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Burniebotss

Burniebotss

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Burniebotss
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  • sorry to burst your bubble, but it’s a viable strategy that is used to get pressure, same as spread out in gens. It makes heavy pressure. If killer instantly hooks after down they risk stun and either way they gain pressure to win. That one they are waiting for the idiot on hook to die so they can mori. If you hate a viable strategy (unless it’s just for being toxic than I agree) but we can’t add anti slug without is being abused

  • Unfortunately, it’s impossible to fix. SWFs will always be broken and you can’t change it, comp scene in this game is a meta ######### show. Both sides will run meta and be toxic, jerks. People say “it’s just a game”, it’s a human interaction of 5 stubborn tryhards

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830492#Comment_3830492

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830428#Comment_3830428

    This is definitely not true. I'd imagine we've all played enough killer to be in endgame situations where you're considering not picking up a survivor because you dropped them to down or chase others out the gate. If a gate is already open, sometimes it's necessary to get strategic about whether to pick up. And this is one clear scenario that happens occasionally where the finisher mori makes a difference.

    And a similar argument could be used for hatch; you could pick up and try to get them on hook, or just leave them slugged, let them bleed out, and watch for hatch if they're crawling. In the latter of those two cases, I'd say just pick up and let them do what they do. It's almost never the case that they'll loop their way to hatch, and if they do, at least you both got to have some fun at endgame :D

    you don’t just hand them a win at endgame. You say killers should just say “Ok here’s a win buddy you earned it for being last left”. Let them do what they do is shooting your self in the foot. GUESS WHAT? You’re a KILLER. you kill them

  • @KaTo1337 said:

    Pyramid-Head + Demogorgon + Spirit in one killer.

    This guy is in desperate need of a Nerf. Its just too much.

    damn it’s a chore fighting a character who isn’t click a button to deny power, oh wait people do against singularity and his power is simple to counter. This is just a skill issue, if you can face these three you mentioned you’ll live

  • @RFSa09 said:

    I was watching a livestream where people were talking about that topic, so I decided to make this post

    Imagine you, as survivor, you see a cenobite in the lobby, why would you not bring fixated to completely nullify his only power? You see a Bubba, why would you not bring head on to nullify his locker mind game? You see a twins.. why wouldn't you bring unbreakable or soul guard? Or we gonna live forever? Or anything like that? The game would literally be "Counter By Daylight" basically like Counterwatch

    Also.. lobby dodging

    oh, also stealth killers. That will actually kill stealth killers. Like saying a ghostface is the killer in the tornament

  • what are the chances you have that perk under a pallet in endgame with gates open or 99%?. If you’re finisher moriable, you lost.

  • they scan at the speed of a crippled hamster man, they’re harmless

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793957#Comment_3793957

    You're right that one survivor sitting there causes no pressure, but that's because survivors don't create pressure at all, killers do.

    Your hook pressure comes from going and occupying more survivors to keep damaging their generator efficiency. If they heavily delay the save, you're progressing your objective considerably faster than they are. If they refuse to save, you could and probably will just snowball a win.

    Excessive hiding may be a more fair concern, though.

    survivor create a lot of pressure. Gens are the killers objective and there’s usually one being worked on at least at all times.

  • @ArkInk said:

    Did they change the Pin add-on that lets him damage survivors with chains but had the secondary effect of making tunneling off hook extremely easy? If not, I hope it's in the changelist.

    That aside, I honestly think Pinhead is basically perfect as is. Chains are hard to hit but rewarding, and the box creates a unique match dynamic not really found on any other killer. He doesn't really struggle to keep up the way other members of the cast do, in my experience. Not the strongest killers, but he's certainly not the weakest.

    If I were to suggest anything else, maybe just some QoL on chain aiming. I'm a bit of a noob with him, but indoor maps can be a real pain with verticality in my experience.

    injure is the engi fang, unhook deep wound is original pain, rework the second one but first it ok

  • @humanbeing1704 said:

    not counting actual voicelines but stun sounds screams pain noises etc

    it hasn’t always sounded realistic but is professional. Ones now are a bit.. to realistic for my tastes mostly Lara and the Elf. It’s well done though

  • @ShadyC said:

    (Normal hook state timers during endgame.)

    As it stands, I don't currently see a purpose of having hook states with a timer, other than to serve as a means of empowering hook camping. Especially when you pair it with perks like Deadlock and Grim Embrace, the hook timers are honestly too short, and create what I want to call artificial pressure.

    Combine this with STBFL, and the Killer can start dropping all 4 Survivors with ease, and the game is over on the very first hook.

    If hook states lasted indefinitely, then the Survivors can comfortably return pressure by pumping generators when faced with a camping situation. The Killer is now forced to leave the hook if it is naturally beneficial to do so. And if there are a bunch of Survivors near the hook going for the rescue, then it is naturally beneficial to stay at the hook at that point. All in all, indefinite hook state timers becomes a self-checking system, where the actual flow of the game determines what the Killer should and should not be doing, and it's up to them to assess it accordingly.

    This change also does nothing at all to Killers that already go out seeking new Survivors to chase, pushing them off of other generators, and overall leaving the hook they just put somebody on. This change would literally only punish Killers that have already decided that they're going to camp the hooks as their intended strategy. All in all, this change would promote a more natural, and enjoyable, flow of the game.

    And before you say, "Well then why would I ever go rescue a teammate?" (Because, for some reason, I've heard this as an argument, lol.)

    Well, because you want that teammate on the floor with you, working the court. If somebody is left on the hook, they are effectively dead, since they are not doing gens or pulling the Killer's attention in a chase (for others to do gens). If you just let a teammate rot on a hook, now it's a 3v1. Then what? The next guy gets hooked. Now it's a 2v1, and so on. (When exactly do you plan on rescuing people? Never, just because it lasts indefinitely?)

    It's pretty obvious why you will still want to rescue your teammates. The only difference is that now you're allowed to wait until it's safe to do so, rather than being FORCED into a terrible situation (like a hook trade, which is very unhealthy for the game) just because of some outdated timer.

    If anyone sees an issue with this idea, or agrees with it, I'd like to have the discussion! However, I do not want to hear people say that it "sounds abusable" but without giving a scenario in which it is. That's just a fallacy, and fallacies are dead air.

    P.S.

    We could also get rid of the Kobe mechanic, at that point. It serves no real purpose anyway, except for letting Survivors leave games without taking a leaver penalty. There's no legitimate reason to defend this mechanic, so be careful before exposing yourself as an exerciser of Survivor Privilege.

    there’s no reason to save then, you can do gens and not worry about them since they could sit there for all of eternity, and no I read the post, one survivor sitting there causes no pressure. It’s supposed to be an abandon all work and save them not whenever they wish. This will also make games forever is three are hooked and ones hiding.

  • I feel like that’s all Myers really has , his actual power is copied and overshadowed by literal perks, he can run out of power, no map pressure and map traversal. It should be basekit mori BUT, it’s only for people who ran out of stalk so if you feed him you die for it and not a teammate who played right.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793641#Comment_3793641

    Because the optimal play is boring for everyone involved. The slug is bored sitting sitting on the ground doing nothing, the other survivors are bored sitting on gens, and the killer is, i would imagine, bored standing around waiting in vain for anything to happen. I certainly hate to imagine someone who gets enjoyment out of standing around in the game, interacting with nobody, wasting their own and everyone else's time, forcing people to only engage in a quarter or less of the mechanics of the game they paid for, and not choosing instead to do literally anything else.

    Also "it's not against the rules" is always a terrible argument for anything.

    survivor gameplay is always boring, you sit on a gen or die, it’s not against the rules and it doesn’t matter if the enemy doesn’t like your strategy. Play how you want and if you shame someone for their play style you’re just another complainer. They bought their game they get to choose how they play . Also chases are overrated, traps are more fun.

  • No matter how people see it, it’s a viable and effective strategy when you face enemies

    One need not destroy one's enemy.

     

    One need only destroy his willingness to engage.
    Sun Tzu

    Also with the “I win without perks” not all killers are like you they don’t have the same survivors or builds

  • @kingchris200 said:

    U have no right to add a penalty if someone dc or quits this needs to be stop.people have a right to quit if they want no one should be pen to play a game.

    can’t wait for every game to be bots when I don’t play bubba :3

  • @OutlawRacer666 said:

    The nerf of spine chill is one of the worst decisions BHVR has made.

    This perk is useless now and the nerf has destroyed stealth builds.

    In addition it evened the odds for the survivors, especially those playing solo to evade the killers.

    it personally said f you stealth killers we won’t let your funny non meta stand, therefore making them play a weak but fun stealth to another s tier

  • It’s because the killer is supposed to be the stronger one, that’s why there’s four survivors. Nerfs are made for the 1v1 and can really nerf a killers ability to manage all four. That and the fact that unless you’re new, you don’t fear them, that’s an advantage killers are assumed to have when someone plays killer. There’s no power trip playing the big bad which is what most started killer for. In fact it’d the opposite, killers have to fear what they might lose and end up over worrying making every little thing survivors do over exaggerated

  • @abcdef said:

    I'm guessing it's the same issue that made vecna's skeletons insta down - sometimes damage hitbox applies twice to a survivor

    that’s part of their power. It’s near impossible not not a bug

  • @legiondoctor said:

    So not long ago when gen regression meta got nerfed i said *if you nerf gen regression perks into the ground its just gonna promote tunneling* and now here we are killers are gonna tunnel cause now first 30 seconds of the game if you dont down someone you are gonna be behind. Pain resonance still a good perk same with pop but some other perks are bad or freddy bad.

    I will ask you, have you ever seen call of brine, undone, dragons grip, or some Mediocre perk that requires something to get something? You prob did but you prob seen it once every blue moon. Hell even hex ruin is pretty bad spot right now.

    Now im gonna ask about survivor perks, you see pain resonance and pop both perks requires you to hook survivors. But, what about survivor perks? What do they gotta do to activate their perks? Well just be in a match, alot of survivor perks just requires you to be there. Im talking from dwight all the way to felix. All perks (felix is the last one to do it) that requires you to be in a match to get benefits. Theres no way killer can stop the perk from activated (felix perk requires you the killer to let them heal to counter the perk). Theres also no way the killer can know this perk activates and im not even talking about gen progression perks im talking about all perks that activate by being in a match. Just imagine if a killer has a perk that said all gens regress for no reason im pretty sure everyone would be mad.

    Now bhvr is introducing bnp perks (which are weak but introducing a scary concept perks) and we have bnps that is still strong. Toolboxes got an unnecessary buffs to sabo so if you finally got that deserved down to get more pressure you can lose it in a second cause survivors can sabo hooks at speed of light. And, flashbang can put a killer in a lose lose situation and theres nothing they can do which only way to counter this is to slug or just wait for them to stop doing no skill flashbang save. Toolboxes are still strong and can stack with gen progression perks to make gens fly. I was on a gen with anniversary toolbox with deja vu and the gen flew so fast.

    Then i made post saying bhvr buffed alot of survivor perks but no killer perks was just a bad idea (alot of people say im a killer main but i play both and i will say this patch was survivor sided hands down).

    Then theres the maps, the maps are just bad. Realm offerings need removed cause i got sent to dead dawg saloon soooo many times for survivors use perks that either have no counter to bully me or they just locker save me. And, theres so many maps that are survivor sided that arent fun (looking at badham) and im starting to bring lightborn and realm decline offering or dc in the menu.

    Killers have to tunnel cause kicking gens dont help anymore cause once they help they get nerfed. More nerfs to something that helps killer bring pressure means killers will tunnel more to bring more pressure.

    honestly it’s kill by any means, people will tunnel because it’s in their right too

  • they shouldn’t see it either so that they can be protected if they put it on for saftey

  • it will be for iri shards. Left for dead doesn’t let bhvr make money from them

  • @jesterkind said:

    Since we know it's in the upcoming PTB, I've been thinking about what changes Distortion could get that would make it still useful and strong while making it a little less of a sledgehammer levied at all aura reading builds. I think I've come up with something reasonable.

    There are two changes I have in mind. The first is just kind of an obvious one because it's weird the perk currently works the way it does here, but the other is the new one I came to more recently. They are as follows:

    • The perk no longer hides scratch marks.
    • The perk's duration is shortened from 10 seconds to 6 seconds.

    The first one, as mentioned, is self explanatory, but I want to back up the second a little.

    A lot of potential nerfs for Distortion that get floated around target its tokens and their regeneration, but I think that part of the perk is okay- I think a better thing to tackle would be something related to the effect itself, and something that makes Distortion kind of annoying to face is that even pairs of aura reading aren't enough to overcome it sometimes. BBQ and Lethal, for instance, is a combined seven seconds of aura reading, and that's two perks being countered at once by a single token on a single perk. Other pairs actually counter Distortion already - Gearhead and Lethal, for example, consumes two tokens per activation - but having that be more accessible seems like a fair change to me.

    Changing the duration down to six seconds does two things. It keeps the perk useful because it counters single, shorter-duration aura reading as usual + the survivor still gets notified when a token is consumed, meaning they have six seconds to get in a locker or hide behind a gen if they really don't want to be revealed, and separately, it allows killers to feel less robbed on more dedicated aura builds by a single perk since they're more likely to be punching through tokens and consuming them quicker.

    What do we think?

    charges while in chase. That’s all we need to stop the abusers

  • @HolyDarky said:

    Usually, they release the X.X.1 version two weeks after the chapter release which means we might get 8.2.1 next Thuseday. This would also makes sense because the Lights Out 2.0 modifier as well as their rewards and the Castlevania Cosmetics for Kate and Mikaela are not in the game but should be released on September 17. So 8.2.1 is very likely on September 10.

    this Thursday or the one after that?

  • few issues, if you’re the last one left, hatch it much more important I doubt chests will be on your mind. Also the fact that the killer will be exposed until they leave ten meters, first off how are they exposed, and killers usually dart between gates never 10 meters close.
    10% gate is almost nothing and is just a neutered wake up

  • @Destaice said:

    How often does this situation happen? There's two survivor's left with no hope of escape except the hatch. The killer finds and downs one and leaves them on the ground to go find the other. Now begins a 4 minute timer where the game state does not progress in any meaningful way. 1 survivor who cannot do anything, 1 survivor who will not do anything, and 1 killer who hopes to do anything.

    This happens so often and yet the question remains, is anyone in this scenario having a good time? Is anyone happy about this outcome? The most boring 4 minutes of gameplay possible for 3 players?
    Some might counter this by arguing "well it's only 4 minutes" but I'd argue the game shouldn't have any boring gameplay and it stops being just 4 minutes when it happens so often.

    There are in my head two possible ways of addressing this. A survivor sided change, and a killer sided change.
    The survivor sided change
    The survivor sided change would give survivors the ability to get themselves back when two conditions are met. 1 there is only one survivor left standing, and 2 the killer is X yards away from you.
    The killer sided change would allow those who are left on the ground the ability to accelerate the rate at which they die while in this state. It could be limited to the same conditions as the survivor side.
    Either change would incentivize the killer to immediately hook the downed survivor rather than leave them bleeding down and immediately initiate the endgame standoff rather than delay it.
    And sure there are probably better solutions than those I came up with, feel free to share if you think you have one.

    why would I die faster when I can pick myself up

  • @Ohyakno said:

    They're fine. I love beating people that bring me to a map of their choosing. Or when they bring me to RPD or something. Surprise! I'm playing dredge!

    Make them iri or something maybe. I dunno. I don't really use them

    lerys singularity, new midwhich billy, etc

  • @hygcat said:

    There must be a killer that all of you really dislike. Which killer do you not like and why?

    Let's chat about it.

    I just can’t stand boring antiloop. Artist placing in front of pallet, hold hatchet huntress I really hate. I like their powers I just hate them when used like this

  • @atlix said:

    I played about 20+ games against the new Killer Dracula. I find it too unbalanced and has an incredible amount of stuff compared to the other Killers.

    1. Quick transformation from Dracula to Wolf or Bats. For the transformation, I would add a Cooldown, because survivor can't adapt because of it.
    2. I would also add a Cooldown on the transformation from Wolf back to Dracula and an instanced flame summon. I happened to be chased by a Wolf and at the pallet I transformed into Dracula in a hundredth and after I dropped the pallet it immediately sent flames at me.
    3. I find it stupid for Dracula to have the Lightborn perk. It has always been known that Dracula is afraid of light, it would seem reasonable to remove the Lightborn perk from Dracula.
    4. I would limit the amount of time you can be a wolf. I'd put it at maybe 15-30 seconds.
    5. With fast movement as a wolf, it's pretty hard to avoid two jump attacks that killed me outright.

    Personally I'm pretty annoyed with this killer, I haven't run off the map once yet because this killer is incredibly OP.

    I’m not saying you’re wrong but this has happened with every killer since…before xeno?

  • @Oxah said:

    Give the players the CHOICE to pick wether they show their prestige or not in the same fashion as anonymous mode. If this doesn't prove to be effective, DON'T ALLOW killers to see what prestiges the survivors are. JUST LIKE THE SURVIVORS CAN'T SEE THE KILLERS PRESTIGE... I got all p3 on all survivors and i wanted to aim towards something and now it's gone and I have no incentive to keep playing anymore. It really sucks for people who thinks like me

    there’s no point in prestige past 9 just p9 a bunch

  • @hxp said:

    I am a survivor main (1k hours) and we are an SWF.
    But we do not even have the slightest chance.

    It's so frustrating. But in the meantime we all agree that we should move on to another game.

    https://us.v-cdn.net/6030815/uploads/GAV993GU4NQW/image.png

    welcome to dbd dude, a game about one powerful killer and four weak people

  • Hubris, brutal strength, and some sprinkled haste

    Neat seems very bhvr to make

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789759#Comment_3789759

    I just feel like itd be more dull to make trapper start with all his traps rather than have him navigate to get them, i wouldnt mind him beginning with all but the gameplay would feel to passive and im scared hed become boring like the hag since her only power is to place traps since she starts with them.

    he’s not “navigating” he has to waddle his stupid ass around the map collecting traps that are in deep corners and has to watch survivors run by and do nothing or chase and never get his power to full potential

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/425333/dear-trapper-department

    trapper main and

    1-Starting with all traps would buff but would make him just less fun to go against and play,(imo), just fix spawn logic and make the addon trapper sack reworked without the part where trapper cant repick them.

    2- deep wound is fine i guess, maybe apply it if they try to escape without a teammates help? I dont mind side effects.

    3-Firm No. Traps are meant to be hidden and if a trapper uses them to negate loops/pallets, its to be expected they will be disarmed. Itd just reward poor gameplay.

    4-ive been preaching for that for the longest!

    5-YESSSS

    well that’s mostly good, but doesn’t hag get all her traps and she can tp to them? Why can’t trappers disarmable traps be in his hand, his power is already seen dull to some and he’s supposed to lock areas. He shouldn’t use an add on to get them all also yes deep wounds on self escape so if you want your off the record you gotta wait for a friend. I did not mean to put two doffemt threes. I like the gen pop but yeah I am regretting the disarm one

  • @Burniebotss said:

    Before I start, no I’m not saying p100 survivors are bad, they’re just not impressive…at all

    P100 is supposed to be a feeling of reward and skill in a character…but there’s no character skill for survivor, just survivor skill across all. P100 survivors are usually

    1: a simp for their character

    2: a fan of their license

    3: they have a cool skin they got and will never take it off

    P100 killers likely learned that killer to the max and stuck with that character despite so many more options to play. If it’s not nurse/blight/spirit they knew that their character likely has super bad weakness that probably made it miserable to play. Top tier dedication.

    I never said they are guaranteed skill just make likely.

  • @Rxstevo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789039#Comment_3789039

    No, Knight was just a terrible killer on release and his guard's sucked he wasnt really a problem. Xeno also was pretty counterable by crouching under obstacles or predicting a hit since he cant charge it. But Drac can charge up his power and wait while also being able to hit through obstacles.

    yet people comapkimed about every single one

  • @NoctgamingHD said:

    1. he has immense speed, and has no slowdown what so ever in changing forms, so effectively you can transform to wolf with out any Slowing of your movement whatsoever.
    2. WOLF FORM bite does need to be charged at all, there is no way to combat this form bite attack up close no matter what you do, on top of the fact that he has increase movement speed in this form, making it nearly impossible to escape it. and while it intial long charge is dodgeable it secondary attack is nearly impossible to dodge unless your dealing witha console controller player.
    3. Bat Form speed increase is massive, and it ability to change back is to fast giving you no time to escape the kill or put distance between each other.

    In term Player and DEV can understand even Lich has CD on his many ability on top of the fact that you cant strike right away after using these spells, where Dracula Bat form is equivalent to Lich Fly, Dracula can attack right away afterwards and doesnt slow down his movement at all after return to a atack form. tranforming into wolf doesnt slow his speed and maintain what he has constantly making it nearly impossible to outrun in any format even with sprint burst. for you to understand this, when lich uses a spell he slow down for a hot sec like prepping while moving you need to slow down so it doesnt drop or something. Lich does the same thing you use a spell and it slow u down as you are preparing to use it, Dracula on teh other hand has no Slowing or pausing in his transformation movement or anything else giving him the Speed edge he needs to close distance and make it impossible to dodge him

    Not to mention his wolf form is ignoring the Camping safety function

    we have said this for every single killer since alien

  • @Ayodam said:

    I don’t really see much issue with maps for killer anymore. They’re being modified to work better for killers; only a handful now are consistently strong for survivors (Badham, maybe that one MacMillan map and one of the Crotus maps). The rest are either conditionally good for survivors—as in it depends on the killer you’re facing—or outright killer sided.

    most killers cannot get to the other side of the map reliably

    They risk going there, possibly lose gens on the side they’re going to or the one they leave

  • @Valuetown said:

    Can someone from the team explain why it's going to take another 3 and a half months to go into the unreal engine editor and change the weave attunement radius from 12m to 6m? And/or apply the same highlight wesker sprays have if the perk is in play? That feels like something someone can do in half an hour tops.

    Is the reason it's taking so long because it's not a priority? A lack of data? If either of those are the case, what does the team say about the numerous threads that exist on the forums that essentially say weave + Franklin's is no fun and makes people want to not play the match? Kill rate/survival rate data only means so much if nobody but the killer has fun with the combo.

    just stop bringing items

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789053#Comment_3789053

    It was just a joke, don't take it too seriously. I would probably simp for Pyramid Head if I were gay, but so its just bullet point 2 and 3 for me.

    👍

  • @PreorderBonus said:

    Another killer whose power is just a weaker version of someone else's and doesn't do anything special. Not to mention, it feels clunky (hellfire and wolf form). It's pretty disappointing, considering they could have done something original instead.

    name a power type that’s original BUT can work for competitive(sadly they must be)

  • I dunno why this got a fox for unhooking, in a thing about trapper

  • for real, I played skull merchant for funnies and everyone left instantly

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/425208/why-p100-killer-is-a-feat-and-p100-survivor-is-just-ok

    Pyramid Head has no weaknesses, only oppression build on oppression. And cake.

    pyramid head has no traversal, no map pressure, just an antiloop

  • @Royval said:

    That’s too op vs casual players

    what isn’t?

  • I’m Jason Vorhees but a carebear :3

    I’m gonna make a killing in the entertainment industry

    I also am a shirtless old man from the 1300s

  • @Rxstevo said:

    Ok, I've gone against this killer long enough so I don't want any comment about how you just have to learn and play against him more to understand and counter him.

    1. His flame pillars are just a straight up hit-hit situation at almost every pallet or vault in the game.

    2. There is literally no sound warnings if he uses his power.

    3. His power is just straight up like pyramid heads the way it goes through most high obstacle's. Please reduce the height.

    4. The same problem I have with pyramid head is how both their powers can allow them shred through the borrowed time and the unhooker. They are both way too strong and I think too fix this just please make a barrier that doesn't allow m2s to work near hook survivors.

    5. The wolf mode is so useless compared to the other two. It definitely needs some tweaking to even be used.

    Pyramid head was already a very boring killer because of the hit-hit situation and now we have 2 killers like this. I was happy that pyramid head wasn't a very played killer but now we have another like him so prepare to just sleep mid chase. And I still think that pyramid head and Drac are on the same level as skull merchant as of being dull and boring in chase.

    so is….oh wait…we’ve had this for every killer since….xeno I think? No it’s been since knight

  • two issues,

    One: finding a place that’s inaccessible to zombies equals a free win.

    Two: this will 100% crash most consoles

  • I mean…yeah…but it’s not as impressive. I’m not saying it shows skill always its just less cool

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788500#Comment_3788500

    Yes. We're now all twelve years old, and think that debating skill in computer games isn't a massive self tell.

    I feel like since the FNAF announcement, the forums have been slowly turning into a daycare centre.

    I specifically said I’m not doing an us vs them

  • there’s no real strong competition. Tcm is struggling to keep working and asking people to not call them dbd competition, killer klowns has less than 400 on rn on steam, evil dead is double so until it’s game is cut off, last year I think got kill switched, and predator hunting grounds has lobbies only of tryhards

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