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FentV1rus

FentV1rus

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FentV1rus
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  • @Toxicboii said:

    Lemme explain.

    The Spirit is a 110% movement speed killer. So she relies on her power more than others.

    Her power recharges slowly without the help of addons.

    She has high mindgame potential, still requiring lots of experience to understand how to use to one's advantage, similar, but not exactly like, the Nurse...

    And her power can assist in catching survivors off-guard by reappearing in unexpected places, making it harder to loop her.

    Why was she considered a strong killer in need of a nerf, and why is the survivor given 2 ways to know where she, when she isn't given any accurate source of information on where the Survivor is.

    She is strong because her add-ons give her no counterplay. You are left with a complete guessing game. With addons that decrease activation time and others that give varying amounts of speed, it's impossible to know exactly when she will come out of her phase. If none of her add-ons affected the timers on her power, she would have a lot more counterplay because her phasing time would be the same, every time.

  • @TacitusKilgore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524071#Comment_2524071

    Welp. Thats pretty stupid. There goes the entire principle behind "powerful, but risky" perks.

    As a long time killer main, NOED is not a risky perk at all, it's just powerful. Unless the survs have a designated cleanser with a map or Detective's, NOED will happen. I think this particular boon totem interaction will be fine. Plus, you have a built in detection for boon totems as a killer, so if you think your NOED is at risk, get rid of the totem if the gen count is low.

    Also, we still have no idea what the boon perks are even going to look like. So, too early to pass any judgement. I'm waiting to see if it will shake up perk diversity some. I can see people running totem detection perks along with boon perks. This greatly limits their meta selection.

  • @TacitusKilgore said:

    I have a feeling that any hex that would normally activate and has no available dull totems to activate on will snuff out a boon totem and take its place. It would be hilariously stupid to have a blessed totem work as a proxy-counter to hex perks that switch totems or don't begin the trial lit.

    Already confirmed that if the only totem left is a Boon totem, it will auto-snuff out any Hex totems that would activate. For example, 1 Totem left and it has a boon on it, exit gates are opened and the killer has NOED, it will not overwrite the boon totem. Also, if the killer cleanses the Boon totem after the gates are powered, NOED will still not activate because it only activates when the doors are powered.

  • As someone who plays a ton of Spirit, I think this is the right direction to go with her. Her lack of counterplay came solely from her add-on variance. Activation, Speed, and Duration add-ons give so much variance to her power, it is near impossible to predict her. With this "dust" change, it leaves her add-ons alone and gives the survivor a chance to possibly predict her spawn, or guess what add-ons she may be using. People are greatly over-exaggerating this nerf. Good Spirit's are still going to clap people, and she will still be at the top of the food chain.

  • Nothing has changed for me since MMR was introduced, or since rank reset. My killer queue times are typically 10-15 minutes to find a match, sometimes longer. I have yet to have a decent queue time. As far as quality of the matches, I might get a good survivor every now and then, but for the most part it feels like I'm playing against babies.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/2500568#Comment_2500568

    As I said before I don't particularly care about what they did to pinhead, but I heard that a lot of people complained about this issue and mostly because devs never told us the precise reasons why the voice was removed...

    You are completely ignoring the person above you, and continuing with your narrative. It's already been stated here on the forum, by a mod, that they CANNOT comment further on why they were removed (https://forum.deadbydaylight.com/en/discussion/comment/2477539#Comment_2477539). This heavily alludes to it being a legal issue. There are many reasons why a company can't, or won't discuss ongoing legal issues. You just need to accept that.

  • @IlliterateGenocide said:

    Franklins loses you chase time with pinhead. just use hoarder and pick up the box when there down.

    This is the correct answer. Use 1 add-on to increase solving time, and another to increase portal distance. Land a chain to interrupt, then chase and down them. You auto loot the box and solve it, starting a hunt, then you get a hook. If you do the Franklin's route, you M1 them, stop, interact with the box to a start a hunt, then have to catch back up to try and down the survivor who had the box. Franklin's is woefully inefficient for this build, and wastes a perk slot that can be spent elsewhere.

  • Sounds like you may need to re-examine your play. I'm 99.9% certain I am max, or near max killer MMR . I can pick up any killer and do well. A bad game for me is 2 kills, very rarely only 1. For the record, I do not play Nurse or Blight at all, and very very very rarely play Spirit. Right now it is mostly Ceno/Neme/Legion.

  • Franklin's is bad for this build, use only hoarder. With Franklin's, you are forced to stop chase, pick up the box and solve it. Without Franklin's, if you just down the person with the cube, you auto solve-it and start the hunt. Tons of time saved, and you get a hook state off a survivor.

    Also, I can foresee them changing it so hoarder doesn't notify when the box is picked up. If this is done, it kind of kills the entire concept of the build.

  • @Hi_IM_Claudette said:

    Devs...If I pick up the puzzle and try to solve it, but have chains constantly clinging onto me, how am I suppose to solve the puzzle?? Can you please make it so if a survivor picks up the puzzle then no chains will interrupt the solving process??

    Am I asking for too much?

    (-.-")

    Does anyone else agree?

    Are you talking about the three chains that grab you and stop the puzzle solving? If so, that means Pinhead is teleporting to you. If he does this, it immediately solves the puzzle and stops the hunt. He basically finished the puzzle for you.

    If you are talking about random chains hitting you while you hold the puzzle box, this is intended. You are the sole victim of the hunt until you solve it. As soon as you start solving it, the chains stop attacking you.

  • Something I was already testing and suspected, then Dowsey all but confirmed it in a recent video. Franklin's is not needed in this combo, and actually makes it less efficient. It's better to just use hoarder, and chase/down the survivor naturally. If you use Franklin's, it forces you to stop and pick up the configuration to start the hunt. This wastes your time, and lets the survivor get away. However, if you just use the hoarder notification, interrupt the survivor and down them normally, you automatically pick up the box and start the hunt. It's much faster, and you have a person to put on the hook.

    As far as the interaction with Franklin's/Hoarder on the Lament Configuration, I suspect it will be changed. It was clearly the devs intention for the Lament Configuration to not be found very frequently by the Cenobite. With hoarder how it is, and addons to slow the solving of the cube, or extend your portal range, it is insanely easy to interrupt the survivor holding the cube.

    Franklin's isn't the problem, Hoarder is. The easiest way to fix the issue is to make it so Hoarder doesn't notify the killer when the cube is picked up. Leave Franklin's as is, and let the killer be able to knock the cube out of the survivor's hand if they are lucky enough to find/catch the survivor holding it.

  • Man, I ran into the bug of unable to pickup a survivor near the short side of the gen yesterday. I finally gave up and went about my business and just left them slugged. They eventually powered the gates, and the person I couldn't pickup had Adrenaline. Two people ended up escaping, and when I looked at the post game screen, the person I couldn't pick up was already a rank 1 survivor, just after reset. The rest of us were still Ash. I assumed they were hacking, and ended up reporting them. Now I'm not so sure they did anything wrong.

  • Just finished killer match, game crashed, rank 1 killer and gold 2 survivor rank reset. No rewards.

  • I'm not reading this entire thread, but as a huge Hellraiser fan, I can tell you Chatterer has multiple backstories. The original, Chatterer was a small boy that played with the box and the end result was him becoming Chatterer.

    !!!MOVIE SPOILERS START HERE!!! - In the second Hellraiser film, when Channard defeats the Cenobites, you see Chatterer returned to his original child form.

  • Unfortunately, even in the scenario you described, Counterforce is the worst of the totem seeking perks. All it takes is one individual cleansing a totem you have in sight for the perk to lose a ton of value, forcing you on the hunt again. Just run DH, it is vastly superior in every way. If you are worried about NOED, you will have plenty of time with DH to clear out all the totems before you even finish all the gens. Even Small Game is a better choice than Counterforce.

    Don't get me wrong, I'm not saying it can't come in clutch, I'm just saying the others do it more efficiently.

  • This boils down to pure inexperience, nothing else. The only time Pig should ever pressure someone off a box is if happenstance makes it a possibility. Pig is entirely too weak to tunnel trapped survivors. She is also removing her biggest asset when she does this, her slow down. A trapped survivor is removed from play eventually, there is no way around it. She should be focused on getting multiple traps in play, which then gives her ample time to hunt and not worry about gens popping so fast.

  • @Mercês said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476457#Comment_2476457

    I agree. But if you want to discuss this I would please ask you to create another post. That is not the point of my discussion.

    No, their post is pretty spot on for the discussion. Matchmaking is going to be based on your skill. If you are getting tunneled out every game, but your team ends up all escaping, you aren't going to go up in rank. Yes, tunneling happens. It is however, up to you to prevent it from happening over and over. Either you are doing something wrong if it keeps happening, or if your luck is so bad, you need to bring perks that helps prevent it. So yes, you won't be getting participation awards, and you shouldn't be.

  • @CrowVortex said:

    Dragon's Grip - Just too inconsistent. I would buff it to last indefinitely on the kicked Gen but have the same requirements as MYC in terms of distance, but have a 1 min cooldown once activated.

    Coup De Grace - Just useless currently. Hooks grant tokens now too, being stunned 2 times grants a token (Bit like how spirit fury charges work) Remove Gen token aspect.

    Dying Light - Needs more to become worthwhile. Redesign to a scourge hook perk, in addition to the slowdown, Survivor's are periodically incapacitated for 5 seconds every 20 seconds until the hooked survivor is rescued or deceased.

    Eruption - Too much effort for little payoff. - Merge with Oppression. Kicking a gen now also primes 2 other nearby gens as well as the one you kicked for the same effect, Once detonated leaves a hard skill check with no warning sound. Anyone currently working on a generator when it becomes primed becomes incapacitated.

    I think Dragon's Grip biggest issue is the cooldown trigger. If they don't touch the gen for 30 seconds, it then goes on cooldown for 80 seconds. If they do touch it, and get exposed, it doesn't go on CD until the exposed status goes away. So, if for some reason you can't find them, that is a potential 140 second cooldown. There are so many other perks that give exposed that are just way better. The cooldown should trigger as soon as the generator is trapped.

  • @stormy_ said:

    this a video show u guys

    https://youtu.be/GHk-uxOHP7M

    and i press X while i run !

    You see the Heart icon on the right side of your screen that has the red circle going around it? That is your exhaustion status. Sprint Burst, Dead Heard, Balanced Landing, Lithe, Head-On, Adrenaline, etc; are perks that cause the exhaustion status. Your exhaustion bar will only fill back up while you are NOT sprinting. Once that circle fills, you can use an exhaustion perk again. By default, most exhaustion perks at max rank take 40 seconds to "recharge". This is assuming you do not sprint for those 40 seconds.

    Also, there is a neat/advanced play trick you can do with Sprint Burst. When you sprint this activates Sprint Burst if you are not exhausted, which then causes you to be exhausted. At this point you can do what is called, "99ing" your sprint burst. This means, when your exhaustion bar is almost full again, you can start sprinting to stop it and delay it filling back up. This gives you a bit of control of your Sprint Burst. Personally, until you are better at the game, I would recommend not using Sprint Burst, and sticking to Dead Hard. Also, Lithe is an even easier perk to use, albeit not as strong as say Dead Hard or Sprint Burst.

  • Lightborn. Watching survivors try to blind you over and over is quite hilarious. It's even more fun when they lose and then try to flame you for using Lightborn in post game chat.

  • I've thought about Prestiging killers before, but I always decided against it. The Bloodweb can be a cruel ######### if you have a lot of teachables. The only killer I might consider it on is Freddy, because of his complete lack of cosmetics. All of the other killers I have some form of customization on that I like. I'm also playing a lot of Neme right now, and I have a feeling he'll be getting some cosmetics in the future.

  • Assuming equal survivor/killer skill, or just setting skill aside entirely, I feel like maps are the biggest deciding factor. No matter how you slice it, some maps are just plain unfair for certain sides. I don't disagree that perks can play a huge part, but at the same time you can often see a good killer clean house with no perks.

  • I don't actively worry about my clothing on characters, but my Claudette wears the base shirt in gray, the black skirt with black leggings/boots, and the dark red hair. For some reason, killers seem to pass right by me if I'm hiding in a dark area.

  • If you are going to reduce the regression cap to 100% on Ruin, it needs to no longer be a Hex perk. As it stands, Ruin just isn't as good as Pop. Survivors are running Small Game and Detective's Hunch a lot more often these days, and even with Undying, Hex's are cleared very quickly. The few games that your Ruin does live, it's great if you are applying constant pressure. Honestly, I think Ruin should stay as is. It's always a gamble taking Hex perks, and you should be rewarded for the gamble, like you are now if your Ruin stays up.

  • @sulaiman said:

    Can you now rework ds and bt, so survivors have to work for them as well?

    Just for fairness reasons.

    Even at red ranks, these perks are not going to save a survivor against a good killer. If these perks allow the survivors to completely outplay the killer, they wouldn't have gotten the kill even if DS/BT were not present. I rarely see DS these days in red ranks, and if I do, it is usually only one person on the team. More often than not, I typically find these players to be the weaker link most of the time. I can think of less than 3 instances where I was outplayed by a team that baited me into a DS that allowed escapes. In those instances though, I had already lost to a competent team and was just looking for a 2nd kill during EGC.

    As for BT, it means literally nothing until EGC. During the match, three things are going to happen:

    1. You hook someone, and go apply pressure elsewhere. Person gets unhooked, and BT does nothing for them because you aren't there.
    2. You patrol nearby gens, and return if you suspect an unhook. You focus the person unhooking, and BT does nothing.
    3. You happen to be nearby the unhook, but not close enough to catch the person unhooking. You pursue the person who was unhooked, and let BT run out, which is a measly 12 seconds, most of which will be burned from you catching up. BT does nothing.

    The only time BT is going to save someone is if you hook them during EGC, and healthy survivors rescue them. They have a good chance of being able to get away if they are even remotely near a door, and their healthy teammates are blocking like they should be.

    I'm saying this as a killer main: BT and DS need no changes.

  • @Emeal said:

    Judging from this forum's conversation on noed, I think we can conclude which Tome Challenges which is most difficult.

    https://us.v-cdn.net/6030815/uploads/UM9U43OPLRXG/2021-08-24-194111.jpg

    For 3 matches, I ran Small Game and Counterforce, then told my friends, "All right, I'll see you all in hell." As I ran off into the Mist on my cleansing journey. That challenge was awful. I'm glad it only took three games, and my friends were kind enough to keep the cleanses for me.

  • I would say no to Bamboozle. Neme's power lets him easily hit over vaults, which is 100x better than vaulting, even with Bamboozle.

    Also, Save the Best for Last is amazing on Nemesis, and the one Perk I never leave home without. His power lets him easily keep his stacks as well.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2449938#Comment_2449938

    I’ll never get why people complain about it. It takes 1 perk out of 16 survivor perks to get rid of the combo within like 90~ seconds usually. That’s supposed to be the equivalent of 8 perks for the killer.

    I'm with you, I don't see how people complain about this combo. I rarely, if ever use this combo anymore. Survivors have too many tools to cleanse them, and cleanse them quickly. I see Small Game and/or Detective's Hunch quite frequently in my matches. Honestly, Ruin/Pop is a better combo than Ruin/Undying. Either Ruin gets cleansed fast and you still have Pop, or they are unable to find/cleanse it and you still get value. Idk, there are just so many other combos, even older ones, that are more reliable: Pop/BBQ, Pop/Thrilling, Pop/Surge, Pop/Tinkerer, etc.

  • I understand the Calm Spirit one being bad for making a survivor basically useless for a period of time, but I don't understand your reasoning for the Clown challenge? I did this challenge on my first attempt, and still 3k'd. I rarely play Clown (he is still level 40 from when I unlocked his perks). Not that it matters, but I was red rank and playing against all red rank survivors when I did it. This challenge was very easy.

  • If you assume you are going against SWF, take non-meta perks that might counter their perceived plans. My favorite are lobbies of friends that bring multiple flashlights. It is hilarious watching myself get crowded by survivors trying to blind me multiple times while I just laugh in Lightborn. Map and key present? Franklin's. Also, Bamboozle in general is a good perk that many people don't take.

    What I am trying to say is, change your strategy. Don't just go for a meta build, swap things out. Even some of the worst perks have value sometimes, and some of the best perks are bad against SWF. As good as Ruin/Undying is, a good SWF team is going to collapse that plan pretty damn quickly. Switch to Pop in these instances. You can even include Surge for some added flavor.

  • Imagine these two scenarios...

    Scenario 1: All survivor perks are similar to killer perks, requiring little or no effort for them to activate. The killer now has to effectively face against 16 of their own perks, while they only have four.

    Scenario 2: All killer perks are similar to survivor perks, requiring some requirement/action to activate. The killer now has a side objective to try and gain perk value while simultaneously trying to find/down survivors, and keep gens in check.

    I don't mean any disrespect or condescension when I say this, but I think the aspect of asymmetrical PvP may be lost on you OP. This is 4v1, the one needs to have a slight advantage in one category to be able to contend with the four. As it stands, at the highest levels of skill, survivors flat have the advantage over the killer.

  • I think hexes are fine as is. While the idea of blocking totems similar to Thrilling is a neat idea, I think you would get little value. Having more than one person cleansing totems is not efficient for gens, unless a map or detective's is being run. Even then, travel distance to the next totem would likely be long enough for the block to end before it would matter.

  • The only killer that fits this is a good Nurse. A good Nurse will invalidate all of your looping and palleting abilities, hands down. Thankfully, I don't see her very often, even in my current red/purple rank games.

    I would say a good Blight is a strong second.

  • I have actually seen what this person is talking about, from both killer and survivor perspectives. It's not the perk itself, it is strictly a latency issue. The same thing goes for the pallets. I've literally had downed screams from survs just before they hit a pallet, but latency appears to prioritize the pallet stun before the drop, letting the survivor get away.

    I personally run double exhaustion perks. Not ideal, but it gives me options depending on map and chase. Right now I am running Balanced Landing and Dead Hard. This has been working fantastically for me, but it does limit my build a bit. I personally consider BT and IW a must, so running the double exhaust limits my fun a bit, like Blast Mine.

  • If the number of vaccines was not limited (add 1 box per map, put a cooldown on the boxes), and the infection had a gradual Hindered debuff that capped at 20% the longer the survivor stayed infected, it would be something meaningful that needed to be handled, similar to the Plague's Broken status for infected.

    But yes, as it stands, there is no downside to staying infected. Ultimately, you either choose to stay infected, or cleanse and just get re-infected shortly after.

  • Bubba should be your priority because of BBQ. It's a decent info perk, but you are mainly in it for the extra BP.

    I see others saying Hag for Ruin. This is fine, but if you don't have a way to protect it, or a backup strategy, you are going to find it cleansed relatively quickly and you no longer have a regression perk. My suggestion, do not get Ruin first, get Pop from Clown. Pop is good on literally every killer, and there is nothing survivors can do to stop it, short of not being hooked. If they aren't being hooked, then you are losing the game anyway. Pop also combos really well with perks like BBQ, Discordance, Thrilling Tremors, Tinkerer. etc. All of these perks have the potential to point you to a prime generator for Pop.

    Once you have Pop, I'd say go for Corrupt. Corrupt is a fantastic slowdown perk for every killer, and it has the effect of forcing the survivors into one area, or forcing them to wait it out, both of which benefit you.

    If you want Ruin, Undying is probably the better counterpart. Undying has the benefit of not on delaying Ruin from getting cleansed, it is ultimately wasting the time of at least one survivor. This can be pretty big. If not Undying, Pop is a great secondary for Ruin. If Ruin gets cleansed, you then have Pop to fall back on.

    Lastly, Tinkerer from Hillbilly. This perk is absolutely insane as an information perk. You get a unique, audio/visual confirmation when a generator has reached 70% completion, On top of that, it makes you undetectable for up to 16 seconds when it activates. Additionally, it has no cooldown. This perk does SO much, and is literally useful on every killer, even ones that already have built-in stealth. Gen status, survivor location, undetectable, no cooldown? Yes please!

  • Killer ranks seem to be individual to each killer. If you don't play/haven't played a killer, it should place you near or around the ones you do play.

  • I played for exactly 6 hours yesterday. From 4:00 to 7:30 PM, then 8:30 to 11:00 PM, US Central time for both. My killer rank was 4 when I started. I absolutely sandblasted every team I went against as killer. I even did two challenges on killers with no perks/addons, and still 3k'd giving then hatch, then 4king. At around 9:30 US Central time, I did a few survivor games with a friend. He plays a lot more survivor than I do, being rank 4 when we started, and me being rank 9. Every killer we went against felt like a complete baby. At one point, my friend literally stood behind a trapper in the exit gate for almost the entirety of the EGC. I'm not sure what to think of SBMM at the moment. I hope it is just sorting everything out. Before SBMM, I would play against mostly Rank 1-2 survivors, and most games were pretty challenging.

  • The Predator didn't have a bing bong bell, and Arnie did just fine!

    Memes aside, use your eyeballs. He is pretty easy to spot. Spine Chill if you have to. The big thing about addons like this is the killer only has the surprise element of them once. After that, you have the info you need to adapt.

  • I can give you my perspective from the gameplay side, as I don't really care about lore other than actual horror franchises I am a fan of.

    1. Bloodpoints - Legion is probably the single best bloodpoint farmer in the game. It is insanely easy to cap all of the categories with them, the only exception being the sacrifice category.
    2. Ease of use - Legion could not be any more simpler for a beginner. Basic M1 killer, use their power and move at super speed, gain the ability to vault faster than a survivor, inflict a wound that forces survivors to waste time, and gives you the ability to track survivors. While Legion is not as effective at downing as other killers, they are amazing at picking up and learning to apply pressure across the entire map.
  • Here is my opinion. She is the only killer that has an issue that favors the killer. This issue is strictly with her addons. Because of the variety of changes they apply to her power that change its speed, survivors have very little counter play against the power itself.

    If Spirit had no way to change her power, and it was always the same activation, speed, and duration, survivors could build reliable counterplay. As it stands, her vast array of speed combinations make it nearly impossible to predict, and you have to guess.

    The addons need to be dealt with, not the killer.

  • @MyersIsPantless said:

    https://forum.deadbydaylight.com/en/discussion/271557/if-you-think-this-isnt-broken-youre-out-of-your-mind

    idk where ur coming from but spine chill isnt meta lol, the meta is DS/dead hard/unbreakable/BT

    That's definitely not the set in stone meta. In fact, I havent seen Unbreakable in red ranks for quite some time. The only two perks that are hard meta are Iron Will and Borrowed Time. You can definitely argue Deadhard, but Sprint Burst and Lithe are interchangeable here, so pick your poison. Iron Will is BT levels good, and if not required since its fix.

    DS has fallen a good bit out of favor since its change, and your team only needs one, maybe two. Also, you will absolutely see perks like Kindred and Spine Chill in top rank games, way more than DS and especially Unbreakable.

  • @EntitySpawn said:

    You clearly haven't versed my pig, if you did your be asking why you get it off the very first box lol.

    Being serious though I'd prefer a key system, each box gives a key. Need 2 keys to remove the trap, then addons that increase boxes can add another key required. This way it's never first box, or your very last.

    Makes it more consistent and removes too much rng because rng sucks

    Here is a key system idea. Think Saw 2.

    The key to your trap is hidden inside one of the other three survivors. You get a prompt when near a survivor that isn't interacting with something. After performing the action, the survivor suffers a deep wound they have to mend, and you either find the key to your trap or you don't. You then move on to the next survivor.

    LOL

  • The corrupted pyramid head skin we currently have I think was somewhat inspired by the movie. The helmet to some degree at least, looks similar to the movie, aside from the overall shape. I personally would like to see a pyramid head skin with a pointed/triangular base, rather than the current rectangular bases we have.

    For Nemesis, I think it would be cool to include skins that have the minigun, and another that has the rocket launcher. Both of these are iconic to him. They wouldn't shoot anything of course, but I could see them being used for his basic attack.

  • Jane, the locker queen: Head-On, Flashbang, Quick and Quiet, Dance with Me

    Freddy, the Hex Nightmare: Devour Hope, Haunted Ground, Ruin, Undying

  • I ate all of mine to get to the creamy, blood point-filled center. They were all delicious.

  • Here is my personal perspective.

    Whether playing SWF or not, people will have several good games, a lot of times this will happen in rapid succession. This boosts their confidence level, and overall weakens their play. Whether it be excitement at winning, or cockiness, they will eventually end up in a game and make a mistake that costs them. This is when the killer capitalizes. The result usually doesn't end in the survivors favor. Their streak/excitement has come to an end and they are now upset. The easiest thing to do is blame the person that ended their fun, the killer.

    I say all this because I've been that person before. I've never been openly toxic to ANY killer. I may have certainly felt it, and most assuredly said so in comms with friends in the past, but I've never said anything in game. Why? Because I know the killer was playing to win, just like I was. I've changed more as I have gotten older, and nowadays, regardless of how the match goes or how I felt, I always say GG at the end. I find that initiating a post game chat conversation with GG almost always keeps the atmosphere friendly.

  • @stikyard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2406924#Comment_2406924

    Is the Killer bad or the player? Just watch Otz play Trapper.

    Definitely not a fair comparison. Otz is in the 1-2%, where as most of the people you see here are not even close to that level. I do get what you are trying to say though. Even if a killer is weak, they can be absolutely terrifying in the right hands. Some killers definitely have issues, but it is nothing that is stopping them from being effective.

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