IceCreamPrincess
IceCreamPrincess
About
- Username
- IceCreamPrincess
- Joined
- Visits
- 2,339
- Last Active
Comments
-
I believe it might be people trying to complete the archive challenges of catching people in beartraps that has caused the sudden influx of trapper players
Its also because he is one of the most common killers to encounter regardless, due to him being the first many play
-
Its just a reflex for me now, win or lose, close match or stomp, toxic or completely chill, i will always say "ggs" in the post game. If i got more to say then yeah I'll add to it, but theres always that ggs
-
Im loving it in red ranks, no queue time and actually challenging matches means that im always pushing myself. Sure several killers are almost always a loss sometimes, but theres still a ton of proper fun and viable killers.
Just gotta focus on your game, and not fall into annoyance. Bad match as killer? Swap builds, swap to survivor. Multiple bad matches? Take a short break, drink a milkshake etc. People act like every match is gonna be awful, when really its such a wide range, some amazing nail biting matches, some stomps from either side
-
The trap is still just a slow down tool tho, just cuz you have one on your head doesn't mesn you're not fair game. Yeah its not the best use of your time, but sometimes you need the added pressure of slugging the guy, or just rehooking them in order to kill them quickly
-
@xEa exactly on agreement right there on the emblem system, but i do disagree with the wins. Whilst true, lots of people have differing opinions on what constitutes a win, be it 2 kills, 3 kills, pips, 4 kills, escaping etc. The game is more black and white in what it classifies as a win because of the pip system.
Of course emotionally it matters too, i can have a close match, get 1 kill at the end but its after 9 hooks and 15 minutes of chasing, hitting and healing, and feel like its a hard fought victory.
All im saying is that this information is very very lacking to draw huge conclusions about whether a killer is overperforming or not. Plus i would disagree that circumstances of the kills not mattering either, if the only way a killer has a 50% kill rate is through sitting in there faces with a revved chainsaw, then that is pretty admissible for normal gameplay
-
@DBDIT oh of course, forcing people to pick people you specifically want is ridiculous, everyone has the right to play whoever they want regardless of other peoples opinion. Thats why what the guy said is stupid. I said it doesn't matter what he said and who cares, because its an excuse, and there are few excuses to justify leaving a match in progress.
I believe you took what i said to be "who cares let him do what he wants" when it means "who cares, what hes saying is irrelevant, hes still lame for leaving"
But if he left whilst it was still a lobby, then thats fair game, because theres no harm in that, just requeue and go on
-
The thing this data shows is that the killers are getting kills. What it doesn't show is how the matches went, how the kills happened, how many times the survivors where hit, how many hooks in total in the match, if the survivors where killed in one hook or 3, how quickly the gens where completed etc.
For example, lets use the 2 kills 2 escapes. If a killer gets 2 kills, and 2 people escape through the exit gates, odds are that killer will depip or black pip. A killer can get 2 kills by just camping a two guy to death, or he could play "fair" 2 hook everyone and everyone escapes.
This data only shows the kills, without anything else this is pretty useless data
-
@DBDIT you are misinterpreting what i have said. In your example, you only want to play against hags, so you load up a match, run around, see its not hag and leave, i would disagree with it, because you still pressed ready up in lobby with everyone else and went in. If a killer was to enter a match, load in and see that theres an object or obsession or something and they left, i would also disagree. But if you're in the lobby, and as killer you see no claudettes and for whatever reason want to go against them, you can just press leave lobby and that would be fine.
I agree with your whole idea that people should stick it out, but when theyre still in the lobby, theres no harm and no foul in leaving it, because no match has started, you havent ready uped. Once that 5 second countdown starts and youre loading into the match, thats when its lame, everything before (in my opinion) is fair game.
-
@DBDIT what am i pressed about? I dont get understand that but im gonna assume you're asking why am i angry or upset about it, and im not. You seem to thing i have some sort of grievance with this, when all i said that i personally think that leaving a match is lame, leaving in the lobby is fine, and messaging people in PMs because you dont like what theyre doing is lame, thats it
What he said was of no matter, if he had said anything offensive then sure I'd disagree with that, but saying he wanted claudettes? Who cares. None of that matters, people will have excuses for leaving after hitting ready, I'll never agree with them unless its an actual emergency or something
And as for "i could have added their gamertag", that would have simply had the post removed
-
@DBDIT i dont see where i excused what he did, infact i believe what i said was what he did was lame (in the whole, leaving when you pressed ready in a lobby part) i didnt choose to ignore it. I just added input thats more broad, instead of aimed at that one person
-
To play as is billy, i just cant seem to chainsaw for anything at all. I will always hit something and that's never gonna be a survivor.
To go against, pig, yeah she aint all too scary powerful, but get a trap on my head and i will break. It doesn't help that it also facilitates tunneling (not that thats all to bad, just annoying) because she has a way of knowing which 4 places i need to go to
-
@DBDIT you agree with me on the leaving a match mid load then, cuz i said its lame to leave once everyone pressed ready in lobby. And as for making excuses and biases, everyones biased to an extent, i try to argue for both sides
-
@lunaticlifter i see what you're getting, that the use of the perks to shore up holes in your playstyle means you're just using it instead of getting good and that you shouldnt need to use perks. I would argue though that theres getting good with the perks.
The game has perks for a reason, yeah you can choose to not run them, and maybe the game is balanced around 4 survivors with 0 perks against a killer with 0 perks, but needlessly restricting yourself just puts you at a disadvantage. If you can make a killer work without perks then obviously you're a good killer
There are also the perks out there that dont just cover weaknesses. Nurses calling, infectious fright, kindred, stbfl, quick and quiet etc. I do believe the game needs more perks like that, and stranger things/oni has shown they're more for making niche perks than just outwardly strong overall perks
-
Lobby dodging isnt a problem. A killer should be able to just bow out and since no match has started theres no harm no foul. Until everyone presses ready in the lobby anyone should be able to leave as they fancy. But leaving once the game has started is lame, and will always be lame
Also, messaging people like you did, in PMs and what not, is also real lame. Just move on to the next game
-
Well, i would disagree entirely about the being carried by perks idea, because besides from a few very select few perks i think actually can carry you, the rest still take skill to use. For example, dead hard isnt just a brainless perk, its powerful yes but you actually have to know when ti use it and the best it does is get you through a loop, or to a loop.
Now the question is, are second chance perks bad, and honestly to me at least, they aren't. It would suck to now have any second chances, it would suck to not have counters to specific playstyles, but alot of the perks are balanced around the caveat of limited use. You only get 4 perks, if you want to run the meta DS, BT, DH, Adrenaline, then you dont get to take other useful perks, no we'll make it, no kindred, no gen speed up perks, no totem finding perks etc.
As for killers, they have a lot fewer "carry" perks, and even those still require some skill to use. The only arguably crutch perk is noed and i aint gonna turn this into a "noed bad" thread.
My entire idea tho is this, crutches aren't bad. The perks are there for a reason, and having a limp means you compensate with a cane. Perks should be there for either niche gain, or to help plug weaknesses you have. I suck at looping, so deadhard lets me get one more loop in when i misjudge it. I have no sixth sense, so spinechill is my 100% most used perk. My early game pressure aint the best, so discordance and ruin help me with that
Perksnare powerful yes, but labeling them as crutches and then being annoyed when people use them isn't a solution, tweak the over performing ones and bring the ######### ones to there level
-
Depends on the build i go for legion, i would equip it for the knowledge gain. Because you wouldnt be able to chase after the people caught in the range of killer instincts new radius, its more as simple information gathering.
Pair it with cooldown reduction or increased time FF time and it has a place, albeit not particularly powerful. Knowing the pretty much exact position of survivors you aint chasing is useful to an extent for future planning
-
As silly as it sounds the "break 8 pallets/kick gens in one game" actually took me 3 attempts. I built a pallet freddy build, burnt a game offering, got brutal strength and pop, and then proceeded to go against survivors who wouldn't ever throw pallets at all. 2 games i only got 7 and those where gen kicks, it was maddening
-
In all likelyhoods yeah i am. Almost finished this rift and ive liked pretty much everything in it (minus a few charms here and there). From what i see if getting the rifts means that the devs are more incentivised to make more archives too, I'll keep getting rifts because i absolutely love the archives
-
The entire point of it now is that you trade off power for information. Instead of it just being a no brainer of "yeah its amazing", you get a price for its strength. Not only that, it offers counterplay in match too, since the survivors can see blood orbs, and can make the decision of "do i pick up the orbs to deprive the killer of them, but in doing so reveal my aura?"
In my opinion, its one of the fairest red add ons in the game, and more red add ons should be like it *cough* iridescent heads *cough*
And as for your idea of turning off the ability to even see them in your bloodwebs, thats idiotic. Theres tons of things in bloodwebs i wouldn't use, and if you could just turn them off, it'll eventually just be the 2 addons you like, perks, and moris
-
For me, its purely just a matter of emblem progress. If its early in a match, and someone goes down and hooked very quickly, i typically swap from "lets win this mode" to "lets pip at least" mode. Since doing gens to pip takes forever, isn't particularly interesting, and doesn't reward that many bloodpoints, rushing an unhook is the much more attractive option.
You get chased typically, so thats emblem progress there, and even if you hook trade, thats still a bunch. You get the unhook, safe unhook, and a protection hit. Thats 2 stacks of WGLF at the minimum. Combine it with borrowed time, kindred and the hooked guy having DS, you really can waste alot of the killers time too.
And then of course, theres the archives challenges too, which is a very nice little bonus, and further incentive to rush for the unhooks. And contrary to everyone else, i find that killers dont usually sit on top of hooked people nearly as much as others claim, and if they do, i can just see them with kindred and there goes the element of surprise
-
@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/901910#Comment_901910
I’m not saying they should do what OP wants, but people always bring up this previous test...which to my knowledge wasn’t even done properly. They now have the chaser emblem penalty, obviously a valid test would have the health bar tied to the same specifications. A survivor being in range of the hook, or the killer being in chase, would not stall it...same way the camping penalty works. Obviously that would be the proper way it should work and would be totally different I think. That test didn’t have that (as far as I know), which makes it an invalid argument against the idea imo.
From my understanding, when they tested that feature they had it where if a survivor was within range of the hook the timer would progress as normal, so to counter that the survivors would hover on the edge of this range, far enough where the killer was "camping" so the timer was stopped, but close enough where they could rescue if the killer left. Thats just what i remember though, i might just be insane. Theres also the other argument, that if a killer was truely face camping hard, it wont matter how much more time was added, they would just wait it out.
-
The issue with that idea is that they had already tried something like that, where if the killer was within range the survivor on hook wouldn't progress through death, and this was abused by groups who would force the killer to either chase them (thus preventing the killer from stopping a survivor getting a free unhook) or to stay near the hook (thus the hooked survivor hanging there forever)
Its unfortunate, but its unfair to expect a killer to just give up on a survivor just because hes got them on a hook, and lose all momentum they've gained by letting survivors get unhooks easily
-
Typically i go for match results, I'll always aim for ruthless as a goal. However as a match progresses that goal might shift, from perhaps getting a 4k to at least black pipping/1pip, either through insuring quick chases, ensuring a kill etc.
The only time my goal changes beforehand is dependent on rituals or rift challenges, where hooks/sacrifices are more important. And toxicity of the opposition plays no part, just makes any kill i get the more sweeter
-
Perhaps adding your archive progress in game when you press escape or pause, that way its out if the way but readily available if you want to see it
And yeah, changing challenge could be faster too
-
Well, you're right about there needing to be more pink offerings (and imo for both sides), as well as there being more hidden offerings for killers, every single one of your suggestions is either insanely strong or absurd in just usage.
Your suggestions for example, well. the first, forcing all survivors to ditch their items is insane, no counterplay whatsoever on the survivors side, just a big ol no in there face. As for the blinding/stunning one, theres no reason to add that, this is essentially the perk nemesis, with an added anti t-bag clause
Then theres the no one avoids the trial. How would that even work. Sometimes stealth is all a survivor has and its up to the killer to find them, not some arbitrary ruling that the survivors have to touch a gen or whatever every minute or so. And finally, making the survivors do a 6th gen is absolutely insane, especially if they dont know that it'll happen.
The idea that killers need more offerings, more varied at least is good, and that the ebony mori is just idiotic is also true, i say just remove it in general, but in my opinion, offerings should be some minor post game bonus, or in game benefit, not a perk on steroids
-
The thing about the "meta" build for survivors, is that theyre very good second chance perks. Some people find there fun in just the basics of the game, the gen doing/killer chasing parts, and these perks really help them do that, and dont just get them dead quickly.
Just because its meta, doesn't mean theyre just slaves to it. Its meta for a reason, and its stupid to make yourself weaker without a reason, just because "harder is funner"
-
See thats where i disagree with you. Just because the perks have an activation requirement doesn't mean theyre inherently fairer or less powerful. While yes, there is skill in borrowed time, dead hard, and a bunch of other perks, it doesn't mean that perks without skill dont have a place.
NOEDs activation may be rng based, but from my own personal experience its very rare that survivors do all 5 totems, regardless of their spawns. I can count on one hand the amount of times it hasn't activated. The stress of counterplay is only after the survivors know of its existence.
For example, theres skill in adrenaline, its a risk where the exhaustion effect is actually detrimental, or the sprint boost/heal of it is wasted. Also, risking like sounding like a broken record, there is of course counterplay to NOED
Of course theres the much parroted "just do totems" to cleanse noed, but theres also just mentally noting the location of the totems and checking them when the gens are done. As well, the killer still needs to actually hit a survivor, and they only gain a 4% movement boost, which whilst powerful isn't earth shattering.
I wont deny that NOED is a powerful perk, but like ive said, there are many powerful perks in the game, some more niche than others, some with more counterplay than others, and thats why i dont feel bad about NOED, because its just one of many perks to choose from
And on your last point on you finding pleasure on activating your perks, or fulfilling their requirements, NOED isnt about that, its more giving the player a fighting chance against a superior team, or giving an edge at the end of the match. Its balanced that way, since you are a perk down for the entire match before its activation.
-
When i use NOED its primarily when i value hooks and sacrifices over gen protection. I just slap it into a normal build, and if the conditions are met and it activates then yay, otherwise oh well, guess i did good enough i didnt need it.
I see no shame in using it, its a perk just like any other. Killers and survivors see no issue with using strong perks, like ruin, borrowed time, PGTW and dead hard, so why shouldnt i use a strong perk.
-
It used to be intended, but a while ago they "removed" it. However the bug was that it was still intermittently showing, but not always, until they "fixed" the bug with the Oni release. So the bug part was that they tried to remove it before, but it stuck around
-
As great a suggestion as that is, and whilst it would certainly aid in the diversity of perks initially, there will always be a meta. People will soon figure out the 6 meta perks to have, with the 2 that need constraints. For example, deadhard is "almost" in every meta build, so itd be the exhaustion perk, and adrenaline could be counted as an anti-injured perk, so those 2 perks that are already everywhere, would still be everywhere.
Theres also the issue, that it'll super charge both sides. Having more perks would turn the already powerful killers more powerful, and the already godlike survivors more godlike. It would be a balancing nightmare
-
@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/871955#Comment_871955
pretty sure the 8 key one isn't killer
I think its more in reference to how many keys people will be bringing now, which alot of killers arent a fan of
-
Well, you would still have a terror radius, it would just be on your obsession, however they wouldn't know that they had it for 30 seconds since they afe oblivious, whilst the other survivors would still be able to hear it whilst near the obsession as they themselves are not oblivious.
As for the strength, thats 2 perks alone for a very marginal boost. All nemesis is going in this scenario us moving your obsession around, and triggering nemesis would still then require you to hit the survivor, which is hard to do since you where just stunned by them.
And even adding spirit fury+enduring, survivors would be able to counter it quite solidly by dropping pallets early, which they "should" do when they see the obsession swapping in a chase
-
As noble a goal as that is, and even with the best if intentions, i feel that does more harm than good. It sets the precedent that if theres an early DC, then the killer "should" go easy on the survivors. And whilst it might seem like a nice gesture, what happens when theres a killer who decides that he wont go easy because someone DCs, but the other 3 survivors expect the killer to.
Instead of shouldering the pain of a DC on yourself, and sparing survivors, i instead just play normally entirely. The blame should be pinned on the survivor who left, not the killer, and if the survivors become accustomed to "free wins" because of DCs, then they'll blame killers who dont follow the same mindset as them.
Of course, here i am generalizing the entire playbase, so my input could just be speculation
-
Playing devil's advocate here, your story said he facecamped until you where in struggle, and that 2 other survivors where already dead, so it was just you and one other. Since you never mentioned gens in your story im going to assume that their was some left when you where hooked. So what i reckon was he was just waiting out a possible deliverance, or wanted to ensure you where easier to take down
Plus, DCing out of frustration is lame, considering he never actually did anything wrong besides camp the second to last survivor, which as almost everyone knows is a stupid idea cuz hatch shenanigans.
Also, slugging to prevent decisive is its only counterplay sometimes
-
I think in its current state removing generators in general would just be plain impossible. Half of the perks (hyperbole) revolve around them, they've been the main goal for years, the rift and achievements revolve around them. Theyre just too engrained into the core gameplay loop to remove
Could they be spiced up, or maybe tweaked, of course definitely, but theyre impossible to remove
-
@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/822963#Comment_822963
I’m really trying to learn to use whispers efficiently, even now I appreciate how it can tell me when no one is around but I need to learn a bit better how to pinpoint people with it
Well, to use whispers effectively also depends on the killer you use, its most helpful on stealth killers or typical M1 killers who need that early game find to snowball.
Firstly the most common use is in your generator patrol, simply walk towards a generator, if it lights up and makes noise as you approach theres someone there, otherwise its clear and move onto the next gen.
As stealth killers (and most importantly pig since if its lit, crouch) you hug the edges of maps and if it lights up you know when to start moving stealthily. It also shines with the trapper/hag as you know when theres survivors nearby so as not to place traps.
Another common tip is when you see it light up, it usually means theyre 32 meters away from where you then and there, so to dounle check you can step back a few steps, and if it turns off you know the exact distance.
Last common use of the perk is also in the late game, when theres less survivors and theyre playing more immersed, if its lit up you know you have one cornered somewhere, and even better if its the last person and you have closed the hatch, it gives a much wider range to detect people at doors for you, making it easier to catch them.
The only times whispers wont be useful is mid chase, cuz you know where they are already, or when you're camping a hook (since hooked/downed people still count) whispers also greatly works with "monitor and abuse" as its 32m range is larger than your (usually) 24m terror radius, meaning you know the survivors are there before they know you're coming
In summary, the best and most useful part of whispers is it greatly widening your gen patrol path, instead of having to actually check the gens physically. The other uses of whispers is just gravy (also only ever use it tier 3, tier 1 and 2 covers way too much area for you to get any usable information)
-
Whilst its a great information gathering perk, i do see why you'd want to get rid of it. Sometimes it never triggers in a match, or when it does its just a sad warning this gens gonna pop soon and you can't do anything to stop it.
So anyways, it depends on what flavour of killer you are. If youre a trap based killer (hag, trapper etc) then you dont have to worry about finding the survivors, thats an afterthought. As a stealth based killer, at the start of the match patrol the edge based generators, as thats likely where survivors spawned or traveled to.
As one of the more traditional "im hunting you" killers (billy, nurse, spirit) you dont have the luxury of stealth so use any mobility powers if applicable and beeline for generators. And on the others more M1 or slow killers (bubba, huntress, plague etc) you sadly just have to hope, or run information perks.
Now more generic tips can be, at the start of a match head towards any totems (if applicable), to potentially catch survivors in your bait. Assuming you're like the vast majority of the playerbase and are using bbq, that in itself can work as your information perks.
Now in my opinion, discordance is great, helps prevent wondering around in the early game, warns you off quick gen rushes, inceased odds in obsession finding and goes great with pgtw, but i find its counterable nature too constricting, so i would reccomend swapping for whispers
It is, also in my opinion, too helpful to have a information gathering perk besides bbq, even if it seems unnecessary, and to me whispers has no equal
-
Its the basics of the bloodweb system, whenever you unlock a teachable perk, either through the shrine or by buying them at levels 30,35,40, that perk will then appear in everyone elses bloodwebs.
For example, from the get go only Jake has access to Iron Will, Saboteur and Calm Spirit, but once you unlock his teachable perks, all the survivors will be able to unlock those 3 perks
-
Nah, you've overcomplicated it for yourself. Once you unlock the teachables of one character(lvl 30,35,40) they are just standard perks for everyone else and can appear at any level for them
-
You hooked the guy in the basement and left, you're wraith, you're fast, you can afford to leave, dipping back to see if anyones going for it is fine as well, since a hooked person is like flypaper, and will attract a person. You even then slug the unhooked person to chase the unhooker, giving the team time to pick them back up.
All you are doing, is capitalising on your strong position of having a man in the basement, and even then not abusing it by just rehooking the guy instantly but instead giving him a chance to escape during your other chase. Anything that happened to him is purely a product of poor teammates unsafely hooking or not picking him back up
So yeah of course you camped and tunneled, you played a killer so duh /s
-
Its not every match of course, but those matches where it happens just particularly sting.
Hypothetical situation, long match, trapper was having it rough, yadda yadda, he finally matches to get a survivor onto his third hook, and right after hears the "bong" of the EGC. He sees through BBq that all 3 survivors are there and its pretty much halfway across the map, theyre all healed and so theres no chance he'll get anyone.
Yeah he can easily just walk on over and give them a swift smack on the arse to move them along, but why couldnt the survivors just well, move along as well. Its evident on both sides that the 3 survivors can escape easy, why prolong it.
And the argument of "oh to give the killer more bloodpoints" is kinda eh at best, thanks, you made me spend 30 seconds trekking over for 200 on a hit.... and suffer the great shame of being tbagged
Of course i aint saying waiting is irredeemable, everyone not there? Okay its fine to wait, or heal eachother for points thats fine too, but those who just hover around, or worse jump windows/pallets/lockers near the gate to spam the noise are no better than killers who use the EGC to kill a slugged survivor for "fun"
Everyone should be able to lose with dignity, as well as win with grace
-
If someone unhooks someone in my face, I'll down the unhooker first, then to go for the first guy to deny "safe rescue" points. If they have borrowed time, i let them go and go for the downed guy, if not, I'll hook them both (starting with the farmer)
Its not my business to let survivors escape, and i try to punish those who farm by denying them their points and wglf stack. Ultimately though, im not gonna ignore an easy target because of "fairness"
-
wall if text aside, the content of this whilst valid, does come across very "whiney" for lack of a better term. Of course the developers aren't going to leave the game in this state, they said themselves dedicated servers are still being both tested and worked on.
Now, you can ask why test them live like this, for everyone, and that has a few simple reasons. 1: stress testing the servers, they can't get any data with a PTB thats relevant since that'll be only 0.1 of the actual playerbase, so they gotta test it live. 2: they need dedicated servers to allow Nintendo Switch to join in, since imagine if they where peer to peer like old DBD, they couldn't handle it
Yes, it sucks, and whilst i cant vouch for survivor side that much, i can say its nice for killers when there a good stable connection, where attacks miss or hit correctly. And once the servers are all good and proper, then it'll (in my opinion) help save DBD
Also a tldr for other people in the thread OP is angry at the connection issues and lag issues that the dedicated servers bring.
-
wall if text aside, the content of this whilst valid, does come across very "whiney" for lack of a better term. Of course the developers aren't going to leave the game in this state, they said themselves dedicated servers are still being both tested and worked on.
Now, you can ask why test them live like this, for everyone, and that has a few simple reasons. 1: stress testing the servers, they can't get any data with a PTB thats relevant since that'll be only 0.1% of the actual playerbase, so they gotta test it live. 2: they need dedicated servers to allow Nintendo Switch to join in, since imagine if they where peer to peer like old DBD, they couldn't handle it
Yes, it sucks, and whilst i cant vouch for survivor side that much, i can say its nice for killers when there a good stable connection, where attacks miss or hit correctly. And once the servers are all good and proper, then it'll (in my opinion) help save DBD
Also a tldr for other people in the thread OP is angry at the connection issues and lag issues that the dedicated servers bring.
-
I believe the main point of the build is also to make people not want to heal, and gain from them being injured with thanotophobia. When theres 3-4 stacks of thano, people start wanting to heal, but since it takes alot longer its harder to justify it. Its also more reliable than ruin, which could last 20 seconds, or the whole match, yet still do nothing or everything
And so its a win win for the killer, either the survivor is injured, slowing the gane down for everyone as well as both being less stealthy (moans and blood trail), and more vulnerable, or they take a hefty amount of time healing injuries, which is time not on gens.
The build is best shown to work with people who get really easy first hits too, like stealth killers (ghost face, pig, wraith) or high mobility killers (nurse etc.). The reason being, is staying injured against killers like this is very dangerous, as hou can suddenly be downed with little warning.
Theres also its synergy with nurses calling, also greatly aiding the stealth killers. Now is this the strongest build there is? Probably not, but it is most certainly powerful with the right killer and the right play style, as well as a whole lot more interesting than ruin/bbq/enduring/spiritfury
Plus special mention to using it in forever freddy, those survivors will never heal
-
Considering everyone ive played against, or watched stream, or played with all said they either didnt use addons since it messed with their muscle memory (myself included) or used 5blinks/omega blinks, i felt her base kit was still absolutely insane. This nerf tones it down to a much more manageable level, giving much more counterplay
-
Its a competitive thing. Rank in this game is the only thing there is to some people. Its not a bad thing to want to rank up, since really what else is there to do in this game.
Some people though, myself included already hit that top rank and dont care anymore, or never cared to begin with, but there will always be people who want to be the best and thats okay
That aint okay is being an ass about it, berating people for "almost making them depip" because you where the one who did all the gens or rescued people
-
When starting out a new killer, just use the bevy of brown/yellow addons you get from leveling them, since they're pretty much endless as you get tons of them. Theres no reason not to run them, even whilst learning, cuz there'll almost never be a time where you aint running addons
And even still, most of the addons are minor benefits, and by the time you can use the purple/iridescent ones, you'll have a decent grip on your killer.
Heck, when i started with spirit or nurse i used all sorts of addons, just to try them out. Theres very little downside
-
For me, and i assume alot of people who've played games alot, its essentially the handshake at the end. You acknowledge the opponent(s) and thats it.
Never do i plan to use GG as an insult or to rub salt in a sore match, it pretty much just instinctive for me, a habit that i dont feel the need to break
I do get it though, some find it grating if someone says gg after they stomp them, but sometimes people just need to grow a thicker skin, and lose with dignity
(Oh but if you use gg ez then you're just an ass, win with a bit of grace)
-
Theres no reason to change your mind, you're bang on the money. All the survivors are just cosmetic, besides some being louder than others when injured or grunting. Is that a bad thing though is the question