tunnel because you won't get anything out of it anyway.
Also I think you missed the part about free corruption and base regression being equal to ruin.
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@cantelope said:
https://forum.deadbydaylight.com/en/discussion/comment/2707080#Comment_2707080
Conversely I think you're both wrong and would quit as it would make both ques irritating.
Also DS going off twice would solidify it as a bodyblock perk as that's what survivors use it for if you don't tunnel off hook.
Just make it so that as long as survivors have BT they cannot body block.
Alternatively, you could play more Myers or Ghostface that lose collision while stalking.
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I just wish grabs were properly validated. It should be the exact same thing as dead hard.
Right now all it does is go, were you hit during invulnerability? Yes. Okay, then walk it off.
So all it should be is were you grabbed while doing the thing? Yes. Okay, then leap into the killers arms this instant.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2707080#Comment_2707080
What's your plan to stop basekit DS and BT from being a guaranteed escape out the gate during the end game?
If they escape, they escape. You can always just grab the unhooker.
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/301062/corrupt-intervention-and-ruin-regression
I feel like Lethal Pursuer should be basekit so killers dont have to search so hard in fear of maybe 2 gens popping.
I'm not sure if thats the change I would make personally. Aura reading is a little too much of a hard buff of knowledge. I would probably change survivor spawn logic so that they always spawn together instead, so at least then they either all commit to the 1 gen, or have to take the time to spread out to find something else.
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@Impartiality said:
DS and BT should be basekit so survivors aren’t forced to run anti tunnelling and camping perks
Thats fine, I also think DS should activate twice now, once on each hook to solidify its place as an anti-tunnel mechanic.
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Please make survivors stop genrushing, corrupt intervention and deadlock should be baseline.
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2707002#Comment_2707002
You want them to stop making the game easier for you? Okay then...
Clearly you don't know the chaser/tank/setter meta where the setter is doing gens, and so is the tank unless the chaser needs a hit.
Like, they are getting gens done fine, all it means is that I don't get my BBQ stacks because nobody ever goes down. Except for sometimes the 4th random.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2707002#Comment_2707002
I’m not thinking asking them to stop is going to do much. Let’s ask to nerf COH instead.
Honestly I'm in McLean's camp that it should only activate self healing at normal speed, and that the bonus healing is completely unnecessary.
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@Impartiality said:
What’s the point of this? Are you trying to say it is strong?
No, I've just been going against a statistically significant number of 3-4 man SWFs that have been using a 'tank' player using this tactic and I'm just asking that SWFs please stop.
I've legitimately had to put STBFL on for this whole event because of this.
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I don't think her grunts are particularly louder, I think they have the problem where they are unique, like meg, claudette, or feng.
On the other hand, I always run iron will as survivor unless I need to use a meme build for a challenge.
As a side note, I'm pretty sure Jeff/Bill/David/Ash are louder when injured than any of the female survivors.
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Lightborne/Mad Grit/Agitation to assert dominance on flashlight savers.
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I mostly just take this as the hint to 3 gen that side of the map where the good hooks are.
But honestly it would be nice if we got 5-6 scourge hooks instead or more hooks per scourge hook perk.
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@SunsetSherbet said:
No. In fact, they straight up lied.
https://forum.deadbydaylight.com/en/discussion/comment/2706864#Comment_2706864
Since when does Doug bradley own the role of Pinhead? The role has been recast numerous times and the last time he even played the character was in the mid 2000's. He also didn't write the line. It's in the book Barker wrote before he likely even knew Bradley existed.
He doesn't own the role of pinhead, however this pinhead appears to be based on his and he does own the likeness of his voice. Which is why, specifically, imitating the lines was the problem. However the opposite problem is that if pinhead, based on doug, doesn't sound like doug it creates a different kind of ######### storm.
So whats the smallest ######### storm? Just remove them.
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Killer:
WoO
Lucky Break
Built to Last
Survivor:
Blood Favour
Bamboozle
PGTW
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Honestly I think the biggest problem is that killers are too slow.
Maps are quite large, so by just making killers say 115/120% baseline would make traversing them less of a problem.
Making killers faster would also reduce the average time of a chase significantly because now killers are not being forced to wait until bloodlust 1 to have the chance of a hit. It would also punish a lot of "arrogant" survivor gameplay such as healing/walking during chase to recover health states/exhaustion.
With the change in duress that survivors feel from killers, I believe it would prove that gen speeds are fine, killers are just not allowed to be scary enough.
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As far as I know, its because they didn't have the original voice actor for Pinhead do the lines, they had someone in-house imitate them. I presume this was a problem for the hellraiser license holders at the time. Unfortunately since the deal is likely locked in now (since Pinhead managed to get into the game) there probably won't be any changes to the voice lines until the contract expires/is renewed.
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Seems like a bug, I've been having visual bugs of lockers again where they are laying in the floor with the survivors plastered visibly against the walls.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2705286#Comment_2705286
Yuuush! Drill dashing is the thing Big Daddys love! How could it work out? The easy comparison would be to the two chainsaws, who are both instant downs, but while strong, that sounds pretty boring and uncreative to me.
So how about this: activate the ability to drill dash forward, if you hit the survivor you can dash again within a short time span or keel drilling, something like that. The thing that made the drill so awesome in Shock2 was that you kept drilling till you ran out of fuel or the enemy was dead, so I would love this same relentless energy.
Btw, I guess the Drill is like 100% the Big Daddy we want, we got too many ranged killers of late and an imposing close quarter killer is just what the doctor ordered.
Well I would say they could probably combine the chainsaw killers with the big daddy drill. Where the dash acts like a mid range hillbilly chainsaw, and the drill tool itself could be revved up for a close quarters chainsaw effect like bubba. This way a player can choose to use bricks of fuel (dashing) or slow and steady fuel use with the basic close quarters drilling.
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I would really love the Big Daddy drill dash from Bioshock 2 to be the power. It felt so satisfying and cathartic to ram things to death. It would also be a great gap closer or travel tool. You could have a refueling system so that carefully managing fuel would be the main mechanic.
Maybe with mini turrets to act as sentries that shoot smol bullets that act like tricksters knives? (2-3 only) Survivors can just crush them like victor.
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The only meme addon ideas I could come up with anyway would have been something like
- Make directional phase louder
- Slow Spirit to 166%
- That dust thing they were talking about
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The nerf doesn't matter to be honest. They lowered the duration of his speed boost, well the speed coming out of uncloak is only good for lunging with anyway since it gives you a huge lunge based on how the mechanic works. Well if you are taking longer than 1 second to lunge coming out of uncloak then you weren't close enough to get that hit to begin with.
Not to mention his high speed that helps counter large maps and holding W.
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@ThanosPAWG said:
https://forum.deadbydaylight.com/en/discussion/comment/2703756#Comment_2703756
There were only two Ghostfaces. The killer may or may not have been hacking idk but only two survivors were hacking because one of them disconnected.
Oh I see now, my brain literally blotted out the blackened name.
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All meme addons should be removed in my opinion. They were an interesting idea, but since they don't allow you to exceed the 8k BP cap they are basically just worthless.
But the reality of the situation is that while killers are balanced around having addons, they are not balanced around having THOSE addons and they should be replaced with something that actually functions.
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They announced it so early so they can reap the rewards of cool killer power ideas that players have so they can scrap whatever anti-loop garbage they decided to make.
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It definitely sucks to play the artist.
Its basically impossible to get any worthwhile deviousness points because you can't get any actual damaging shots. Every time I pull up crows, survivor yeets off to the next loop and I just have to slap them for some boring brutality points.
I wish BHVR would stop making anti-loop killers because it just encourages the hold W meta.
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Based on how this player is the only survivor in the game, that means the other 3 survivors hacked the game and are a killer. Most likely the same hatchet ghostface.
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Sometimes I do, but then also sometimes I don't and end up with games where its 4 no mithers, soul guards, breakouts, saboteurs.
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Honestly from Scott's 7.0 spoof video, killer should just be allowed to choose up to 2 maps they don't like.
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The noob tube is a FOOS, first order optimal strategy. These are strategies that have very little skill in for high positive output. They allow newer players to compete with players that have more experience. For example, the previous Spirit standstill mindgame would be considered a FOOS. A killer overall cannot really be considered a FOOS as they, usually, have high strategy ceilings in general. (or should.)
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I use pain resonance more than any other gen regression now. I've completely dropped ruin entirely since hexes are trash unless they are meant to be broken.
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@IMhereRUN said:
None…
farming is extremely boring IMO, and I’ll get just as many or more BP playing normally.
If you’re just getting 8 hooks fast and than screwing around for 5-8 minutes with survivors, then the time you’re wasting will result in much less BP per minute, as you’d be half-way through the next match already…gonna take ya 50% longer using your method.
Its not necessarily about farming per se, just which killer you chill out on to grind BP.
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@ShinobuSK said:
Blight is fun, strong and also a BP machine imo
I would like to get into playing Blight more, but I've been kinda spoiled by Oni's movement. And I just can't take as much for granted as Blight since I don't know what is slippery and whats solid by just looking at it yet.
@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/300537/bp-farming-killer
Legion is a bp machine even if they get no killers as long as you can force the game to last about 8 mins.
I don't usually kill survivors anymore. Sometimes I'll do it accidentally because I miscount hooks/someone goes 2nd stage but I mainly only go for 8 hooks/29,600 BP. I find Legion fun when I play them for dailies, but I'm not sure if I could sit and play them a long time.