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HoodedWildKard

HoodedWildKard

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  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254678#Comment_3254678

    aswell as probably hearing grown up men screaming at you for not playing the exact way they think you should. Voice chat would be horrible in this game.

    Yes yes toxic yhis toxic that. Bruh it's a fact of life online, an unpleasant one to be sure but it comes with the terrain. But most games still include it because online gaming is a social experience.

    you'd be listening to them scream for approximately 3 seconds provided you know how the mute function works. If people can't use a mute button then that is on them.

  • Yh dead hard is pretty hard to get right, the timing is very unforgiving and a killer with any skill can simply bait it out as soon as they realise a player is using it. I do it all the time.

    It certainly isn't an automatic 3rd health state unless it's being used by a hacker.

  • Ty for the link.

    Imo it's a pretty weak explanation, because the game can be rebalanced if VC massively affects kill rates. It doesn't change the fact that the dreadful solo q survivor experience for new players will turn a lot of potential players away from the game.

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254641#Comment_3254641

    The issue is that those game has voice comms from the get go, DBD had years without it. If they suddenly add it one day it'll be massive toxicity and abuse.

    How do you figure that? It's not like dbd players only play dbd specifically. I'd wager that over 95% of dbd players have played other multiplayer games with voice chat.

    I always find this particular argument against VC weird. Toxicity will ALWAYS be present in online gaming. It's an unpleasant but immutable fact. But VC is a standard feature in practically every multiplayer game. DBD is not a special case, the community if anything is less toxic than a lot of other games in my experience. And I have done a LOT of online gaming over the years.

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254530#Comment_3254530

    There's no way they'll add voice comms to the game. Can you imagine how toxic that would be?

    Less toxic than endgame chat for sure. And no more toxic than any other multiplayer game that has VC. I don't see any other games removing VC, games with even more toxic communities like call of duty, LOL, halo etc. Mute buttons, opt outs are all ways to mitigate it.

    And i would for sure help improve the performace of newer solo q players.

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252666#Comment_3252666

    Solo queue is an issue and I do hope they address the problems with it soon but anyone who was dying in 90% of their matches before the changes is just absolutely terrible at the game. Assuming matchmaking is working even at some tiny level those players would be at the absolute bottom and being paired with actual baby killers and if they're -still- losing nearly all their games at that level I just don't know what to tell you, it's cerainly not BHVR's issue at that point.

    Also while solo queue is in a bad state right now (I mean it's always been in a bad state to be fair), it's certainly not unplayable like many people claim. I play survivor about half the time and only play in solo queue and have reasonable success in my games. I'm an absolute terrible looper but I can still escape at a decent rate because assuming matchmaking is working correctly, I end up matched against average killers.

    The absolute biggest issue with solo queue at the moment, and the biggest thing that costs solo players games, is other survivors DCing and killing themselves on hook. That has a far bigger effect on escape rates than the killer buff patch ever did.

    Low mmr will also put you with dirt poor survivors though and that's the issue, a baby killer will dominate a bad group of survivors. Hell when i started the game in august brand new player. I absolutely shredded teams of survivors and was getting 4k after 4k. It was so easy, you'd have to be an extremely bad killer who is not adept at video games at all not to wreck teams in low mmr matches. In mid mmr games even one bad survivor can doom a team.

    Solo Q is definitely a huge issue and probably a big barrier that prevents a lot of new players sticking around. Best way to solve it imo is add in game VC. Swfs get it, can use xbl parties discord etc. And it'd help new players learn faster and help discourage DCs if players know they can tactically advise team mates rather than trust silent randoms.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253519#Comment_3253519

    It's how i've been playing for a while now. I see very few downsides.

    • At the start of the season on the 13th, my games are super easy, so i can tryhard myself to rank 1
    • After that i can play this way.
    • Survivors are happier because they tend to escape, and have more fun.
    • Survivors aren't tryhard SWF who play this game as a job so my games are much less stressful.
    • I get to play with meme builds for fun.

    It's really just a win/win situation.

    Sounds like a good shout to be fair

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253479#Comment_3253479

    This right here is the pro strat. Roleplay the role of killer.

    Hook everyone 2 times, kill your obsession. Max out your other points (deviousness/brutality etc.) then just let the rest of them win. You'll still black pip at least and your MMR goes down, making your next game easier.

    Yh I've seen a few killers doing this over the last few days. Or just straight up not engaging at all.

  • Someone trying to tank their mmr?

  • Enjoyed it. Nice cosmetics, loads of extra BP is nice. Just sucks that the dowsing rods don't have a use anymore.

  • I feel like Oni's are kind ragey players. Just because that's his theme and his power is kind of all or nothing, very frustrating if you can't get those downs.

  • @Jay_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252651#Comment_3252651

    I think your the only player in the world running spies from the shadows mate XD

    It's a good perk to catch out survivors who slip away from a chase or are stealthing near you. I've caught a LOT of people using it.

  • Survivor: windows of opportunity for sure. I don't know the map tiles well enough to be able to run killers without it. But with it I have run some insane chases.

    Killer: hard one, probably sloppy butcher or spies from the shadows.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3251168#Comment_3251168

    Ping system provides 70% benefit with 5% of negatives (you can still be toxic/annoying to very limited degree with pings). Also pings are useful QOL even for SWF (1-2 button clicks might be faster then saying stuff). I would certainly start with those instead of expanding team who would evaluate ban reports.

    Also my reply was a bit more answer to 1st post that said comms are better then all survivor perks combined. It most definitelly is not for most survivors as they can't use comms to their full value (and also best survivors can digest hints into better information then what average swf can relay to each other - because average swf can misinform a lot too).

    Sure enough free voice chat might be better for teaching beginners stuff about game. But this same thing can be also annoying at the same time ("stop telling me what to do all the time and let me play the game").

    To sum up - voice chat can bring too many problems BHVR might be not equipped to tackle properly. While ping system solves most of the same problems to lesser degree without causing majority of problems. I don't see any proper reason why anybody would not start with ping system and hud-action indicator before in-game voice comms.

    I'd still prefer voice chat but I do see your point. Ping system would be invaluable for mid mmr solo q matches.

  • @HugTheHag said:

    Can't say I have noticed anything out of the ordinary.

    Lunge distance is the same across all killers in my experience, but the visual weapon size difference might be throwing you off ? Oni is tall and with a large weapon, whereas Ghostface is short with a small knife. Them both covering the same distance might make it look like Ghostie has long lunges and Oni short ones.

    But noticed it with doctor too and his weapon does look short, and I'm used to the spacing and with those 2 particular killers i seem to miss a lot more lunges. Idk might just be imagining it but it does feel very off.

  • I did it ok. Torch blinds, struggling out of their grasp also make killers drop energy. It is a bit of a ballache but usually best to follow killer to a hook then bait them to a chase so you can be sure they have energy

  • Are they not just going to disappear since they're for a limited time event? Side note: I'd definitely love a partial BP refund when they become obsolete

  • See when i read legion's background this is what I had in mind before I saw their mechanics, it's a bit of a shame. They could've used this mechanic to rework legion.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250512#Comment_3250512

    Toxicity in unlimited forms (racial, sexist, religion, casual slurs, life threatening, the list goes on), language barriers, audio quality (lots of people don't have mic, or have just built-in version that picks up output from game), overall sound quality (endless echo, hearing chase from other survivors, being too loud or too quiet, ppl ear ######### you). And to not forget - some people don't like to speak with others - but you indirectly force them to.

    One additional note. Most swf are not able to communicate effectively. Lots of people can't even explain where they are. Being in swf does not even means being on comms. I am 100% possitive, that for most their 4 perks are much much more then voice communication.

    Literally every game has that issue. It's not enough of a reason to deny VC in a game. There are games FAR more toxic than dbd with voice chat. Mute buttons for disruptive noises and toxic people, plus reporting so people being racist/sexist etc will be banned. I personally don't want to listen to anyone be racist etc so when I'm playing an online game, if i come across someone like that I simply mute them. I don't see what is so hard about this.

    And just because a someone in a swf can't call out exactly where they are doesn't mean VC wouldn't be useful. Relaying when the killer is chasing them, sussing out the killers perks, basic mechanical advice for new players, calling for distractions or unhooks, warning when killer is camping or tunneling, calling locations of gens with progress, exit gates etc. It would be amazingly useful. Especially to new players, it would help them learn faster and pick up the basics so they don't get windmill slammed onto hooks constantly.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250512#Comment_3250512

    That’s about it? We are talking about rendering random soloq becoming completely unplayable if they are balancing with coordinated voice comma in mind..

    Like i mentioned in a previous post. Add the VC, see how it affects killrates over a week or so, maybe a month then balance around that if needed. It's a weird point because making some solo q games unplayable is better than making almost all of them unplayable as it is presently

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250476#Comment_3250476

    As long as it’s not turned on on default or actually used for balancing I wouldn’t be against it. Otherwise there are WAY too much reasons against it and a ping system would make way more sense (in any way tbh)

    A ping system would be good but VC is preferable. And those many reasons against? Toxicity and potential balance issues? That's about it.

  • Absolutely not. People have meme games where they don't engage in normal gameplay.

    Plus if duo headoning was reportable then so would suiciding on hook.

  • @Mooks said:

    This discussion again

    https://us.v-cdn.net/6030815/uploads/EK123NAGG3AM/db64fae3-3ab0-4bf3-94d2-2681e8d35419.gif

    Enormous bruh moment indeed

    (sorry for being condescending here but this is brought up way too often)

    Perhaps it's brought up so often because VC is such a basic feature of social online gaming that it is a glaring omission to not include it.

  • @whispersenthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250178#Comment_3250178

    Sure a lot of people will use comms properly, but toxicity will also be very prevalent. Disabling voice comms is what I'm concerned about, cause this game is pretty much balanced around survivors making mistakes, which happens more frequently without comms and in solo queue. So if they add voice comms, they'd have to make some balancing changes, most likely making killers stronger which means comms are more and more necessary. Opting out of them would put you at a disadvantage and it's a lose lose situation if you have toxic teammates.

    I can guarantee it that the reason why your toxic interactions with players in this game are so low is BECAUSE there is no voice comms. Add VC and you'll be on the receiving end of a lot more toxicity and abuse :)

    I do not believe that toxicity from VC would be bad enough to counteract how it would improve the game. It will be present for sure, you will always get that with Online gaming and VC. But no game I have ever played, and I have played a LOT of different games, has the toxicity been bad enough to cause a real problem. You'll always get ######### but they are not the majority. Plus with reporting functions players who are really toxic will get banned.

    As for balancing they could just add VC, see how it affects the killrates and balance based around that.

  • @hiken said:

    https://forum.deadbydaylight.com/en/discussion/352944/today-is-dc-i-m-a-baby-day-lol

    i dont see how they leaving affects you in any way is them getting penalization, not you.

    How can you have almost 1k posts and think that? If a player DCs then it throws the game. Survivors lose so much gen work, chase time etc. Sure you won't depip. But it basically wastes the game.

  • @enormous_bruh_moment said:

    inb4 "salty killer main! waaah"

    Just think about it.

    BHVR has said they don't balance the game/perks for SWF's, they balance around 4 solo players. Right?

    Everyone knows the 4 man SWF experience is worlds different than 4 solos. Even ignoring the fact that they can coordinate their offerings and perks to let 3 players get value from a perk they don't have, ignoring that entirely; basic communication is worth more than 16 perks.

    Everyone always knowing when a killer has dropped chase, which direction he's going, what perks you've seen he has, when and where it's safe to heal, etc etc, all of that is worth more than any value you could get from your 4 perks.

    That's night and day compared to players who have no communication with one another aside from info perks.

    So why is that allowed? That massively imbalanced experience is permitted alongside a normal 4 solos team?

    Obviously I'm not saying people shouldn't be allowed to play with their friends.

    I'm saying that changes to solo survivor are desperately needed, and equally as desperately needed is some sort of buff to killers vs SWFs to compensate for how much more difficult that is. Or at the very least let them know what they're getting into at the lobby so they can dodge that ######### if they're playing a killer that stands no chance of keeping up.

    It'd have to be integral VC. There's no way to stop players using discord and other chat apps while playing.

  • @Laluzi said:

    They can't add voice comms because they have no way of moderating the tidal wave of toxicity and harassment that would follow - they don't have match logs, after all.

    They can't tell killers a SWF is in the lobby because most killers would dodge or equip megasweat builds that your average casual friend group can't handle, and those players would grow to hate the game.

    And they can't prevent SWF because it'd turn away a huge portion of their playerbase.

    I've always said they needed to buff solo and then buff killers to match. They just buffed killers, so now I'm waiting on the solo queue QOL to follow up on that. Icons to show what every player is doing would be a great start. Nothing will ever match true comms, but a scroll wheel with preset lines (and a cooldown so players can't spam at each other) would help very well for being able to call when you're going for the save or tell your teammates your intentions (like if someone is self-caring, being able to say "I Have Botany Knowledge" would be a much more effective way of getting them to stop than just tbagging and spamming emotes.)

    @whispersenthusiast said:

    Voice comms would range from toxic to useless and would probably kill the game if they balance around them (cause you'd be at a disadvantage for leaving voice chat when little Timmy screams bloody murder). Then you also have regions where English isn't as widely spoken. I'm from EU and I get matched with a lot of Russians for example, and their level of English knowledge is way lower than for example someone from The Netherlands or Germany. So it probably wouldn't even do anything most of the time.

    These are pretty tired arguments against solo q. People are toxic anyway but in my experience I get way more wholesome interactions on dbd with dms. There will be some toxicity obviously but a lot of people will use comms properly. It's not really a valid reason. Like lets get rid of endgame chat and give everyone anonymous mode to stop people's feelings getting hurt. No. that's mute buttons are easy to use and there will always be a disable voice comms button.

    Like now that I think about it, endgame is a real stupid idea. So let all the players communicate at the end of a game when players are likely to be at their most frustrated.

    Plus VC would be for survivors only, I can count on one hand the number of toxic interactions I've had with fellow survivors.

    I can't think of a multiplayer game except dark souls that doesn't have integral voice comms. It's just basic QoL. And would improve solo q experience for survivors massively. Which is necessary, wonder how many potential players got scared away during this freeplay weekend by how punishing the survivor game is for new players?

  • @whispersenthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250165#Comment_3250165

    I agree with this. I think the bandaid fix would be to make map offerings killer only for this reason, but survivors would cry about it so I dont think it'd happen.

    Spoken like a true killer main lol

  • Solo q sucks. That's nothing new, it's why I only ever play swf now. Solo q will drain your will to live. Bad players will die and self confessed "good" players will often DC or suicide on hook. Apparently devs aren't interested in improving solo q because they can't seem to think of a way to help solo q without buffing SWF as well (which definitely does not need it).

  • Tbh basement or no, killers will often do this or something similar when they have had a bad game and it's down to 1 or two gens.

    Face/proxycamping for a free kill at the end. And it's very hard to save the camped survivor without simply trading who's on hook. In all honesty I do too if the game has been rough and I'm looking at a no kill game. 4 man escapes always suck for killer, especially if you only managed a hook or two. Sometimes you just have to leave someone behind or trade yourself for them.

  • Yh existing codes work idk how many you'll find though. I got lucky, inplaybon xbox and found a physical copy that allows you to access stranger things content.

  • Why are you complaining? If you're looking for survivors then a head on stun means you find one. They just wanted to make a proper entrance 😁

  • So you mean when plague puts the broken status on you after constant vomiting? I can get behind this. Because it is technically an injury. And her mechanic is already pretty strong.

  • Flash bangs are pretty weak, i avoid them really easily as killer. And it's a one shot.

  • Yh if they were using anonymous mode probably a cheater.

  • Would be cool. But guess they have to get the companies that own the rights to agree. Xenomorph and predator would make great killers.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249502#Comment_3249502

    Oh definitely, this is a reason I was against mmr and constantly say the data means nothing.

    The game isnt balanced for the better players to have a fun game and newer players are stuck with bad players even if they get better. Would of been much better to keep newer players separate for so long then let them dive into a more mixed game that isnt so set on mmr.

    Apparently my solo survivor is quite the opposite experience for most players as alot of games can be quite easy or just end up winning if the killer doesnt play in certain ways most survivors dont like. I'll still get the complete unwinnable games because of bad matchmaking though and I have no idea how I can be put with 3 survivors that just do nothing all game lol.

    But from my experience as solo survivor (and killer on the rare occasion) survivors seem to be good and usually the advantage

    Yeah most of my games team mates are still fairly iffy. Seen a few better ones recently, hopefully after swf ing for a while it'll keep going up.

  • Another starting trap sounds good. And for the love of god gove him a mori where he kills the survivor with a bear trap. His current mori is so dull.

  • See if it's triggering you this badly probably isn't healthy. You are engaging in a tactic that you hate. And pretty soon will be irrelevant when we get basekit unbreakable. You just need to reconcile that sometimes 4th survivor will get hatch.

    Playing the game to the best of your ability is fine, i usually sweat when i play killer. But to be this worked up because you want a 4k every game and sometimes have to settle for a 3k? That's a bit over the top.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249226#Comment_3249226

    Doesnt need to be a swf, just a decent team and I'm honestly not sure why so many people say there arent many good survivors when there are mainly because it's not tthat difficult.

    I play solo constantly, while I may not personally escape every game (though I escape way more than I die) I see plenty of good survivors just most people only remember the bad teammates and I focus on that too.

    I'll have many games where the team I'm on stomp the killer and forget about it because not much happened but I'll soon remember the team that did nothing all game while I did long chases.

    My point was as long as survivors have understanding and can actually loop/do gens then they have a good chance at winning against most killers even nurse at the same level, not all nurses are that amazing just alot of survivors are worse

    Edit: look at Scourage:pain, some survivors are still oblivious to letting go just before the hook, it's not difficult at all people are just lazy... and if you're lazy you will likely lose

    I feel like that also depends a lot on your mmr. Climbing solo q for newer players is extremely difficult because bad teammates mean you get killed, keeping your mmr poor. Even one substandard survivor on a team can throw the game. I have two regular swf teammates and we find our 4th more often than not is actively detrimental to us.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248829#Comment_3248829

    Never ceases to astound me how y'all make it sound so simple. Why am I only allowed to sweat for a 4k if it's a challenge or adept? Who are you to say I can't try to get a 4th kill? It makes me feel better, just like the all-important survivors' feelings. And if it doesn't matter that much, why do the survivors tbag on it before jumping through, and why are killers made fun of for not getting a 4k every match? Always with the "You're taking this too serious" argument, which is just disrespectful and condescending to everybody who has ever taken a game or sport seriously. Just like another bad argument: "You find hatch better because fast." If the killer being faster than the survivor was all it took to beat them to hatch 80% of the time, why does a survivor get through it 80% of the time, the entire reason killers slug? The hatch is clearly coded to spawn where they're running or something, because there's no other way. Even if it's neck and neck, the survivor can just vacuum into the hatch from like 3 feet away, beating out the killer's close prompt.

    And this idea that you can somehow know where the hatch is gonna spawn: tell me your secrets. I have never once knew exactly where the hatch was gonna spawn when there was no hatch offering; It's impossible, for all I know. It may have been a thing in old patches, but I'm fairly certain they patched it out, and made an announcement about it too, not just some shadow nerf.

    Never said that you'll know exactly where a hatch will be. In my experience playing killer I very often find the hatch before the survs. Rough estimate about 70% of the time. And I'm not saying don't take it seriously, but you do need to relax a little.

    Sure play for the 4k but if you're really getting that angry over getting a 3k instead of a 4k then that's a bit much. Not every game can be a 4k, tbh it's boring if they are imo. It's pretty natural for survivors to play for hatch when the game is clearly lost. And they'll do whatever they can to get an escape. Just like you do anything you can for the 4k. Can't blame them for that. I'd much rather just kill that 3rd surv and take my chances looking for the 4th, because slugging for the 4th is just drawing out the game and makin it unpleasant for everyone involved. Including you.

  • As someone who splits pretty equally between playing killer and surv. I am down with this suggestion.

    On those double vault tiles as killer, it can feel almost impossible to hit a skilled survivor unless they slip up big time. And the whole point of bloodlust is to shorten a chase because it's going on too long.

    Like certainly don't let the killer gain time. At bloodlust 1 or 2 just have it mitigate the distance lost in chase and maybe at level 3 have it equal to, or just slightly slower than survivor speed.

  • Matchmaking in this game is very fucky. Particularly for new players, because of the ratio. At this stage most of the people who play have played for years. And there aren't enough new players to avoid games like that. And knowing the playerbase as I do I'd imagine there have been a lot of experienced players on this weekend explicitly for a chance to seal club

  • @Shartley said:

    I'm tired of being killer, doing well in a game, and having two survivors left with 3+ gens left. Let's be honest, they aren't going to do gens. Chances are one will hide in a locker, rotating between them to avoid birds, while the other more nubbish player runs around. I'll find one, slug him so I can get the 4k (which i ######### DESERVE in this case), and then spend 15 minutes trying to find this ######### coward that won't own up to the fact that he got owned, in a survivor sided game, and he's going to exploit this bullshit mechanic so he can get a free get out jail card aka hatch so he can feel warm and fuzzy about himself, get a pip and deprive me of a 4k.

    Well what do I do half the time? I just hook the first downed survivor to avoid this horrendous slog of bullshit. Why not? There is at best a 20% chance I'll find that hatch before him, so why even ######### bother? Its like BHVR does everything in their power to prevent killer feeling good. You literally have to just absolutely ######### body survivors, or go against such potatoes that it doesn't even feel rewarding. And don't come at me with these dogshit ######### stats about 60% kills I don't give a ######### what people are doing in Ash tier.

    Since this is how game developers work these days (players make the game for them, because its questionable whether or not devs even play their own work) I'll propose a solution. When there are less survivors than there are gens after two kills (that's 3 gens for you number challenged folks) crows immediately appear on all remaining survivors, and are audible in the same way they are normally as if afk. Working on a gen, crouching behind a box, hiding in a locker - crows are present and squawking. When the number of gens hits equal to the number of survivors, the crows disappear during and for 10 seconds after repairing a generator. When the gens drop down to less than the remaining survivors (read that 1 generator) the crows disappear. This will adequately prevent the obnoxious stalemate currently in the game, which by all purposes, should be a killer advantage situation.

    Killer is already exhausting enough at mid-tier+ level of play. When you do well and play a good game you deserve to be rewarded.

    Just kill 3rd survivor. If you manage to catch the 4th one, all well and good. Regardless, 3 kills is a killer win, idk why ppl are so thirsty for those 4ks. 9 times out of 10 i just let last surv go anyway. No reason not to unless I'm sweating an adept/challenge, or if they've been toxic. Don't necessarily expect every other killer to go that far, but it isn't the end of the world if a surv beats you to hatch every once in a while.

    By slugging for the 4k you are prolonging the game unnecessarily. And tbh if it's annoyed you so much as to have an angry rant like this? Then maybe you're taking the game a bit too seriously. If a 3k instead of a 4k triggers you this much

    Sidenote, finding the hatch is much easier for killer than surv. You have total freedom of movement and a higher move speed. Whereas surv has to make sure you don't spot them. The only time surv will have an easier time finding hatch is if they run leftbehind. Even if they bring a hatch offering, any killer who pays attention in the pregame will notice and be able to cut them off.

  • DEMO. Because he is fun to play and requires skill and planning to use effectively. I love landing that perfect shred lunge on someone trying to shack loop. Has stealth elements which i always love. Plus his mori is fun. Love how the surv's screams are muffled while their head is in his mouth 🤣

  • As long as it can only he done when only one other survivor is left. Enough people suicide on hook just to get out of a match as it is.

    Cool idea though, could even give you an altruism bonus for doing so. "Leave me behind" on triggering your own death on hook. And perhaps a bigger bonus if the last survivor manages a hatch escape after. "Not in vain"

  • Body blocking is super frustrating for killer when it's done effectively but it's a risky and incredibly difficult tactic to pull of successfully. As killer I've punished a lot of players trying this tactic and more often than not i usually end up with at least a free hit, of not another free down and still hook the original survivor too.

  • @Carmina_is_cute said:

    I love Artist's sounds. Probably a very rare opinion but I just love the screech she does when she sends the birds.

    I just like her idle sounds, her breathing sounds so unusual and creepy.

  • @legacycolt said:

    What do you mean by flavour?

    Like their feel, how they look, their backstory, mechanics. If you see what I mean. The thing that makes you sit back and say wow that's a cool character.

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