Brokenbones
Brokenbones
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- Brokenbones
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It just needs a method of getting tokens back
Maybe give the survivor 1 extra token for every safe unhook up, still keeping a hard cap of 4 or maybe 5.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2865407#Comment_2865407
what? when was that removed!?
Some time between the Resident Evil & Hellraiser chapters roughly
I checked all the patch notes, it wasn't mentioned anywhere
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@GoodBoyKaru said:
When is the last time they actually shadownerfed?? Like remember everyone crying they shadownerfed Badham but what a surprise it's a bug !!
https://forum.deadbydaylight.com/en/categories/bugs
Report it there, wait for official confirmation ^
Also know that it likely won't be fixed before the Midchapter patch due to update schedules.
The last actual shadownerf to a killer I can think of (As in it wasn't documented anywhere and wasn't given an explanation) is Wraith's 'shadow-dance' family of addons had the locker opening speed increase removed from it
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2864624#Comment_2864624
I'll concede that player agency matters in the long run from an overall game perspective.
But if there are a few specific scenarios that remove it, that require a specific set up that aren't a core game mechanics overall, then its hardly game breaking.
If suffering that once in a while is too much for people then that's an over the top level of seriousness.
You are completely right in saying it's not a very common thing. Or it wasn't, until content creators started popularising it - that's another problem on its own.
Calling AFK pig a specific set up is a bit of an overstatement if you ask me though, you slap on an ultra-rare addon then stand still infront of something, it's not exactly asking much of the player.
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The screams that survivors do when missing a skillcheck isn't the same as a normal scream
I think what OP is referring to is when Surge used to make people play the 'missed skillcheck' animation when it procced, whereas at some point it was changed so that there was no interuption and survivors just kept working on the generator like nothing happened. The progress still paused I think but survivors weren't knocked off it
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2864455#Comment_2864455
I take your point but what I'm saying is it doesn't matter if you lose that agency because it doesn't really matter in the first place. Its only a game afterall.
One very niche scenario that has a gurenteed death isn't game breaking and to feel cheated by that rare scenario by a loss of agency is just taking this stuff to seriously.
Play it out your head goes pop have a laugh and queue up again maybe if you get it a second time your head won't pop again it doesn't matter.
You'd swear losing in DBD meant you died in real life the way people act over it sometimes.
I get what you're saying but BHVR clearly wants people to take the game seriously when they add in things such as SBMM, a system that is being used to predict the outcomes of matches and measure people's 'skill'. Whether the system works well or not is beside the point
A game doesn't implement an MMR system because it wants players to not take their games seriously, which is why I think if that's direction BHVR wants to take the game then stuff like AFK pig doesn't have a place because like I said before it removes player agency and there's no 'skill' involved with it.
And I know the whole "kills = skill" argument will likely crop up and I don't agree with how the system works, but rather the intention behind adding SBMM/MMR in the first place is to in theory keep matches fairer or balanced which I don't think anyone would say AFK pig is.
Player agency also does matter in the long run because it's one of the things that keeps people playing. They feel like what they do/how they play has a tangible impact on a match.
Look at the complaints around DH and NOED, people clearly care when they feel like their agency is taken from them by these perks.
It's just DH and NOED are more widespread, popular and effective overall. I guarantee if AFK pig was a massively widespread thing, I'm talking seeing one every 5 games or something like that it wouldn't seem like this small niche thing that it's made out to be.
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I don't put BP into survivor so I don't really have anything to burn
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Pinhead
Chaining and then smacking survivors with super quick recovery makes holding W really difficult when I can chain again shortly afterwards
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DMS on it's own isn't too strong
The only gen regression perk that it's okay with is Pain res, only because it forces survivors off the gen and then blocks the gen. Once you are aware both are in play, countering it becomes extremely predictable.
Wait for the hook, continue working on it until either the killer forces you off somehow or you need to go for a save. Either way the generator might be blocked but it's also not regressing.
The fact it's 45 seconds is a good thing, because it means it has negative synergy with pop goes the weasel (aka probably the most common gen regression perk next to ruin)
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2864416#Comment_2864416
That’s fine if you don’t like it, I just think it’s a shame that people will complain and it will probably be patched out on the basis of those complaints and those of us that do enjoy it from time to time will have to go back to every game being the same chase loop hook repeat.
It is a pretty lazy way to play but that’s kinda nice because usually if you want lazy you play survivor.
I think people get to hung up on skill in this game. Most of what people would call skill is often just luck.
There is a point in most chases where a 50/50 mind game gamble takes place, people usually chalk it up to skill but it’s really just luck.
It’s a very human condition to attribute our success to our own skill but most of life is made up of favourable random chance. You can make good decisions and leverage good luck, that’s skill but it often takes that lil bit of favourable random chance too.
All in pig is an example of unfavourable random chance which we often get very upset about because we feel cheated by it. Still it doesn’t matter because it’s only a game, so the goal is not to take it too seriously and see what you can do before your head pops.
I think it should be patched out not because it's 'unfun/boring' but because it's a strat that actively takes any form of agency a player has away. Pig's RNG on a base level might be unfair at times but at least you know what to do better next time, don't get caught and don't get a trap on your head.
There's no such lesson with this. Your point about "skill = luck" might very well be true, but to me it doesn't change the fact that at least as a player you have agency. There are things you can do about it or things you can learn for next time.
I don't want to get into like the maths or stats of the strat, I just want to use an example to show what I mean
You spawn in with a headtrap and you as the killer just so happen to block the box for me and another survivor. There is no scenario where we can do anything about this, one of us has to die with no input from the killer.
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I see Legion semi-often, usually later in my timezone
Deathslinger isn't too uncommon but he's def not played very often from my personal experience
Nobody plays Hag, especially not well. They tend to DC very quickly too for some reason
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2864429#Comment_2864429
Oh no yeah I remember Baba Yaga and those survivor skins got unique music but I was just playing now and base Huntress just had new music.
On YT you can find the huntress menu music and the release dates on the vids show they were posted in January of this year which is when the Baba Yaga skin was added to the game
It lines up I think
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2864419#Comment_2864419
No I don't think it was then. I still played then and it wasn't there.
It was either then or shortly afterwards, as I remember there was other menu music added around this time
I think survivors who wore outfits from a certain collection got a special menu music
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When the Baba Yaga skin was added I think
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2864103#Comment_2864103
You aren’t guaranteed to die. There is just a very high chance one of you will.
There are all the same elements of the game present with the high stakes gamble that one or more of you may be screwed.
It’s a high stakes game of chance of which many exist and is not directly representative of bad game design.
It could only be considered bad design within the very narrow confines of what people expect from a game of DBD, which is an equal chance to escape or die. It’s far from the “pinnacle of bad design.”
I like the fact that some scenarios make it hopeless zero sum as it’s threatening and very on theme.
I would argue that it is really bad design because there isn't any skill involved. The killer doesn't have to do anything and survivors can't do anything. People have made the comparison with Bubba facecamping which is true to a point but at least in that scenario, there has to be a chase first.
If you find it enjoyable and such that's all well and good, more power to ya.
I just don't think this 'strat' is one that is healthy for the game and subjectively I personally don't find it particularly fun to both use or go against.
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Agitation
Trust me.
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2862903#Comment_2862903
The size sure does hurt, but I think it lacks some of the ridiculous structures that other maps have to go too far down on my list.
Temple of Purgation can be okay but Mother's Dwelling has the potential to have Cowshed levels of RNG
It has these filler tiles that can spawn, they're like a pallet with a pile of logs right? I've seen RNG where there was 3 of those all clustered around the killer shack and then you could daisy chain that into a jungle gym or main building
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Part of the reason why I don't stick to one killer specifically all the time.
I have preferences - killers who I enjoy and play more than others but I think playing nothing but one killer speeds up the process of getting burned out, frustrated or bored with them.
I've had this similar feeling with the killer role in general, some days I'll struggle with all of them and I'm not always sure why. It's a weird feeling, like a mix of frustration and self-doubt. You begin to question if you're any good at killer or if you've just been getting matchmaking that favoured you.
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@Xyvielia said:
Yeah, has happened a few times for me.
Feels like I got the stun here, tho it may have been a fraction of a second too early?
My muscle memory is telling me this was too early
She was still in the shoulder adjusting animation here
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White glyph
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I find some of the logic you use here a bit odd
Huntress can down survivors using 2 of her 5 hatchets, which using your logic means she can afford to miss roughly 60% of her attacks. Her power is also arguably easier to get hits with because there's no recoil, only wind-up and charge. Her speed also doesn't decrease the more she throws hatchets - it's a static amount of slowdown.
Animation locks against a huntress are basically guaranteed damage, not the same for Trickster. Various junk loops are useless against both because of the nature of projectile killers
Your overall point isn't wrong though, his power is extremely oppressive half the time and the other half it's useless. He does need a rework or something to make his power much better for everyone.
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Yeah they're the both the same kind of addon p sure
The wiki also states the same
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Feedback section should just be a picture of Dead Hard & NOED
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Legion and Ghostface changes are all I really want honestly
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@dollidahlia said:
https://forum.deadbydaylight.com/en/discussion/comment/2859777#Comment_2859777
Then if they were just narrow minded then you would need to explain why you need to justify what you do to them, why they attack you and call you slurs.
In your original post you didn't mention ppl attacking others and using slurs, simply quotes that represent how a lot of ppl talk about this game
People who take it that extra step further and use slurs/personal attacks and the like when it comes to discussing opinions on a video game are a lot more than narrow-minded. There's a certain word that I can't type here but let's just say it rhymes with glass bowl
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@dollidahlia said:
https://forum.deadbydaylight.com/en/discussion/comment/2859771#Comment_2859771
Narrow minded is putting it lightly. There’s a difference, if I was narrow minded, I wouldn’t argue with you because I wouldn’t care. But if I was narcissistic I would argue with you which is what some people do here
Well the definition of narrow minded, it being the opposite of open minded is basically refusing to accept ideas, opinions, behaviours etc that are different to your own
I find that makes more sense in this context but again, that's just my opinion on the subject
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It's not really narcissism, bit harsh to call it that
It's narrow mindedness sometimes. People base their opinions on their experience with the game and such.
Maybe a bit of selfishness for some as well, they hate blight so nerf blight.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2859722#Comment_2859722
Yeah I'm honestly not a fan of it. We have kickable ruin now, why use a stall perk when you can have hard regression?
Call of Brine actually brought back 3 genning as a viable strategy, after CoH mostly killed it. You do Pop, Tinkerer, CoB on a 1 shot killer / Plague and it's such a nasty build.
DMS means I can't use Pop which is a big no-no. And pain res is too RNG for me to want to use. In a tight match if I get unlucky with the spawns I can basically be down a perk slot the whole game. Might as well gamble on a Ruin totem at that point.
Totally agree
People are only just starting to catch onto the strength of Call of Brine, I predict by next chapter or so it'll be a meta staple
As for Pain res, despite the RNG factor I still find it a very reliable perk on basically any killer. I love the versatility of a regression perk that works on basically any killer.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2859720#Comment_2859720
Actually Dowsey want to shape the MMR the way that benefit him the most, like hooks should count towards MMR and not kills....
What would happen I would kill every survivor with 1 hook, but according to Dowsey system that would give me low MMR, also Dowsey obsessed with 4k every game, thats why hates mmr, because have to play against other sweats. And making memes targetting DBD's devs, to blackmail them into changing mmr to dowsey's needs.
I am glad that devs arent falling for his demands.
I think you severely overestimate how much BHVR cares what that particular content creator thinks
Bit rude of me to say this but, I also don't blame them. He plays the game a lot and gets paid to do it, so what?
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@MikaelaWantsYourBoon said:
I started hate this hockey meme so much.
Yeah as expected people take something that's a stupid joke and run it into the ground
I know I make hockey jokes on some threads but I don't do it because I think it's some super important slight against the developers, I just think it's a dumb joke that makes me laugh and hope it makes others laugh as well
Also yes I am a hypocrite, I'm gonna make the occasional hockey joke here and there still even if it's starting to get old. If people think Shirtless Felix is at all relevant then I can have this
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I don't think Dead Man's switch is all it's cracked up to be. It's a good perk, for sure
It'll catch you off guard maybe once, if you let go of the gen before a hook then wait out the crows she'll send towards the gen - what's the killer gonna do, keep spamming crows at you until the gen gets blocked? Then what?
It'll buy the killer crucial time sure but it's a stall perk, not a regression perk. It also encourages survivors to split up and do seperate gens which is bad for the killer
You can even use DMS against the killer, if the killer gets two hooks in a short time span, you can use DMS to block the generator to protect it from something like Pain Res
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Last survivor gets the hatch if they've had a rough game or if they did something funny during the match.
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/2858681#Comment_2858681
To say that the devs judgement is the determining factor would be to state the devs know what they're doing. And if you look around both these forums and all the other game forums for this game you'll see, that they clearly don't. The second point of your argument is that SWFs are only a problem while on coms, which is not true. Any half way decent SWF will coordinate their perks before they even join que, that way they can optimize and get the most out of their team. And yes coms are a huge issue, but there's literally no way around it short of removing SWFs, because with SWFs in the game there will always be a way to use coms. Which is why my position is they must go.
I like your joke, Chris Redfield may keep his com, but not the SWF that goes with it. 😋
Listen I don't believe BHVR is the most well informed dev team when it comes to matters of balance and the like but they want SWF to be a thing and so it is. There's no changing that in my eyes. All you achieve by removing the feature is alienate people who like to play with friends (which isn't always 4 people as well remember). Alienation that doesn't make the game any better as a result either.
Like I said, coordinating perks is a feature that should be in the base game like DBD mobile. We can see what items we all have (Which yes I know is crucial information for killers too), why not perks as well?
To me, Comms is definitively what makes SWF potentially problematic to balance, take old object for example. Stuff like that. I'm not putting blind faith in BHVR or anything I just don't fully believe the solution to a problem is alienating people just playing the game. That's what SWFs are at the end of the day
Yes they can be annoying, unbalanced gremlins who stack the game in their favour - the tools for them to do that exist in the game. Map offerings, perks and so on.
But then you've got two people who just play the game together for fun, I don't see how that's such a big problem y'know?
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I don't mean to be rude or anything but to come out and say "Swfs were never meant to be in this game" despite the fact the developers of the game made the conscious decision to make it a thing and have stated so multiple times is a silly statement to make if you ask me.
You're conflating 'SWF' with 'SWF on external voice comms'.
It's important to make that distinction because the way SWFing works in the game is fine and doesn't change anything about the game or how it's played, it's the external voice communication and coordination aspect of the game that changes it which and let's be reasonable here, is completely out of BHVRs control.
You can play a SWF without voice comms and outside of maybe knowing what perks each other are running (Which is a base game feature in dbd mobile btw) it doesn't factor into how a match plays out.
People playing with their friends isn't the problem and it never has been
The problem is the fact that playing with friends provides crucial information needed for coordination that puts them leagues above a team of 4 solos.
A lot of mistakes made in solo q are typically made due to either lack of information or lack of game sense, both of which are compensated with voice comms because you can actually yell at that meg and go "Hey stop walking and get on a gen" (This is a joke, don't be mean to ur buddies).
Also a really dumb petty joke I wanted to make - Chris Redfield has an earpiece. I guess he's the only survivor canonically allowed to use discord
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The Game
Most people play Billy with engravings these days, good luck doing anything in the map without either hitting a wall or one of the 80 billion pallets
Lo-pro chains make it sort of playable tho I guess
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And here we see two professional hockey players in their natural habitat
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Unfortunately none of the original survivors have ever appealed to me that much, I'm not 100% sure why. It's not that I don't like them, I love basically all the survivors and their designs but none of the original ones ever stuck out as ones that I wanted to main
All my mains are licensed characters, mainly because I know them from their source material and I'm a fan of said source material. I guess original survivors only have their backstory and design to go off of whereas characters like Bill, Leon, Jill, Cheryl, Ash etc all have their actions in their respective series to give them that added 'coolness' factor to them
It's different with killers though bc Original killers have some of the best and most fun powers in the game
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Have this picture of a Crow I found.
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"There's no counterplay to him 99'ing t3 and using it on you"
Yeah there is
Just always assume he has it and run to a loopable structure as soon as you see or hear him. Predrop if you need to.
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You know I've been thinking about something recently and it's kinda funny
When you have DS and are actually getting tunnelled, you're actually sort of incentivised to... Go down? Lose the chase?
Like you get unhooked and killer starts chasing you again - let's say you manage to run them for a whole minute. You're still being tunnelled but because you managed to last a minute in chase, your anti-tunnel perk is gone now. So what do you do?
You either go down on purpose or jump in a locker
Am I crazy or is this something I've only just come to realise? I know most people when they have DS just do the whole "haha pick me then up" thing but I actually try to still run the killer as I'm sure many other people do as well
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I disagree, Legion is 100% the killer who needs it the most. I love them to death but their power is just straight up painful to use and feels useless 50% of the time.
Freddy's main problems aren't one of strength, he's still one of the better killers in the game after his nerfs. He's not a powerhouse or anything but he's mechanically simple, easy to use and is one of the best users of the best kinds of perks for killer (Slowdown/Stall/Regression perks).
The problems with Freddy are ones of a more subtle nature.
The Dream World for example, it doesn't feel like a dream world at all. It's a filter over the screen and only serves as a reminder to survivors "hey traps affect you now" and "freddy has no TR now". Old Freddy is a contentious subject but most would agree that being asleep vs him was actually a massive threat because he knew where you were outside of his TR and all your actions were slowed.
There's also no incentive to wake up either, Freddy uses snares but his biggest weakness is pre-dropped pallets where his snares do nothing anyway.
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@N8dog said:
if you have arachnophobia then why doesn't the entity's claw or the image for play with your food bother you?
PWYF Is a cartoon/stylised spider which is less likely to cause discomfort. At least for me, spiders don't really bother me if they are in a unique artstyle or are stylised in some way.
The entitys claw doesn't look exactly like a spider. Spiders have bodies and eyes for a start. It certainly resembles a spider in terms of the shape of the claws but, yeah.
Plus, there's more to it than things looking like spiders. For some people it's the way spiders move around etc. It's not the same for everyone
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To be fair, BHVR has taken steps in the past to get feedback on things that bother players
Like I remember they asked people about Plague causing actual IRL discomfort and such, Clown's design also seems to be crafted in such a way that it avoids evoking usual coulrophobia.
If they do end up doing something like this, I'm confident it won't be as bad as we might think. That being said I also suffer from Arachnaphobia but I'm open to the idea anyway!
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So, guys
guys. (and gals)
Right so
Basically
🤯🤯🤯
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@Dionysus42 said:
The worst killer in the game.
A killer that can move across the map in an instant can't be the worst killer in the game come on now
Unless I missed the patch that let Legion and Trapper teleport to generators
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2854746#Comment_2854746
I dont have direct proof but I hear and see often posts in twitter and on the forums about ppl mentioning this, there. I also met someone in dbd who told me this directly but also he has never shown me any direct proof, however I am not after that kind of things, maybe you can find some on your own, you dont have to believe me in the end.
I'm not calling you a liar I just want to see some proof that BHVR is banning people for reporting cheaters
From my experience as someone who's reported many cheaters in the past few months I've had no such warning or ban etc.
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Projectile killers get to actually play bowling
Sounds like fun
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No thanks
Shirtless Myers was a funny joke once upon a time
The rest of them are all boring rehashes of the joke that stopped being funny around the time BHVR kept relegating official Q&A questions to "haha shirtless felix" on more than one occasion
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@BenZ0 said:
Since you can literally get banned for "too many hacker reports" I am not bothering anymore, I just report them now over steam (if possible ofc).
guess I am going to sleep now since my fun from dbd is getting ripped away from me again... gn8 everyone
Can I get a source/proof on the 'too many hacker reports' thing?
I've reported many in 1 week before and never got into any trouble
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@C3Tooth said:
Pinhead is the only Killer that very effective at tunneling because of the side objective (the Box).
Once 1st hook happens: 1 being tunneled, 1 follow to help, 1 on the box instead of Gen, 1 on Gen. Thats 50% slower Gen progressing.
As a killer who plays fair, Pinhead is a great design for me. But he's the proof that as long as tunneling & camping still exist, adding another objective on survivor is free 4K for tryhard Killers.
I actually hold a similar view
It's not that he's more effective at tunnelling, it's that he is rewarded more for tunnelling one survivor out early. I've noticed a lot of PH players will try to make the game a 3 v 1 as fast as possible because managing the box in that scenario is a nightmare. One dude being chased, one dude on gens (who will then need to go save) and one dude going for the box
Personally not my playstyle but I see the merits to it


