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C3Tooth

C3Tooth

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C3Tooth
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  • @TotemSeeker91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576284#Comment_3576284

    What's the condition for the haste in MFT? When you are being chased? Lol

    "Stay injured"

    This is not happening, Resilience exist for half a decade, the reward is to stay injured.

    When a player bias enough on one side, everything has its own reason

  • @LordGlint said:

    I find it ironic that your no tunneling rule means after 3 hooks, you hyperfocus 1 person while ignoring the other 3.

    What do you mean?

    image.png

    Match 26 was literally I could kill other 3 at 2 Gens left but within my rules, I cant 3rd hook them because I cant 2nd hook Gabriel

  • It was a good start, but I had to quit the game.

    image.png


  • @Chocolate_Cosmos said:

    Nope, Alien isn't even one of the best Killers in the game to deserve any more nerfs. When it comes to flame turrets, they shouldn't be 100% free get out of power thing like Singu EMPs.

    Survivors using flame throwers:

    • Buy killer times
    • Remove power
    • Lose distance

    Pick 2.

    It would be stupid for survivors to spend time walking around setting it up, only turrets dont remove killer's power or lose distance. Whats the point of turret by then?

    Singularity is suffered by the machine printing itself which give much slowdown on survivors. Adding perhaps 6sec to get the EMPs after finish printing could be enough.

    @Official_NotRikka said:

    In my opinion i think Xenomorph needs a nerf. Her crouch ability is too overpowered, they provide flamethrowers to get her out of her power, but they don't seem to even work on her. Not only that but the fact that she recovers the ability so quickly even without using the portal is so annoying. and the fact that she can still hit survivors as an M1 in crouch mode is so annoying, it's either you get hit with her tail at a pallet, or fake it and still get hit with her M1. The crouch mode is manly the only issue i have with the Xenomorph. Can someone tell me whether they think she is overpowered, underpowered or neutral. (if you say underpowered or balanced, can you please provide tips and tricks to counter the Xenomorph)

    Its only Alien's chase power is strong that relied on teammate to set turret to help you. I dont play against Alien often, and dont play it to think its op or not. But those last match against it, most were fine.

  • Recently I play Myer without info perks, sometimes its hard to find that one survivor, I dont think Distortion matter, manytimes I could use Empathy for info just to stay away from Killers by seeing injured teammates running around, lead to others 3 keep getting chased. In the end, I had to show myself to take chase.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577018#Comment_3577018

    No, if you take a protection hit with DS, you are wasting your own time more than the killer's. Plus, disabling on protection hits would mean the killer can hit you off-hook to immediately disable DS, which would defeat its purpose.

    And no, you can't really solve tunnelling by just buffing non-tunnelling, since it'd have to be considerably stronger than tunnelling to be impactful. That would entail a huge buff to killers, which they don't need right now.

    Buffing non-tunneling must be paired with nerfing tunneling.

    Tunneling is op, but the thing is the effort required is far less, if you buff non-tunneling equally to tunneling (which has to be extremely op), killers still tunneling anyway, just because the lesser effort.

    @DemonDaddy said:

    If you recall the change from 5s to 3 was made partly because the additional time was no longer needed to counterplay enduring. Old enduring was changed to just pallets and so ds was made to match killers base recovery. Those 2s were just so enduring didnt compmetely negate ds.

    The idea that the perk has no value may hold true for some survivors, but there are still plunty running the perk and getting value.

    You say like Enduring works 1 times like DS.

  • Match 26 was quite frustrated, but it was because of my fault. Description in the OP.

    @Marc_go_solo said:

    I love this challenge as you're really giving yourself a true challenge with the rules in place. Best of luck with the rest of the test and kudos for basically playing as a true champ!

    Let us see if its really necessary to use high tier killer, strong addon, quad slowdowns and tunneling to manage ~60% kill rate : D

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576843#Comment_3576843

    Now am I reading this wrong or what, where did op even mention UW?

    I didnt quote from the OP. Just telling why WoO isnt op.

    To be fair, I think survivors should always know where titles are to make play of looping/chaining. Given the same knowledge, the different is only which survivors make the best loops/chaining titles play.

    Hoping WoO nerf is like hoping survivors run into death zones for a free down, which no skill needed on killers.

  • @katoptris said:

    If you lose then they go up against sweatier killers than you.

    Most of the time, if I see a killer tunnel my last hook teammate at 4-5 Gens left while I stay there willing to take chase, I will follow them, wait for the last hook, then ask the killer to 1st hook me, so I can hook suicide.

    If they want kills so hard, I give kills. Inflate their MMR to play against teams thats make them create a complaining post.

  • UW isnt strong because its still up for killer to get a down

    WoO isnt strong because its still up for survivor to make a loops.

    I just use the same logic.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576800#Comment_3576800

    you did not read perk. it affects everyone when you put someone into healthy state->injured state. that is why i was trying to use it on Twins because the idea was that I use victor on healthy people, they take victor away for 30 seconds but I become stealth killer with m1 Charlotte until victor comes back because people like to.... kidnap victor and be annoying for 30+ seconds.

    With myer's, the perk has no synergy. you instant down people in tier 3 so the perk does not trigger and your Tier 2 is 16 meters. I agree that healthy -> injured condition is another silly drawback of the perk. It should just work on all basic and special attacks but i still think duration too low. it should be like 45 seconds. Dark devotion is also pretty bad perk all-round. It is obsession perk so it only works 1/4 survivors and experienced players will immediately catch onto the perk.

    this is why I recommend using tinkerer and trail of torment. while these perk are not very good and could further buffs. they are a lot better then hysteria and dark devotion. this is just my opinion if your deciding to play stealth tier 3 myer's.

    image.png

    Hysteria and Sloppy are to let me be rewarded by injuring multiple survivors.

    I dont use Hysteria for instant down healthy survivor, Dark devotion and Plaything are there.

    image.png

    Beside, its the fixed build, I dont change anything on my loadout through the whole challenge.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576773#Comment_3576773

    it can activate up to 7 times. most survivor will not expect you to have that perk. it can mask myer's in evil within 3 really well. those two perks are better stealth perks then hysteria and dark devotion. Hysteria could be a good perk but the perk has too little duration. I tried using hysteria on Twins at one point. it is ok perk but needs better stats.

    The only change I would like for Hysteria is injure a healthy survivor will make everyone Oblivion. I dont think duration is short, its just too much restrictions

    • Injure a healthy one, no instant down them.
    • Only affect already injured one, not healthy one.

    I believe hitting a healthy one may be strong (Bubba instant down then slug and go for others). Make everyone Oblivion would be enough.


    Other than that Hysteria is to make you injure multiple survivors to make it work, which is why I use Sloppy for extra rewarding time. And Dark devotion is scary when you're in tier3.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576742#Comment_3576742

    i see your using 3 stealth perks. I would recommend using tinkerer and trail of torment over dark devotion and hysteria. I also recommend using memorial flower over grey blonde hair add-on. all those evil within 3 add-on that increase duration of EV3 for more stacking is not worth it. If you do use one, only use green hair add-on. it is only one that makes sense.

    Tinkerer only usable 5 times per match, which I cant control because its up for survivors to nearly complete a Gen, I could mid chase/going for hook at that time. Its also make me feel "note: a Gen is nearly done" while I cant do anything about it.

    @Astel said:

    The experiment seems interesting. Would you mind record some matches and show us how it went on? I am curious how you and the survivors played.

    This is match 20, with my own subtitles for you to know what I was thinking in the match (there are alot of English mistakes)

    https://www.youtube.com/watch?v=Q98UYmIZsD8 image.png


  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/395722/a-journey-of-50-matches-as-no-slowdown-myers-20-50

    I think if you ran UW it would massively counter your issue of not being able to find the 4th guy for a 1st hook. Also when it comes to flashy saves, if you spam your mouse downwards that is a certain way of making sure you are looking down to avoid a double blind. Overall congrats on getting this many hooks and kills as a D tier killer with the restrictions you placed.

    I dont have the DLC, plus using UW would totally beat my game sense.

  • Match 18: It was really tough, down a Meg early, Haddie blinded me but I didnt drop Meg, but when blindness slightly cooled down, Im blinded again when I still dont see anything, and Meg was saved

    image.png


  • @Venusa said:

    Ultimate Weapon and Nowhere to Hide are disgusting. They only overpower already S-Tier mobility killers like Nurse and Blight and it's unbelievable how they can just zoom across the map with their brains off to down and slug everybody one by one.

    Since Blight release, I already think of it, 16sec no TR of Tinkerer, 4sec aura of BBQ. Its almost only Blight can get the most use of them. While other basic speed killers dont.

    Later with Lethal pursuit. 9sec is fine for other basic speed killers, but Blight can start a chase when Lethal pursuit is still mid use, its completely a free hit when you chase a survivor seeing their aura behind walls.

    Then Nowhere to hide, its a map wide aura for Blight. I think those effects should have a rework on how it work, so basic speed killers have more benefit, and high speed killers get less.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576562#Comment_3576562

    Pretty sure they are referring to the change that reduced Ruin from 200% to 100% regression and deactivate once you kill someone. That was a massive nerf.

    These MfT changes also are absolutely a nerf. Yes it still has synergy with Dead Hard and other Exhaustion perks but it’s still going to be no where near as good as it is right now. It’s a massive nerf, and rightfully so. The perk needed a massive nerf. It will still be decent but it wont be the entire meta anymore.

    I never use MFT, I never defend MFT, I dont mind of MFT nerf.

    Its just their logic to convince MFT nerf is a buff is something beyond this world. It made me think of reasons why Ruin nerf was actually a buff, by using the same logic.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575992#Comment_3575992

    Well, everyone is behaving like they did exactly that. As if the devs nerfed it into oblivion like Ruin. But MfT is still top tier.

    Ruin, in fact, was a buff.

  • People who wants to win alot means they dont want challenge at all, but take the very shortcut path to win. It goes for both sides.

  • @Nazzzak said:

    The joke just flying over heads here

    You read my mind!

  • @Nazzzak said:

    Some people seem to forget that the longer Deep Wounds progresses, the darker your screen gets. 3% haste means nothing when you can't see jack. No one will be running builds around this perk, especially not for 3%

    Blood overlay on screen is why I think basekit BT doesnt encourage killer to go for unhooker (unless they're injured). Because if unhooker is healthy, means both survivor will take 2 hits to down, its only the hooked one will get Deep wound which make looping alot harder than injured one.

  • @Xernoton said:

    Still going strong. Although, it seems your matches are gradually getting harder. Does it feel that way too, or am I reading too much into these numbers?

    I believe most of these match were manage-able to 4K if I hook whenever I have a chance, what Im usually struggle is finding the 4th survivor to get their 1st hook before 2nd hook others, or 2nd hook before death hook others.

    Match 17 had a single mistake that I didnt instant down Clau when she's vaulting (more details in description). I already had 2 survivors slugged at that time. Hooking Clau would let me process to kill other 2.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575180#Comment_3575180

    you aren't seriously arguing that mft is stronger holy #########

    New level of bias

    image.png

    I start to think reasons the currently Ruin is actually a buff. No, I really do!

  • @Mooks said:

    Just always remember the cute sound she makes when getting stunned 🐽

    Fengmin: EEEEEEEEEEEEEEEEEEEEEEEE

    Pig: E

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575876#Comment_3575876

    The "nerf" is making other survivor perks more valuable again.

    Lets say a survivor takes MfT, DH, OtR and DS. After the first hook, OtR kicks in (80 seconds of old IW) if the killer tunnels, he gets the Enduring effect of OtR + the 3% speed bonus (1rst hit). If the chase lasts less than 60 seconds DS (2nd hit) = reset on the Endurance effect. DH (3rd hit) starts another Enduring effect for 3% and it requires 4 hits to down the survivor.

    No, MfT won´t be a bad perk. It will enable other perk combos, that made little sense until now. But can shine pretty strongly.

    Also, SWF using Flashlights, MfT, FtP and Background Player. Will be incredible annoying for killers.

    Okay, I use the same build: old MFT, OTR, DH, DS. And lets see what should I do to get the perk value.

    After the first hit: it works.


    Whats the requirements to get value of the new MFT again? Can you re-type it again without copying the paragraph?

    Yep the paragraph is definitely longer, its a nerf.

  • 1 thing I learned from this is

    Spread pressure is real.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576064#Comment_3576064

    Why it don't surprise me that you somehow got that I said those 37 seconds was from the perk, when I wasn't. Read it again.

    And yes, that's what everybody says, and mathematically they are right, 3 survivors in 3 gens are 3c/s pumped on those gens and at 5 gens normally it is preferable to have the progression spread. What they fail to see is that by grouping up they lose charges per second, but again, have 37 additional seconds to do whatever they need to do else (healing, cleaning totems, go to another gen, etc.), gives less time for the killer to come pressure that gen or use a regression perk to affect it, and a gen done can't be regressed anymore. Also, grouping up makes gen regression less effective by either reducing the time lost it produces or recovering that time faster (30 charges done by only one survivor are 30 seconds lost if regressed, while if there was done by 2 survivors only 17.64 seconds are. In the same case, if 2 survivors recover that 30 charges they would do it in those 17.64 instead of the 30 seconds it would take a sole survivor to do it).

    About the pressure, the killer can only chase one survivor, and kicking the gen without any perks involved makes the gen regress 4 time slower it can be progressed. So, if 2/3 survivor are on a gen, they only have to wait for the killer to start chasing one of them to continue progressing the gen even if he kicks it, or if the killer stays by the gen to make sure it regresses it would take so much time that the survivors would be able to simply go to another gen and progress it a lot more than lost progress in that first gen.

    In other words, funnily enough when the argument is just about pure math people start bringing in other factors that happens in a normal match, but in this case that you have to take in count all those other factors like walk, chase and healing times and such people decide to stick with just raw numbers.

    About the 7 seconds:

    • Completion time with 2 survivors at base progression: 90 / 1.7 c/s = 52.94 seconds.
    • Charges per survivor: 0.85 c/s
    • 15% of 0.85 = 0.1275 c/s
    • Total progression with old PT: (0.85 + 0.1275) * 2 = 1.955 c/s
    • Total completion time with 2 survivors with PT = 90 / 1.955 c/s = 46.035 seconds
    • Difference between base vs old PT = 52.94 - 46.035 = 6.905 seconds
    • Just for the record, completion time with actual 10% PT is 48.128 seconds. So, the nerf was only 2.093 seconds more.

    So yes, those 37 seconds shaved off a gen by just having 2 survivors in it are saved time, as survivors can use that time to invest in other things that they would have to anyway.

    1. What are you doing when you leave 2 same survivors completely free to do 5 Gens?
    2. The time saved only when if there are 2 survivors, which mean, each survivor save 3.5sec Brown Toolbox save 5.5sec requiring 1 survivors.
  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575640#Comment_3575640

    That would be fine, if it wasn't because it is 6 seconds saved (more like 7, but ok) after already removing 37 seconds by just being two survivors in one gen, making the total gen time 46 seconds. Even with the 10% it is right now, two survivors do a gen in 48.128 seconds approx. 3, in 35.714 seconds.

    And I don't know who said that having gens done and secured in less time it takes the killer to get to a gen, chase, down and hook one of the survivors (without counting reducing the time impact regression has) is an advantage for him, but it is highly debatable.

    Would you like 2 survivors take 80sec to do 1 Gen, so survivors should never grouped up again?

  • @Tsulan said:

    I really don´t get the "its a bad patch for survivors" vibe.

    MfT now works while being exhausted...

    Please, take a moment to let that sink in.

    It now works with DH, OtR, and all the perks that cause exhaustion. So as long as someone is able to hit the DH or get hit with OtR, it now is even stronger than before.

    So DH for the higher mmr players and OtR for everyone else. MfT is still as effective on all mmr ratings. If not stronger.

    Please take another moment to let what you think sink in.

    MFT works the moment they're injured, not after a hook with OTR

    MFT works without the success of using DH

    MFT works without the dark blood overlay on the screen to make the looping harder

    MFT didnt require another perk to work (getting Deep wound for 3%), it works by itself

    A perk requires another perk to work, is a nerf. The only think true is only the high end of MMR can use MFT.

    Old selfcare took 32sec to heal, New selfcare requires another perk (Botany) to make similar thing. Is a nerf.

    I dont defend MFT, but you like to make survivor's nerf seems like recieved a buff.

  • @Quizzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575657#Comment_3575657

    Shirtless Gabe. Come on, Bhvr. What are you waiting FOOOOORRR!!!!!!

    I cant believe they released shirtless Vittorio and Felix after my suggestion and I got no cut.

    image.png


  • Slugging for 4k is a problem (for the 3rd survivor)

    Slugging all survivors and dont hook them is a problem.

    Otherwise, I think slugging match is really fun if killers do it right. I faced a few killers like that and inspired me to play similar.

  • Counter point, killer should have Yellow Mori basekit.

  • 4 blades per sec, 8 blades to injure. Which means 2sec.

    If within 8m radius around a survivor dont have a meaningful obstacle to cover, its a guarantee hit/down. And we all know how much death zone in new maps recently

    Leaving a loop will never be an option for survivors either. Usually between gym/loop titles are a blank one, which is 8m distance. You know what I mean.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/395765/survivors-got-nothing-this-chapter-what-equal-attention-buff-would-you-like-to-see

    Make calm spirit normal speed while breaking things quietly if its gonna be a niche perk for a while might as well let it be a little bit better, a few more but this would be nice

    @Venusa someone is asking for the trauma.

  • @Nazzzak said:

    I just want female vaulting fixed

    image.png

    The perk save 6sec per Gen with 15%. And please dont multiply it by 5 because 1 survivor dont do 5 Gens by themselves to make the point of a single perk can save 30sec of Gen.

    6sec save is similar to a Brown Toolbox, but its not the same. The difference between complete an 80% Gen in 10sec with a teammate, and complete an 80% Gen is 12sec alone.

    Prove thyself forces survivors to grouped together, and grouped together gives killers' advantage.

  • @Beatricks said:

    I actually started doing something very similar on Demo a couple of months ago, but stopped after getting horribly skewed games of either one measly kill or absolutely steamrolling the opposition. Will definitely keep an eye on this thread!

    I think skill only take a small part in the game play. I mean, 2 survivors with the same MMR, could be 1 that a good player that not using meta and lose, dropped their MMR; the other 1 could be an okayish player that use meta, just won and increased MMR. The variations are vast. That's not even counting on killer side that can happen to be the same.

    My matches are generally really close. Even if its 3 escape. You can note match #11 and #13. I could kill a few of them before 5 Gens done, which mean it would be a hatch escape at most instead of 3 escape.


    In the end, killers are generally overwhelmed if 4 survivors are alive, but opposite if 1 dies. The gaps between 4 and 3 survivors is just so great.

  • @Dwight_Fairfield said:

    As a long time Mikey main I am cheering for you.

    They messed up maps too much, I cant play Trapper anymore.

    I think I start to main Myers from now.

  • @GroßusSchmiedus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574857#Comment_3574857

    I think you misunderstood, i don't want screenshots because i don't trust you using the loadout you said, its because of the survivor loadouts. Especially because the goal is seeing MMR changes, so if as an example you ran into Claudettes with like 3-4 yellow perks of which 3 free base perks, that'd be an indicator that the MMR was having a stroke.

    Early matches had survivors with yellow perks. But later all are purples and full loadout. The later matches are definitely alot harder.

  • @GroßusSchmiedus said:

    Looking forward to the effort, though i think without screenshots of loadouts it will not prove all that valuable as not all lobbies with higher MMR might play seriously that game like their lifes depend on it. To many variables.

    I put hard restricted rules on my self (play the same killer/addons/perks, and no tunneling,aim for most hook) for some reasons:

    Assume my skill is 50/100. Which can "increase" it by tunneling, 4 slowdowns, strong addons (that most players use those to cover up their skill). I want "my skill" to stay exact. The only different should be on survivor side. If they're better, or stack of meta perk, they should have higher chance to get more escape.

    After 4 matches of 4K, the kill/hook are clearly lower.

    @Xernoton said:

    Not bad so far. MMR obviously didn't quite hit the 50-60% kill rate sweet spot, but you getting 12 hooks on Sanctum of Wrath with Myers is impressive.

    I would like to know which side had the incentive at the time. Would be interesting to see how the incentive on both sides impacts matchmaking but that would require us to repeat the whole experiment. I'm also not sure the event is the ideal time for an experiment like this as it can be quite time consuming and is obviously a huge advantage when you can completely ignore it.

    Im mostly meme around playing killers, means my MMR should not be high. 4k on the first 4 matches then dropped after show that.

    I dont think 12 hooks is always impressing, but the most important is how many survivors left when you have 8 hooks. If you have your 8 hooks while there are only 2 survivors left, is alot of different than 8 hooks while there are still 4 survivors in the game.

    @radiantHero23 said:

    Looks really good so far.

    Keep it up, I'm cheering for you.

    I think I'm gonna try that on pig.

    I just learned something, I think most people dont know. Because of the rules, I cant hook Dwight twice when Meg doesnt have any hook yet, which I have to slug Dwight. And some slugging mixed in the match is extremely time buyer and put insane pressure on survivors.

    Dark Devotion and Hysteria give me benefit to injures multiple survivors early. Afraid of getting down, they dropped alot of pallets (and I ate most of those). Match may pass 5min, I dont have a hook, survivors done 1 Gen, but the most important is pallet numbers dropped by half. Making later chase really easy.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574018#Comment_3574018

    WoO for experienced players is less about map knowledge and more about knowing which pallets your team mates have used. Recent map reworks tend to have less pallets, more unsafe ones, and more deadzones. Also it's normal that as more popular perks are nerfed, less popular ones rise up to take its place. So it's probably saying something that a perk that was considered mediocre previously is now apparently a must have in builds. I've been playing for 3 years and used WoO for the first time earlier in the year and it's now in regular rotation for me. As the game changes, so too will preferred perks.

    I main Trapper and I feel like I have to use Zhansin tactic because of many new/rework/adding maps.

    • Reworked Shelter wood with a main building
    • Updated Mother dwelling
    • Updated Temple of Purgation
    • Toba landing
    • Reworked Cowshed
    • Reworked Rancid Abattoir
    • Reworked Torment creek
    • Nostromo wreckage
    • Reworked Shattered square
    • Add in new Coal tower
    • Add in new Groaning storehouse
    • Add in new Ironworks
    • Add in new Suffo pits
    • Add in new Shelter woods

    I dont know if they're going to add another variation of the Game. And Garden of Joy reworking with Swamp updating are on the list.

    WoO is just really needed these days.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/395699/okay-i-seriously-why-do-people-slug

    "In the end Dwight scratches his head and wonders why do people slug when two people are left since it just makes the match longer then it should."

    Because the hatch exists.

    The remaining survivor would still able to hide

    Next stop on killers' wishlist: show remaining survivors' aura if 3 survivors are death.

    @Aven_Fallen said:

    Because for some reason some Killers think that if they dont 4K, they dont win. And it does not even matter how many Gens have been done, a Killer can get a 3K with 0 Gens done, yet some will still slug, because they cannot bear the thought that the one Survivor might get a pity escape with the Hatch. (And it is quite clear that the Killer won and the Survivor, despite escaping, clearly did not win)

    A few years ago, even before closing the Hatch was a thing, I said the Killer should just get full BPs and Emblems when the last Survivor escapes via Hatch. Sure, there will still be some Killers that will still slug for the 4K, because they would not be able to sleep at night if a Survivor might escape. But if there would be no loss in BPs or Emblems, the majority will probably not slug. (From those who slug currently, IMO the vast majority of Killer players dont slug for the 4K)

    3K is a lost but expecting camped/tunneled survivor see dying as a win because other 3 escape.

    If only 4K is a win then 3 escape should be counted as a lost for survivors.

  • @Mandy said:

    must admit I wasn't quite sure what to expect when I read the title of this...

    Did you expect the camera to pan down?

  • @Nazzzak said:

    Once. I was being chased by Huntress

    I had one being chased by Huntress, in a restaurant named Enormous Two, throwing big spoons at me, in this outfit.

    image.png


  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573386#Comment_3573386

    I´ve had teammates flap their arms all the way i came from the other end of the map and another survivor also came...

    They flapped so you dont come, but you did.

  • Full HD is 1920x1080

    2560x1440 is 2K

    Both are 16:9, not ultra wide. You need to set resolution to 2560 or 2K. With 1920 it will get blurry.

  • What? You dont like David flap his arms?

    image.png


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