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CashelP14

CashelP14

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CashelP14
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  • @Seraphor said:

    You still have a base-line killer MMR now, so you won't start with the lowest MMR the first time you play a killer, but it will still be your lowest killer MMR. So yeah the highest MMR survivors probably won't face any right away, but it shouldn't take long for the best killers who play him to catch up. I'd wager less than 10 games, for the killer, so give it a few hours if you really want to face him and think you have a very high survivor MMR.

    Though chances are your MMR isn't as high as you think. The whole point of MMR is that ranks didn't reflect skill. Rank 1 consisted of a wide range of skills. Basically a rank 1 could be anywhere in the top 30-20% of the player base, despite there being 20 ranks (so it should be top 5% if all things were equal and accurate).

    I know this I probably don't have the highest MMR but it was just a general question, not specifically about me. If he is as weak as people are trying to say then the high MMR survivors won't get the chance to face him.

    All of this doesn't matter anymore because apparently MMR isn't being added till tomorrow (just seen it in the patch notes).

  • Probably focused on creating more charms and calling them "rank rewards"

  • It's why smarter people last minute swap. Hate when key people do this and I have on a couple of occasions closed the game to avoid the match. Just depended on who I was playing as or how I was feeling that day (only happened probably 2 times).

    While playing solo q if I seen 2 survivors wearing the same cosmetic I have swapped to join them. In 4 mans I don't understand it.

  • The one you said mate is a pretty good one. I'd say that Legion players always run Discordance.

  • The problem is that you don't know he has it. Unless your a 3000 hour survivor you can hazard a strong guess he has it but even then it's not certain. The indoor map part is also a bit strong.

    Like Clown isn't strong at all but his instadown bottle should be nerfed.

    It needs a downside or changed tbh.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2475786#Comment_2475786

    I'm not saying "They changed it once, they shouldn't touch it ever again!". If that were the case DS wouldn't have been fixed. It took several changes to get it to what it is now.

    I'm just saying it used to be worse.

    Ah ok. I was going to mention DS as a defense as well πŸ˜‚

    It sounds pretty bad back then but without the speed increase I assume it wouldn't be as bad now as it was back then. I think most people would just hide it out. If they removed the hex part and made it a 1 minute timer only I think it would be better.

  • @Toxicboii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2475778#Comment_2475778

    I mean, yeah, I don't want it to have a speed boost. It certainly isn't really... Nice. To put it simply.

    The reason why 'just do bones' is so widespread is because it is that simple.

    With no dull totem to spawn on, the hex doesn't activate.

    Yes, there may not be some times where the totems you cleanse do nothing to improve gen progress. But that's more of a soloq and lack of coordination issue more than the perk itself being an issue.

    It's a simple saying but not simple in practice. Especially now that the newer maps are getting extremely good with hiding totems.

    Also it isn't really a solo q issue. Yes I can see if a team is getting destroyed then that's because your probably not in a good swf team. The face camping Bubba example though has nothing to do with solo q. This is where the quote is incorrect.

    I don't mind the instadown but just the speed boost feels a bit overkill.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2475778#Comment_2475778

    Long ago it didn't use to be a hex. It was like a 2 min duration thing that activated once the final gen was complete. They changed it because for those 2 mins the killer was unstoppable and there wasn't anything the survivors could do to prevent it.

    Must of been before the console launch of the game. I started playing towards the end of the summer in 2017.

    They may have changed it but it doesn't mean they shouldn't consider changing it again.

  • They definitely aren't the best. The only dbd merch I ever got was a hoodie from somewhere on Amazon. Done me a very good job πŸ‘

  • I hate the argument "just do bones". It isn't that simple.

    If someone is getting face camped by a Bubba, your told to rush gens. So how can you avoid noed if your rushing gens?

    If your team is getting destroyed and your the only one doing gens then when do you have time to cleanse totems?

    The only time this argument of "just do bones" actually means something is when a good team is destroying a killer. They should cleanse the totems before the end of the match, rather than be dumb.

    NOED can be annoying but I think it has it's place in the game. I don't think it needs to give both a speed boost and an instadown but that's just my opinion.

  • You forgot to include Flashbang locker saves. These are extremely easy to do and work a lot more consistently than Flashlights. Even the killers who are impossible to save against at lockers (PH, Blight and Demo) you can get these saves with.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2474703#Comment_2474703

    The Demogorgon is neither female or male or not confirmed what gender they are.. and tho pyramid head has a masculine body they are also neither female or male. if were not technical u could keep the 2 on the list. tho the twins shouldn't be on the list cause they are both.

    I know Demo and PH are neither male or female but PH is definitely perceived by everyone as male. Don't really know what Demo is since I didn't watch the show but I wouldn't say female.

    The Twins are both, that's why I said since the last "solo female killer". Just feel like the most recent killers have been basically all male. Would be nice to change things up a bit.

  • Toolboxes were only really used by high level players. Since the nerf people moved over to Med-kits.

    They're still pretty good if used correctly but they just aren't fun unless it's a sabo toolbox. People would rather use the other stuff because they are more fun and easy to use.

  • I'd just like to see another female killer lol I know Charlotte is female but she did come paired with a male character.

    Since the last solo female killer we've had:

    • Ghostface
    • Demorgorgan
    • Oni
    • Deathslinger
    • Pyramid Head
    • Blight
    • Twins
    • Trickster
    • Nemesis
    • Hellraiser

    Just want some more variety please lol though a good looking female killer is definitely something I wouldn't say no to πŸ˜‚

  • If a killer is playing against a full team of solo q survivors and camps, they will 100% win. Simply because no one knows who's getting the save and usually the survivors with less than 1,000 hours will actually go down near the hook.

    If a killer vs a swf it fully depends on the rng of the game. What perks they brought, the map, skill of the survivors etc.

    Getting these win streaks as survivor are fully dependent on three things:

    • If your in a swf
    • The skill of the swf
    • If their objective is to make sure you escape or if everyone has to escape.

    Here's a simple example. I played with my swf on friday from 8 till 2. They were drinking but I wasn't because I couldn't. I escaped every single game we had except for the final 2 where we didn't do gens and only went for flashlight saves. I wasn't bringing keys (only flashlights) and the objective wasn't for me to only escape.

    If you really tried to get big win streaks as survivor I think it would be quite easy.

  • Yes: As survivor the one I see the most is Ruin and Tinkerer (especially on Blight).

    As killer it's obviously keys.

  • We won't know. They won't tell us what the win conditions are.

  • Depends on the killer.

    For my Bubba it would either be:

    • Corrupt, BBQ, Pop, Tinkerer and Bamboozle
    • Corrupt, Ruin, Undying, Tinkerer and Crowd Control.

    Though I would definitely not want to see a 5th perk slot added to killer lol

  • Wish he had the Flamethrower from Resi 3.

  • This post works both ways. It also works with every other scenario that isn't queue times.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2471292#Comment_2471292

    I doubt there are any players in the game that have won 700 matches in a row on either side, regardless of character/loadout used.

    To further clarify, there are scenarios, bugs, exploits, etc that have come up during the past year that make such a claim virtually impossible.

    In addition, certain maps also make this claim straight up impossible as it is not possible to control a significant enough area unless RNG blesses you with a 3-gen.

    I don't care if it's real or not tbh lol any excuse I can take to call Hag OP I'll take πŸ˜‚

  • I'm taking this as Hag is OP and deserves to be nerfed. 700 games is a long win streak for 1 killer so it proves everything to me.

    Thanks for proving this to me πŸ˜πŸ‘

  • @Sypherpathic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2470480#Comment_2470480

    I just don't understand how hag has so many traps with such a large radius PLUS teleporting. Poor trapper is just bargain basement hag.

    Unfortunately Hag is just Hag.

    Very unfun to face and play as imo. She's either really good and every chase is frustrating because you set off random traps or she's trash and camps.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2470056#Comment_2470056

    With the upcoming sbmmr, i think that some builds will become weaker/less used. Which could result in buffs.

    I don't trust anything will change. All I'm expecting is high ranks to be swf vs the top 5 killers. Same perks on both sides. For me this could be the thing that ultimately pushes me away from dbd if it isn't perfect.

  • Genuinely have no problem with the build tbh

  • Items and perks disabling a killers power is dumb, but so is Hag so I hope they change nothing.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2467926#Comment_2467926

    I mean, if they reversed the Undying change, i would run Undying Ruin as killer and Small Game/Detectives Hunch as survivor. Despite all the complaints about the Undying Ruin meta, i had a lot of fun during that time. I remember a match where i cleansed 5 hex totems alone. While my team took turns on the hook. They made no effort to do gens and instead farmed each other in front of the killer. Later they complained about "OP Combo".

    The way i see it, they either have to nerf gen speed, give survivors an additional objective or have to buff the gen slowdown perks. But keeping it the way it is now, is just sad.

    There's the problem though. You would run the combo by itself, but others probably will run it with Tinkerer and Corrupt on Blight, Nurse, Hag or Spirit. I also love the feeling of cleansing hex totems for that beautiful 1,000bp but in certain matches it was too much. Plus reverting that change would kill the recent resurgence of Devour Hope. Even a terrible perk like Third Seal has been given a potential second chance in certain builds.

    One of the issues is that solo q is already a lot weaker than killer, so increasing gen speeds would hurt them even worse.

    My idea would be to add an optional secondary objective that higher ranked players would probably be more interested in doing. I always felt like adding something to the basement like a shrine or something would make basement perks also better. Maybe bringing totem skulls to this shrine will give additional bp or an offering table where you can increase the rarity of your item (except keys of course). From my experience higher rank players seem to care more about bp and items than lower rank players.

    Otherwise the only thing they could do is remove slowdown perks completely, gen repair speed perks and nerf gen speeds.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466406#Comment_2466406

    Are you for real? Giving Survivors 20 second of imunity is fine? What do you think they will do with those 20 secs? Run away? Ofc not, they won't run away they will come to killer for killer to down them and pick them up and force the use of DS or killer slugs and they can counter that with Unbreakable or Soul Guard, if they have a free perk like you want then they will want to use it everytime, who doesn't want to use a free built in perk? DS as a perk is already strong even if the killer isn't tunneling cause for killers 60 seconds is alot. 20 seconds is still alot. Why do you think killers need very short chases? Cause there's a limit of time to where time spent chasing becomes completly advantageous to Survivors. Why do you think BHVR gave us Pyramid Head, Blight, Twins, Nemesis recently? they all have anti loop cause chasing needs to be short for killers otherwise chasing for too long is very detrimental. And you want to give survivors 20 sec imunity.

    There's no need for killers to tunnel for Survivors to use DS, i can hook 1 guy, go after another, they make the rescue, i down the second guy, i hook the second guy and the first guy still has DS active and can come for the rescue because i can't hook him...Tell me where do i wanna tunnel? I don't i'm just telling you what happens when you give survivors a free weapon, which is what you wanna do.

    Your chasing argument also makes zero sense. Unless your camping their body after immediately downing them from the unhook then it's not going to be 20 seconds. If you get back to the hook within 5 seconds of the unhook then you should see the unhooking survivor, and if you don't want to tunnel you'll go for them. Chases are extremely important but they have nothing to do with camping the body of a survivor you were face camping for 20 seconds.

    So your complaining that a survivor runs to you to take a free down, which leads to free slugging pressure? Ok. Even in the scenario you gave it doesn't make sense. The DS person is giving you a free down and a free reason to camp. People with current DS don't do this because it's dumb, so why would someone with a shorter timer do this? It makes zero sense.

    I feel like everything I'm saying is being ignored when it comes to the simple basics of this.

    • Unbreakable + mini DS doesn't work because Unbreakable cannot heal yourself before mini DS runs out. So even at the full 20 seconds you still can't use Unbreakable.
    • 20 seconds at MAX IF your face-camping and hit the unhooked survivor instead of the unhooking survivor. Trying to use the 20 second argument for everything doesn't work if your not going to say "I'm face camping".
    • Most players run BT anyway so it will make virtually no difference anyway.
    • Follows the same rules as normal DS so it will be disabled the exact same way.
    • This is a discussion asking about making perks potentially basekit. Did I create this discussion because I'm begging for a basekit DS? No. I'm only saying a way that I think they can implement it that would make a positive change to the game, same way as a mini Corrupt would. A change that I don't think would really harm the game in anyway.

    The funny thing is if you always "respect" the potential DS a survivor has then you shouldn't be arguing about this. All I'm hearing is someone who always takes the risk of picking a recently unhooked survivor because they don't expect DS. Mini DS really only effects a face camping/tunnelling killers who take this DS risk. I cannot agree this is 20 seconds of immunity at all.

    The best part is a mini DS would have 1 or 2 problems that would need changed from current DS but you've failed to mention them. You've just been stuck on this "20 seconds of immunity" that only works if a killer is face camping..

    Sorry mate but I see no reason to continue this argument any further since your arguing points that don't make sense.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2467843#Comment_2467843

    Thats where you are wrong. The devs called Ruin a "endgame perk" that "applies gen pressure when there are only a few gens left". But Ruin never lasts on its own until the later stages of the match.

    When asked about whats fun, survivors said: chases are fun. However, tracking perks to get more chases are not viable, because killers "have" to stack slowdown perks in order to squeeze out a few more seconds out of a match.

    In other words: the current gen rush (or doing gens efficiently) meta ruins the fun for both sides.

    I hate how this forum can just delete a full thing of text.. ok time to repeat myself.

    Chases are the fun part about this game, it's why people give killers with very little chase interaction like Spirit a lot of crap.

    My point still stands that if old Undying was still in the game people would still feel like they "have" to run 4 slowdown perks. No matter what they do to gens to increase their time to be completed, 4 slowdown perks is the meta and people would continue to use it. Changing Undying is not the reason our meta is the way it is and the game would be in a worse place overall if it stayed the same.

    The meta is just the meta. If the devs removed all gen slowdown perks tomorrow and nerfed gen speeds extremely hard, there would still be perks that people feel they "have" to run because this game will never be properly balanced.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2467746#Comment_2467746

    So whats the problem of those perks you named? Pop doesnΒ΄t work until you have cleansed both undying and ruin. Corrupt is gone after 2 minutes and Tinkerer forces the killer to break chases to go to that gen thats about to get finished.

    I have no immediate problem with them. You mentioned that now people only run 4 gen slowdown perks. No chase, healing or end game perks. All I'm saying is before the Undying change this was still the case. The Undying change has nothing to do with why people feel the need to run 4 slowdown perks. If people want to win by any means, then they'll run the best perks which are all slowdown.

    I personally like the direction they took with Undying since it gave Devour Hope a lot more reason to be run. Ruin never is suppose to last the whole game and that happened far too often with old Undying.

  • Ahem brother

    @KerJuice said:

    Why is everyone complaining about Hag recently? I rarely see her. Prob the killer I see the least. I play on NA servers at ranks 4 &5. Is she popular in a different region on lower levels??

    I've complained about her for years. She may be rare but she is never fun. The people who play her either main her (extremely unfun game) or they are new with her and camp (extremely unfun game).

  • Those days where you needed to cleanse Ruin 4 times..

    Main problem I had with it was even though those 2 perks were very very strong people still run Tinkerer, Corrupt, Pop etc with it. They'd also run it on killers like Hag, Nurse, Spirit etc.

    The strongest perks in this game are gen slowdown perks. If streamers/other players want to win then they'll bring 4 gen perks, even before the Undying change.

    Also I personally love the new Undying change when it comes to Devour Hope.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465120#Comment_2465120

    You're still giving Survivors a You can't touch me weapon that they can use in two moments, after first unhook and second unhook, it's up to the survivor to pick where they want to use it and believe me they will use it cause it's guaranteed waste of time for killer, killers gets no control over downing someone since at some point that down can be erased, survivors will purpusefully come to killer knowing killer can't pick them up or else they'll waste more of killers time by hitting the DS. What's so hard to get that you are weaponizing DS again? DS should never be a weapon, should never be base. PEople would Run Unbreakable none stop since DS being base is broken and guarantess a free escape or killer slugs and you have Unbreakable and still can get away. BASE DS is HORRIBLE IDEA.

    You can't punish a killer for doing their job, getting a down but oh wait i can't pick up because everyone has base DS, that's just broken. That's what DS was and that's why it was changed....The whole killer process already takes imense time since chasing is absolutly in survivors favor and you still want to give survivors 20 more seconds of FREE TIME, 0 PRESSURE.

    20 secs is a quarter of a gen, if every survivor is in a different gen which they will cause everyone in the match knows base DS exists that means 1 guy with DS gives everyone else a quarter progress for each gen, that's 3 quarters of a gen done in total throughout the map. Then let's say killer has Pop, he still gotta waste time travelling to whatever gen and still kick it, that's 1 gen done in terms of progress by the time all this happens. That was a worthless Pop, a worthless chase.

    You can't force killers into a situation where they can't progress when they haven't done anything wrong.

    Weaponising DS? Lol come on mate that's impossible with this. Unbreakable takes more than 20 seconds to use so even if you are face camping they still don't have enough time to use it. The problem with old DS was that it lasted 60 seconds and you could still work on gens and do totems with it active.

    Your taking the 20 seconds part to literally. Your treating it like a killer needs to wait a full 20 seconds for DS to run out, which only happens if they are face camping. So this whole quarter of a gen thing makes no sense. Your numbers are off every single time you talk about them. One of those 3 survivors needs to get the unhook and unless the killer is camping they won't be waiting out 20 seconds of a timer.

    Sorry mate but all I'm hearing is someone who wants to tunnel a survivor off the unhook without any problems.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464951#Comment_2464951

    The math was a bit off yes but it's still 8 unhooks that can happen, that's still plenty of DS time. You're still giving Survivors a You Can't Touch Me weapon and that's the reason DS got changed, survivors will abuse those 20 seconds like they abused DS before. The big problem isn't the time it's the fact that you're putting killers in a lose lose scenario. Like i said, you're either going back for the hook or you're after someone else already, which by then it doesn't even matter if you Ds for 1 second or until the killer comes for you again.

    If you're going back to the hook then idealy you'll chase the unhooker, but if there's no unhooker to be seen then only the unhooked Survivor is left. If they get DS base you're putting killer in a scenario where he either let them go or slugs cause he knows he can't pick up. Killer can't do a 21 second chase, in 20 seconds Survivors will find a safe loop and then it's not 20 seconds it's alot more cause chasing is an awfully long process for killers.

    If someone was farmed then why are you punishing the killer by not being able to pick up the only survivor he could get? If someone gets FARMED it's not killers fault but your Mini DS punishes the killer for bad survivor plays.

    You don't make perks part of the base game because you have to correct everything else to adjust the fact you made a Perk be a core feature of the game.

    If the killer is chasing someone else then yes this mini DS does nothing which is fine.

    If your going back to the hook then you'll probably take about 10 seconds getting there. Unless the survivor is just standing there for you then you'll need to also waste a few seconds looking for them and downing them. By this time mini DS would be pretty much done. Unless the killer is waiting right at the hook then the survivors timer should be at lowest half way done before they get downed, then the killer can kick a pallet or look for someone quickly before picking them.

    Let's imagine quickly the killer when a survivor is unhooked:

    • Camping the survivor: Immediately downs them and can see the unhooking survivor. Slugged survivor has 20 second DS
    • Returning to the hook within 5 seconds: Should see both the unhooking and unhooked survivor. Your choice who you go for.
    • Returning to the hook within 10 seconds: If the survivor is literally giving the killer a free down then the killer only has 10 seconds to waste. Kick a pallet or gen or look for survivor with flashlight.

    If I really wanted to punish the killer I would've let that survivor give a free BT. It was one of the 4 perks in the discussion and I felt it would be too strong and unfair to killer.

    I know you don't make perks as part of the base game but the discussion is about 4 perks being part of the base game lol I'm just giving my opinion on how I'd do it. Personally I feel like none of these changes would overall hurt the game and push it in a more fun way.

    • Survivor doesn't immediately spawn on a gen and start working on it before you can reach them
    • Survivor doesn't get forced out of the game earlier because they decided to play solo q instead of a 4 man swf.

    Look unless your camping a hook then mini DS shouldn't effect you. The odd time where you down the unhooked survivor, even though you weren't camping, the timer should be nearly up by that time. Lastly just remember this is all if no survivor has BT which is extremely unlikely.

  • It may not be the best but I'd rather any level of BT over no BT at all. Going for risky saves with or without BT can be quite dumb unless they had to.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464730#Comment_2464730

    That's 20 seconds x 12 hooks, this is literally 240 seconds, 4 ENTIRE MINUTES....What you are proposing might sound like a tunneling deterrant but it isn't, it's another version of You Can't Touch Me, which is what pre nerf DS did. Like i said if a killer can't find the person who did the rescue what do think will happen? they have no choice but waste time tunneling the survivor who was rescued and obviously the survivor will either let themselves get downed to force the DS onto killer or they'll jump in a locker and force the DS onto killer, again You Can't Touch Me or the killer let's 2 guys be free to do whatever while he is mid way somewhere. So unless that killer has BBQ and sees someone to go for he is in a ######### position cause he can't get another hook. Killers already have to play like DS is always there since now there is always an Obsession so killers can't tell if the perk is in the match or not and you still want to force killers to respect a base mini DS?

    Your mathematics are kinda wrong mate. Mini DS would only work on unhooks and you can't get 12 unhooks in a match, so at max it would be 2 minutes 40 seconds. This is only IF you immediately down the survivor after the unhook every single time, which means your face camping.

    This only hurts killers who immediately try and pick up someone who was farmed off the hook. 20 seconds goes extremely quick and just doing something like looking for the unhooking survivor, or flashlight person or a gen/pallet to kick will take some of that time.

    I also want to say not a lot of killers respect DS anymore lol I'd say if get farmed without BT, I get rehooked pretty much immediately if they can't down the other survivor.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464168#Comment_2464168

    Mini DS still punishes the killer even when they don't wanna tunnel. What about the rescuer hidding and leaving killer with nobody to chase? is killer just gonna leave 2 guys free and WALK to somewhere else on the map because he can't do jack ######### about you or the other person who rescued?

    It's only 20 seconds mate. That's enough time for you to down the recently unhooked survivor and glance around for someone else before picking them back up. No killer should ever get hit by a mini DS. I don't even think with Unbreakable recovery speeds a survivor can get themselves up before the timer runs out.

  • LT walls are busted?

    God I hope you don't get rng where no LT walls spawn.. you'll definitely be making more posts about busted tiles.

  • @NerfedFreddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463690#Comment_2463690

    20s DS probably would be the most useless game mechanics in dbd

    I can't make this stronger because it would make current DS pointless. Here's a few reasons why this mini DS would be decent.

    • Gives you time to crawl to a pallet
    • Killer wastes time slugging you
    • Killer can't immediately pick you up after getting farmed without BT
    • Can crawl somewhere in the open if someone has a flashlight
  • I think having a weaker version of these perks being basekit is fine.

    • 30 seconds of mini Corrupt and only a 10% gen kick from mini pop.
    • 20 second mini DS (enough time to crawl to a nearby pallet or into the open for flashlight person) and mini Kindred that only lasts for maybe 5 seconds after a survivor is hooked. No BT basekit since I feel like it and DS would be too much.

    Just little changes that means survivors can't spawn in and immediately work on gens and a short ds so killers can't immediately pick you up.

  • I think the map is too big but the only issue is that if it's made smaller then linking tiles to main building might be quite annoying.

    If they made the map smaller I'd be quite happy though I'm pretty certain that map will not get touched every again.

  • It's a combo that is stupidly broken a killer like Nurse, Spirit and Blight when played by a good player. However so was DS and Unbreakable on every player in a 4 man team. If people want to win then it's their choice.

    The only thing I dislike about the build is that it can carry a bad player hard with good totem spawns, on certain maps, with certain killers. This can give them kills that feels undeserved while also making the match last longer than 15 minutes potentially.

  • I always analyse my losses to try and improve from them. Be honest about the situation.

    Lost on Badham as Clown? Well be honest and remember your playing a terrible killer on a bad killer map. Maybe you missed 1 swing that would've ended a chase 30 seconds earlier than it did. Maybe you choose to chase a survivor who was better than the rest for too long, lost some gens because of that.

    I'm always very honest about how I play, especially if I play crap. I know I'm not the best killer because I don't commit to it as much as others. I'll struggle massively vs a good 4 man but expect to beat everyone else.

    Use your mistakes to learn and improve as killer. If your getting too negative over killer then take a break. I personally can't play killer too long because I get too stressed by it.

  • Well if your playing killer then good luck in the last 2 games.

    Game 1: Ruin

    Game 2: Pop

    Game 3&4: AFK Wraith

  • @INFECTEDMANIAC said:

    Thanks for your hard work, I will use this to get extra BP for Pinhead

    No problem lad πŸ‘ get grinding because you only have 1 week before he comes out

  • Just want to confirm this glitch is still in the game. Anyone else had a similar issue?

  • Looping takes skill. Whether your using meta perks or not it still takes skill to use your resources properly.

    I'd say while in chase leaving tiles that a killer is mind gaming because you know you can make it to another loop is skill.

  • Yea it's quite annoying though sometimes you can't help it. If your looping efficiently, you'll quite often bring the killer to someone.

    Anytime a killer mind games a tile it's sometimes better to run to another tile to waste more time. W gaming usually is the reason this happens. You can also run Bond so you know exactly when they are coming, and leave safely.

  • You need to bring Windows Of Opportunity to learn pallets spawns, and distance between spawns.

    • Run a tight circle around an area with a pallet. After enough time you'll learn how much you can loop this before needing to drop the pallet.
    • If you get hit run to a pallet as far away as possible. This wastes nearly as much time as an individual loop.
    • Learn the way the killer is playing. Are they a mind gamer or not? If they are then expect them to double back and don't drop short loop pallets since they usually where killers mind game most.
    • Learn the killer powers and how they effect looping.

    This is just the few points I can come up with in 5 minutes.

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