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Deadeye

Deadeye

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Deadeye
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  • For my part, I got everything from totally better than me, mixed fair games and total stomps. On both sides.

    Also stuff like 4 gens done until first hook and then the team somehow commits suicide on that one unhook attempt

  • My argument is that I'm totally not confident that MMR works with DBD and therefore does nothing to match equally "skilled" players. Same as emblems don't reflect skill right now. MMR requires a win condition to determine if you played well or bad and then adjusts it according to the differecne between you and the opponent(s).

    And DBD doesn't have a clear win condition. If you just pick escape vs. 3k or better, then urbaning key users going down in 5 second chases still rank up due to the key, 10 hook games with 2 kills (because you didn't tunnel) derank you. And as they don't want to reveal how the MMR is working in detail, you just have to guess if it works and see if your game experience is better or worse. Including games where you play together SWF with mixed ranks and guess if the killer is chosen adequately

  • @NerfedFreddy said:

    Clown adept isn't hard. You have bamboozle and pop. You're just not a good player, stop blaming game for that

    and this flaming poster calls himself NerfedFreddy, like Freddy is weak

  • @Aven_Fallen said:

    Yes, Adept Killer is too hard, especially if we consider how wonky the Emblem System can be. Like, nobody heals and you end up with a worse Emblem, because less Health States to be removed. Yay.

    IMO Killer Adepts should be 4 Sacrifices. Or 4 Kills, with nerfed Moris, before 4 Sacrifices was important because Killers should not be able to get it super-easy by burning a (old) Mori.

    However, I think they cannot really change the Adepts, because Consoles are pretty sensitive on this topic - as long as the Achievement can be fulfilled, they dont see a reason why it should be changed.

    (If MMR goes live at some point, Ranks will not be used for Matchmaking anymore so you will get reset back to Rank 20, which would make Adepts easier...But thats about it)

    I know that the double pip was not always necessary. This definitely got added at some point.

  • I don't think that ending chases too quickly is giving you penalties on the emblems. That is just a BP thing.

    Don't know if you used insta down bottles, which robs you a hit, which is definitely an emblem penalty (this is why Plague, Myers, Billy/Bubba have problems getting the double pip).

    But I agree that this should be adjusted and both roles should require a single pip. Killer is too hard, especially as red ranks need a quad iri for a double pip, while survivors are too easy, as you, on average, simply escape every second or third game or you could just urban around with a key until everyone is dead

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2297034#Comment_2297034

    That one extra loop leads to a pallet that in turn resets the chase and their stuff up.

    yeah, and without dead hard, you get the same result but 4 seconds earlier. u read the 3 dead hard scenarios I mentioned? where only one of them is really strong?

  • @Bjario said:

    Where are the cakes? :(

    Mooks said it: 1st to 15th July

  • then press "W to outplay" rather than "M1 to fall for it"...

    • if you get that one extra loop by pressing E then you really just got an additional 4 seconds of chase, which is not very much.
    • if you consider "I failed but got saved by E" as a problem, check how often you can counter dead hard by just waiting and how less of value a single extra loop is and how often the "fail corrected" scenario actually is a thing compared to the weak dead hard scenarios
    • escpecially compare that to "drop to outplay" or "vault to outplay" and how easy it is to get way more than 4 seconds of extended chases with these perks
  • just for info, although it contains a "Kappa": keys alreagy got nerfed if noone noticed. hatch used to stay open for 30 seconds, now it only stays for 10 seconds.


    ehm, only if 2 survivors are dead. with his suggestion there would neet to be 3 dead, or 4 gens finished to allow a double escape

    @KingFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211928#Comment_2211928

    That makes "Where'd They Go?" Impossible to accomplish.

    you could bring 4 keys. or change addons to allow a 5 second window after the key usage

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2196219#Comment_2196219

    Here's the thing though:

    That's a fallacy because you WOULD NEVER KICK EVERY TIME RUIN GOES OFF!

    If it saves you time in a situation that never happens then its never actually saving you time.

    Its why that's a debunked argument as it never actually saves you time.

    It is ALWAYS saving you time, when normally you would decide to kick a gen. Is it that hard to turn your argument around? I already said you don't always kick gens because it is WASTED time in many cases, but you get that for free with Ruin

    You can spell it however you want, the big part for Ruin is that you don't have to kick gens. It is a pretty strong perk on tier 1 as well with the regular regression. That was my only point when the previous guy said "combine Pop with Ruin with that regression delay". You would add regression but that is not the point for Ruin. If you have Ruin, you don't want to kick gens, because you are much more effective if you don't have to

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2194029#Comment_2194029

    With their change you wouldn't have too either and you'd still get the massive stall opportunity.

    Also kicking doesn't account for that much time in a match as you rarely do it. Its used for extra regression and gen pressure.

    Also who keeps on saying its for saving time? That doesn't make sense and it was the old terrible and discredited argument for why surge shouldn't be buffed.

    Ehm... kicking isn't worth it as u may have survivors in your back hopping on the gen again as well as the distance you give a survivor when stopping for a gen, like a free headon stun.

    Regarding the change, I was responding to the "benefit" of allowing to combine pop with ruin which I think is OP.

    And it IS about saving time, as chases get finished much faster by not kicking gens. Just imagine you kick every gen everytime it is affected by Ruin instead. Even if there was a perk that allowed you to tap gens to damage them would give survivors a decent headstart each time you chase them off a gen. That's why Ruin tier 1 is still a very good perk

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2192319#Comment_2192319

    That would ironically be a buff to ruin as it would let a killer use both pop and ruin to chase people off generators for insane amounts of regression.

    So instant 25% regression followed by double passive regression!

    It would make Ruin, Undying and, Pop like old forever freddy for everyone! Just imagine legion getting this!

    I think the biggest value of Ruin is actually that you don't have to waste time kicking gens while giving survivors a massive headstart

  • ok, on the one hand you say the purpose is to dodge hits, on the other hand you say "Y0u CAn jUSt bAit it out". So extending a chase for like 2 sec is ok for you? wow. each other exhaustion perk extends the chase for like 20s if you don't mess it up, maybe even longer.

    "Devs belief that the better player always wins in a chase" where did you find that one? and also would like to know if using balanced landing to get away from those hill or first floor gens is making you a better player than the killer. how is this different from dead hard?

    and just for info: the "intended" hit dodging is currently not possible, you can't time the dodge with dedicated servers, everyone knows it. that's why they announced a remake incoming for this perk. maybe we should wait until we see what they plan for it. If you want a nerf like that, you also need a buff for its intended purpose like "press E to activate, lasts one second, if you get hit within 1 second you get an auto dodge"

  • They seriously need to relase some stats on SWF games to show people that SWF isn't as OP as everyone thinks

    @Skyost_AB said:

    It's quite obvious when it's a SWF anyway, i usually realize in the lobby when they appear together at the same time or when they are all console players. Usually, SWF teams are not that big of a deal, they make the same amount of mistakes as solo survivors and they tend to be very alturistic and bold, which can be easily exploited against them, regardless of killer.

    all just guessing anyway, this is far from being obvious. you can't imagine how often I have been accused SWF for simply being from the same country or for getting a flashlight save or whatever. There are so many people that "know" how to figure out SWF... the only real clue is if you can find them on each others friendlist when checking the profile

  • "Next to the street gate" -> "to the street" is censored

  • ok, I already thought about not even answering, smelled like a clickbait thread.

    I didnt even call him noob XD

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175396#Comment_2175396

    Wow just wow. Now they going to nerf Make your choice thanks all you wraith and Demo's lol. Remember there is a special criteria of abusable s*it in DBD. Killer perks are not on that list. Keep going and they will revert the wraith and demo buff as well..... you know they will there stats mean everything lmao.

    Wow. Just wow. You call this build abusable? You can say that about old hook camping wraith and Freddy who could plain ignore BT or something. But surely not about "builds". This is part and (for me) the biggest fun of the game to find synergies and create strong builds. I mean, this build has it's weaknesses too, you only have one perk left for tracking or slowdown.

    You can even counter the build by recognizing it and force the obsession switch to break the cycle or simply try faster unhooks

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2135878#Comment_2135878

    The first Resident evil was the first scary movie I ever watched when I was 9 and I've it's been my favourite movie series since.

    The last couple of movies weren't as good but I still loved them because Alice was my favourite movie character ever. She was just so dark and badass I honestly loved everything about her, plus she is the ultimate bio weapon lol.

    I just remember playing the games afterwards and always dreaming about her being in one some day. My whole childhood and even teen years involved the games, movies and I even had posters of her all over my walls lol.

    Ok, interesting to see the opinion of someone who first watched the movies. I never felt like the movies got anything to do with the games except copy/pasting some of the names of characters and objects :P

  • Also having Claire on #2

    but why is Ashley Graham not on the list? šŸ¤£šŸ˜‹

  • Yeah. You said it. Peak times. You could decide to wait even longer until all red ranks are free. But the longer you wait, the wider the range to limit the waiting time

  • Has nothing to do with solo or SWF. You can bring your OP items same like the killer. It is and always was part to not know what the killer brings. You need a bit of game sense to read and/or guess what the killer's perks and addons are.

    And not knowing does not equal dying, just FYI

  • @wxnickxw said:

    Yah it does feel that way. There's a psychological name for why we remember the bad things(needing the perk and not having it)more than the good ones(using the perk when equiped) I'm just sleepy and can't think of it right now

    exactly. Like the thing with "all russians I go against play like *** give them their own server" and so on. But never ever keeps in mind the times when having a russian that was nice. Noone goes back on the profile to say "oh, rule didn't match here". (Sorry, no blaming on russians, just as an example because I saw that several times on the forum)

    Just keep track of every game one week and track if you could have used Unbreakable, Sould Guard, DS or what else. And notice that every perk will be helpful like every 4th to 5th game. Rough guess

  • @GenJockeyNance said:

    .....People use MYC on Wraith? o.o

    Don't know the bounty hunter build? My favourite on Wraith because of his silent mobility, compared to Nurse and Billy.

    Nemesis + MYC + Furtive Chase

    Get your obsession quick, can be forced with Nemesis too, then every next unhook will target a new obsession who will be oblivious and exposed for a minute while you get a few seconds of aura reading on him to know the general direction where you can find your insta down target. Combine with non-directional/silent bell and aura reading addons and the build is almost as effective as Otz's basement Demo with MYC + Territorial

  • I prefer a lot of hooks. 5min 4k's are pretty boring most of the time, unless it is a funny compilation of fails that leads to it, like a massive trapper trap triggers at once or people body blocking vs my STBFL Demo.

    But on the other hand, there is nothing more annoying than 4 people escaping after 8 hooks. Kills are nice, having a lot of good chases is better, but a bit of killing as reward is also part of it. In this scenario, I'm mostly just happy when the team really managed to take the aggro well, so the dead-on-hook guys can survive.

  • can't confirm that. I noticed quite a bunch of huntresses, like one every 4th game, but just had maybe 3 iri heads during this week

  • I also wrote that suffestion once several months ago, saw it reposted once or twice already and remember that it was under the "wished features" section in a community feedback survey. I hope this is happening one day. There are your main builds and your fun builds that you have on your characters and with those 80+ perks oover 5-6 pages it would be such a nice to have feature.

    Would need to be a bunch of save slots per character and should save addons/items as well (just make the slot empty if there is no more addon left) and probably needs to reset with prestige as well

  • well, not even sure how to argue with you. if your final word is suspecting me of "only protecting my opinion" after I stated what my problem is with your argument, I think we just reached a dead end

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2132964#Comment_2132964

    Context my dude.

    In Devour's worst case scenario, a Survivor spots it by accident before you have any stacks, breaks it, congrats your perk has bought you 14 seconds. That's what that comment you responded to was talking about. I was talking about how I don't like Devour because it can either do basically nothing or win you the entire game and anything in between is vanishingly rare. I like games that are close, so I don't like Devour.

    I don't think that it is this rare. Also I don't think that it is that easy to say how much it really did, just because you don't have the information if someone let the totem up because of expecting Haunted or whatever. You would need a full replay to make sure what happened and how much time someone wasted on whatever objective

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124003#Comment_2124003

    and your argument is just denying everything to protect your noed opinion

    80% survivor main btw

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123245#Comment_2123245

    Here's the difference: Devour goes down in one totem. NOED goes down in five.

    Devour is neatly marked and placed at the start of the match, while NOED only becomes vulnerable once gen 5 is finished.

    'But you can just do bones!'

    Doing bones is an insanely risky play against NOED, because it's 'all five or bust'. Per definition, the last totem destroyed is the best hidden one. So if you break four out of five totems when end-game triggers, congrats: you made NOED stronger by shepherding it into the one totem you cannot find.

    None of this is accounting for the excessive amounts of time wasted hunting totems (barring Detective's Hunch) on the off-chance that there is NOED. This creates a bunch of lose-lose propositions for the survivors.

    Yes, you can go hunt all the totems. But if you miss one, you screw yourself over. And if it turns out there's no NOED, you also screw yourself over. And if there was NOED, well, you still spent an additional three minutes not doing gens, making NOED an extremely strong slowdown perk. Possibly without the killer even having it on!

    NOED is just poor design. At the very least, it should be declared the moment the fifth gen is done, since -that- is when you are exposed, not when someone gets hit.

    You basically need to be aware of totem spots, you don't have to cleanse all 5 of them. You can do that when time's on your side. Otherwise look at spots when you get past them to remember where you need to go if it triggers. There is just a handful of totems you HAVE to cleanse, like close to basement or exit gates, that can become a problem when a survivor is downed near them. Also for example, cleanse 3 totems and you know the other 2 spots, 50% chance for you to easily get it cleansed fast.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124014#Comment_2124014

    Technically you are correct. Having Devour does force a Survivor to cleanse a totem. However I can easily make a counter argument that a killer perk that buys you only 14 seconds over the course of a whole game isn't strong enough to get run.

    it doesn't buy you 14 sec only. Ever got struck by Devour and stopped doing everything to run across the whole map to find that goddarn totem? Ever did that in SWF when 2-3 survivors do that?

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124014#Comment_2124014

    Technically you are correct. Having Devour does force a Survivor to cleanse a totem. However I can easily make a counter argument that a killer perk that buys you only 14 seconds over the course of a whole game isn't strong enough to get run.

    14 sec is the case if they run across it by accident. if they search for totems on purpose, they lose more time on gens

  • Tbh I would prefer a new map over a new item :D

    Respect to the decision to keep focussing on what is in the game and improve it. I would like to see this decision be done on not bringing a new DLC but solely fix bugs for one major chapter interval. But Resident Evil is such a big one. I really really really wanna play DBD in the RPD police station or something.

    But on topic, "we already have a lot of killer blind/stun items" also counts for your knife idea :) I think a DS item may be way to powerful. It is already a wide opinion that medkits are the strongest items in the game. I also think that the purple pills are the strongest addon. A bit hard to time sometimes but giving you an additional hit can be huge.

    I would prefer the smoke bomb you mentioned. It can cover open gens or an exit gate switch for example to force the killer to actually get close rather than just get sight. Could be some interesting plays, if the smoke lasts long enough. Otherwise it would just be a crow item for the killer, showing him where someone has recently been.

    Flashbomb is I think not a good idea as they already have the firecrackers, which would be kinda the same

    @Khar said:

    Maybe environmental herbs to collect and combine to make the equivalent of a brown medkit? šŸ˜…

    that would be a great idea. you could even make that a perk, so that this survivor is able to find those (like certain challenges spawn glyphs or plants). I would not add that by default into the game, because as said medkits are pretty strong

  • @FFirebrandd said:

    To be honest, I'm much more OK with NOED than I am with Devour Hope.

    Why? Because I like close matches regardless of which side I'm on. NOED can give a Killer who was struggling another last minute chance to do something. For that reason and a few others, I believe NOED is a good and healthy perk for the game to have.

    Devour Hope on the other hand heavily promotes a massive snowball one way or the other. If Devour Hope activates... well... probably means the Killer is going to snowball like crazy and the Survivor team is going to get wrecked. If Devour Hope breaks before it does anything... well then the Killer is playing with only 3 perks (2 if Devour Undying) and its more likely the Survivors just flat out win.

    That's also why Adrenaline is my single most hated Survivor perk in the entire game, and even prenerf DS didn't come close.

    I wouldn't even say it is a flat win for survivors, at least the survivors spent time doing their second objective, which gives the killer a bit more time to get something done. You could say Devour is a genrush punisher (but let's not start a discussion about the validity of the term genrush here please)

  • @deckyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123775#Comment_2123775

    please remind us all what category of points i score for cleansing a totem and what category of points i score for repairing a generator

    reminder on emblems then, which is the part that lets you pip

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123328#Comment_2123328

    Chances survivor will accidentally find a lit totem just by running from gen to gen are very big. HUGE i'd say which is not a case with NOED

    chances. exactly. when you get a totem like killer shack or next to a gen. and what about when it is on a well hidden totem or in a deadzone? just accept the defeat? as I said before, what you are describing here is the lazy way. your argument then is not "you can cleanse it from the start", your argument is "I wanna be lazy, not care about cleansing and counter a killer perk by accident, which doesn't work for NOED"

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123264#Comment_2123264

    You don't have to cleanse 5 totems when it's already active. So you have to cleanse all 5 during the game. Which is the same and not worth it. Also you never know if there is noed until last gen is fixed. So you can prevent noed, but why would you do that? As i said, don't event try to compare huge effort to prevent noed from working and just cleansing 1 totem in case of devour

    I still gonna compare them. If Devour gets triggered before cleansed, it is very likely that the game is lost for survivors at that point. You have at least one on the hook, at least one needing to unhook and at least one needing to find that totem, + probably one being in chase. This means basically, as long as Devour is active, you don't have any gen progress until it is cleansed.NOED also has high chances to flip the game. So you should really try to get those things done before they trigger.

    You also don't know about Devour until it triggers. Can be Haunted Grounds, until you saw all 5 totems. And even then it could be Devour + Undying. And to the cleansing: you don't have to cleanse all 5 totems if you see the game doesn't give you the time. But remember the totem spots you see to know where to go when it triggers. And don't tell me it is not worth looking for totem spots, otherwise I have to assume you are just lazy and simply don't want to deal with NOED. You said "Devour can be cleansed from the start" is the argument why people complain about NOED. You can do the same to counter NOED. NOED has this counter, Devour has that counter, but both means basically "go for totems in time"

    Just asf food for thought, I could also say "why should I run around the map searching for totems when I don't know if the killer has Devour?" Waste of time, isn't it?

  • Generally a bad idea, you have no pressure at all when you camp. Also all the "depends" answers... you don't know how the survivors play. Of course it is very rewarding for the killer if the team goes for the save at any cost, but you FIRST have to decide to camp and THEN see what's happening. You can't decide to camp as a reaction

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123245#Comment_2123245

    As you said, you have to cleanse 5 totems to disable noed. Remember why devs nerfed undying? because cleansing 5 totems to get rid of one hex was too strong

    For a hex that is active for the whole game. Like "don't try to compare those"

    They basically nerfed it only for the Ruin+Undying combo. Again: you have the whole match to cleanse 5 totems, it doesn't make sense for any other totem to wait for the whole match, because they are active during the match

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123086#Comment_2123086

    IT is earned though. Playing the entire game with basically 3 perks. And the survivors not doing totems. Deal with it

    It is actually debatable if it is earned or not. If the killer plays the game, then yes. You play with 3 perks which is a handicap. But you actually can stand still for 5 gens, do nothing and then get NOED activated. That would totally not be earned.

    I think the main complaints comes exactly from these games. The killer has problems in his first chase, losing 3 gens, decides to camp that survivor to death and gets the second or even more kills after the last gen.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123237#Comment_2123237

    noed starts in the end with oneshots ready. Survivors have whole game to look for totems and cleanse it before 3 stacks. Don't even try to compare them

    NOED starts in endgame but you can cleanse all totems before you get there. you have less time to cleanse Devour. I'm just saying your argument is flawed. You can cleanse both hexes before they trigger. This is not the argument why noone complains about Devour

  • @landromat said:

    because you can cleanse devour from start

    You can cleanse NOED from start as well. The difference is, most survivors expect the deserved escape once all gens are done, like there is no endgame

  • @LegionOfDumb said:

    It's because Devour Hope rewards the killer for effectively doing their job, whereas NOED rewards Killers that fail at their job, meaning survivors are punished for doing well.

    So the killer failed at his job when all gens get done? Like what about the average 2 kills for a balanced game? You expect killers to 4k every game and if they can't they failed? Is that your iodea of balancing DBD?

    @deckyr same response to your post

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2119366#Comment_2119366

    One hook, though, is not nearly enough time for the quad escape. That's why camping the hook should halt the hook progression timer.

    It is 120s times 3 survivors = 4,5 gens. Subtract the time you need to find out about the camping and find other gens when you finished yours and you still should be able to get all 5 gens done while the second survivor is chased. It just normally doesn't work as at least one survivor is staring at the camping killer, waiting for his chance to unhook. Sometimes there are legendary plays that lead to a hook exchange to allow another 2 minute period to happen and finally 4escape, but normally it is just a 3-4k and rewarding the killer for not chasing anyone

  • It might actually be on Capcoms side to decide which characters get to DBD. At least I could imagine that the company is like that, not like BHVR goes to them, saying "we want that one, let's negotiate". More like "take this one or leave"

  • Nope. EVERY rank trash talks, not only red ranks, not only survivors

  • I think it is a great change and needed to get to a level of viability. Let's see how it will affect gameplay afterwards before reverting everything that might actually be a good thing.

    Iron Will is also pretty much hyped but to be honest, good killers only need blood for tracking. And I myself notice that I sometimes struggle against Iron Will but I appreciate the situations when I actually need to focus on getting better in aspects of the game that I'm just rarely challenged

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108528#Comment_2108528

    MMR will destroy dbd. Facing nurse and spirit playing as sweaty as possible after a 2 hour wait isn't fun nor balanced.

    People exaggerate the issues with the game like gen rush and sweat squads or tunnelers to excuse their own failure.

    MMR will just suck the fun out of the game and drive away all the content creators.

    You seem shortsighted and selfish with nothing of value to add to dbd.

    Please go play something else if you're going to ignore any different opinions and insist that killing dbd will save it.

    Ok, no need to respond to me anymore. After such a response, I'm out

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108360#Comment_2108360

    It adds that many console killers have switched to surv or quit playing, expanding the bloated survivor pool even more for even fewer killers.

    Im talking about the pre crossplay days. If what you say is just close to true, console DBD would have never grown that much.

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108914#Comment_2108914

    Shout out to every survivor that immediately left the hook area for a safer area, started healing, and then found out that the killer has Nurse's Calling and knows exactly where they are. But they're definitely playing bad and not getting tunneled, right? Can't believe they didn't know they weren't safe smhhh

    There's also killers like Spirit who can just show up out of nowhere and clap you šŸ’€ and you're right about stealth killers, especially on indoor maps (or indoor maps with most aura reading perks/add ons)

    A lot of people run DS as the insurance that they won't get immediately tossed back on hook if a teammate makes a bad play, or to make sure there is an obsession in solo queue, etc., so it's not like they're wanting to walk around for the entire 60s doing nothing before they heal up. Plenty of people look around, check to see if they're good to go, and then go and heal so they can get back in the game. But now they're screwed if any of the situations I or other people in this thread mentioned come up- and they're all reasonable situations that aren't out of the ordinary. I just don't understand how healing yourself should deactivate the perk. Healing others, sure- the killer can come back and instead of two injured people, there is one healed guy and the injured guy has DS and isn't worth picking up. But healing yourself? 🤨

    thanks for the summary. I just expect there will be headless rough scenarios to counterargument :/

    most of all, I don't see how such a change like "just after finishing healing" would be abusable. no one who criticises here gives some idea about this, just the regular "you are not tunneled, per my definition, so deactivate DS"

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