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Elcopollo

Elcopollo

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Elcopollo
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  • Don't use skillcheck wiggle?

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774336#Comment_2774336

    Yes... it... does ?

    Even if people side with the killer - they can only gain SO MANY points. And those same points can easily be acquired in the game.

    You're not going to have people grinding 100,000 BP in a match over the course of a very toxic half hour or something... You're only going to have some people that may throw pallets or something along those lines, but they will only yield the same robust points that normal gameplay would provide.

    It doesn't prevent them from doing anything. If it did, then streamers wouldn't have to sit for 2-3 hours in the same match after the endgame timer ended. And cheaters still can have perma-million with no sweat whatsoever as long as they want to. Cheater doesn't need to grind anything to get a lot of in-game currency, it's a matter of one click, as with any existing cheating software. And 99% of regular non-cheating players wouldn't bother "holding game hostage" for a long period of time for some bloodpoints, no one does that right now and uncapping bloodpoints won't uncap emblems - on a regular day without perks/offerings they won't be able to gain more than 32k either way.

  • @Hippie said:

    The gameplay isn't too thrilling, for sure... none of the Pigs that I face actually use her Ambush, so it's just another M1 Killer snorefest. The traps are too RNG to actually enjoy either... not to mention that I usually face Pigs on the biggest maps, so I end up barely getting the trap off my head before it pops. And don't get me started on the Pigs who make sure to "secure" that trap kill... 🥱

    To be completely honest, most of the time there's literally no point in using Ambush. People just gtfo as soon as they see you crouching, which makes this part of power completely useless and kills any interest of Pig players in using it (even if, like me, they find this aspect of her power to be the most interesting one). So I'd say her being "M1 snorefest" is simply the result of vast majority of people not even wanting to play around her Ambush and rather just avoid it altogether as soon as possible every single time.

  • I feel like SBMM didn't kill anything as not much even changed. People's attitude, from BHVR and from community, is what's actively killing fun.

  • @Valik said:

    The reason they are capped is to prevent cheaters and team-ups from taking games hostage to grind.

    Without a cap on BP, not only would it be harder to gauge player performance in the post game screen, but it would also encourage boosters to spam BP gains to maximize their yields.

    Imagine having a Trapper set traps forever, or a Michael stalking forever. In reality - these cap out the Deviousness category after awhile. But without a cap, it doesn't work - they will just keep spamming what works.

    Survivors as is get rewarded handsomely for chases and coordinating with teammates. As it is, after doing gens for a bit and helping teammates - it's your turn to get chased. You don't get the max points in a match by sitting back and gen-jockying without helping with hooks or taking chase. If you want to grind BP - you have to play healthy and take chase, help the team, and complete objectives.

    If you take away the cap, nobody will want to take chase - or people who are amazing at chase will get a mountain of BP without touching gens. The entire economy will go out of whack.

    IMO they should increase per-match BP a little bit and tweak the scores to promote better behavior, with better payouts for players that play the 'intended' way. Raise the cap to 40,000 BP or something. Other than that, there's no need to ruin the balance or reward players for making the game less fun for others.

    The bloodpoint cap doesn't prevent cheaters from taking games hostage and getting as much bloodpoints as they want to...

  • To be fair, Nancy Thompson and Sidney aren't really "absent". Sidney isn't connected to Danny in any way as he's an original character, not a "Scream" one. And remake Freddy's (who we have in DbD) Nancy isn't Thompson. She's Nancy Holbrook. And Nancy Holbrook is the blandest and most boring "final girl" that slasher movie can possibly imagine, so no thanks. Thank god they brought Quentin instead of her.

    Kirsty is a great pick, but I'd much rather prefer having her as a female version of Pinhead, rather than yet another survivor reskin.

    So out of these I guess Tommy is the better pick. But I'd first and foremost want Danny Torrance as a survivor, with his dad Jack Torrance as a killer. Jack would obviously be from "The Shining" and Danny would be an adult version of himself from "Doctor Sleep".

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762893#Comment_2762893

    But both are still exhaustion perks and we have a perk that works once per game. So 1 time use dead hard is not insane idea, it is possible with couple of tweaks

    Adrenaline activates passively, when game is over. And its "exhaustion" aspect gives zero value unless you happened to be chasing killer while your teammates finish last gen (which won't happen super frequently, especially in solo). Adrenaline is first and foremost a healing perk.

    Dead Hard is a perk that activates not passively, but rather by the player when needed. Unlike Adrenaline, it's a perk that is neither tied to endgame, nor has any other effect aside from the "exhaustion" aspect. Making it a one-off would simply make Dead Hard a useless niche.

  • Comparing Dead Hard to Adrenaline is like comparing Huntress Lullaby to Pentimento.

    The effects are vastly different and activation of one of them you can't even fully control. Dead Hard is a chase perk, Adrenaline isn't.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758193#Comment_2758193

    I already told you time and time again that taking ruin from 200% to 150% is not negligible as a nerf... you're as much stubborn and ignorant as you pretend me to be.

    Yet again you aren't even bothering to present at least one proof to why it's "not negligible as a nerf". Your answers are laughable and your inability to actually take into account what you are responding to is admirable. I see no point in writing the same arguments fourth time in a row when you clearly think that your opinion can't possibly be wrong and any other opinion isn't even worth reading. Have a good day, sir :)

    (or ma'am i dunno)

  • It doesn't make any difference for the most part.

    Most people who are complaining about this system are having nocebo effect.

  • Infectious Fright. It doesn't give auras, but it's still a perk that gives info on other survivors' position (either exact or approximate).

    And if we are talking only aura-reading - Hex: Retribution feels the best. Especially in combination with Undying and Haunted Ground.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757955#Comment_2757955

    It is a drawback since the perk has been nerfed to compensate for not being a hex. Maybe you think its still too much... i don't. And you should get off your high horse too. Serioulsy: is it hard to say "i disagree with you it would be too strong especially on high mobility killers" instead of being a prick and implying that i am an idiot by saying that i am "killer sided"? So yeah, meditate a bit on it.

    I never said you are an idiot and I never said that you are killer-sided about everything. But your view on this perk and ignorance towards its potential stength does indicate that in this particular case you only see killer-side's problem (oh, they can power through it if I waste too much time doing something else rather than pushing them off gens) and ignore survivor-side's problem (oh, great, all my progress gets lost as soon as I stop genrushing and I literally - with your proposed change - can't do anything about it). Therefore you are not taking into account both sides for such changes and you suggestion does very-very-very heavily benefit killer's side only. How can you say that your opinion on this matter and the suggestion itself is not killer-sided? What?

    "i disagree with you it would be too strong especially on high mobility killers" is exactly what I said in my first comment, just in the form of rhetorical question rather than regular sentence. You answered to me that Ruin's effect "doesn't mean anything" 'cause survivors might "power through" it. In response, I said why this "powering through" can happen (bad gen pressure and/or bad mobility) and expained why Ruin being or not being breakable does mean a lot, pointing out its strength at any Tier (because it's main purpose of saving killer's time and wasting survivor's time is present even in Tier I) and it's exactly why simply putting it from losable Tier III to perma Tier II is not even a drawback (as the tradeoff of making it completely unbreakable turns this "nerf" into a large "buff"). You answered me again, now accusing me of "assuming" something about you and basically stated that Ruin's strength is not objective, rather subjective (again, with zero arguments to back this opinion up). In response, I pointed out why its strength is, in fact, objective as it affects players all the same no matter the skill level and playtime (therefore lowering it by 50% max doesn't change effectively anything). And you responded to it by stating that I "lost any form of debate" (despite me being the only one of us presenting any arguments to prove my point) and implying that my attitude is somehow bad. Really? Pointing out flaws in one's opinion and giving another perspective is a sign of bad attitude? Since when?

    And still, even now, in this fourth answer to me, you didn't bother explaining why your idea is valid and why it might be a change that's good for the game. Your only argument is "well, it's a good change because I think it's a good change". And as soon as someone else says "no, I don't think it's a good change - here's why" you either not enter in conversation with them at all or (in my case) you get all offended by those words and refuse to provide any counter-arguments. You are being childish for no reason whatsoever.

  • @VirtuousWolf said:

    Funny thing is, I was kind of thinking that too. Like if they had to put a survivor alongside that killer, they’d probably have to go with someone like Otocon, or someone who doesn’t really have like guns or weapons of any kind. I can also understand the whole, Metal Gear not being horror related, but I can’t help, but wonder if Psycho Mantis is just that good of a character to be added in anyway. Maybe as a cosmetic for the nurse?

    Well, having or not having guns/weapons doesn't really matter much for survivors. Bill, Chris and Jill are trained soldiers. Leon, Cybil and Tapp are trained cops. Nancy, James, Jonathan and Claire know how to use a gun. Cheryl literally killed a God. Ash is basically a killing machine and lore-wise if given any weapon would've killed killers easy mode. I'd imagine David King is no stranger to weapons outside of fists too. So if Metal Gear Solid was ever to come to Dead by Daylight as a full-on chapter, corresponding survivor would most likely be Solid Snake.

    A skin for Nurse in style of Psycho Mantis (despite her already having several gas masks) would be badass.

  • Leon looks like Leon. Chris looks like Chris. Jill (when not bugged) looks like Jill.

    Claire doesn't look anything like Claire apart from her RE2 Remake clothes.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757327#Comment_2757327

    When you say that making ruin lose 50% of speed is not a drawback you clearly lost any form of debate (and lets not talk about your attitude).

    Tier II Ruin is still a viable Ruin, because regression is quicker than that of basic kick and you don't even have to kick anything. It's a win-win scenario all around lol. Of course it's not a drawback - you aren't losing or risking anything, there isn't even any cooldown or condition for it to activate, you just have it permanently with zero effort from the start. The only thing you did is lower its effect from one tier to another, it's barely even a nerf. It's the same as if BHVR instead of making DS disappear after doing progressive actions just shortened it's duration by 10 seconds (which btw would not have fixed DS abuse, popular back in the day). Get off you high horse, my dude. If you have an idea and you decided to share it online - be prepared for criticism and protecting your idea with your arguments. You still keep answering me things along the lines of "i said i'm right" instead of at least once saying why you are right and I am wrong. But sure, I'm the one with the wrong attitude here...


  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756941#Comment_2756941

    Yeah, when you don't know who you're talking to you shouldn't assume anything to begin with. You might find ruin as not a hex too overwhelming, but thats not the case of everyone.

    Not assuming anything, just stating that considering Ruin becoming non-hex as something trivial ("It doesn't mean anything") is clearly a killer-sided view on this perk. Killer not being able to get any use out of active Ruin is always the result of either player's bad ability to pressure gens or the character's inability to traverse through the map fast enough to patrol several gens in a short enough time. If the player can't use perk, they are either bad at using it or they chose wrong character to use it on - that's just straight fact, didn't assume anything there either. Sure, Ruin can be powered through. So can any other perk in the game one way or another. Doesn't mean all of them should be buffed.

    It's one thing to find something specific too overwhelming personally (e.g. some people seriously consider Lightborn to be OP when it's clearly not), but there are also some objectively strong perks in this game and Ruin is one of them. One of the main reasons it's considered that, is because it saves time for killer (not having to kick anything) and retracts survivors' gen progress every second they are off-gen (which means if they are on gen, they have to stay on it and can't do anything else w/o losing repair progress for doing so). You propose to make this effect permanent with no drawbacks to balance out such change (you did say change it from 200% to 150%, but it virtually changes nothing). If you don't see a problem with that, it leads to believe that you are not taking both sides of playerbase into account.

    What I do assume is that people create polls to see people's views and discuss. I'm giving reasons to why your idea is unbalanced, while you're just keep shrugging it off "I don't think it is" style without backing your point up with any valid arguments. That's not a discussion lol.

  • Third Child is a great character, but Metal Gear was never a horror series (and as far as I know there isn't a single MGS horror installment at all), so unlike FNaF or creepypastas like Sonic.Exe or Slenderman, he just doesn't fit thematically. He is an icon, just not a horror icon.

    It would make as much sense as adding James Bond as a survivor or something.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756868#Comment_2756868

    And i've seen survivors powered through ruin. It doesn't mean anything.

    Then, I guess, you don't realize how literally broken it will become on every single killer with anywhat good mobility...

    If survivors power through Ruin and Ruin doesn't slow anything down, then killer who uses it completely sucks at gen pressure and/or has zero mobility. I already mentioned mobility aspect and as for sucking at gen pressure - that's not the game's problem and not a matter worth changing for everyone. As soon as infinite non-breakable Ruin gets into hands of a viable player it suddenly starts meaning a whole lot as its effect of passive accelerated regression is incredibly strong in the grand scheme of things. Being able to waste opponent's time is the single strongest power in DbD and well-used Ruin wastes a LOT of time. You want it to have this effect with zero drawback (currently present in possibility of it being destroyed), which kinda tells about very one-sided view on the game.

  • Nurse and Spirit are fun to verse because of predictions interchange. Blight is ded as soon as you get to unflickable area. I can't say that I dislike versing Twins, because I'm simply not versing them - no one plays Twins. Slinger doesn't have quickshots, so if you fail at looping him - it's basically your fault. Hag, surely, is a bit annoying, but not more annoying than Trapper (esp with Bloody Coil / Honing Stone combo).

    Also, I see virtually no reason for Pig being present here - especially after her only BS addon wombo-combo was fixed. Her power is not even that strong, her stun sounds are cute, her traps add some spice into the otherwise routine matches. There must be something wrong with people, who think of Pig as the worst killer possible to verse.

    The killer I diskile the most going against is the killer who takes this game way too seriously.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756840#Comment_2756840

    I didn't say "basekit". I said to change a hex perk into a non-hex perk.

    So, infinite Tier II Ruin throughout every match?

    You do realize how literally broken it will become on every single killer with anywhat good mobility, right?

    Hexes are removable for a reason.

  • His Iri addons are busted, but it's not fair to judge killer for his Iri addons solely - the idea that killers use Iri addons every single match is unrealistic at best. Tombstone is a tool, not a basekit, its existence doesn't make Myers strong by default - and even Tombstone can be played around thanks to using lockers and throwing all pallets instantly.

    Michael has the worst early game to date and unlike Oni, despite having oneshot once powered up, he still lacks any mobility - outside of being much more of a menace in chase, he's still the same M1 killer with nothing to back him up. He's not bad in chase, but outside of that he has nothing going for him at all - no 4v1, no map pressure, no mobility, no nothing. M&A and DR combo doesn't make you "know where survivors are" and efficient survivors won't be healing against him unless in stage 2. There are also these things, called "holding W" and "short-wall loops", which counter any Vanity Mirrors extremely well, if survivor is not a total potato. Good survivors are able to give Myers almost zero value out of his power. As soon as you get to bully-squads or simply solos who know what they are doing - Michael will be the one on hook.

    So while him being "the weakest one" is debatable, Otz is nowhere near wrong that he IS, in fact, a D-tier killer. Currently, at the very least.

  • Every single Exhaustion perk can be triggered more than once, every single Exhaustion perk has a considerable enough cooldown.

    Asking for an Exhaustion perk to be a one-off is killers' equivalent of survivors asking for Devour Hope resetting to 0 stacks after every Mori, Ruin deactivating once the first generator was completed or Scourge Hooks becoming default hook after the first use.

  • I feel like it would kinda kill the main purpose of numerous skins - individuality. Everyone chooses their own pack of skin-pieces, which makes their characters sort of unique in their own way (that's also the reason why I hate sets that don't change your character).

    I guess it's fine if you make it an optional setting (e.g. color-blindness settings), to each their own after all. But I wouldn't use this option.

  • I actually don't think that having 5 stacks of extended lunge is anywhat strong effect that can justify such a huge limitation on max possible uses, since most of the times you would get a hit even with a normal lunge. I feel like it would be actually fair enough to make stacks come from hooks (therefore 12 stacks would be max). That way, it would reward killers for playing well and not camping people to death, rather than reward them for losing generators and pressure like it does now.

  • In theory, survivors should break all 5 totems and all those totems have to be rekindled by killer. You do this by coming to those broken totems and pression your action button (the auras of broken totems are shown to you in white). That's how you get Pentimento's Rekindled totems.

    In practice, it's virtually impossible to do, unless you are extremely lucky, have insane mobility and survivors who don't remember any totem placements after they break it. Because you basically get 4 types of survivors nowadays:

    1) Survivors who use Boons, so they couldn't care less about breaking totems.

    2) Survivors who don't use Boons, but are so concentrated on generators, that they couldn't care less about breaking totems either.

    3) Survivors who will break some totems, but won't be able to find the last 1-2 totems until the end of the game.

    4) Survivors who will break all totems, but will still go out of their way to re-break one of rekindled totems before you get 5th stack.

    As you see, none of these types help you towards gaining max possible amount of stacks.

    So yeah. I wish you luck in getting those juicy 5 Pentimento tokens. 'Cause it almost as easy as killing all-out hacker.

  • @NoelleMina said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729625#Comment_2729625

    As I’ve stated in another post: I don’t have a problem with Smartface itself, I have a problem with people using it for racist intent. And yes, lore-wise, I know Bubba doesn’t care about the race of his victims. Horror movies/games are supposed to make people uncomfortable after all.

    But BHVR, as seen today, doesn’t want their game to be that uncomfortable.

    Since some people are using Smartface to be racist (combined with BHVR having a poor report system) it’s better to remove it asap. Don’t get me wrong, I do feel bad for the people who worked for these cosmetics and wish they got more than just shards. BHVR also needs to implement a much better report system to avoid this.

    For now, I just see they don’t want to give racists a tool (which is similar to black face, let’s be honest) and let them run.

    I don’t care if the harassment gets worse. At least these trolls will be easy to identify and no one playing as a black character is getting targeted with a Bubba using Smartface to be racist.

    I know it’s just a game, but normal people don’t play games to be racist.

    It's not right to rob killers from their visual or aural features just because some minority of bad people gives those features a wrong meaning. If some idiots suddenly start aggressively roleplaying as pedos while playing as Freddy - BHVR will do what, delete Freddy from the game?

    Still, even with the core idea of not wanting "to give racists a tool" there is no possible reason at all for them to remove Dwight's and Meg's masks. I guess you could make a stratched case for Jake as he's Asian, but you just can't do this argument for Dwight and Meg, especially given that Bubba's default mask (and both purple ones) is already white.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729625#Comment_2729625

    They can't ban outside of game chat. If you're on console report them to Sony and Microsoft.

    I'm not saying they can. I'm saying they should pay more attention to that kind of stuff, rather than headpieces that players choose.

    They aren't particularly efficient in banning people who do all that in-game either, as you can't even report a person properly if they aren't on Steam, while in-game post-match reports do pretty much nothing ever. Granted, it's hard to tell which in-game report is valid and which is just butthurted trolling, but it's on BHVR to bring tools which would record matches and post-game chats regardless of whether victim has OBS or not.

  • @NoelleMina said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729263#Comment_2729263

    You’re not understanding.

    Some Smartface Bubbas were harassing black creators and people who played black characters.

    They’re the ones who used it to re-create the whole blackface problem and target people with it.

    Unless elves are real, there’s a good reason this cosmetic is being removed.

    The thing is - lore-wise it's not a blackface. Bubba doesn't give two damns about race of the victims he makes masks out. It's not some dumb make-up, it's quite literally a skin-mask, a trophy if you will. A trophy he will take from black botanist and white athlete with the very same care. Native Americans aren't considered racist just for taking white people's scalps after defeating and killing them. Same goes for Leatherface.

    And if lore-wise it's not a problem, then removing cosmetic (which in its nature has no connotation to "racism") will fix absolutely nothing. Absolutely. Nothing. Racist players will keep harrassing black creators, maybe now even more than before because of this change. They're doing that not because they have a Claudieface headpiece - they're doing that because they are morons who want to do it.

    In this scenario BHVR should start finding a way of efficiently banning players, who are being racist/homophobic/xenophobic/etc. in the post-game chats and outside of it. But they don't do that, not even trying as far as I can tell (been playing this game for almost 3k hours and get harassed from time to time for my nationality only, have seen zero people banned for just doing that). Instead, BHVR chooses to punish players who did absolutely nothing wrong by robbing them of cosmetics they've put time and effort to obtain (they aren't purchasable after all, it's literally the only earnable set of cosmetics in game outside of Rift ones).

  • I actually didn't know that removing cosmetics can fix the harassment!

    Maybe let's remove Nea's and Min's headpieces with masks too? Players with it tend to be incredibly toxic in game and after game.

    Sure, not all of them. But not all Bubbas are harassing people either. So yeah. Let's remove some survivor skins, so that toxicity gets fixed too.

    And then, while we're at it we could, maybe, remove Dwelf and Bunny Feng skins too? Because they are cute and all, but there are a lot of disrespectful players using them too. And Nurse's Pumpkin Head. After all, harassment happens because of skins, not because of people.

    What the actual lasagna is this ridiculous logic?

  • @Regulus47 said:

    This would be a perfect way to stop facecamping with this killer. He can't rev his chainsaw when close and if he is already using it, the chainsaw ends when it goes in this range.

    In return maybe buff his token recharge speed or make the tantrum shorter. I don't know. But this would completely solve the facecamping problem!

    It's one thing to punish killers for agressive facecamping. But it's not adequate to punish them along with it for punishing dumb survivors, who unhook in killer's face when killer wasn't even planning to camp and had no time to leave the hook, before the unhooking started.

  • No, unfortunately. DbD doesn't have a cross-progression for Xbox (or Playstation for that matter) yet.

  • At least as a killer you control your side. If you mess up - it's on you, if you play perfectly - you good.

    But it's just not the case for a solo queue survivor. You can be a looping god, who saves all his teammates, destroys all the totems and constantly sits on gens - if your teammates are dumbos, who do nothing but die on hooks, you aren't gonna escape unless killer is dumbo too.

  • Every single killer in this game is very much playable without addons. Moreover, I don't even see a point in wasting addons every game, I prefer playing without them unless I want to meme around or try some very specific build. Plus, releasing new content only earns BHVR more money if anything, so it's a strange bait to make. If you're somehow not trolling and actually think they lose money by creating new chapters - you are extremely delusional, my friend lol.

  • I suggest an Iri addon that puts C-4 charges into survivors at the start of the trial, which detonate as soon as the gates are powered.

  • Gens go pop. Killer go brrrr.

    That's literally the whole game. I see nothing complicated about it.

  • @HighwayCatalyst said:

    https://forum.deadbydaylight.com/en/discussion/comment/2644716#Comment_2644716

    Korea and Vietnam also celebrate lunar new year, along with several other countries.

    Point still stands. Several countries isn't everyone. Europe doesn't officially celebrate it at all, for example.

    Only certain countries, mostly Asian ones, do. Still, DbD celebrates it. So Christmas not being important in some religions is irrelevant too.

  • I am waiting for it and I want to play it.

    I certainly hope it would grow to become a competitor to DbD, but it just not gonna kill it, periodt. It just doesn't have the same strong base.

  • Show me how deep the rabbit hole goes

  • Apart from playing as Nurse of Huntress I actually see zero problem with this perk as a killer. It's easily baitable, very predictable and questionable Dead Hards happen very very rarely. And it still doesn't activate half of the time when I press E as a survivor, so this recent "fix/buff" hasn't really changed a whole lot lmao. At least personally for me.

    Plus, every Exhaustion perk is meant to prolong the chase. You can use Sprint Burst, Lithe, Balanced Landing, Smash Hit, Overcome and sometimes even Adrenaline for distance. And with that, a chase can be extended immensely, with survivor having a chance to literally change their position from deadzone to a very strong tile, which they know perfectly how to use. Head On is a bit more universal in a sense that you can also save someone from being picked up, but at the same time you can give more distance to your teammate while also not tanking a hit. So I don't see how Dead Hard being used in the very same way - for distance - is a wrong thing.

    My only problem with it is dedication aspect - same goes for pallet stuns and such. The game should not work differently on both sides and demoralize killer players by telling them "you hear this successful hit sound? well guess what - no hit for you lol get jebaited". It's just plain annoying. But it's more of a server problem, rather than perk problem.

  • @R2k said:

    Why? Christmas is only important for certain religions.

    Well, I mean, Lunar New Year is also celebrated only in China, yet we have a yearly event for it and several cosmetics to complement it.

  • How is that connected? Lmao.

    It's like saying "yesterday I bought a bad hot-dog and today my boss fired me, I guess I'll die tomorrow" or something like that.

    CS: GO has a ton of cheaters, game hasn't lost in popularity in almost ten years straight. Cheaters in game means that game needs a better anti-cheat system. Stranger Things is leaving because Netflix doesn't like to give out licenses for too long and takes it away shorty before the release of a new season (the same thing happened previously with two of Stranger Things games). None of it means that "game is dying" xD

  • @Drakon797 said:

    "Universal perks" refers to perks that are available on any killer (once unlocked), not all perks. It includes Bitter Murmur, Deerstalker, Distressing, Hex: No One Escapes Death, Hex: Thrill of the Hunt, Insidious, Iron Grasp, Monstrous Shrine, Sloppy Butcher, Spies from the Shadows, Unrelenting, and Whispers. Are you certain that the three perks you used were from this list?

    Demogorgon's perks also count. They were changed to universal for anyone who doesn't own him, if I remember correctly.

  • Mindgaming the third floor hole by standing still under it and waiting until survivor jumps into your wide arms.

  • I'd say DS button is much dumber than both of those lmao

  • If we are talking only licensed ones, I'd base the "goodness" of their looks on how well they resemble these characters from source material.

    With that in mind, I would say that Steve, current Bill and Leon look the most like their original selves.

    Ash Williams was also pretty well-made and voicelines from Bruce Campbell himself add a lot too.

    Nancy, Jill and Cheryl all look pretty close, just not quite enough imo. Same goes for old version of Bill.

    As for Laurie, Tapp and Quentin - they look literally nothing like their movie versions apart from clothes lol

    Then again, if we take legendary skins into account, James Sunderland and Lisa Garland would take the cake from me.

  • When survivor, I've been playing Mikaela exclusively since the half-chapter release. I have been tunneled, like, twice and both those killers would've tunneled me anyway, no matter which character I played. That was literally just their strategy - find survivor, hook survivor, proxy camp survivor, wait until unhooked, down the same survivor, hook, repeat until dead, find new survivor, repeat previous steps until game ends.

    So I don't think there's any correlation between playing Mikaela and being tunneled. There is, though, correlation between being tunneled and killers desperatly wanting at least one kill, with how fast gens fly, especially at higher-end mmr. Then again, some of them just can't play killer.

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