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Hektic3000

Hektic3000

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Hektic3000
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  • Im fine with letting people recover fast and getting off the ground, but it needs to be limited to one instance. If you pick yourself off the ground you don't get to keep benefitting from the increased recovery speed, but if you dont pick yourself up you can keep the recovery speed.

  • @Regulus47 said:

    Need I say any more? This build is used in almost every game at the higher ranks due to how simple it makes defending the generators. There's no skill or (real) counterplay to this combo. There is counterplay to BBQ, hiding in lockers, but doing that when repairing a generator just wastes precious time. That means there's more chance the killer will get to the generator before it's repaired and ruin all your hard work and effort for no effort or investment at all.

    The killer just hooks a survivor (easy enough) and sees everyone's aura, and then they can go to generators being worked on and instantly get rid of 30-40 or more seconds of a generator repair progression, counting the fact it applies normal regression ON TOP OF the massive gen progress decrease. There's nothing the survivor can do about it. It doesn't even have a cool down, so if someone tries to repair the generator to make up for the unavoidable regression loss, the killer can just do it again with no penalty. It literally punishes you for playing well, and I don't know if that's healthy.

    I realise this will probably be seen as a joke or bait by the people of this forum, but I'm being serious. This build is used in almost every high rank game - even the Decisive Strike + Unbreakable combo isn't used that often, yet the BBQ+Pop combo is the one ignored. It reeks of hypocrisy to me. Both combos are uncounterable without literally stopping doing your objective. Killers should face the same stigma for running these brainless combos that survivors are given, and I'm sick of this community giving them a free pass.

    Tl;dr: Killers are hypocrites for complaining about good survivor perk combos when they use an overpowered and uncounterable perk combo every game. It's the small PP build for killer.

    Well no, Pop only takes away 25% of the total gen progress, which is ~20s, since gens take 80s to complete. Unless the survivors are just bad and allow me to get multiple hooks then pop kinda does have a cooldown. What exactly are you suggesting killers bring to a match honestly?

  • @Okaythenn said:

    Can anyone tell me why killer mains complain about survivors doing gens and hiding?

    I just had a solo surv game 2 of us escaped and 2 died on hook the end of game chat the killer put

    ez gen rushing and hiding all game = trash ez

    doing gens is the only objective of survivors i don't get what you want? survivor to do one gen and then wait five mins to start the next one and in my opinion you can only gen rush as a SWF as you can all communicate on what gens you are on and what to do as solo you have no clue what gens people are on.

    What makes it even better is them complaining of survivors hiding, if we can hide we will its not the aim to get hit or hooked ( plus this game there was chases, including with me not our fault if you cant keep up sometimes)

    I just don't get why some killers complain about people doing gens especially when its all solo survivors. IT IS THE AIM OF THE GAME !

    The same way survivor mains can complain when killers kill them. My only objective is to kill as a killer but when I do it very efficiently I get told that I'm the scum of the earth.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1973758#Comment_1973758

    actually quite a few people think tombstone piece is incredibly unhealthy and should be changed. judith's is better because of the downsides to it but piece is... yeah people complain about myers.

    I mean people will complain about anything but what Im getting at is that PH has been nerfed a few times since release, nerfing him more isn't the answer. Myers on the other hand has the option to kill in the form of 2 add-ons but seems like BHVR is just fine with that interaction seeing as they haven't changed it once since his release.

  • @Phasmamain said:

    Now I want to start this by saying for the most part I love PH. His visual design is cool and his power is very unique but I have one major problem with it

    His tunnelling potential.

    Pyramid head is clearly designed to be able to tunnel one poor survivor out of the match very quickly which I think is very unhealthy as they shouldn’t promote that kind of play style

    Now they did change it awhile ago so he couldn’t see cage auras but since it spawns them as far as it can away from you consistently any decent PH will know where they are anyway.

    Survivors can obviously avoid his trails but usually you’ll have to walk through one if the PH places them well because it’s either that or a free hit.

    Again I love his Potd attack and it’s a very balanced anti loop ability but the cages aren’t really in a good spot right now.

    Since it blocks your perks as well as survivor’s perks the only time you used them is to bypass a ds because you tunnelled or to avoid flashlight or pallet saves.

    I think it could be worth testing hook based perks working on cages as this would make PH more fun for both sides as they would be able to use their perks.

    Imagine a survivor breeding a gen while you down someone else so you quickly cage them and pop the gen. Things like this would help PH be more versatile as well as fun

    Feel free to discuss as this is just my opinion

    Pyramid Head is fine the way he is honestly. Can he get survivors out of the game quickly, yes he can and that's a perk for using that killer. Making typical hook perks affect his cages just invalidates his cages and makes them no different than hooks. Nobody says anything when a Tombstone Myers can straight up kill you without interacting with you the whole game aside from catching you once.

  • @Healthore77992 said:

    If anything in this game feels punishing for making good play it's this perk (from killer perspective).

    There are countless times i perfectly mind gamed survivor and they just press one button and reset the chase, which ends up in dropping the chase or losing the generator.

    For everyone saying it doesn't work most of the time, that's a lie, otherwise people wouldn't use it near as much as they do.

    It rewards bad play. If it's used for distance it has absolutely no counterplay, killer can't do anything about it which is very unfair, and not to mention unfun when you know everyone has it, you know what they will do, but you cannot stop it.

    Using MindBreaker helps alleviate dead hard problems a bit, its the best way to keep people exhausted for longer since it's buff.

  • @trokx said:

    And before killers come at me, read what I say. Y’all are already OP by being faster, and then blocking my perks as well. If a survivor could individually block a killers perk, they’d throw a fit. So a killer blocking my spine chill, dark sense, and empathy is a bit muchhh?! Killers don’t @ me, survivors what do you think? And killers don’t go acting like survivors giving your two cents from a survivor perspective

    You say killers are op by being faster but there's always 4 survivors and I can only chase 1. Survivors can "individually block a killers perk", against a good team Hex's cant last till the end game and could be gone in the first minute of play.

  • @Timo_______R said:

    To be clear not every killer is meant but the ones i mean always rage they lose and wants everyone to know it´s always 100 % 4 man SWF with flashlight and DS,BT,unbreakable and old ooo.

    Calm the f*ck down.

    I read this so much in the after chat and even on this website, the last time i haven´t played solo was late 2018 because everyone i played with left the game. Stop making things up and deal with it like any normal person.

    Can survivors also stop complaining when they lose? Can survivors also stop gloating when they win?

  • Hex perks should be strong if they can be cleansed in the first few seconds of the game, at that point the killer is now down to only 3 perks and they have no way to change it. You cant have the perk be high risk with no reward, then there's no reason to take it over a more consistent perk. One perk that comes to mind is Hex: Blood Favor, a hex with so many limitations its not even worth being a hex at this point.

  • @MongolPSR said:

    question. Forgive me because I have damn near perfect colour perception but how do those colours shown help people who are red colour blind? I can kind of get the orange one, but what about using other colours like green or blue? why different shades of red and then orange?

    I was wondering about this even not being color blind myself. Seeing that red made me think that two of those options are way too similar to the current color scheme to have any benefit.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889650#Comment_1889650

    Well, that time spent going and getting the Key is time not spent on Generators.

    Yeah because if im in a situation where a key can potentially end the game by letting me escape ill be really concerned with doing gens.....

  • @[Deleted User] said:

    just use franklin's demise :)

    Ooooops, the other 3 survivors could just pick up the key...since I as a killer don't have 90s to sit around till the key is gone. :):):):):)

  • @[Deleted User] said:

    I've had keys in 6 games in a row now.

    Since everyone is getting so many bloodpoints, everyone has a bunch and they are using them to try and get more and it's just making things a bloody mess.

    I hope they do something about the grind for people by making perks more accessible; but man just flat extra bloodpoints is clearly not the way to do it.

    Hmm its almost like Mori's and keys should have been adjusted at the same time, since they both can make the game end sooner for the other side than intended. Yet the stats say keys aren't as big of a problem.........

  • @Momentosis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889609#Comment_1889609

    Honestly that would've been a better PR move than what he actually did do.

    That's why while I'm glad the options for people that need them are getting added this whole situation just seems like a lot of damage control instead of something they actively wanted to do.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889537#Comment_1889537

    Because, shockingly, responding to a request for disability accessibility, that's been actively ignored and pushed aside for 4 years, by talking about how annoying the request is makes you a bit of a jerk. As Steven Spohn put it, "If you're tired of being badgered about it, imagine how tired people are of not being able to play your game because it's inaccessible to them". Almo advertises his streams as being the lead developer of Dead by Daylight, which means his conduct is expected to match what is expected as a representative of the company. Being irritated that people are asking for help with their disability isn't okay, even if it's the 10,000th time.

    The thing is Almo could have absolutely, if it bothered him that much, not even responded to that question.

  • @TheClownIsKing said:

    I really hate this perk.

    I hate it a lot.

    I don’t care about DS.

    I don’t care about Unbreakable.

    But Head On needs to be deleted because of the absurd, disgusting ways SWF on comms can abuse the ######### hell out it.

    You truly can’t understand how abysmal it is to deal with a constant barrage of coordinated Head On stuns until you come across a team doing this to you yourself.

    Every chase? Interrupted.

    Every down and pick up? Saved by a Head On stun.

    “oH bUt aT LeAsT tHeY’Re NoT dOiNg GeNs!” It doesn’t matter. If every chase takes an absurdly long time, and so many hooks are denied, then the survivors can take as long they please to do the damn gens.

    Unless fortunate enough to down someone in an open area, Head On is infuriating.

    The big problem with this perk in a SWF is that there’s no reasonable way for a killer to work around the perk during a chase or when picking someone up. Lockers are far far too numerous on some maps for a killer to be reasonably making sure to keep a good distance from EVERY locker during a chase.

    And those god damn lockers at the foot of the basement. Jesus please, they need to go!!!

    Anyway, rant over. Delete Head On so it can’t be abused by SWF anymore.

    This just makes me wonder why they took away Enduring's ability to reduce all stun time instead of just pallets, when several iterations of the perk actively included reducing stun time from perks specifically.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889370#Comment_1889370

    I mean, it's not like they don't already have time restraints. They do put themselves up for every chapter/mid chapter, yet somehow produce buggy messes. At the very least, a road map would give us some expectation of what buggy mess we'll be seeing next.

    I'm not saying they won't make another road map because of time restraints. I'm saying they won't make another road map because they don't want to be held accountable if they can't get things right when the deadline comes around.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889370#Comment_1889370

    They could just make road map for 3/6/12 month and then add and "check" which ones they have finished (also showcase it there)

    image.png

    I believe this was the last official road map, the two points that i despise is that "Game Balancing" and "Game Health" should be a much more focused goal. I'm tired of new things being put out and old stuff not being balanced to work properly, fixing old things should make adding new things a more seamless transition.

  • Almost like a "Road Map" of sorts, i wouldn't mind if they brought that back. I don't need specific details but just general knowledge that lets me know what's going to happen, but BHVR doesn't like that because of time restraints.

  • Honestly there needs to be more counter-play involved with dealing with DS. I understand needing a way to get away from the killer after an un-hook but it comes down to survivors using DS in an offensive way against the killer. If PGTW can have its time reduced because killers can do other things before using Pop, the same logic can be applied to DS. I'm more along the lines of having the Obsession being the only one that can use DS, since you know its an obsession perk...

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889261#Comment_1889261

    Honestly I've had this discussion before, most of their problems could be solved by an active community manager that acts as a liaison between the developers. Not just someone who posts news threads and patch notes....

    That would solve so many of their issues, but for some reason I don't know if it's bad corporate decisions or what they would never allow that; they wouldn't give that person the information necessary to do their job.

    I don't know though, things have always been difficult with BHVR on the communication front; they'll say something like that is what the devs streams are for, and to a small tiny bit they are; but so much more can be done and much easier too- people don't need THAT much information to be satisfied.

    We'll see I guess. Maybe some day.

    Its just that there are so many avenues for them to be more vocal about what they have planned. I'm never asking for specific details but just give me something to look forward to.

  • We'll never know since it's a switch they can just flip whenever they want.

  • @[Deleted User] said:

    it's nice they actually said.

    They said they didn't originally plan to because they don't have a solid release date and tbh it really shows the transparency problem.

    There is nothing wrong with saying "We are working on it, but we do not know when it will be completed at this time" boom. Done. Instantly problem solved.

    Not, dead silence for several years, and then an unofficial comment like "....If it gets done it'll get done when we'll, when we have time to do it, or if somebody decides that it's something should- that should be done..." and then literally banning/locking any mention of their handling of it.

    That is an example of how not to handle it.

    So idk, I just hope they learned something from this that would be enough. That's all I want, behaviour to start communicating.

    While it is nice to have someone say something i doubt they'll do better in the future. I even wonder if someone noteworthy didn't bring this issue up how long would it have been before we saw an official twitter post or something mentioning these changes.

  • @Aven_Fallen said:

    IMO Almo is correct here. Asking multiple times for something where the Devs already said they are aware of it and there is put work into will not speed up the process.

    Thats like kids asking their parents on a long car ride "When do we arrive?!" every 10 minutes.

    It is quite ironic that the community, who throws ######### at the Devs whenever they get the opportunity to do so complains about a more direct answer.

    I don't think that comparison is correct. Despite the Devs saying they're aware of it, this has been something people have been asking about for literal years now. The problem is that the community never gets a heads up on what is being worked on or what should take priority, the Devs continually just release whatever they're working on be it finished or not.

  • I would legit have no problem if Unnerving Presence effected the skill check again, like it used to.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806778#Comment_1806778

    By just standing, and staring at the item aura so you can know the exact moment a pick up occurs?!

    Hoarder with Franklins means a killer can know exactly when an item is picked up, rather than simply notice the item is no longer there in passing by the area.

    Like I hardly need to know exactly when an item is picked up. If I see its gone I know they're in the general area, and if im using franklins ill probably be keeping an eye on the item and location. I cant justify hoarder as a perk when other perks do its job better.

  • @Bjario said:

    Maybe it works well with franklins. Survivors usually want their item back

    Franklins doesn't need this perk because i can see when an item is picked up by survivors, the item even has an aura, so why do i need explosions to happen?

  • @immortalls96 said:

    Announcement of freddy changes has been made..and yet I think its a terrible decision to be making..despite his kill rating nobody worth their salt as a killer views him as top of the pyramid, the issue we find ourselves in a situation i worried was coming..the severe lack of competent matchmaking has created a mix of players at all levels , this hereby resulting in teams of random survivors being handicapped by less experience players, combine that with the killers emblem system requiring more effort to keep up, so even when the matches are all red ranks there are many that don't belong there seeping into them on the survibor end..last time we had stats the difference between ranks 2 and one was over 10 percent difference in kill rate even with this bad system

    This all pools into creating unreliable stats and in game experience which is only going to inflate the bad experiences of higher tier killer players beyond what they already can be Because the game isn't properly equipped to handle teams with intimate game knowledge and skill..I forsee this freddy change heading to disaster and when they finally get real numbers for higher levels of play it'll result in a bigger backlog if they overlap freddy as im very worried they will..I think they need to wait and focus on the games low points rather than shoot themselves in the foot

    Nerfing freddy again is really dumb. This man was garbage for about 2 years because survivors complained about him before. So after more survivor complaining we're going to go through the same thing again.....really? Its like what happened with pyramid head, first he looses his ability to see his cages(which is his power so why cant he see them), then he gets slowed down after using his power because survivors dont like to guess when all killers do is have to guess.

  • Are you on console or pc? If you're on console if you restart the game after the rank fails to update it should be updated when you log in again.

  • It just seems like this project was rushed out just because they need to hit that new killer new survivor quota. There was no real testing going on and the PTB was just to see if he's playable. How can we give QA on a build that's not the final build, how did this get pushed out despite all the bugs happening. Were they just not seen during dev internal testing or something? What sucks is that right now, on release, this is the QA phase where he gets tested by the community and then changed after.

  • @SaltedSnow said:

    He doesn't need turning buffs, he needs his PoV to be higher.

    He needs both to be honest. If they had to increase his turning from PTB to live, and he even has add-ons that help him turn, he needs his base turning increased. I should not have to use add-ons to make the base killer playable.

  • HOW DID HOOKING GET BROKEN!? Its a simple button press for the hooking animation so how come I have to spam it to get it to work....This is something that needs to be hotfixed because its making core gameplay mechanics unusable.

  • I want to like the Blight, i mean from a looks perspective he's great and the design team did a good job, but gameplay is all kinds of bad. I know he just came out, so i shouldn't judge him too harshly, but really it doesn't take long for people that know the game to figure things out. I understand not wanting another killer who is really good at loops because some people think Pyramid Head and Deathslinger are brain-dead, but his power offers nothing to help deal with looping. The biggest problem I have with him is his movement restrictions, not being able to turn how I want is common thing many people say about him. From the PTB to live they increased his turn rate, he even has add-ons that increase turn rate, WHY NOT JUST NOT RESTRICT MY TURN RATE TO BEGIN WITH. Oni had this same issue with his flick out of demon dash, before it was useful and let you hit where you wanted but then they added a turn restriction and you can just barley reach some angles.

  • @helix43 said:

    You would think the devs would've learned that putting a 15 degree cap on a killer is a terrible idea, especially after the oni mess, but nope, here we are again.

    @Peanits Can you guys actually learn from your past mistakes. This is getting ridiculous.

    THIS RIGHT HERE!!!! If you're gonna give me a killer don't put restrictions on my movement. His power is all about map mobility but when i try to use my mobility i'm unable to turn how i want, why? Stop putting cool-downs and restrictions on the killers power, or that'll make me less inclined to use it, then he's just another regular M1 killer.

  • @Kebek said:

    No, he isn't harder to learn then nurse. He has low FOV and hard locks on angles in his power which makes it difficult to use but not hard, it's restricting, not hard. His main learning curve is awerness and map knowledge, everything else is almost brainless due to the limits put on him.

    I'm glad for anyone liking this design but imao it's horrible and I wish it never came out. But that's just my two cents.

    Like he looks so great and sounds cool but it seems like he's missing a secondary power or something. Either that or his base kit was good but then they chopped it to pieces in the form of add-ons.

  • @GreyWolfofNorth said:

    I think a good way to judge this is using a different killer as an example. So his main issue was he couldn't use borrowed time cause it was a cage and he could camp the cage but let's say it's still a hook and it's a GF or a Wraith camping. Either one of them could keep bt from proccing and get the down. I'm sure it felt scummy to have this PH do that to them but honestly theirs ways around BT you can't expect every unhook in the egc to be safe and you can just body block till the boy gets to the exit gate. Take the loss of your one guy and move on. The d/c was uneeded. I don't think PH did anything wrong. He manipulated the situation to get around survivor plays the same way bodyblocking is using a strat to get around unsafe unhooks

    I dont know if that comparison would work for op cause it seems like that would have been a DS save if it was Wraith or Ghostface but i know what you mean. OP doesn't want to listen to reason and just wants to push this (pretty bad) narrative.

  • He disconnected because he was going to die....That doesn't just invalidate that kill or situation, you should know that.

  • @Babyyy_Boyy said:

    So me and my friends were SWFing And we ended up getting a pyramid head on this match, unfortunately the killer did not get a hook until almost the end of the match. Once the gens pop he chases the guy that got unhooked from earlier in the game and he unfortunately became tormented and cages him instead of hooking him. The killer ran right to the area of our caged teammate and we all were trying to save him but the killer stands there 4 feet away (which I feel like is still to close for the cage to not move) with his power ready to instantly kill him if we were to save him. There’s nothing we could of done as a team to get him out safely because borrowed time does not proc off cages or any unhooking perk for that matter. Unfortunately we rescued him from the cage because the exit gate was right next to us and wanted to make a play so we could escape as a team but the killer still downs him because of it. Our teammate was very upset as anyone would be and leaves the match and the killer thought it was funny to dance on his body and shake his head. Here’s a clip of what happened and if you don’t want to watch it that’s fine because I explained how the scene went but my question is why? Why do killers play like this? What makes you entitled for a kill knowing you lost? This is why survivors are toxic and bm and do other things to upset killers.

    ~Rant over

    https://youtu.be/n9tpkYizw9o

    OKAY STOP! Nothing done in this clip was toxic except the DC. THE KILLER WAS USING HIS POWER, that's all that happened. Pyramid Head can cage and that acts like a hook, survivors have to respect that he can kill very fast if given the chance. UNDERSTAND AS A SURVIVOR YOU AREN'T ENTITLED TO ALWAYS ESCAPE! Pyramid head gets one kill, so what, three of you would have escaped after. Don't act like this is a killer being entitled or toxic, there was literally nothing he could do in this situation, sucks for the one guy to die but that's the name of the game.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/187746/the-way-console-players-are-treated-is-insane

    I totally understand your frustration, I really do and the thread was closed not because of the genuine comments that were on it. The thread was closed because of the Developer bashing that was happening on it, posts which we deleted as well as the irrelevant bumps which added nothing to the thread and were basically spam at that point. Then even after a warning was put on that thread it continued and people got warned for their comments and the thread was closed. Nobody is trying to censor Console Players. Check out my posts on this very forum where I've closed threads down which were set up to pit Console against PC - it's not something I approve of and it's not something BHVR approves of. We promote inclusivity totally.

    The fact of the matter is, I can't answer the questions about optimisation all I can do is to say again it is something that we've brought to the teams attention - but I do not have any further word on it than that.

    It just feels bad that there's no word on anything going on in the game until patch notes get released, unless its a major game breaking bug. Nothing being said or being unable to discuss upcoming features makes lots wonder what's happening and if certain concerns are actually being addressed. There needs to be a better communication between the Developers and fans because they way it is now seems like there's no care for what is being said.

  • @4scoreand7skinsago said:

    https://forum.deadbydaylight.com/en/discussion/187746/the-way-console-players-are-treated-is-insane

    Hey bud I get it consoles are kinda getting the shaft right now but guess what this post whining about it ain't gonna get you anywhere, all its gonna do is make the people who are toxic towards console players laugh and the forum admins are very unlikely do a whole lot because of this post.

    Hey bud, maybe just let him voice his opinion instead of telling him its worthless, that's really rude.

  • The biggest thing is that I just want equality between platforms, i don't want to be at a disadvantage over factors that I have no control over.

  • Survivors don't need a boost to do gens, they have Resilience, Prove thy Self, 2 people can work on a gen...there's no reason to just do them faster. Sure it sucks to get face camped but that's just a part of the game.

  • @Schinsly said:

    everyone is giving you non-answers. saying "use what you want, people cant tell you a perk is toxic"

    you CAN use noed, but if you do, a majority of survivors you play against will consider it toxic or unfair. you may feel invalidated out of a win you would normally feel good about because the survivors blame youre win on noed. personally i feel its more satisfying to win without feeling like a perk got me free downs at the end of the game and eliminated the altruism aspect of the late game. also, it doesnt do much against a swf and destroys solo q, which is just counter productive.

    so yes, i would consider it toxic, but i guess you can use it. you just might not feel as good winning some games

    What survivors think of the killer is no concern to the killer, survivors will think whatever they want.

  • @Saucynuggets43 said:

    Recently I played around with a couple of perks and since I don’t really know much about them I just got a perk called NOED. My first match I got a 3/4 and was wondering if using it was toxic, since much of the community seems to think so. Then again survivor will be survivors.

    NOED is a perfectly fine and acceptable perk to use. It helps killers excel just a little bit more in the end-game by giving up a perk slot in the early game. Survivors have a counter to it by cleansing dull totems throughout the match, and it punishes those who only do gens.

  • @BabyDweetMain said:

    So when I see that a killer brings a Mori, I always bully them due to how many times I used to be insta Moried at the begining of the game. But...I've found that if a killer has a cool cosmetic, I don't mind being moried... Like especially if the cosmetic is new, I'd actually love to see it in a Mori. For example. I had two games. Both killers were Oni. Both brought a Mori. One had default skin, one had the Minotaur skin. I was mad that I got Moried with the default skin and literally crawled to make it so a barrel was blocking the whole Mori. But with the Minotaur one, I love the skin so much that I intentionally went down in a dead zone so I could also clearly see the Mori. It was sick and I didn't even mind it. I left that round thinking of how cool that skin is and how nice it looked in the Mori.

    Is that wrong of me?

    It doesn't matter at all.

  • @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1588921#Comment_1588921

    Periodt

    I have stop playing dbd like I used to. After 1500 hrs in the game the 1000 hrs I used the same 10/12 perks

    I swear, if i truly like and enjoy the base game then ill be 300% more likely to spend money on it. I WILL SPEND MONEY FOR QUALITY CONTENT, NOT JUST BECAUSE NEW CONTENT IS OUT!

  • I'll say it and keep on saying it: I WANT PERKS ALREADY IN THE GAME TO BE USABLE, INSTEAD OF GETTING 3 MORE HARDLY USABLE SITUATIONAL PERKS THAT DO THINGS OTHER PERKS ALREADY DO.

  • Going along with this, why not randomly change perks on the PTB just to test what changes they'd have on the live game? Don't make changes just because killers get reworked, make change for the sake of testing new things. Speaking of PTB why cant that be something that's continually updated, instead of a quick test to see if there's anything truly game breaking with their new additions.

  • @Pandamonium said:

    I thought that lockers reduce the noise you produce? Like your grunts when injured without iron will? There are enough stealth options, ranging from running perks oriented around stealth or playing characters that are much more difficult to spot in certain environments (I had times where I was chasing a survivor and suddenly hit a claudette in front of me who I didn't even notice because she was running dark clothes). If you are referring to the slight creak that lockers make, just use quick and quiet and perform a fast action when entering it.

    Also, Iron Maiden is a perk that is rare to come across. Maybe a huntress with instant reload, a legion doing adept or a killer playing a niche anti stealth/tracking build will play it, but the vast majority will not. Also, killers will only check a locker if they heard you (Which means you didn't time your entrance into your locker correctly), if you suddenly disappear near a locker, or if they tracked you using infectious fright or bbq and they can't find you near the location you were spotted at. Other than that, killers will not bother to check lockers because it wastes time.

    I really don't see the need for buffing lockers.

    Like im pretty sure if you're in a locker you get lvl 1 iron will? @Avarice10 If you don't want to make any noise at all you can run Iron Will.

  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568480#Comment_1568480

    I'm not taking it personally and if my post made you think that than I'm sorry. I'm just venting my frustrations.

    But i mean, with you having all this play time in the game you'd think you'd just let it go and not even care about it. Its something that happens to everybody, get over it and move on.

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