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Deadeye

Deadeye

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Deadeye
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  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851193#Comment_1851193

    Kill rate on rank 1. Who starts to learn nurse on rank 1? Thats like learning to juggle with nitro. An unforgettable experience.

    How about reach rank 1 as killer is pretty easy and there are freaking 20+ killers that all need their time before you feel comfy with them? And that is exactly why they will add killer based MMR, so you don't run into 4 red ranks with your first nurse game anymore.

    I started nurse like a month before they announced the rework, which was about September 2019. I got the rank 1 killer achievement January 2019 and started DBD November 2017. Quite some time before I first touched nurse. You can't learn 20 killers in parallel

    Another of your assumptions that is simply wrong...

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851179#Comment_1851179

    Somewhere on page 2 i think, i did some math of requiring 2 to 5 bloodwebs to get both the iri head + the infantry belt.

    Thats to expensive for my personal taste, but if you want to spend 250k bloodpoints to have a short match, feel free to do so.

    and I think you did the maths wrong. I can confirm @Sonzaishinai 's calculation. Looks same for me. If you run BBQ and streamers/puddings/gateaus (which I got 150 on my wraith during the 4th year event) you can theoretically start with one combo and get a new one every match

    And I just checked, you did not do maths at all, you just guessed the amount of bloodwebs. @Sonzaishinai did some maths

  • Yeah, the numbers... you can read them like BHVR can with their "OoO is fine, no increased chance of escape" ignoring the fact that almost every killer facecamps the object to death as soon as he notices, throwing the game to get it.

    Nurse mains said they stopped playing nurse because it is not fun anymore with the basekit change. That's why current nurses are baby nurses and learning. Either they all give up as she is the hardest killer, or she will climp up to 80% within a year. You like betting, right? Shall we bet on that one too?

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851131#Comment_1851131

    No, the addon change will probably cripple the huntress. Just like it did with Nurse and Billy. 2 Very popular killers that suddenly are not so popular anymore.

    Huntress is one of the few killers that is completely not depending on addons. Nurse cripple was caused by adjusting the basekit, everyone agreed that the addon change was necessary and good, on top of that it is mostly agreed that nurse is still the strongest killer in the game but less fun. Same counts for Billy, although the overheat mechanic is barely noticeable when you don't spam your power (which is exactly why they changed it: punishment for failing to use your power)

    @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851154#Comment_1851154

    You noticed that i talk to 6 persons at the same time? No, ok then. My bad!

    Yes, actually your fault. No need to be snappy on him

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850882#Comment_1850882

    Mendslingers red addons is useless tho. The requirements are way to high on top of being an ultra rare addon. So he´ll never get a insta down with it.

    Why do killers have to jump through various loops in order to make their extremely expensive addons work?

    "Never get insta downs with it"

    wrong. I run it for some games and got 2 on average, requested a build from Monto and he got 4 on stream, he recently released a "Snipe Slinger" video and got at least 2 each game I think... correct that it depends on the map, because not every map has enough 15m paths to get the shot, but you don't have to get 5+ insta downs from an addon to call it useful. There are only 12 insta downs possible at max

  • I think someone just lost too often against bubba

  • @Bwsted said:

    It's a nice idea in theory, but it would be unbalanced without self-care basekit or some sort of aura reading ability to find your allies to get heals.

    Survivors can at base counter ruin by either staying on gens or cleansing totems. But they can't counter this at base unless in a SWF. Your suggestion would mostly penalize soloq, which we don't need as of right now.

    I agree that hemorrhage needs to do something more. Maybe let pools of blood last longer beside being more frequent.

    I disagree with that o.O

    • if "sitting on a gen" is a ruin counter, "keep healing" would be the Haemorrage counter
    • healing takes way less time to finish, so much less likely to finish it without being interrupted
    • you can heal wherever you want to hide, gens are shown to the killer, so you again are more likely to be interrupted

    Don't get what these points have to do with solo Q

  • @Klakky said:

    If u heal mid chase get ready to be tunneled

    love how "committing to a chase" is called tunneling. What did you actually want to say with that? You want to heal mid chase? Like "pls stop Mr Killer, I wanna heal first"

  • Just as a side note: that would also mean that a missed skillcheck with for example a brown medkit would completely render the medkit useless, as you won't be able to finish healing anymore, also meaning that you will lose all the progress shortly after.

    I still like the idea, but I think this ios probably not as niche as on first thought. I would probably even try that with Unnerving presence or something.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851116#Comment_1851116

    Because a direct nerf wasn´t announced (yet). Wanna bet how that changes when they say during a stream that they remove stacks from iri head infantry belt?

    Ok let's bet. I remember that toolboxes got a higher pickrate short after the Ruin change without any clear nerf announcements. And the current feedback plus history of hated addon changes + usefulness of latest ultra rare addons should kinda let everyone know that the new iri heads won't be as close as OP as current.

  • Whataboutism? What did that contribute to the current topic?

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851075#Comment_1851075

    Problematic would be, IF survivors would face several times per day a iri huntress. But right now its very rare to see killers use this addon combo. Like the last time i faced a iri huntress was in September. Of course, thats highly subjective as others could face them more often.

    But i don´t think people will see many more iri huntresses UNLESS the devs announce that they will nerf them in the next few weeks. THEN killers would use them up.

    That was already said so often. It doesn't make it less of a problem if you don't see it very often. The addon (combo) IS a problem anyway. They already announced that Huntress gets the next addon pass and still there are no increased numbers. I think your assumptions are kinda wrong.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851004#Comment_1851004

    I honestly think the game has more pressing matters. Like useless red addons of other killers like Mendslinger or as you said: Keys.

    Yet i fear, we´ll see the huntress nerf way sooner than a rework to keys.

    I can just agree that iri heads + infantry belt is the ost hated, most agreed OP combo in the game. And also, the only thing I can think about that was hated more is yoink spirit, maybe omega blink nurse. Even tombstone myers doesn't get that much attention

  • "performs how they expected" - also

    @ChurchofPig well, what is your experience? I would say 50% DC games, 40% selfkill on first hook and the other 10% mostly end up in a regular 4k (except hatch maybe). And so far, the most addons that were complained about got changed. Like omega blink nurse insta chainsaws, Forever Freddy, yoink spirit. All those "builds" that have names got changed.

    @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850887#Comment_1850887

    the complaints about iri head huntress is because people don't like to loose, and are honestly put forth by a vocal minority of players and the devs know it. the people on this forum plus the others on twitch are not the full amount of players and thus it's more of one of those ideas like the "MORAL MAJORITY" which is actually a minority of people in the united states. lol it's possible that iri head will get removed but more likely as someone said it might get changed, but it could EASILY stay.

    that sounds a bit too easy. I myself say that people shouldn't DC and kill themselves against iri heads because it feels great when you escape against it. But it is not just that people don't like to lose. At least not in this case. It is that the game is starting and you know it is a 95% loss, which highly kills motivation. And what do you mean with "minority"? Accepted that the forum does not necessarily reflect the entire player base. But I can't remember when I saw a gg last time against iri heads. The common chat repsonse is a bit more harsh.

    @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850969#Comment_1850969

    The first idea really should just be part of her power. There's no reason someone playing Huntress should have to reload midchase.

    I like the idea of cutting the amount of hatchets down but they regenerate over time.

    I feel like the third one would have potential, but something I've learned from other similar add-ons is they aren't always helpful.

    I don't agree with higher movement speed being necessary to "compensate" for anything. That would remove the common punishment for failing to use your power. A good huntress can down 2 survivors with 5 hatchets, no need to give her the speedboost on top.

  • @RamblinRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850602#Comment_1850602

    A photoshopped glitch? I covered the names with my phone lol! I can't remember the map but have another

    Spot the P3 Quentin

    https://us.v-cdn.net/6030815/uploads/76EY9UU33C8I/20201216-183213.jpg

    not talking about the covered names, talking about the massive amount of "BLACK" in your screenshots. can't remember the shack having such a dark spot on the outside and also cant remember to be not touched by light at all while standing next to a burning barrel and instead just looking like the monsters from attack the block.

    Here a comparison of killershack and what I mean with photo shop. The metal plate is almost invisible in your picture

    grafik.png

    On the second one I'm standing a tiny lil step closer, not sure if that already makes the difference. But you see the bright shining on hair, arm and shoulder? That is somehow missing in your pic

    grafik.png

    Not accusing you of anything. Might also be graphics setting or whatever. But that is what I mean with photo shop. Especially because the rest of the shack looks equally lighted, like wood, grass etc. Just the metal plate that you take cover at is massively darker

  • To be honest, this looks like a photoshopped glitch. This is MacMillain killer shack? I'll check next time

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850568#Comment_1850568

    It technically is, since its a P3 Claudette, the best hidden of them all.

    there might be a P3 claudette, but it could be a neon Feng as well. There is nothing where the P3 claudette blends in or where any other P3 piece would give an advantage. This picture just proves that Yamaoka has perfect LOS blocker grass, same as the bushes in saloon

  • I think that one streamer then is not a good reference for the bigger picture. Actually I only know about "hate" against P3 claudettes because of the blending. Never heard of general P3 blaming. 2017 or 2018 it might be just an indicator of many hours because not many people spend their bloodpoints for prestige, but that is right now not really a thing. Everyone runs cosmetics and evreyone has at least one P3 character.


    But this is not P3 related, this is simply Yamaoka bullshit, which was already there pre rework

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846735#Comment_1846735

    No, they're all right. Depending on the time of the day 🤣

    It would be nice tho, to know exactly how long the has with each one of the perks.

    Wow. Still got no clear answer to my question for 3 pages now

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846652#Comment_1846652

    Oh yeah: 8, 10, 12, totally the same and not guessing.

    oh yeah. like it was ONE guy that said all these numbers. YOU say it is guessing, but it looked that THEY were pretty confident at what they are saying. And that was my whole point. I asked if they know and who is correct and everyone elses response was jsut a generalizing "noone knows" (like you did) and I asked that guy if he insinuates that these 3 were just throwing random numbers on purpose. Got my question now? Can you justify or prove that they are wrong? Or are you just guessing they are wrong?

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1843264#Comment_1843264

    Killers do have progress bars for actions they perform. Billy and Bubba can see their Chainsaw progress bar, Pyramid Head has Rites of Judgement and Cage progress bar, Doc has Static Blast and Shock Therapy progress bar, and the list goes on for individual powers.

    Not only that but all killers have Hang progress bars while hooking survivors, they also have damage generators progress bars. The only general action performed by the killer that doesn't have a progress bar is kicking pallets. Where did you get the idea that killers have no progress bars?

    Kicking pallets is a single action, you cannot cancel it or continue later. So this is not inconsistent imo. But From your list, I have to add that Demo Shred has no progress bar. This is probably because the abyss and Shred is on the same action and it could be annoying to have a bar everytime you just want to check for killer instinct, but I would at least like an audio or visual cue to know when max range is charged.

    This is a bit inconsistent

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1843452#Comment_1843452

    Everyone is guessing. Thats how unreliable perks like Iron Grip, Agitation and Mad Grit are.

    That's not my point. There were people "apparently" not guessing but saying explicit numbers

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1843371#Comment_1843371

    But if you were consistant with that, survivors should not be able to see how much a downed survivor has already healed himself, thus not knowing how much he has to heal to pick him up. He didnt perform the action, after all.

    this is an action BOTH survivors can perform, not inconsistent at all

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1843378#Comment_1843378

    Thats the point. Killer has to take a wild guess. Especially when he uses perks.

    Why make it harder on purpose? The killer already has enough to juggle.

    So you wanna tell me that everyone is just throwing random wrong numbers?

  • Well, not like the Dwelf gave full info on everything at least for a week everytime

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842217#Comment_1842217

    I count the grunts; it's just over 8 grunts until they wiggle off.

    This thread now listed 8, 10, 11 grunts. Which one is correct?

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842481#Comment_1842481

    Again, the killer is not the one wiggling. Breakout affects other survivor's wiggle, but the user of the perk cannot see the bar either.

    yeah, but he said the person performing the action. still the survivor on killers shoulder that is performing the wiggle action. or would you argue that for that case it would make sense for leader users to see everyone else's progress bars?

  • @JawsIsTheNextKiller said:

    And just for fun, let's see what the opinion was a year ago!:

    https://us.v-cdn.net/6030815/uploads/HXBAEPFM55UK/image.png

    Yes, we have learned nothing.

    I would say, at least it hasn't got worse. Still 50% correct. For me, it seems be worth to continue with the intended meaning

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842058#Comment_1842058

    😂😂😂

    "don't tunnel and you'll be fine" he says 😂😂

    Meanwhile hooked 2 other survivors before finding the first survivor.

    Down her picks her up and get hit by ds 🤷‍♂️

    Tell me what part of that gameplay exactly is tunneling cause I'm very curious what people seem to think tunneling actually is?

    Most people say the killer is tunneling when they just didn't feel like they wanna go down right now. I even heard people say tunneler to a killer that just commited to a chase. Or someone saying the old Legion achievement before rework (hit a survivor with frenzy, hit another survivor with frenzy and down the first survivor within the same frenzy) would require tunneling.

    This discussion with so many people about which perks are fine and which are OP and all the short sighted argumentation really exhausts me. I became massively less active on this forum because 80% of the threads are exactly that.

    Regarding the title, this thread was answered with the first two posts. What happened after that? Exactly...

  • The thing is, maybe to understand better, YOUR action speed is debuffed. The reason the bar goes up faster is that there is another survivor adding progress as well, but that is not shown/reflected in your progress bar.

    @twistedmonkey said:

    The bar goes red if you as a survivor are repairing below 100% speed.

    Multiple survivors on a gen have a debuff so you are reparing at say 95% or 90% it all depends on how many are on the gen.

    Prove thyself negates the penalty making it 100% again so all that does is remove the debuff of multiple survivors on a gen hence it buffs the speed.

    It doesn't have to be huge numbers to be a buff or debuff.

    So while its faster to repair a single gen with two on it technically its less efficient than if you were on two separate gens.

    Not 100% correct. The current debuff is 15% and Prove Thyself does not push you up to 100% because the speed bonus is calculated on the debuffed speed. Meaning for 2 survivors, you are at 85% and PT brings you to 0,85*1,15 = 97,75% or for 3 survivors you are at 70% and PT buffs you to 0,7*1,3 = 91%

  • When Selfcare was on 80%, everyone ran it because it was OP. You have almost no loss in time and the other survivor was free to work on gens instead. As Thanotos already said, you basically have no pressure anymore. Selfcare is still strong because you can heal whenever you need it. I'm pretty sure everyone had situations enough where he said "sorry bro, can't do anything right now". And you could, if you had Selfcare.

    Not sure about the Inner Strength change. I don't think it hits that hard, I never have problems with it and I love to run it combined with Hunch because it helps me counter NOED while having sufficient heals on top.

    And don't forget, it is not only about lost chases, this takes effect after each unhook. If it is too easy to heal yourself, the unhooker will immediately jump back on a gen.

  • Just wondering why the Oni has 0 BP. I can do a NoMither DC escape too 🧐😜

  • @[Deleted User] said:

    Around 8 seconds you had both Steve and Dwight downed, you could have picked up the Steve...

    you cant pick up anyone that is being healed. but there would be an easy outplay. the killer just hit the guys in the correct order for them to allow that. therefore souldguard cant run out. just once ignore the one that just got picked up, down the other and survivor 3 will be picked up. then still ignore survivor 1 and directly attack the third guy that just got picked up. after hitting him twice, the first one ignored will not have souldguard anymore and you get 2 downed

    ez

  • Coal Tower isn't even a very survivor sided map. Not sure how much "abuse" there can be other than bad matchmaking

  • one flaw is that devotion contains killer and survivor gametime, and as mentioned already, you don't necessarily learn a lot when playing a lot. I saw survivors with a few 100 hours playing way better than survivors with 2k+. I remember that I got stuck at "learning" at some point for several 100 hours, then made a big jump after starting to watch streamers. That wouldn't be covered by devotion. Also smurfing with secondary accounts would be way too easy with devotion

    besides that, as you guys mentioned queue times, it varies depending on the time of day, at least for me. early morning til afternoon is survior time with less than a minute and then turns to killer time for evening to night with killer queue times being below 1 min. respective horrible queue times when you play killer in the morning or survivor at night.

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829764#Comment_1829764

    Fine, Iet me correct myself: It does nothing for people with voice comms.

    yw.

    same response from my side again. you, like everyone here talking about comms, paint black and white. you probably just have the situation in mind "tell someone if he needs to unhook or not" but having the auras visible is much more precise than a description could ever be.

    Like try to navigate an injured mate to the random to get a heal, describe your mate where someone else is chased so that he doesnt run into the chase getting smacked or pull the attention while trying to get to the unhook. Just two examples. Maybe rare situations compared to the main purpose of the perk, but once again, saying Kindred has NO value to comms is simply wrong.

    And these "little" differences are the key things, why solo vs 4man SWF had just a 10% survival increase. People paint it black and white, just talking about maximised effects, ignoring all the little things that make this game so complex. The game isn't that easy

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829120#Comment_1829120

    Not to mention knowing exactly what your teammates are doing at any given time.

    There's a reason Kindred is considered a strong perk even though it adds nothing for an SWF and is only active for a small window of time.

    did you read my response on him? saying "kindred adds nothing for an SWF" is simply wrong...

  • @Xzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829055#Comment_1829055

    Calling out everything the killer is doing is a huge advantage.

    Ok, then in detail. Not every comms group is playing like a SWAT team but like to talk also about things not related to the game at all. Not every information you give is THAT helpful. Try to describe where the hex totem is on rotten fields, shelter woods or wreckers yard, like "next to a rock and a tree" ... yeah. In not uncommon scenarios comms even confuses. One of "our" most annoying instances is "I thought the killer is on you" -"yeah, 2 seconds ago he was" granting free hits cause of misinformation.

    On top of that, 2018 stats showed that there is less than 10% survival increase between solo and 4SWF. There are some definitely helpful things like "totem in shack" or "totem where I just got downed" that pinpoints the location. Then there are totally redundant information like "killer on me, stick on gens" while a solo would simply exactly do the same.

    A generalizing sentence like "information is a huge advantage" doesn't really explain a lot. The information that helps causes the 10% difference. The rest is redundant or maybe misleading.

    I would like to say good survivors don't need comms to be good (i.e. comms cant increase their organization THAT much as they are already good at reading the game) and "bad" survivors get a bit better by comms. But I can't even say the second part is correct, as giving information can't be taken advantage of that much, like there is no general understanding of the map layout, like "where is north", what means "left or right of shack" etc. Just as further examples that "killer is on me" or "killer trapped that pallet" can also have no valuable information at all for some people.

  • Just as a pointer: currently you need about 7.5 million BP to get every perk on a single character (when you unlocked all teachables). getting to level 50 (when buying cheap stuff and not the stuff you probably want to have like syringes etc) takes about 1.5 million BP meaning another 4.5 million to get the 3 prestige levels.

    I'm currently at 3.6k hours and the stat site tells me I got 300 million BP in total. That is 25 survivors maxed out on P3, when you keep the bloodwebs as cheap as possible until P3. There are currently 24 survivors and 22 killers (killers are a bit cheaper to max out as they have 8 perks less).

    So if you just play/level survivor role, 3600h are theoretically enough to maxP3 every survivor. Another side note: I play like 70% survivor, but killer gets more BP per playtime. If you play more survivor than that, it gets a bit worse

    Reality: I have

    • survivors
      • 8 survivors maxP3
      • 4 survivors P2-50
      • 2 survivors P1-50
      • one survivor maxP0
      • rest P0-50
    • killers
      • 2 killers maxP3
      • 4 killers P2-50
      • 10 killers P1-50
      • 1 killer maxP1
      • rest P0-50

    meaning in sum maybe 2/3 of what would be possible at best. So now you can judge on how much you plan to play the game, how many prestiged characters you might get and especially how many more chapters will be released during the time you try to get there. This is one thing that grinds me. Each new chapter it takes another like 300k BP on EVERY maxed out P3 to make them maxed out again. Meaning, the more maxed out you get, the more expensive (BP wise) each consecutive chapter becomes

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/1828985#Comment_1828985

    Before SWF was added devs said that they would need to do "balancing changes as 4-man survivors on voice communication would be obviously unbalanced" yet no balancing changes were done. But personally they should start by limiting certain perks SWF can use. For instance OoO should be never allowed for SWF as now you have 4 survivors who know your exact location and move the entire game.

    Where did they say that? I just can remember that they said "SWF was planned from day 1 and just wasn't ready yet on release"

  • I kinda disagree on everything. Comms is not such a huge advantage, I think ingame comms to talk to randoms would mainly raise salt than anything, and I see tips for killer players as well (just not as much as there are obviously roughly 4 times as many survivors around). And the first killer loss is not caused by 4 SWF comms but by first killer game

  • billy is also based on leatherface. still both in the game which makes sense as billy and trapper were the release killers. licenses need to come later. so jason would still be possible and make sense, if there weren't the license issues

  • @Ryan489x said:

    https://forum.deadbydaylight.com/en/discussion/comment/1827148#Comment_1827148

    I agree, it should just be a 4K to get adept killer. but nope. you need that double pip. but survivors don't and yeah Play both sides

    I think both roles should require a one-pip

  • @OldHunterLight said:

    Can you devs please rework this achievement? Or something? It is impossible to get because survivors just hide in lockers and since there are now more lockers it is harder.

    Attempt: 82.

    which build do you run? I hope you have PWFY

  • I needed like 10 attempts and am happy that the last guy gave it to me after doing the from-corner-to-locker-bunny-hopping twice.

    And I just can call out to everyone: if you are the last survivor and dead anyway, just GRANT this achievement pls! It is not fun for killer, not fun for survivor and when you couldn't do the gens fast enough, make sure that one more instance of this is gone forever

  • The upside down one sounds interesting, like some special hooking mechanic similar to Pyramid Head. But I think this will be much too complex for the change that will be coming. So I would prefer to have a smaller rework which helps Demo quickly rather than having to wait another year for a Freddyish rework.

    And also I think his basekit is perfect and only needs slight tweaks. I noticed that portals tend to be really weak. Needs setup time, you can't replace them therefore run out of portals and the base travel time is too slow, giving survivors a huge kickoff when you get out of a portal, making it almost useless to chase someone that just tried to seal a portal. The green travel speed addon already makes the portals much more viable, I hope they do something about the portals, they have too many drawbacks.

    Regarding addons, I think they are mostly fine, except that increased stealth gives you nothing since Demo is so loud. That makes the one ultra rare totally painful rather than helpful, as it also cancels your map presence. And the aura reading one shouldn't be limited to injured survivors. Compared to other ultra rare aura reading addons, this one is super conditional and sometimes doesn't give you big value even when you see someone.

  • What gender? Is that a question of what gender the most of the survivors are that you play or which gender your one and only main is?

  • @Tsulan said:

    It's a shame that the matchmaking can be tricked like that, to match the team against a low rank killer.

    A solution would be to base the killers rank on the highest survivor rank. Instead of the lowest.

    This is what it should currently be like. I think they did it around Demogorgon chapter or a midchapter later. Before it was the average of survivor ranks that the killer should be (1+1+1+17 -> 5)

  • First of all, match making is not working properly at all, so I wouldn't expect it to be "manipulatable" as you can't really control which killer rank you get. Second, how about that 3 man SWF just convinced their buddy to start playing DBD and just played together?

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1824692#Comment_1824692

    It's survivor sided cuz it's hard playing killer. But much more easier playing survivor.

    U don't really have logic, u just have a angle arguement.

    yeah, we can stop this I guess. Doesnt lead anywhere...

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