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Green_Sliche

Green_Sliche

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Green_Sliche
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  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455071#Comment_3455071

    And Pyramid Head is still as strong as he was before this chapter after reverting that unneeded buff so what’s your point exactly?

    That buff was meant to allow him condemn people more reliably. That's another topic for debate.

  • Oh wow, bunch of killer addon got tweaked. Apparently everyone is playing only with these addons, right?

    This so-called Pop buff is still worse than old Pop. Indeed, such a great buff.

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454372#Comment_3454372

    Here we go again. Just ignore all the killer buffs and survivor nerfs that this patch came with. Focus on the one killer nerf.

    Name me a killer buff please.

    FYI if something gets buffed and something gets nerfed at the same time then it's not a proper ''buff''.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454277#Comment_3454277

    Yeah, but once a Survivor gets injured it would be stupid to let go of the Gen until they are downed. As long as you are not in Discord with that person you will not do any progress while avoiding Eruption. Which is also a win for the Killer.

    You are basically saying that to avoid being unable to repair Gens Survivors should...not repair Gens. (I mean, really, this is such a stretch, you must be the tallest person in the world...)

    You can make an argument that this would have worked against Nurse. Because you can let go when she blinks, since you will have a very short timeframe where you can let go before she hits after a Blink. However, with Skill Checks randomly popping up when Survivors let go off gens (which is quite common), you would probably rather regress your Gen to 0 via auto-failed Skill Checks than anything else.

    It's a risk / reward situation. You risk getting incapacitated when you know that wounded survivor is currently being chased. There are plenty of alternatives for you to do, however if you choose to go for a gen regardless, you shouldn't complain that it didn't go well and you got debuffed.

    For example, if there's 2 of you working on a gen that presumably is infected and wounded team mate is chased, one of you could let go for a short time and wait for possible down. In that case if one would get incapacitated, another one would start working on a gen and incapacitated survivor could go elsewhere.

    From my experience, many survivors in the game didn't take this perk into consideration or intentionally ignored it's presence and tried to fix such gens asap. It's no wonder the perk had such high success rate.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454368#Comment_3454368

    Even COMP Survivors got hit by Eruption.

    Defending CoB, I could understand that. Defending one of the most busted perk in recent memory? Not so much.

    Comp survivors are still humans, aren't they? Also if something can be countered it doesn't mean it will be countered 100% of time, right?

    The reason I defend this perk is because it wasn't 100% reliable and could be played around, just like people can play around CI, Dead Lock and some other ''oppressive'' perks if they try. Of course there cases when counterplay fails, but hey, you can't win / lose your every game, right?

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454389#Comment_3454389

    they could bring many different counter measurements but they just said "**** this they didn't have it before anyway". i wonder if they make some changes and release this buff in the future.

    besides, ph's camping abilities (camping cages more specifically, which was the main concern regarding the buff) still exist and still need addressing. but we probably will act like problems don't exist so they don't exist anymore?

    If people forget about the problem it does kinda go away. For the time being of course. In reality people remember such treatment and then remind devs their past actions when they ask for any kind of feedback.

  • @Dreamnomad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454372#Comment_3454372

    This kind of attitude irritates me. Isn't the whole point of a test build to test things? They had an idea. They tested it. It turned out to be problematic so didn't push it live. This is a success story in my book. Would you rather they never put things on test unless it is 100% for certain to make it live? If so then what would be the point of PTB? I want to encourage them to experiment and try different things.

    Have you red what exactly was problematic in the first place? They feared it would make him too strong at camping because unhooker would get condemned almost always during unhook process. They already have a mechanic that prevents PH from putting a trail of torment near hooks and generators, all they had to do is make sure he can't condemn from his power near the hook and introduce this change but they didn't so it got all wrapped up and thrown to the bin.

    They do the similar stuff when it comes to changes that can make killer(s) a little bit more powerful.

  • They rolled it back. Don't be surprised please, it tends to happen often to killer-related changes.

  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454327#Comment_3454327

    “Eruption had a simple counter that required some map awareness.” Yeah like i said you dont play survivor and your just exposing yourself

    “Maybe you should give a Pop a try? I heard it's been buffed recently and provides so much value!” Dont need it I already got pain res for regression and thats it

    I do play survivor. I recently even managed to get to Iridescent 1 Rank all by myself in Solo Q. I don't consider myself a high class survivor, just an average who would try his best as much as possible and adapt to situation. You can believe me or not, it's up to you. I've seen first hand how certain people may lack the basic map awareness and where it would bring them to.

    You use Pain Resolution? Good for you. I just hope you are lucky with hook spawns, early downs and good triggerings. I myself find the perk in it's current state a bit lackluster.

    @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454346#Comment_3454346

    Yeah eruption stayed on the gen until they got a down. Paired with call of brine and overcharge and it was a total nightmare. Idk how anyone can defend that…unless they are a biased killer main

    Only against unorganized people or those who couldn't control their obsession of tapping the regressing generator when killer was still nearby. For others it was not much of the problem, so long as fellow team mates could last longer than 10 seconds in a chase.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454277#Comment_3454277

    You know survivors could see when a team mate was injured before the HUD right? And as such knew they were in chase?

    And stopping working on a gen when your team mate might continue to carry chase for longer than it takes to finish the gen is potentially throwing the game. You can't just stop working on a gen when someone is in chase. It's not a counter when you're directly doing nothing. May as well of just copped Incapacitated if the alternative is just standing there for an undetermined amount of time waiting for a team mate to drop

    Or maybe be aware of where killer was recently and how high are the odds that the gen you are working on is infected? Because if you rush to a generator that is regressing and killer is nearby, you should know that it is infected ( provided you've seen anyone being incapacitated already at least once, so it's no longer a surprise ), hence it's up to you to decide what to do next.

    Getting incapacitated for the first time in the match because you were not aware that this perk was in use is understandable. Getting incapacitated repeatedly because you just wanted the gen done no matter what is a deliberate choice.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454329#Comment_3454329

    I track mine, because I'm a loser. Across all Killers.

    Corrupt was S-tier prior to its nerf IF you knew how to play decent macro.

    The reason I don't put it that high is because of two reasons :

    1. Decent survivors would just try to wait it out. On some large maps that was quite possible by hiding.
    2. The same decent survivors would move to other gens the moment the chase was initiated. So even if you had 3 gens blocked at one side, that didn't really do much because 1 gen = 1 hook rule would often prevail and by the time you would get a second hook, you would lose another gen and CI would be over.

    It wasn't a bad perk though because for killers who needed time for a setup, like trapper, hag, plague, shape, freddy, it would give some room to maneuver early and prepare self for good mid-game phase. It also was a popular way to prevent an early gen rush because survivors would had to spread wide and move out of area, which would still take time.

    In other words, perk had it's value both against unorganized and decent survivors, but provided different benefits when it worked well.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454274#Comment_3454274

    Just because you weren't able to get value from it doesn't mean it's bad lol.

    What's your average KR?

    Never said CI was bad, did I? It was not certainly an A tier perk though.

    I'd say 2+ but then I get games with both 0 or 4ks so I can't say it reliably. Then again I play many different killers so there are many other factors involved. It's not like the game does disclose this kind of information to a player anyway.

  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454303#Comment_3454303

    I never brought up pop. That never carried anyone. Only perks (in recent memory) that carried survivors were dead hard because it had 0 counter play and eruption because it had 0 counter play in solo que. You can talk all you want about survivors being entitled for not countering it but i know that you wouldnt be able to either at least not in solo que (the hud didnt do anything to help). In fact i bet you never even play survivor at all. No person that has played against this perk thinks its fair unless you are a super biased killer main

    I play survivor too FYI, solo Q and I know what mess it can be. That however has nothing to do with killer perks but rather the ego and stupidity of certain individuals who intentionally ruin the game for their team mates by either doing stupid things or not contributing to the game progress at all.

    Maybe you should give a Pop a try? I heard it's been buffed recently and provides so much value!

    Eruption had a simple counter that required some map awareness. It was only problematic for survivors if one of them was straight bad or trolling, giving free downs to a killer over and over. In other scenarios it could be either dodged by timing on switching to a gen that would be less likely infected. Apparently people didn't want to bother so much and would just try to ''brute force'' gens asap and were getting penalized for it. As for this perk being oppressive during 3 gen phase - guess what, 3 gen phase can still be oppressive in some cases, even without this perk. Think about it.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454252#Comment_3454252

    Down a survivor cause 6sec regressing, 25sec of incap, 9sec of regression. 40sec for a single Gen, possibly triple it to 120sec for 3 survivors. And thats only 1 slowdown perk.

    "Eruption was fair" is enough for you to stop arguing.

    A failed chase can cost you a gen or two or more. But hey - lets talk about how big can reward be, right?

  • @ElodieSimp said:

    I'll see OP's Average Singularity Match and add an Average Singularity Match.

    in b4 "b-but!!!" mains.

    https://us.v-cdn.net/6030815/uploads/ZBEUIXBYAP8X/u456ntitled.png

    Potato or Monkey team mates maybe?

  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454291#Comment_3454291

    “It was rewarding me for spending time to kick a gen and chasing different survivors in attempt to get anyone downed.”

    so you were getting carried by it. Good to know to never take you seriously. Anyone that plays both sides knows that old dead hard was carrrying survivors and was a very unfair perk, and eruption was carrying killer (like yourself) and was a unfair perk. A perk that allowed killers to go straight to a 3 gen and stall games “fair perk” sure

    So a perk that could be utilized is now a perk that does carry people? Nice logic there.

    Tell me, does PGTW also carry people nowdays? As for 3 gen and game stalling - that's a mix of survivors fault and bad gen spawn generation. But sure, lets blame killer for trying to use the map environment for it's own benefit, only survivors may do that during loops.

  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454255#Comment_3454255

    you have to be a really hard core killer main to think this perk was fair lol.

    For what it offered and what it required - yes it was fair. You could had a gen infected but if you didn't down someone in time that gen could be repaired and perk value would be denied entirely. Just because people were getting punished for their inability to let go the nearest gen they see does not mean the perk was unfair.

  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454234#Comment_3454234

    “Eruption was pretty fair perk” i bet it was fair for you since it was carrying you wins

    It was rewarding me for spending time to kick a gen and chasing different survivors in attempt to get anyone downed. There's significant difference between perk complimenting your playstyle and carrying you to victory. If you need an example of a perk that did carry people to victory - old DH.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454234#Comment_3454234

    "even after HUD was introduced which was a direct nerf to the perk."

    What did the HUD to Eruption? Or do you expect Survivors to stop working on Gens whenever another Survivor is in Chase?

    Survivors could see if their team mate was wounded and chased and decide either to risk it and continue working or try to wait a bit and let eruption trigger, avoid incapacitation and continue to repair it. But I guess when there's something that requires to think for more than few seconds is too oppressing and inconvenient and thus has no place in this game anymore.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454234#Comment_3454234

    Lol.

    "Eruption was fair"

    That's all about I needed to read in order to understand.

    I'm afraid simply being able to kick a gen and have it revert to zero is not going to happen.

    Just like I Loled when I heard that CI was an A tier perk. Guess we both found something to laugh at then.

    Gens never regressed to 0 from a kick against decent survivors. Monkeys who kept tapping the gen and falling skillcheck don't count.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453736#Comment_3453736

    Corrupt wasn't A-tier before it's nerf? Excuse me?!?!

    Overbrine Eruption was almost completely passive and gave far too much value for the little skill needed to use it. Hence, it carried a LOT of people.

    Any old regression perk was good against clueless and careless survivors. Saying Corrupt was an A tier makes me question what kind of survivors were struggling or having any sort of inconvenience caused by this perk in the first place.

    Overcharge and Brine were not passive because they required a kick on the gen. Both could be removed by a tap and a skill check the moment killer left the kicked gen. Only very few killers could benefit from this combo and only because they could either return back quickly or create something that would scare inexperienced survivors away.

    Eruption was pretty fair perk as it kept the entire gen-kick meta alive and rewarded killer for tagging gens and participating in chases in hope for a fast down. Unfortunately survivors were too entitled to learn how to deal with it, even after HUD was introduced which was a direct nerf to the perk. When it was ''reworked'' the entire meta started to crumble and with final nerf of Overcharge and Brine combo the gen kick meta has died.

    What we have now ( if I may even call it meta ) is pure hunter that involves Jolt, PR and PGTW for a slowdown. The problem with these is there's always a chance you end being unable to use any of these perks for various reasons, which means you end up with no gen regression whatsoever. Those lucky games where survivors are potatoes should not be taken into account yet they are still used as an example by people who state that the current gen regression and killer perk health is fine and doesn't require any attention from devs when in reality everything is much worse and new proper form of regression has to be introduced.

  • @Eleghost said:

    Quite literally what happens almost anytime you infect someone with a pod.

    Daily Singularity Experience for you.

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453834#Comment_3453834

    Then I just have to call it a skill issue. I've had no issues even with EMP swarming survivors. I've had them pop 3 EMPs in 8 seconds, each time removing one guys slipstream, and I still caught up and downed him in 30s.

    That would work against survivor who can't loop. Survivors who can just get rid of infection / pods in every chase so killer ends up being M1. Doesn't matter how strategic you can try to put them, they will always end up being disabled and useless.

    This killer can apply pressure only against heavily unorganized survivors who don't carry EMP often enough. Anything else just renders him powerless M1 killer.

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453809#Comment_3453809

    Thats when you learn to clean up as you go as well so important pods are less likely to be removed

    Thing is his power ends up a nuisance for him instead of help. Instead of gaining distance you end up losing it and far too often your power ends up denied to you.

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453744#Comment_3453744

    Skip the "Remove old one" step and throw one down immedietly. Most tiles you can't really leave without exposing yourself to the killer. And those EMPs have a recharge time. If they use them on one chase, not only are they not on gens, but are wasting resources, meaning for the next 90 or so seconds, they have no EMPs. This can easily snowball.

    If they are doing this and winning, that's legitimately your skill being the issue (Or busted survivor generator speed), not his kit.

    Throwing new one means you remove the previous one elsewhere. This killer needs pods spread as much as possible.

    Survivors don't really waste much time if you are using pods as you lose time trying to use one without knowing if it is active or not. That allows them to gain distance and break LoS.

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453647#Comment_3453647

    Just reinfect them. Gun has no cooldown, biopods cycle, and infection is almost instant. They can stop you for like 10 seconds

    How you intend to reinfect them when previous pod is disabled and if you try to remove old one and put brand new, survivor will just move away. You literally will lose time and distance trying to infect the same survivor again. Even if by any chance you apply the infection, another survivor can just run nearby and pop it off like nothing. By the time you regain the distance both of them will have restocked EMP charges.

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453624#Comment_3453624

    You don't really need to set up, just place them as you go. And, unlike nurse, he can blink across the entire map in a pinch.

    You maybe forgot that survivors can use like 2 EMPs in a chase. On top of that any team mate can use EMP and purge whatever you've applied so far. Do I need to remind you how horrible is the entire ''lock on'' process when killer is viewing through Bipod as well?

    OP, if this site had the jester award like the steam forum has, you would be likely swimming in it. 8/8.

  • @UnknownKiller said:

    Original content? I like licensed but i think recent killers are mostly cool.

    Knight, Skull Merchant and Singularity follow the same design formula so if you want to talk about original content, Knight is the only one who can be considered original.

  • Already got plenty of matches where I'm one generator down because I had the game alt tabbed.

    Let's hope it gets fixed asap.

  • People really wanted to give Singularity a chance, hence why there were so many playing it. But there's so much they can endure being weak and powerless, at some point they just call it quits and return to more fun and capable picks instead. There's limit to every patience you know.

  • @Witchubtet said:

    It kills his power 100% of the time on the Game and GOJ due to the fact the effect everything in like a 16 meter radius. You can’t just have an option to disable an ability outright for a long period of time.

    isn’t that why they removed that effect from eruption?

    They didn't want him to be oppressive so they made sure his power works only when survivors are doing stupid things and don't go for EMP. At the same time they didn't want his power to be useless so when he is in overdrive mode, he can just tunnel survivor out and shred pallets on the way, creating an illusion of an unstoppable force. Unfortunately they couldn't balance it all out so they went the safest way and ended up releasing the worst M1 killer who's power is absolutely nulled by survivors 9 out of 10 games. In that 1 out of 10 game though, he ends up being a killing machine who does 4k at 4-5 gens with little effort.

  • @scoser said:

    I'm pretty sure the best way to play this killer is to not use their power at all and just go M1 only. Trying to use your power is just a waste of time since it's gonna be EMPed the second you actually try to do anything useful with it.

    Dog build ( Enduring, Bamboozle, SBFL and Dead Lock ) is what allowed me to go 3 or 4ks with him. It's the only time his power is somewhat useful because survivors waste time collecting and using EMPs thinking you will be using pods only to find out you actually don't do that ( maybe only on some short loops ). As the result, EMPs become secondary objectives for survivors, which is great, but also means you can't and shouldn't be using your power most of the time. Something like Cenobite's power where it makes little sense to use it for slow-down and use it either for scouting or with very specific addons.

  • Welcome.

    There is a 3 gen club starting Knight release. Singularity is it's newest member.

  • @BenSanderson55 said:

    They already nerfed them from the PTB

    That's clearly not enough.

  • @appleas said:

    Stop playing Killer if it is a detriment to your mental state. Either play Survivor or another game if queue times are too long.

    Come back when Killer is in a better spot.

    With how things are handled - killers will never be at better spot. Unless their number drops to critical value, their experience will be ''sacrificed'' in favor of survivor(s) enjoyment.

  • Thank God I bought it with shards and not the real money. This kind of quality deserves only this kind of treatment.

  • @TheMonadoBoi said:

    Love playing 2 minute games in the new update! With absolutely no gen defence left for killers and stackable perks like Hyperfocus, Scavenger, and Prove Thyself I love getting to 1 gen with 2 hook stages. Absolutely fantastic meta, really engaging and fun!

    Glad the devs finally understand we're all too busy to play their game so they've made matches finish in less than what it takes to make some instant ramen.

    You expected something different from devs?

  • Any semi-decent survivor will be running with EMP 24/7. His power will always be disabled if placed near gens and by the time player comes to refresh his pods survivors will have their EMP restocked and will be sitting on another gen elsewhere. He also heavily relies on direct line of sight and if he can't maintain it he can't properly use his power on infected survivors or apply new infection on healthy ones.

    What he can do is force survivors out of loop and clean area from pallets, provided survivors feed those to him. His ability to vault fast can also shut down the areas with windows but since it takes time before he can move after entering overdrive, any competent survivor will simply move to the next loop.

    Just because some people got matched with survivors who don't hoard EMP or try to loop him doesn't mean he is fine and balanced. Try playing him against decent survivors who also don't waste time on meaningless stuff and you will quickly see why he is so underpowered and easy to keep in check.

  • Killer is becoming more and more stressful and punishing experience. Unless you get inexperienced survivors, there's little to no room for mistake. With recent nerf of almost all regression perks, you must resort to all sorts of pressure, be it tunneling or proxy camping if you want to win somehow.

    Survivor experience is more forgiving, though you are at the mercy of luck - your team mates can be either decent bunch or monkeys who tap on keyboard.

    SWFs are fine as always. No changes there.

  • Another boring tri-gen killer with power worse than Sadako's.

    When you think developers can't surprise you anymore they strike again.

  • It's a typical 1 out of 10 games perk.

    It needs different way of getting tokens. It should also not get spent if hit was not successful but go into some form of short cooldown so killer can't ''spam'' it so mindlessly.

  • @ohheyitsbobcat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450838#Comment_3450838

    You can't get 1k XP without an XP multiplier though. The XP caps a little over 600 per match and what you're probably noticing was the daily role XP bonus.

    You get a bonus 300 XP for first game of the day for each role. After that first match you're back to ~600 per match or ~1200 with double XP.

    TBF, double XP does not double the daily role so technically you could gain 1 or 2 extra RF a day depending on what your XP is at but that's only when counting the daily role which I am not when comparing the two.

    Outside of that they both get total Rift Fragments equally but at different integer values. 2x RF is 4-2-2-2-2 and then repeats while 2x XP is 3-2-3-2-2. This is not counting the daily bonus and again, assuming you cap around ~600 a match.

    To sum up, with 2x RF you get the 4RF around every 5 games while 2x XP will never net you 4RF in a single match, it does net you 3RF multiple times which negates that extra RF from 2x RF making them equal out.

    I'm not sure if I explained that well enough but I can try to explain it a bit better if you like.

    So my initial assumption was right that double xp becomes more beneficial the more you play but for quick and short sessions double rift does it's job just fine. That's what I was trying to say since I'm not playing that much per day so double rift fragment was fine for me. I guess for people who play for few hours a day it's a good way to catch up some levels while for grinding, double XP is what's the best.

  • @Gandor said:

    "whenever I see killer in my 4man bully squad and he is not able to do anything, he just goes to corner and afk's which ruins my fun. I demand you punish said killer for it".

    That's about how I read your thread. You are forcing other people to play out the game for your enjoyment, demanding punishments if they don't oblige.

    Nobody should be forced to play the game for your benefit no matter what side we are talking about

    The problem here is you depend on your team mates. This is especially important in Solo Q where chances of escaping drop significantly when you are left 3 instead of 4. It's not that much about the fun but rather the fact that survivors function best as team and if there's monkey among you, chances are your amazing skills won't be enough to make out alive because of killer's snowball.

  • @ohheyitsbobcat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450182#Comment_3450182

    They're both equal in the long term fragment wise but 2x XP also lets you get shards easier so it's overall better. I'll give you an example to show you.

    It takes 500XP to level once and lets say you get 600XP every time over a course of 5 games. The lines below are how the XP would look and your rift fragment (RF) total after those games.

    2x Rift Fragments

    [400/500] XP starting value --> [0/500] 4RF --> [100/500] 6RF --> [200/500] 8RF --> [300/500] 10RF --> [400/500] 12RF

    2x XP

    [400/500] XP starting value --> [100/500] 3RF --> [300/500] 5RF --> [0/500] 8RF --> [200/500] 10RF --> [400/500] 12RF

    As you can see, the 2x RF will gain an extra in the 1st game but the 2x XP gets in back in the 3rd game so they end up equal. Again though, 2x XP also give progress towards Iri Shards so is overall the better choice.

    I noticed my games net me currently 1000 - 1500 XP games ( Doubt XP event ), which is 2 or 3 rift fragments. During double rift points though, I was getting 2 or 4 rifts more consistently.

    Perhaps it's meant to be more rewarding the more matches does player have. All I know is I never managed to get like 2k XP per match ( 4 rift fragments ) but did get 1k XP per match for sure which was 4 fragments more reliably. Shards do make a pretty bonus towards Double XP event.

  • The fact that I haven't earned 4 rift fragments from a single match during double XP yet ( max was 3 rift fragments per match ) but did so during double rift fragment event makes me believe that it's easier to get 4 rift fragments from double rift event than from double xp event.

  • @PewienCzlowiek said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448324#Comment_3448324

    Getting 4 fragments during double fragments event requires 1000 exp

    Getting 4 fragments during double exp event requires 2000 exp, but since the exp is doubled, you still have to earn 1000 and then just get additional 1000 for free.

    It's easy math.

    That depends on you - going for a ''long run'' and if you do have long matches - double XP would work. On short run with quick matches double rift fragment works just fine, especially if you don't intend to play for many hours per day.

  • @PewienCzlowiek said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448259#Comment_3448259

    Double fragments DO NOT double the fragments from archives, only the passive generation from exp gains. You could see that literally last week, when double fragments event took place. This makes choosing fragments over exp completely inefficient, you're basically handicapping yourself of free shards.

    For people who have archive completed and in some cases you may end up earning 4 rift fragments per match from 2 level ups over 3 fragments from 3x level up ( best scenario ). I had easier time progressing rift fragment during x2 RF event, especially as survivor where matches were relatively short and I was usually getting XP for 1 level up only.

  • So it appears there's this idea that killers should not tryhard and aim for victory too much, be it tunneling, camping, proxy camping, slugging or whatever else killer can do because it's not fun for survivors. Meanwhile it's ok to go full elite special ops with best items and most reliable perk loadout, repair gens as soon as possible, even if that means there will be 0 interaction with killer and 0 altruism points earned.

    I think MrPenguin pretty much described what I wanted to say so I'll just sum it up with this - you can't take something out without giving something of equal value in exchange. So unless there's a suggestion about how to reward killer for going for different survivors ( like make basekit Grim Embrace and make it work twice ) then this talk is nothing but DS defending and will lead to nowhere new.

  • I guess I see a pattern here. Some gets sacrificed by a killer - time to ask for a nerf for that killer.

    Wesker actually could get a buff for his infection because right now it's nearly impossible to fully infect survivors and there are way too many sprays available for use.

  • @Mane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445904#Comment_3445904

    Tunneling it's just one option of contributing to The Killers objective as in they have other options like after hooking a Survivor they can go after someone else instead of going after the one who just got unhooked.

    I can't remember if it was this thread or a different one but I did say that I would be on the Killer's side about this if they weren't abusing the tunneling option every single game.

    So when killer does and should switch it's target after unhook, why survivors don't switch their generators after doing like 25 or 50% of the progress? Just so you know 1 hook is 33.3% of objective progress regarding one particular target and there are 4 of them in the game. So who is progressing faster - survivors who sit on gens or killer in terms of percentage by playing ''fairly''?

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