Bennett_They1Them
Bennett_They1Them
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- Bennett_They1Them
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I did. second try with only two level 1 perks. done on blood lodge.
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@MudSpit83 said:
His voicelines were removed apparently due to licensing issues.
I saqw that, sorry, I meant to remove that bit.
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@Timeman63 said:
Hello class, welcome to Bad Perk University! I'll be your professor for today, and we'll be going over the worst perks The Entity has to offer and see how to make the most out of them. I’m not sure I’m prepared to talk about this next perk, but I have a moral obligation to cover what might easily be the worst Hex perk in the game, or at least the one that has a significant effect on its own without perks like Undying or Thrill of the Hunt to support it. I’m talking about Blood Favor. Strap yourself in students, this lesson’s going to be a long one. Blood Favor is very difficult to gauge on its description alone. When you hit a survivor with a basic attack, any upright pallets within 16m of you will be blocked for 15 seconds, essentially meaning survivors can’t drop them during that time. This is also the only hex perk that has a cooldown, 40 seconds to be specific.
So why is this perk bad? If you didn’t know much about the game, you might be confused as to why this hex is so unappealing. While blocking upright pallets sounds really busted, it’s more of a neutral effect if you really think about it. Sure the survivor can’t drop the pallet, but that also means you can’t kick it to break it later. If anything, you’d want survivors to drop the pallet and waste it if the pallet’s that close. But this only applies to bad survivors or survivors who are panicked. What’s more important is the fact that a blocked pallet is still a pallet that can be used later in the match. But you want the survivors to expend as much of that limited resource as quickly as possible, or die trying. Also that 16m range is pathetic. I understand that the developers wanted to be careful with a perk that denies survivors of their strongest resource against the killer, but unless the survivor was injured, wherever they run off to will likely just have another pallet that isn’t blocked. And that 40 second cooldown will basically ensure that you never get value out of the perk when you need it most. My experiences with this perk can be summed up mostly as: Hit a survivor and block the pallet in front of them, they run away to a loop that has a pallet that isn’t blocked, they drop the pallet, I keep chasing, I hit them again, but the 40 second cooldown hasn’t elapsed yet, and then the hex totem gets cleansed because “Oh right, this is a hex perk, so I’m never going to keep it for more than a minute.” It’s uniquely frustrating because there seems to be so much acting against this perk, so more than anything it feels like you’re wasting your time.
So how do we make the most out of this perk? This one’s probably the toughest one to make use of properly, since so many things need to line up perfectly in order for the perk to do what it was truly meant to. Before I go into strategies, it’s important to understand exactly what it is you’re trying to accomplish with Blood Favor, the ideal situation to be in. You want the survivor to be injured, and when you down them, the pallet that you down them at gets blocked by Blood Favor. This means that unlike in almost every single situation where you have to check to make sure there isn’t another survivor nearby to get a pallet save, you’re free to pick up the survivor as you please. Of course, flashlights still exist, but I’ll get to that. Let’s assume there are no flashlights in this scenario. This is probably the biggest strength of the hex. Completely denying survivors the option of a pallet save is actually hex worthy, but it’s a situation that you’ll find rarely happens with this perk. So what this should mean in theory is that killers that usually hit survivors when they’re already injured should make good use of this perk, right? In other words Legion and Plague. The only problem with that is if you’re me. I’m the exception to this theory. Because every time I try and use this perk on those killers, my hex totem is gone before I’ve had anything happen. So um...don’t be me. But also maybe don’t use this perk. Okay no, that's not fair. We’re here to make the most of it.
As far as perks to go with Blood Favor, something I always found to be annoying with Blood Favor is that the perk doesn’t even have the courtesy to show you which pallets are blocked. Although if it did that, it would illustrate just how useless it is. So because of that, Zanshin Tactics is a nice idea. You can know which pallets and windows are near your location, so you can get some idea of which ones are blocked and, perhaps more importantly, which ones the survivor will go for next. Remember how I mentioned flashlights earlier? If you see one in the lobby, well you know what to do. That’s right, Lightborn. Bring that perk, and survivors will have even fewer options to rescue their teammates. The only way they could save them at that point is to stun you at a different pallet or with Head On. But assuming you’re not stupid, that probably won’t be an issue. Infectious Fright is a good supplementary perk for Blood Favor because it informs you that survivors are in fact near where you downed someone. Though, if you’re using that perk already, you’d probably be better off trying to snowball instead of picking up immediately, but hey, it’s an option you have now. If you feel like memeing with the rare potential of actual synergy, Cruel Limits can rarely block off windows that are nearby when you’re chasing, further limiting the survivor’s option in chase. But that perk’s so terrible and unreliable that you probably shouldn’t bother. Even if you pair it with Tinkerer, chances are you’ll block like two windows and they won’t even be the ones you need. (I’ll get to Cruel Limits someday, good grief that perk is tremendously awful) That’s why Bamboozle is a much better option. Oh what’s that, you have a strong window? Not anymore you don’t. Now you have to leave the loop because Blood Favor also blocked the pallet that was nearby...is something I would say in a dream scenario.
I’m going to mention map offerings now, because Blood Favor shines a little brighter on indoor maps. Yeah, you know a perk sucks when it only really works well on specific maps. The particular maps I’m referring to this time around are Hawkins Laboratory and The Game. In the case of Hawkins Laboratory, it’s an indoor map that has a lot of pallets to block, but they’re also mostly unsafe. With Blood Favor in play, those pallets will become even more useless for survivors, ensuring they can’t even use them to slow you down. Unfortunately, you’ll only be able to use this strategy up until November 17th, so either don’t bother or try it while you still can. In the case of The Game, there are at least a thousand pallets, but they also tend to be clumped up together more due to the two story structure. So you’ll see a little more success with Blood Favor here if the survivor tries to drop down only to find the pallets below are also stuck. In other words, this perk works well on two specific maps in the game, one if you’re playing after November 17th. Great perk, isn’t it?
Finally, if none of those options have worked, you’ve tried and failed to make anything happen with this hex, there’s still one strategy you have left. Decoy hex. Pair it with basically any other hex perk, and hope the survivors cleanse Blood Favor instead of your other hex. See, the thing about Blood Favor is that since the effect is so nonthreatening to most survivors, a lot of them will either leave it alone or cleanse it right way for bloodpoints. There are ways to take advantage of both mindsets. I’ll go through each notable hex synergy. Undying and Thrill of the Hunt are only useful if you care so much about Blood Favor that you want to preserve it for longer. Undying is more my pick, since the nonthreatening nature of Blood Favor tends to prolong its lifespan, and Undying makes it last even longer. Why use Undying with this hex? I don’t know, but you can if you want. Ruin is very risky to pair with Blood Favor and is much better used with Undying, but worst case scenario, if Ruin gets cleansed first, you still have a marginally useful hex that can sometimes mess with survivors. I don’t recommend it, to be honest. Haunted Grounds and/or Devour Hope? That’s more like it! With Haunted Grounds, if the survivors are bothered enough by Blood Favor to want to cleanse it, they’re in for a nasty surprise if they cleanse the wrong totem. And with Devour Hope, survivors might get complacent if they see you using Blood Favor and put off cleansing totems for a while until someone gets hit with Devour Hope. Now they’re scrambling, and if they cleanse Blood Favor instead of Devour Hope, they’ll be in trouble if they don’t act fast. I tried my best to make it sound good, but in the end, you’re still using Blood Favor, and the bottom line is that the perk just isn’t good enough to be hex worthy. Even Third Seal becomes rather problematic if left alone. Blood Favor is just kind of inconvenient for survivors a lot of the time, because they can’t waste pallets anymore. It’s not a counterproductive perk like Predator or anything, but I wouldn’t use this perk even for the Adept Blight achievement (I love playing Blight, but not enough to only use his three perks).
Closing thoughts, how do we make this perk better? Once again, I give the developers credit for being precautionary with a perk like this. A perk that denies survivors of their most valuable resource against the killer is just waiting to be unchained and let loose. So while Blood Favor desperately needs a buff, buffing it too much wouldn’t be good for anyone. If Blood Favor is going to affect pallets in the way it does, it being a hex is enough to balance such a potentially strong effect. Ruin, the meta hex perk, is balanced by the fact that it can be disabled. So while there are a few ways to buff Blood Favor, making it not a hex perk is not a good way to do so. Here are some suggestions I’ll throw out there in the hopes that others may discuss them and see what sticks. I think more than anything, if the perk stays mostly the way it is, that cooldown definitely needs to go away or be toned down. Out of all the restrictions this perk has, that 40 second cooldown is too much and makes the perk frustratingly difficult to get real value out of. The 15 seconds that pallets get blocked is enough of a cooldown as it is. If you make it so during those 15 seconds, the perk can’t proc again, then it would be fine to not have the cooldown. So basically what Hysteria does. The other direction you might go in is to keep the cooldown but buff the range from 16m to 24m and make it so dropped pallets also get blocked by The Entity. That might be too strong, but I think with the cooldown it would prevent the perk from getting too out of hand. So here are the two versions of the perk I’ve proposed:
1. Hitting a Survivor with your Basic Attack prompts The Entity to hold all Pallets within a radius of 16 meters from your location in place for the next 15 seconds, preventing Survivors from pulling them down. Hex: Blood Favor has a cool-down of 25/20/15 seconds
2. Hitting a Survivor with your Basic Attack prompts The Entity to hold all Pallets within a radius of 24 meters from your location in place for the next 15 seconds, preventing Survivors from pulling them down or vaulting them. Hex: Blood Favor has a cool-down of 60/50/40 seconds
For that second suggestion, if you REALLY want to make the perk scary and cause survivors to seek out the hex totem, instead of blocking dropped pallets, you could have The Entity break them instead. But once again, this is a perk that needs to be balanced carefully. At the very least though, I’d like other hexes to be stronger to shake up the meta, and Blood Favor has a good concept behind it. I’d certainly use it more if it did its job better. If I’m going to bring a perk that can be disabled, I want to be sure it’s worth bringing. Let’s hope I never have to cover a hex perk in this series again. Thank you for coming to my lesson, see you next class! Hmm, is that a box I hear?
TL;DR: Blood Favor sucks because it usually doesn’t block pallets when it matters most. To make it work more often, use it on Hawkins or The Game and bring perks like Bamboozle or Lightborn to supplement it, or pair it with other hexes to make it like a decoy totem. To make the perk better, either make the cooldown much shorter, or increase the range and make it so dropped pallets get blocked or broken.
or just remove the cooldown.
good thoughts, Timeman.
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life stress: Music for me (being a musician) - playing or listening.
DBD stress: getting into character
other stress: exercise
first thoughts.
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A threat and a callout, preferably with audio.
eg. legion covering their mask with blood/ pointing their knife.
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@Snowstruck said:
Pleasseee give me some good music.. Thankss!
Guess not - eaJ
Pork Soda - Glass Animals
Cocoa Hooves - Glass Animals
Try Hard Fool - The Growlers
DBD themed music: https://www.youtube.com/channel/UCp8bRto4jimJt7_4jhbz2_Q
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Personally, I was hoping for a canonically genderqueer character who uses they/them pronouns. I know that Nea and the entity are both genderqueer, but a character who uses they/them pronouns would be nice.
Also, I personally appreciate the diversity of body types that dbd has.
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A claudette self caring in the corner against legion.
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well, she has a breathing condition paired with a bag over her head, and she accesses the ethereal plane for her power. also, she was involved in a car crash. I mean this in the least snarky way possible, but I'd say she's probably not in great physical condition.
(I mean this comment in a friendly way, and my intended tone is more light hearted ribbing than aggression or snideness)
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you can report directly through steam. just send a report by clicking on their profile. additionally, you can block all contact.
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@Grandpa_Crack_Pipe said:
You know, I used to be a nice guy. I'd wake up at 9 in the morning, mow my lawn, eat all my wheaties, wave goodbye to the Survivors across the street as they went off to their maintenance job, the works.
We've had a good rapport, them and I.
I'd slow down if I was stomping. I'd leave the unhooked guy to run off. I'd give the last survivor hatch.. I was a nice killer. In fact, I dare say i'm being humble when I say I was the best killer.
UNTIL 𝕀 𝕋 HAPPENED.
I was just strolling along, minding my own business, and I see this survivor over by the exit gate. I see he's about to leave. I hoist my machete onto my shoulder and wave.
"Hey, Jake, have a good one out there!"
And then he turns to look at me.
I see it-- his cold, dead eyes, devoid of kindness and life, blacker than the deepest void, a dark night devoid of stars and light. He locks eyes with me. He reaches up, fingers clutched around the cold metal of an iridescent key.
He smiles. Lips moving to a breathless whisper, carried by the dead winds of the forest.
"𝐄𝐙"
He hits the CTRL key once. I clutch at my chest, body wracked with agony. Twice, sending me crashing onto the ground, desperately trying to look away. A third time.. darkness begins to overtake my vision. The last thing I see before it all goes black is Jake, merrily sauntering off into the night.
I used to be a nice guy.
But I woke up in that Lery's hospital bed a changed killer. The Doctor tried to stop me, told me I needed more rest-- but he knew. A reckoning was coming.
Clad in my blackest trenchcoat and strongest perks, I knew there was to be no peace. I could see it in all their eyes-- the tbags, the clicky clicks. Just having fun with their friends? Ha, I knew better. Survivors don't have friends-- just tournament members. Solo queuer? Just a SWFer waiting to send the invite. 15 hours in the game? An obvious smurf account. These damned, filthy survivors were all the same, so i'd treat them all the same. Hope you're proud of yourselves, 'cause this is the unstoppable beast of your creation.
No more Mr. Nice Killer.
I like running nonmeta perks, I find it more fun.
you'd be surprised how often Twins perks come in clutch for example.
have fun in lery's! :)
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@Dito175 said:
Pretty much the title, my top pics would be:
1- the memory wipe
2- the multiverse
3- Nurse's tome
4- Legion's tome.
Nurse, Easily. I pretend it doesn't exist since it just doesn't fit with her characterization at all.
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@UncleStabby said:
I tried to be a good sport. I never camped, never tunneled. I juggled gen protection and chases, I played non-meta killers and ran more than just one overpowered build I tried to create a challenging but fun match for all my survivors.
But you ruined it.
You and your stupid keys, genrushing tactics, and copypaste builds and playstyles.
Today, I declare this solemn vow. As of this moment, I will camp, I will tunnel, I will slug every last survivor for the 4k if need be. From now on I only care about MY fun! Not yours, not your team mates! I'm going to enjoy myself no matter what 'scummy' tactics I must use to achieve them. There will be Anti-Loop. There will be BBQ, and there will be moris. There will be no more mercy, no giving the hatch or the gate. I don't care if all three of your teammates dced on you, I will STILL chase you down and hook you, and smack your hanging body.
I look forward to more years of selfish enjoyment, just as you have.
Hey, do what's fun! :)
if you're starting to get frustrated, I recommend you start getting into character. instead of getting angry at players, get even with characters. :)
have a good time!
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I personally resent this personal attack.
(joke)
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@Johnny_XMan said:
Yesterday my friends and I got into a match with a Nurse who seemed semi good. She was running Ruin/Infectious/Undying/ Shadowborn and no add ons.
It was going normal until we started to notice she kept looking in the direction where everyone was and would hold her blink as if she had BBQ which come to find out she didn’t have.
Well, looking at their steam profile they had 47 hours into the game with the 1000 sacrifices achievement.
My question is, is this even remotely possible?
I'd say probably a dummy account for a really good player, or a cheater. That's my first instinct, at least.
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@bjorksnas said:
ban-jo-boozle
done. thanks!
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@bjorksnas said:
ban-jo-boozle
I'm playing a mandolin, but O.K, sounds good.
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@GuyFawx said:
Mind you this is just for fun and we have no way of testing peoples thoughts aside from leaderboard. However with that being said if all killers had their invulnerability removed who do you think would be the reigning champion? My guess is probably one of the yamaokas but most likely Oni as he has too much battle control once hes powered. I know that nurse is the top killer always has been but her fatigue i think would hurt her more than any blinks would help in a duel. So who do you guys see on top if dbd was a fighting game
twins. they have a numbers advantage, disable the abilities of others, and since victor respawns as a resurrections power tied to Charlotte, they have loophole immortality.
them, or blight, since he can just instakill with his serum.
(in my opinion)
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2466997#Comment_2466997
You said it has lost you kills, and you proceeded to say that it should turn off if the killer downs someone else.
To me that sounds like you aren’t for how the current DS works now, while at the same time ignoring the fact that killers who camp will more than likely down someone else too.
I.E. A killer can force a trade by camping at their own leisure or simply because they feel they cannot pressure. So they hit the person doing the save, person then takes another hit and goes down, but saves the camped teammate. In that instance DS should stay active, because it is punishing the killer for not properly applying pressure, I don’t think deactivating DS then is fair.
So once again, the reason to me these types of threads sound like complaints is because many miss the mark on the fact that there are way too many scenarios in which the so called abuse comes from the other side to. Being with.
that's fair, but I didn't have an issue with the fact it lost me kills. I was just wondering if it needed a rework, since streamers seem to have issues with it all the time*. I thought maybe that sentiment would be more widespread.
sorry if it seemed like I was whining.
Does this help clear up my point?
either way, thanks for your input!
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@Mr_K said:
Yeah it would. Thats why it will never happen.
That's awfully pessimistic, but I'm glad you like the idea! :)
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What about using Lctrl to have some control over where the zombies go? A circular circle of the blue stuff visible only to nemesis could be placed like a hag trap (similar ashen circle, but significantly larger*). Takes a 3-7 seconds to set.
Zombies not currently detecting a survivor walk towards the circle.
The circle lasts until another one is placed down.
zombies killed while nemesis is out of the circle respawn in the circle.
Only one at a time can be placed.
Note: would have limited placement to avoid being used to camp.
*maybe terror radius size?
thoughts? would this increase zombie control in a positive way?
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huh. cool!
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@Rougual said:
Thats a really cool idea
thanks! :)
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2467106#Comment_2467106
It is already happening. People who spotted them made threads about it.
I am honestly scared for the future of mankind.
Really? That's pretty cool if it's real!
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@Shaped said:
Ai wraiths are the priority.
that could be really cool! ai wraith-shimmers always moving around would be really scary.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2466434#Comment_2466434
Who said anything about being aggressive and angry? You don't have to be angry to make a complaint about something.
If he/she had no issue with it, then he wouldn't have posted about it. That is being passive aggressive.
"They weren't playing before the nerf, so they didn't experience the bs survivors would pull with DS and they ought to feel lucky as I do that I wasn't playing with the old old DS. I think I'd lose my mind if I had to do the dribbling."
Exactly. Hence my comment. Hence why I think it's hilarious that people still complain about this perk. Especially when it's counter is running rampant by the day.
A. I use they/them pronouns
B. I said I wasn't complaining.
:)
does that help?
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@TGB said:
https://forum.deadbydaylight.com/en/discussion/comment/2465848#Comment_2465848
https://forum.deadbydaylight.com/en/discussion/comment/2465891#Comment_2465891
I agree with both of these, however, as someone who despises DS. I'm able to be objective about this.
DS shouldn't really have a skill check, or at the very least, it should be a fat skill check (like the first one during phase 2 hook) to serve more as like a... "Do you want to use this?"
And it should deactivate once fully healed, by anyone, but not deactivate when a heal is started. I also agree with this.
However, I still believe its 60 second duration is way too long. Most of the time when I get DS'd, I already downed and hooked somebody else, and the person with an active DS gets in my face so I take the free down and try to pick them up... Like, I legit already forgot about this other guy. That's how long it's been, and how much has happened since then.
DS serves way more functionality than anti-tunneling at 60 seconds. That's just factual.
thank you for having a neutral, level-headed stance and not being rude. that means a lot.
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@Kebek said:
For one, devs can't add more then just 2 zombies, their newly born AI and FPS seemingly can't handle it. While developing Nemesis, one ultra rare addon originally spanwed more zombies but it was scrapped because it made matches more unstable or something.
Also survivors really don't lime mechanics that passively kill them without killer's imput. Zombies right now are in pretty good spot. Such changes like you suggest would need a another bunch of small rework changes otherwise it would be really annoying to deal with them.
good points. I didn't think about it from the survivor's perspective as much. I've been watching nemesis footage, and lots of people seem to wish they had more zombie control. thanks for the input! : D
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@H1GHLVND3R said:
I so like when tunelers cry about DS :D Maybe we should cry about BT too? Cuz u cant down surv just right after the hook ? :D Well, if the DS and BT got nerf someday, ill just tunel ppl untill they will cry about bringing back the DS
did you read what I said? I said I don't have issues, I'm just new and want to hear the opinions of others. DBD's a game about storytelling; as far as I'm concerned, you win if you have fun.
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@GenJockeyNance said:
https://forum.deadbydaylight.com/en/discussion/comment/2466346#Comment_2466346
They... Weren't complaining though? They didn't post an aggressive, angry 20 word letter about how DS needs to be nerfed. They stated they had no issue with it - it was just costing them some hooks / kills and inquired if it should be tweaked. They weren't playing before the nerf, so they didn't experience the bs survivors would pull with DS and they ought to feel lucky as I do that I wasn't playing with the old old DS. I think I'd lose my mind if I had to do the dribbling.
thank you so much for A. respecting my pronouns and b. reading my message and understanding I wasn't whining. : )
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@GenJockeyNance said:
Were you playing before the DS nerf by any chance? I only ask because the DS before the nerf was meta - verrrry abused. I wasn't playing before the old old DS but from what I've heard about it, old old classic DS was very op.
To answer your question though, I think DS is currently fine where it is. It can only be abused now if someone deliberately doesn't do anything for the duration of the 60 seconds but most survivors don't do that. The perk MYC (Make Your Choice) has an almost DS timer built into it. So you use it to gauge the time used until DS is up. But definitely not as abusable as it used to be.
no, but I've seen footage. thanks for your input!
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@Slaughterhouse3 said:
https://forum.deadbydaylight.com/en/discussion/276615/is-ds-too-easy-to-abuse
If they wanna wait 60 seconds to not do gens what is the problem? It is perfectly balanced and I am a killer main.
that's fair, I hadn't thought of it that way.
Thanks for your advice, all! :)
I'm going to disengage from this discussion since my question's been answered, but feel free to continue discussing!
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@Apollos you're right, I meant more like "overuse". I thought "abuse" may have been too harsh.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2465234#Comment_2465234
Or you can pay attention to the healing done (if a survivor heals/gets healed then they don't have DS)
If you see someone come off of a hook but not looking to be healed chances are that they have DS
I would comment on Gen progression but survivors tend to save DS till the last second
thanks, that'll help me, I think! : D
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I'd like to reiterate I don't really have any beef with ds, I'm just curious about other opinions.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2465220#Comment_2465220
I said it's a strong perk, i never said it's the BEST one.
That's why if you read my post i mentioned how people use the same builds. Corrupt, Bamboozle.
Most of that's common sense if you're a low rank killer so.
I'm saying you can't switch builds on most cuz most suck and need to be actually useable
You see anyone using HEX: Blood Favor? There's plenty more to name
Blood favor's fun. it just shouldn't have a cooldown.
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@TacitusKilgore said:
it would be broken yeah, but god i just wish we had a single more gen regression perk. We have essentially nothing nowadays besides pop (and surge for the hipsters out there)
maybe oppression could instead apply 5-10% regression before beginning to regress at a normal speed?
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@DoomedMind said:
Having Bloodlust faster is a bit unfair, and it would emphasize chasing like an idiot. The gameplay would be an absolute no brain mode on.
And survivors wouldn't have anything to counter that (only God pallets, but these are very limited).
As the OP said, some tweaks to the current effect would be nice, like a longer undetectable effect, or maybe something more. Even though I think that no perks should reward a Bloodlust use, as this was created to counter infinite loop, not being a major part of the killer gameplay.
good point.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2463971#Comment_2463971
They do play killer. They're a nurse main
that makes even less sense.
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@TeknikBadger great ideas! Maybe swap Hunter for Brutality to not have Beast of Prey step on thrill of the hunt's feet?
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@hiken said:
hag traps are fine you can easily avoid them byc rouching or burning them with flashlights... meanwhile victor has minor to none counterplay when he is camping the hook
what to do? if he miss he neeeds a fat cooldown, something like 20 seconds to make him comeback, taht woulkd be good, rewarding saurvivors for making him miss, (wich is on twin player also, very easy to not miss)
@hiken I agree with your first point, but, 20s if you miss your attack? that would be so crippling. anyways, his cooldown is already 5s, so if you miss, you are almost guaranteed to be kicked without addons or luck. try playing some more twins and you'll see what I mean.
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@Sluzzy , If you legitimately think the game is so killer sided, and you care about winning so much, play some killer. I'm sure if you get 20 4ks in a row with only clown and those perks. if you get the streak (and proof), you may have a case. if you don't get the streak, you know you can stop complaining. problem solved either way. : )
good luck! : D
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sounds like a lazy build. non-meta builds are generally more fun.
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@ExcelSword said:
https://forum.deadbydaylight.com/en/discussion/comment/2463736#Comment_2463736
Could you say why you wouldn't?
Unless they give Victor the ability to hook people, this is the only other option to make it so mass slugging doesn't feel like a requirement to win in red ranks as the Twins.
@IlliterateGenocide I agree. the way I play, the twins are never more than 15-20 seconds away from each other, "as the charlotte walks". (if I can avoid it)
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@junylar oops. my bad.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/276475/possible-twins-tweaks
I don’t think this would do anything to address why the people who hate them hate them, tbh.
that may be true, but it may make them less punishing to play as. (neutral academic tone)
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@IlliterateGenocide said:
i dont think need any cfhanges other than making it so victor is auto crushed when a survivor is hooked above him. might as well do thesame with hag and her traps.
that's fair. I'm just spitballing.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2462255#Comment_2462255
lullaby is more effective but requires more time to set up and can be destroyed since it's a hex, kinda like noed vs other instadown perks, also thank you for marking the tone that is very nice of you /g
no problem! : D
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@AnneBonny said:
make them like lullaby skillchecks
what about lullaby, then? (nonjudgemental)
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@Zakkusy said:
https://forum.deadbydaylight.com/en/discussion/comment/2462238#Comment_2462238
It's not always about the bps, I've seen Killers (including myself) give hatches/exits just for the heck of it, or because someone played well or felt sorry for someone. This would just solidify the act as an actual feature. There's a reason why DBD is one of those games with loads of so called "honor codes" and "in-house rules", while not directly prevented or endorsed by the game's features, are still sometimes expected between players.
that's fair. codifiying the unwritten rules.