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CatnipLove

CatnipLove

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CatnipLove
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  • But it's another way for people to lobby shop. BHVR is trying to reduce that, so there's no way they would add something like that.

    They should just do away with the pre-game lobby and be done with it.

  • @dbdthegame said:

    -signed by every Blight main. Red Forest dework is absolutely atrocious and made the map MORE survivor sided. Borgo has endless areas where you cannot bump into anything. Toba is full of garbage that cuts every rush short. Reworked Shelter Woods somehow killed the collision for Mac realm and made the trees as bad as Yamaoka in terms of inconsistency.

    But Nostromo. Nostromo is a slap in the face of any Blight player that's ever drawn breath. The main is literally entirely covered in butter, it is quite literally impossible to use your power effectively here. Any wall you rush into will cause you to pluto yourself.

    Why is this acceptable? Who is in charge of QA?

    Maybe that's how BHVR is nerfing Blight. BHVR is playing 4D chess with us.

    eddie-murphy-im-smart.gif


  • Getting rid of de-pipping would definitely help reduce some of the sweatiness that is making the game less fun to play.

  • Changing Blight is likely very complicated. He's probably the most technical killer in the game, so if they bodge it, the result could be catastrophic.

    The add-ons nerfs aren't exactly rocket science though.

  • @mikewelk said:

    In my recent discussion, which was a contrast to all the "Xenomorph is balanced" dicussions, I asked about how Xenomorph's tail attack, in this state, is balanced. Here is a summary of all that happened.

    . I got called an "entitled survivor main" for asking (didn't even bother arguing his point)

    . Blamed for not giving Xeno time and to stop "crying for nerfs"

    . The topic got deflected to the Remote Flame Turrets

    . People argued that remote flame turrets are strong, slow the killer down a lot, and give you time to get to a loop as Xenos break the turrets even without a cooldown (I don't know which game they're playing)

    . The Xenomorph got compared to Huntress and suddenly Huntress is OP?

    . Window/pallet vault baiting is how to dodge the ability (once Xenos learn to be more patient and improve their aim, this strategy will become obsolete)

    . People argued that you can react to Xeno's ability in time (the maths was done by someone proving otherwise, please tag them if you remember who and I'll edit them in)

    . Dodging (when you think the tail attack will happen) was suggested as a good strategy when Xenos can just follow that mistake up with an M1

    . General agreement that the ability causes lose/lose situations frequently

    . People genuinely agreed on the idea of a cooldown for the tail attack

    . People assumed I placed turrets on top of gens (?)

    .Pre-dropping pallets counters them (most Xenos don't break pallets and just take advantage of it)

    . you need distance management to counter them (distance counters every killer lol)

    . Not loop in a lose/lose situation (why would a sane Xeno let me leave a loop when they HOPE I drop the pallet?)

    . Run towards already placed turrets to counter (most turrets are right next to gens getting worked on)

    . Hold W (crazy good advice)

    . General agreement that SWF can utilize turrets well compared to solo queue

    . The classic "get good" and "skill issue" comments

    . Apparently not having a sound cue nor animation for the ability isn't a cause of concern

    . Some people basically admit to facing new Xeno players and basing their opinion on that (no consideration on how Xeno mains will perform in the weeks to come)

    . Complaining that the killer needs time to settle in (Xeno mains will only IMPROVE with time)

    . The idea that the tail attack is something you can react to is very prominent (seen as a counter)

    . Some general tips on how to waste a lot of time moving turrets to "strategic" locations to annoy (?) Xeno more

    It is important to note that there wasn't any semi-decent answer to my question. Most people just shared their realistic perspective and argued their point which I thank them for because it just highlights how hard it is to argue that the killer is balanced even with how this forum mainly portrays him as 'balanced'. Also, every argument about the ability being balanced that got a ton of upvotes was just people telling me to get good and providing terrible advice alongside it. Typical.

    There are some people on here that will like any comment that comes from their side, regardless of how stupid and incoherent the post is. You could put up a post saying "Gem sukes *insert whatever* iz oP BiHvour oni carz abut otter sid" and it would receive a bunch of likes. I'd give it a like, but only because I'm a huge fan of Otter Sid.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554820#Comment_3554820

    Well have you seen the times if the new bnp?

    There hasn't changed much in terms of progression. In some situations it's even better than the old one.

    BNP has to be half way decent, it's an iridescent add-on. Most players don't have the ability to stack them so they have to do something by themselves. I don't know how you make them fair in a full SWF without making them useless for the average survivor.

    👉️🐽

    @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554835#Comment_3554835

    In no way is Sadako A-tier. Fair enough metas change, perhaps they should update the Killers with it.

    I get that people tend to fixate on tier lists, but they barely apply to most players. A character being well balanced for the majority of players isn't necessarily a complete failure. I genuinely feel bad for BHVR when it comes to balance. How do they make a killer that is competitive against the highest level SWF without the killer steam rolling all other survivors? The only way it works is if the killer is extremely technical, so newer killers can't use them properly. Like Nurse or Blight.

    Imagine if easy to play killers like Wraith and Doctor were as strong as Nurse and Blight. They would completely wreck survivors outside of the highest MMR. It would be nice if they could be balanced appropriately, but how do you do that when there's such a huge difference between veteran players and casuals?

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554867#Comment_3554867

    If they could stop humping us on the ground, that would be nice lol

    On a side note, I was spectating a game the other day and a Nea started teabagging the killer at exit. My 6 year old yelled "she's flexing on him!" and jumped up and started teabagging in front of the TV. After I finished dying of laughter, I realized teabagging is probably never going to go away and must be prevalent in other games too. The only games my 6 year old plays are Roblox and Fortnite with her dad, so I'm assuming teabagging (or "flexing" lol) is common on there too.

    "If they could stop humping us on the ground, that would be nice".

    I don't mind getting humped by the Clown. Some of us are into serial killers that bottle up their own farts and throw them at people.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554439#Comment_3554439

    You do realize that there are people who are vulnerable to anything right? If we should take what you say seriously and have a Store that never uses any business strategies that exploit vulnerable people to some degree, then the whole concept of a store falls apart. Hell, some people even cant stop collecting plastic figures some cant handle not owning everything, your support for those people seem to dissipate fast, and why? surely you should judge bHVR for making a store that exploits people who cant handle it? people are hurting every day cause of this.

    Indeed there is a line for what practise is exploitative when it comes to businesses strategies, this is why we have laws, seasonal FOMO are not illegal, so society already agreed and decided that it can be permitted, if you cant handle that dont use the store.

    If you can find a study that says Seasonal FOMO cosmetics cause gambling addiction maybe you have a point for bHVR.

    I'm not talking specifically about BHVR, even though they engage in FOMO and use an in-game currency to try and get additional purchases out of you. The person I was responding to said it's down to people to not get caught out by exploitative business practices. I just feel that leaving groups vulnerable to cohersion to the wolves is both selfish and short-sighted.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554382#Comment_3554382

    Yeah, they do it sometimes, or just alter comment to remove only part of it.

    Not really enough to get player banned for, which they are also really trigger happy about and I still refuse my two strikes (kindergarden level), but they still don't like it, so delete/alter it.

    Ban system with 3 strikes, when strike count never goes away is weird, not surprise there is not that many players with thousands of posts.

    We all live in fear.

  • @Pulsar said:

    Hey wow, someone who thinks Calm Spirit isn't a throwing perk.

    Surely it's not bait.

    c8viu.gif

    The CS slander has to stop.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554423#Comment_3554423

    BHVR doesn't force anyone to play their game. The kid argument holds no weight, because they shouldn't even be playing the game to begin with. Personal responsibility is a thing and like I said before should not fall on BHVR to be responsible for.

    I'll judge anyone who exploits vulnerable people to make some quick cash. Especially when it does real systemic harm.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554324#Comment_3554324

    How is any of this their problem? Kids shouldn't even know DBD exists. Everyone else is responsible for their own actions and the company shouldn't feel obligated to change how they monetize the game because a gambling addict might be playing it. Its not their problem. No one is forcing anyone to click purchase on those auric cells, DLCs, or anything within the game. People have personal responsibility when it comes to these things and that responsibility shouldn't have to fall on the company.

    If I created a monetization system that ended up disproportionately impacting people who were vulnerable to cohersion, I'd redesign it.

    So children and people with learning impairments should just be smarter? If they are getting milked it's completely on them to not get manipulated? Companies have no ethical responsibility? We already went through this crap with lootboxes. Do you know what the research found? It was dramatically increasing the rate of childhood gambling addiction.

    If you want to be completely selfish about it, people having their finaces drained by manipulative monetization sytems reduces their ability to contribute to society. Combine that with a generation of kids who are already addicted to gambling thanks to lootboxes and you have a bad outcome for everyone.

  • I enjoyed playing against him even with the tail being stupid. Now the slow down is fixed I have zero issues.

  • They deleted comments making jokes about the game breaking when they do patches? Really? That crossed a line? The game constantly breaks when BHVR makes changes. It's just a running joke now.

  • @KateMain86 said:

    So why is a company wanting to make money from their product a problem again?

    Making money is not the issue. But using techniques that are well known to disproportionately impact children, people with learning impairments, people with gambling problems ect is just gross. If the design were done by accident that would be one thing, but it's intentional.

    Imagine building a monetization system that ends up targetting vulnerable players disproportionately and milking them for money they probably don't have. There's no excuse for it in 2023. There's years of research on this subject. Being ignorant is not a valid defense at this point.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554071#Comment_3554071

    So just give BBQ and WGLF effects basekit... that would make lot of players happy for sure

    Am I losing my mind or did some of our discussion disappear? I was sleep deprived yesterday so maybe that's it lmao.

  • @Rivyn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553876#Comment_3553876

    So you nerf an entire playstyle around a few bad games? Or survivors playing poorly? That would be like adding a sixth gen because of a few matches where survivors blitz gens in under five minutes.

    It's not a few bad games. Killers do nothing but hook camp at low MMR. It's bad for the game, as new survivors get nothing but hostage negotiation matches constantly. It puts people off playing, as it's not fun to play against. So BHVR brought out the sledgehammer. I would have made different changes, but it's gonna have to do for now.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553883#Comment_3553883

    Agree.

    But again, i have to emphasize that camping and also very close camping is sometimes the necessary evil to stop survivors from becoming too efficient. Some maps make it especially hard to defend gens. Looking at mothers dwelling.

    I dont defend facecamping out of malicious intent. That should be punished as hard as possible. Sadly the game cant differentiate the one from the other.

    That's why I'd prefer a system that limits camping and tunneling in the early game (based on a timer, hooks achieved or gen progression for example) specifically. So those tools function when they are needed later on but cannot be utilised as a default method of winning the match.

  • @Nazzzak said:

    I'm personally not bothered. I can choose to pass on skins and DLCs without it affecting my gameplay.

    If BHVR had a real price tag on every skin and they were available at the time I would have no complaints. Skins are purely optional. I just wish companies would make products that are good enough that a person would want to buy it, without using psychological techniques to try and push us towards making impulsive purchases.

    It doesn't affect me, but I know that stuff does real harm to some people.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553886#Comment_3553886

    There is an issue with sledgehammer.

    Neither of those options are guaranteed to work, but sledge hammer is going to annoy killers in general and have chance to be abused by survivors, doesn't really matter for mechanic it is. You can see it with AFC, you are definitely going to lose killers for it and have more tunneling.

    You should always start with carrot, simply because if it works, then both sides are happy.

    I would definitely prefer the former, as limiting skill expression is generally a bad thing. The carrot could balance out in higher levels of play, as the killer would become more dangerous as the gens progressed. It wouldn't do much to help out at lower MMR, but that's when you need to add mechanics that can stop killers from doing things in certain situations. The AFC is a great addition to the game, I just hope it gets tweaked so it can't be misused.

    If the sledgehammer were used, it would have to be paired with buffs that sharply increase the lethality of the killer as long as they are targetting a different survivor. I'm talking about Killer Instinct + Haste + Spirit Fury + ???. It would require a ton of work to implement.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553842#Comment_3553842

    But it would still make sense to lower it...

    Doesn't matter few players would still choose it when angry about their last game / life in general.

    Currently you just have to hope killer is nice, or you gen rush the hell out of him and probably make him tunnel next group for it...

    I can think of only two options to limit camping and tunneling. It's either a super shiny carrot or a baseball bat.

    Shiny Carrot - Killer gets permanent stackable buffs that make winning easier if they commit to hooking different survivors and not tunneling/camping them out as fast as possible.

    Baseball Bat Sledgehammer - AFC takes care of the camping part. If the killer tries to harm a survivor off the hook, they get stunned by the entity. This effect lasts until they hook a different survivor, forcing them to target someone else.

  • That's what it means? I thought it was something related to Xeno or Demo. The puppy thing threw me off.

  • No doubt. It's difficult to add a mechanic like AFC, that will be enough to help out casual/solo queue players and not get misused by experienced/coordinated teams. I get why the AFC mechanic is being introduced. The majority of survivors are casual/solo queue. They can't counter hook camping as they don't have the experience or coordination to do so. Low MMR killers almost always hook camp, which means the average match, for the average survivor is bad. It's unhealthy for such a large portion of the playerbase to be stuck in matches like that constantly.

    The one thing BHVR could do to deal with the biggest issue with the AFC mechanic, is make it so the game can tell the difference between a basement hook and other hooks. If the killer hooks in basement and waits above, then it should work. But if it's a regular hook, have it deactivate when the killer is above. Although there might be hooks that are near holes, so it could be complicated to implement.

  • @Feneroe said:

    So another perk survivors won't run and then whine because killers existed in a way they didn't like?

    WTH is Puppy Guarding?

  • Survivor is wasting time in the basement. Teammates vote to kick them:

    15 seconds · Clipped by CatnipBro · Original video "Dead by Daylight funny random moments montage 130" by OchiDO


  • @radiantHero23 said:

    Killer is not allowed to:

    Tunnel

    Camp

    Slug

    How can we apply pressure then? "Pressure gens" is not an answer. There are situations, where all 3 options are the necessarily evil to bring back a game as killer.

    Just chase isn't enough most of the time in the current meta I feel.

    I don't think anyone wants those things removed from the game completely. I think people just want ways to counter the most agregious cases.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553844#Comment_3553844

    It took 45 seconds instead of 32 to fully recover, but there was no limit on how many times it could be used. If at any point everyone was downed or hooked then the survivors lost instantly and the game ended.

    I'm not surprised they didn't go through with infinite UB. That would have been absolutely nuts. If they decide to revisit the issue, maybe they could consider basekit UB, as in just one use per match.

  • @AmpersandUnderscore said:

    They already announced that the infinite unbreakable they tested on a PTB a year or so ago has been scrapped completely.

    It won't happen, and that's straight from the devs themselves.

    It was going to be infinite? I just assumed they planned to give each survivor the ability to pick themselves up once per game. Just like UB does now.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553759#Comment_3553759

    I wonder how they could implement something like that. Obviously hatch is an option with one survivor left, but it's hard to keep morale going if someone ducks out early or is tunnelled out early or team mates insist on doing nothing. So alternative escape routes would help with that, but I feel like anything that gives survivors an additional chance would be too controversial for BHVR to even consider.

    Plus alternative escape routes could be just as damaging to teamwork as someone ducking out, getting tunnelled, etc, because if doing gens are still the primary objective, then you'd potentially have team mates neglecting gens in favour of something else. I dunno. They'd probably have to completely overhaul the game tbh.

    I have no idea how they could implement anything without being able to differentiate between a survivor that lasted the longest because they played well and one who just hid and let everyone die. Once the hatch is closed, if the killer finds you, that's the end for the survivor. Even if they outplay the killer they will eventually die. I have no idea how BHVR could fix that.

  • @Nazzzak said:

    It's probably not that surprising that veteran players are moving on. Play a game for a long time and you're bound to get bored of it.

    Having said that, I do feel like the devs are catering to a new generation of players. I think competitiveness has taken over, and too many people cry for the game to change around them instead of trying to adapt first.

    I'm playing less because, quite frankly, my team mates are potatoes.

    It is strange that survivors need teamwork to gets the gates powered, but the game makes it difficult to coordinate and actively creates chaos with the matchmaking. Maybe TCM gets it right, where you can work as a team but also escape by working solo.

  • I wish there was a system to avoid de-pipping for both sides. Killers should avoid de-pipping if they get lots of hooks and survivors should avoid de-pipping if they are productive and work to keep their teammates alive.

  • I have found myself wondering if player drop-off is partly responsible for the terrible matchmaking lately. But the player count seems to be steady so I have no clue.

  • @pizzavessel15 said:

    how come yall nerfed the xenomorph so hard and so fast yet yall are REFUSING for the life of you to nerf mft (and hope)? yall said there are changes coming to it but why are you waiting so long to put it out meanwhile the xenomorph gets it within 2 weeks.

    They just reverted a change from the PTB, that's it. That's not a rework and honestly the buff should never had happened. Having a ranged melee attack that can hit over loops and has limited slowdown on whiff was stupid.

    @pizzavessel15 said:

    I just had a survivor OUTRUN the entire timer of no way out, run around the ENTIRE MAP FOUR TIMES, run to her teammate and pick her up infront of me, get endurance from mft, then run an ADDITIONAL TWO MORE TIMES AROUND THE WHOLE MAP before getting caught. this is not balanced in the slightest and I refuse to believe the devs think this is balanced. this is arguably more broken than old dead hard.

    How does MFT do all that? The only way someone is looping you around the map six times is if they are chaining loops together. You don't need MFT to do that.

  • @Vanishlord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/392936/the-real-problem-monetization

    Skins have no effect on gameplay and they need money. I am angry about the DLC thing with Nick Cage and Alien but I'm assuming thats down to the licences having a hefty price tag.

    I'm fine with paying for skins, but I hate that BHVR forces us to buy in-game currency. The more honest thing would be to put a straight price tag on the skin, none of this auric cell crap. Xbox did this back in the day. It's done so you will buy more cells than you need, so you will have some left over. That way you feel compelled to buy more cells so what you have left over does not go to waste.

    It's a great tactic to get people spend money, but it's manipulative and I don't respect it.

  • As a player who is somewhat experienced, getting put up against new killers isn't much fun. Neither is dying repeatedly because your team was bad and the hatch didn't spawn in your favour. I think BHVR doesn't want four survivors of equal skill in one match. A solid team who can loop for more than a minute without going down and teammates who do gens, spells disaster for the killer. So they mix up the games to try and keep the match competitive. But if you have a weak link and the killer starts to snowball, the match is mostly over, as solo queue just can't coordinate well enough to counter it.

    I'm sorry you are also stuck in this rut. Higher MMR is definitely where all the fun is.

  • It's gotta be David. He's the original shirtless dude and he has the best scream out of all the survivors. No other survivor comes even close.

    https://youtu.be/vltgyi_ejTY


  • @Zenislev said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547867#Comment_3547867

    That's garbage. I don't want to be part of this test, but I don't have a choice in the matter so my games get to be made significantly worse and I get no say in it.

    Yeah, that's part of playing a live service game. You don't get a say in how the devs test out new features. There is no promise that things won't change. You go into a game like this accepting that.

    Of all the tests to be a part, of this isn't the most burdernsome. It's not like they are forcing you to use colour-blind mode, despite not being colour blind. You just can't dodge players based on their prestige. That's it. You can still dodge them for other reasons (flashlights, toolboxes, fancy cosmetics).

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553189#Comment_3553189

    Humans are not perfect beings, a person who has had a losing streak and a person who just started their first game and lost, which do you think will have a bigger impact mentally?

    Different people have different ways of relieving stress, removing themselves from the situation may not necessarily get rid of the frustration accumulated from the loss. There is no rule against using a strong perk or addon combo, so let the player do as they see fit?

    I'm not suggesting anyone reach self-actualisation. We have a certain amount of control over how we let feelings escalate. We can't control how people behave towards us, but we have some control over how we respond.

    If you allow those feelings to escalate, the only person it hurts is you. Constantly cycling through negative emotions is bad for us. It damages our mental health. A random person on the internet isn't going to care, so you should only think of yourself. Controlling how your environment shapes you is something everyone can do to varying extents. It's a piece of power that you should never just surrender to other people. For example: If the world says that I am trash, then I will be the most regal, majestic trash. I can't control what they say, but I control how it shapes me.

  • Nerfs for gen progression have to be done carefully so the impact isn't felt most by the average survivor. Most survivors are not gen efficient. They blow skill checks, can't find the stupid things for extended periods of time, don't run good toolboxes as they don't understand or care about add-ons.

  • @appleas said:

    Most of the time these survivors are carried by their perks or their swf on comms. The ignoring part only works if you’re not frustrated. If you are, bottling it up makes it worse, expand your frustration somewhere else. If you need to bring your most sweatiest build in the next game to relieve your frustration, do it.

    Those perks and add ons are in the game for a reason so use them.

    If you are in an environment that makes you angry on a regular basis you have to either modify your way of thinking, change the environment or remove yourself from it. There's no point in soaking up the toxicity, venting it and then going back to the loop.

    You can't change the enviornment. People online are always going to be the worst kind of people to interact with, the best you can do is not contribute to it. So you either adapt your thinking or remove yourself from it. Only those two are realistically achievable.

  • @Vanishlord said:

    I play mostly both sides but I don't go up against toxic killers that much. Today I went up against a toxic T-bagging Adam Francis. Now I'm a pig main. I'm a decent enough player but not a god at the game. This guy double flashlighted me not too bad I can let that go. But he T-bagged me. I tried camping him. I complain about camping but I think any killer who camps for this reason is well within their rights. He got freed the whole team T-bagged. I DC'd which I'm ashamed of but the match was miserable and toxic he followed me around flashlighting me if I tried chasing another survivor. Now I'm considering quitting or taking a break from the game I've never in any game encountered this level of toxicity. Anyone have any tips? Also I don't know how these people wake up say I'm going to ruin the game for other people. Sorry this is so lengthy.

    I try to consciously remind myself of what the intention of a survivor or a killer likely is. Survivors go for over the top plays for fun, not so much to make the killer angry. If a killer is tunneling at mid to late game, I remind myself that there are trying to reverse the momentum of the match, not getting angry and wanting to grief someone.

    You will never know the intentions of the players you meet, so the best you can do is try to give people the benefit of the doubt. Assuming the worst of their intentions doesn't harm them, but it does harm you.

    Edit: I forgot to 👉️🐽

  • I was playing on the Switch about two years ago, and I chose a bunch of different names on different days. I happened to meet some chill people when I was called CatnipLove, so I kept it. The name kind of works, as I am known to ignore my friends for about 10 minutes after arriving at their house, as a pack of dogs usually greets me, and I'm tunnel vision when I have something to pet.

    Although sometimes I change it to 4DaBooba.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553111#Comment_3553111

    omg this would be such a fun clown addon, it adds 2 more chests but all chests spawn gas clouds that linger extra long.

    That's actually brilliant. Great minds think like sandwiches.

    boom-mind-blown.gif


  • @Emeal said:

    I rather they rework keys, that would be a BLAST.

    Hot Take: I'm okay for keys to stay useless if we get chests filled with Clown fart.

  • I feel like he needs a bit of reworking. He's like a more technically demanding version of Hag. I'd rather he got changes to make him more unique to her.

    Random Idea:

    In addition to being able to teleport to survivors that are gooped, make his goop stack up and expose the survivor after a certain number of hits. Slow down EMP production and make his gen defense weaker (I have no clue how, I only spent five minutes on this idea).

    That would make him more about FPS/Teleports and less like Hag.

  • Finally, a Hero category that will accept me into their ranks.

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552659#Comment_3552659

    I want you to think of this gif when you get upset about 15+ minute Survivor queue times.

    The queue times are already long and I think of that gif like once a day. I'm two steps ahead of you.

    eddie-murphy-im-smart.gif


  • @ProfessorDunwich said:

    Survivors have no problem with it, so it will likely not be touched. Survivors have to be kept happy, Killers just have to show up to be punching bags.

    giphy.gif


  • You guys really think someone signed up just to complain about Garden of Joy getting a rework at some point? I smell children's bones (troll reference).

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