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KayTwoAyy

KayTwoAyy

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KayTwoAyy
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  • Lucky Break is going to be great on dense maps, even without Iron Will. The distance you gain just from taking a hit is going to enable you to completely disappear.


    We'll see how frustrating it is from the killer's POV, but I have a feeling after the initial excitement of the buff dies down, it wont be as problematic as people anticipate. Many high-tier players want to be chased, so they're not likely to keep this in rotation all that often. I think this perk will find a place with stealthy survivors who aren't all that confident in their looping ability and need more ways to lose the killer until they can learn how to chain loops together.


    I wouldnt be surprised if Lucky Break, Iron Will, Calm Spirit, and Self-Care is the go-to combo for new players looking to get the killer off their backs.

  • @Yords do you ever feel that Kindred negatively influences your teammate's decision making?

    I love when my teammates run Kindred, but every time I run kindred I regret it. It feels as though my teammates play gen-chicken, and are each holding out at the last possible moment to come unhook me--often leaving me to 2nd hook.

    Or alternatively (and quite frequently), Kindred invites a teammate to sprint over to me, catching the killers attention in the process, leading to a stand-off. Moments later a 2nd teammate will leave their gen beacuse they can see whats happening, and the situation devolves into a half-assed semi-coordinated hook bomb that often leads to a 3-man slug.


    The perk is amazing on paper, but in execution it always seems to fail me. I only wish I was running it the rare game I watch 2 teammates sit on gens a mile away, despite the third teammate entering the injured state--indicating they are being chased.

  • I've never really felt that the map favors one particular side over the other, rather the side that develops momentum first will inevitably win the trial.

    Some killers have an easier time than others on Midwich, but overall the map's circulation works to the benefit of the player who can start their objective the fastest.


    If the survivors can complete 2 gens in the time that the killer hooks one survivor, the survivors should be able to 3-4 escape with minimal effort. If the killer can hook 2 survivors in the time that the survivors complete one generator, than the killer should be able to 3-4 sac with minimal effort.

    There are exceptions of course, but in my experience the time to walk from one objective to another is so large that once you lose momentum you're fighting an up hill battle the rest of the way.

  • Most games I only ever finish a single generator--even if all 5 generators get complete.

    I prioritize the mid-gens, so I either work on a single gen that gets popped 7 times, or I get pushed off my generator and someone else finishes it while I am in chase.

    ...so yeah, I don't expect to finish this challenge for a while.

  • Breakable walls would be much better if they were Killer-Only doorways, instead of pre-dropped pallets.

    On a map like the Game, I can't afford to break any walls, because it gives the survivors mobility I don't want them to have. Often times, leaving the walls up creates deadends that help my catch survivors.

    Would be much nicer if I could walk through it as a killer, but the survivors had to go around.

  • The only time I ever click my flashlight at the killer is when they are completely dominating my teammates, and drop chase on me after 15-20s.

    I really don't enjoy games where my teammates all get 3-hooked before I've even sat on the hook once. I make an effort to take aggro from the killer, but often times the killer knows its so much easier to turn and down my teammates in seconds.

    Its infuriating, because its all out of my control. So me clicking my flashlight is my small way of "taking back control."

  • @Dweet_Unfairfield here is a clip demonstrating some Blight counterplay (zero guesswork involved).

    This wasn't the best Blight, but he didn't make an huge mistakes in this chase.

    For starters, I positioned my body behind the rock in such a way that I could move left or right, depending on which way Blight committed to. Blight decided to end his rush (a good call), so I ran off pallet to begin a full loop around bus. Unfortunately, he thought window would be middle of bus, which led to an awkward start of chase.

    I decided to leave bus, which was pretty risky. A better Blight may have tried to punish me in the open space--I wouldn't have minded taking a hit.

    He played the jungle gym the same exact way I see every red rank Blight play it, so I had the experience to know I could vault the window 3 times without throwing the pallet.

    Watch "DBD -- Blight Counterplay" on Streamable.


  • In my experience, the Game asks killers to leave chase quite frequently, knowing that the map offers the possibility of catching injured survivors off-guard later.

    As a general rule of thumb, you should break 2 or 3 pallets then drop chase to pressure other survivors off gens. Depending on where the chases lead you, you might be able to break 9+ pallets before losing 2 gens.

    You may not have a hook yet, but you now have 3 major dead zones on the map, which will be huge for your mid to late game.

  • 50/50 is an example of good counterplay

    Hard counters are an example of bad counterplay


    Blight is a well-balanced killer (even with his exploit).

    The players that make you hate Blight have worked their ass off to become the oppressive force you hate today. When Blight was added to the game, he was received to mix reviews--as the community seemed split about his potential. It was obvious how strong he was with ruin/undying/tinkerer, but it took 4 months of dedicated practice and experimentation for Blight to become a respected killer in his own right.

    Today, you are struggling to outplay Blights who have had 7 months to hone his skill. And you should be, because you don't have 7 months of experience facing really talented Blights. You don't see Blight every match, and you likely don't see a good Blight every time you face him.


    Blight's counterplay lies in the 50/50

    Many people think that 50/50s are just guessing games, but the reality is that most 50/50s in DBD are about misdirection and anticipation. 50/50s are the most balanced moments in DBD because both the killer and the survivor are on an even playing field. This means that the player who makes the best move will come out on top.

    Blight's rush ability is strong, and gives him great pressure, but his speed requires him to make split second decisions. The more you play against Blight, the more predictable you will find his playstyle. At the highest levels of play, Blight and Nurse have similar counterplay.

    In short: Fake one direction, then double back as the killer commits to the direction you initially set out in.

    I find that a lot of pallet loops are really safe against Blight because they do not offer him many surfaces to bounce off of if he misses his first rush, and I can bait the Blight into committing to the wrong direction. Do not camp pallets against Blight, and take note of how many times Blight can bounce off a wall--knowing when he is on his last rush may allow you to greed pallets when you know you can evade the lounge.

    Tl:DR

    Blight has counterplay. Keep your head on your shoulders, keep working hard, and eventually you'll learn how to outplay him. The great Blight mains out there worked hard to be oppressive, so don't think you can outplay them without going through the same adversity.

  • Just ignore Scott Jund. I like the guy, but his word isn't always gospel.

    We all need outlets. You found yours here. Good on you.

  • Personally, I'd prefer all totems appear dull to the survivors.

    The survivors then have a non-regressing mini-objective at the center of the map which upon completion will illuminate the hex totems and vaguely point the survivor in one hex totem's direction. This mini-objective could be completed multiple times to help identify the direction of other totems.


    This way hex totems will be on the map for ATLEAST 30-45 seconds, and survivors will be incentivized to visit the center of the map early on.

  • Im genuinely curious to know what your experience was like.

    Can you please elaborate?

    My survivor matches have been fine lately.

  • BHVR is in a tough predicament, where this scenario is concerned.

    On one hand, this is your classic case of "one bad apple spoils the bunch." It doesn't happen ALL that frequently, but its frequent enough to really ruin other players' experience and opinions of the game.

    On the other hand, it is entirely possible for 3 survivors to escape in a 3v1 with 5 generators left.

    ---

    I used to be of the mind that a killer should sympathize with the survivors when this happens and play in a more forgiving manner. However, after devoting several hundred more hours into this game, I no longer expect the killer to change their playstyle. In fact, I sympathize with the killer. When I play killer I am expecting a challenge, or at least to be challenged in some regard. When a survivor kills themself on first hook or d/c's early in the game, the remaining 3 survivors give up.

    The least enjoyable experiences I have had in DBD are when I want to be challenged as a killer, and the survivors refuse to participate in normal gameplay.

    ---

    That said...

    If you proxy camp hook and refuse to commit to a chase in a 3v1, you're boring.

    A killer who camps hook in a 3v1 with 5 gens left is scummy. The only situation in which I could respect a killer for playing like this would be if a survivor brought OoO, a key, or the killer has a grudge against the survivor(s) from a previous match.

  • There is a reason this add-on is the go-to choice for many tilted killers...

  • Kudos to both of you for this, I enjoyed reading through this.

    A few takeaways, as an onlooker...

    1. I like the Call and Response format--it makes the thread more digestable as a reader, and I imagine it is a lot less intimmidating for the interviewee. For you, @WishIcouldmain I imagine it also allows you to "post-pone" your copy-paste questions and follow-up with a response if you feel it is warranted. Overall, I think its the best format for this sort of thread.
    2. If you're going to continue this series, would you mind editing the title to something more official for archiving (i.e. Interview Series: Episode 1 | dspaceman20). Would be cool to be able to search the title in say... a month or two, and find multiple interviews very easily. This might also be nice if other people feel inspired and want to run interviews as part of the series
  • It took me about 30 attempts, most of which I 4k'd, and my own frustrating forum post.... but I finally got adept on Trickster.

    You CANNOT use his knives at any point, or you will fall short on Iri Chaser.

    I had that same exact endgame point spread about 4 or 5 times before I finally got Merciless.

    Good luck. 😪

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090978#Comment_2090978

    But cant the same also be said for killers? Plenty of times I see a killer having valid criticism for certain survivor tactics only to be met with "just get good".

    This is perhaps the biggest issue i've experienced on these forums, and its even more disappointing to see it come from people with 1k+ posts.

    So many people on here seem wholey incapable of entertaining criticism towards the game (on either side), and simply default to insults or uninsightful upvote-baiting responses that don't add to the conversation.


    Every once and a while I see some great insights on here, but across the board the ignorance I've witnessed is harmful for both the game and the community.

  • DBD should go free to play tomorrow.

  • @Zixology said:

    Yep. This place is a killer main hive mind. People who play survivor or, God forbid, BOTH SIDES, are lynched and shamed for doing so.

    I'm not so sure it is.

    I think a majority of the people in these forums recognize how incredibly survivor-sided the game is, so most of the content you see is in defense of killers. Even if the game isn't survivor-sided in execution, it is incredibly so on paper.

    I play Survivor/Killer about 65%/35%, yet all of my posts in this forum are anti-survivor. I don't feel as though survivor's need catering too, and I don't want the developers to feel as though survivors need to be buffed.

    I think the game overall needs improving, but the balancing as a whole needs to be better for killers

  • @plzleavemealone said:

    Lets go with a perk ban system first we need some basic rule to make it fair

    1- each survivor may ban 1 perk of their choice for a total of 4 ban.

    2- the killer may ban up to 4 perk for a total of 4 ban.

    For now every thing is fine no one should have an issue with that rule set now lets jump on the 4 most like perk to be ban for both side.

    Survivor will mostly ban

    PGTW, Ruins, BBQ and NoeD

    Killer will mostly ban

    BT, IW, OoO and DH

    This is what i think will mostly get ban for both side with all the post i see and my experiance with the game. I think killer will probably ban perk that counter them example a gf will prob ban spine chill over BT same for survivor someone who hate spirit will prob ban stridor over BBQ. The system have some flaw because if everyone ban at the same time survivor can ban the same perk console dont have a lobby chat so they cant discuss the ban.

    You bring up an interesting point with solo queue's inability to discuss the bans. That's probably the greatest discrepancy--and just another item on the list of SwF v Solo Queue balancing issues.

    Its definitely important to consider the perks that would likely be banned, and what that means for one side.


    I can see, for example, that a Basement Camping Bubba might ban DS, BT, Unbreakable & Tenacity.


    It would be interesting to note, however, what the banned perks say about a the type of killer you'll be facing, and the perks they are running (or vice versa for the survivors).

  • Any Guesses Who Won?

    image.png


  • The stars need to align to hit this adept challenge.

    image.png

    This is the closest I've come so far. I lost chaser points for "proximity to hook" which was either because a survivor ran me back near hook or because I Starstruck insta-downed a survivor who thought I didn't see them crouching near hook.

    I shouldn't have to 11-12k 4-hook while using m1 only AND hope the survivors play smart (but not too smart) to hit this adept challenge.

    5 m1-only 10+ hook 4ks so far, and no adept. I'm not proxy camping, and I'm not tunneling. ...yet I keep getting -1 or -2 for proximity to hook.

    An adept challenge should reflect one's mastery of a killer's toolkit. Yet somehow these adept challenges say more about the survivors than the killer.

  • I don't want to be that guy, but "misconceptions" suggests you are correcting false opinions that are held about a certain topic.

    ...and none of your points are misconceptions.

    you're just downplaying the severity of his strengths.

    that said... B-tier killer, and a snooze to play against.

  • @FondaDix said:

    https://forum.deadbydaylight.com/en/discussion/239337/red-rank-adept-trickster-is-a-joke

    This was a frustrating adept for sure. I actually got it last night just from M1-ing the whole match. I didn't use his power, not once. It was an ordeal limping after all the survivors. Ugh, this killer needs some work.

    Yeah its the same exact way I had to get Oni adept. Oni adept took the cake for most frustrating adept until this clown was added to the game. 9k shards for 3 perks and no killer lol

  • image.png

    Ran into the same double OoO SwF two games in a row while trying for adept.

    They then proceeded to talk a ton of ######### after both games.

    How do you play like this and then feel as if you have any leg to stand on to make fun of a killer who is running adept Trickster? This ######### is beneath me.

    Way too many survivors have a god-complex, despite hiding behind broken perks and synergies while being practically spoon-fed by killers who aren't trying to give them hell.

    If you play like this, you need to swallow your pride.

  • In my experience, the 3-4 min gen rush games are a result of awful spawn rng (survivors split and killer dummy far from the furthest gen) + first chase leading to two really strong tiles side by side.

    In effect, the survivors can complete 50-75% of a gen before the killer walks there, and then the strong loop nearby means the other survivors sit on gens without even hearing the killer's terror radius (assuming the survivor in chase loops in that tight area).

  • @[Deleted User] said:

    I switch between the two quite a bit. Generally speaking, PC only games tend to go a lot quicker. But there are certainly players in that queue who make you wonder how they managed to boot up their PC.

    When someone is queuing up for PC cross off, they're likely doing it because they want a more optimal game, so you end up with a higher percentage of optimal players in that queue. It's less to do with platform and more to do with playstyle/mindset. The average player regardless of platform is extremely inefficient on survivor, and you're highly likely to have average teammates with crossplay on regardless of platform. I think the devs said the average trial length is 10-12 minutes. That's insanely long and means half of all players actively do nothing.

    exactly this. the deliberate act of alienating an entire part of the community requires a certain kind of mindset that also happens to match the competitive DBD crowd

  • @spiritsLeftball said:

    https://forum.deadbydaylight.com/en/discussion/comment/2048389#Comment_2048389

    Your literally shouting at your self, you observing something is not FACTS it’s opinion.

    Can I just ask you what rank are you playing at and how many hours have you got in ?

    ps you really need to work on your mannerisms. You come across a really arrogant pretentious person how’s just full of gas.

    My post wasn't for you, thats fine. I clearly stated that I was addressing sweatlord PC gamers. They know who they are. The "PC Players are Better than Console Players" drama died down the month crossplay came out, so not sure why everyone thinks i'm gaslighting that again.

    It is MY experience that PC-Only lobbies are superior to Crossplay, therefore I am stating it as fact. I've got months on end on PC-Only now, so its not even anecdotal at this point. Furthermore, I addressed the "sweatlords" specifically, because I know that they are more likely to find truth in what I'm saying. My post is not true to everyone--I'm aware of that. Matchmaking varies because of a lot of factors. But I can speak with certainty that PC-only is far better for tryhards than crossplay.

    I'm a Rank 1 (Killer/Survivor) with 1.8k hours. Last I checked about 65-70% of my games were as Survivor. I make an effort to be good at the games I play, and I watch plenty of YT videos learning how people better than me play the game.

  • @megswifey said:

    Give us some credit for trying to play on a less sensitive controller at least. Most console players I have gone up against or had as teammates worked hard to save people and help out when they could. I myself am on console and have outdone people's expectations of me based on my platform, and even when I die I'm not using a lot of second chance perks and prioritize my team over myself most times. I hope you have a better experience with console players in the future!

    I know there are a lot of great console players out there. I've seen it first hand.

    And this is by no means a "one system is more superior than the other" post.

    I'm not sure exactly how matchmaking works, but it seems that there is an oversaturation of players who are either boosted into red ranks, or being matched with red ranks, in crossplay. Whereas, the player base is smaller on PC-Only, and they are all real sweaty gamers. This has led to me having better games consistently on PC-Only.

    As an added benefit, my queue times are much much faster.

  • @spiritsLeftball said:

    https://forum.deadbydaylight.com/en/discussion/237037/difference-between-crossplay-pc-only-is-night-day

    What an ignorant post, I don’t know what you aimed to achieve from this.

    I’ve always played on console, I do know that there’s a lot of advantages of playing on pc, like way better movement which is a big deal and character mechanics ie Blight.

    That being said people with elitism mindset such as yours does nothing to help either side. Please don’t re enable cross play. Thanks

    Ignorant post? Yeah right bud.

    Sorry to upset you, but there is nothing ignorant about this post. Its straight facts.

    I've played 80-90% of my games in the past 3 months PC-Only. As the title states, the difference when I go back to crossplay is night and day.

    Thats not ignorant. Its observation.

    I'm sorry you can't play PC-Only with me bud. Thats not elitism. Just reality.


    You're clearly butt-hurt about this. Its amusing, people are throwing shade at me for this post, and its not even meant to be a jab at console players. Its just the way it is. The PC-Only community is small. I see the same players night after night. Many of them are competitive DBD players, and others are just 1k - 6k hour sweatlords.

    If you can't see how that leads to a circumstance in which I advertise that PC-Only is sweaty and higher skill, then you can leave. Because the reality is, when I turn crossplay on, my teammates are significantly less efficient, less aware of situations, and absolutely dreadful at recovering when a killer applies good pressure.

    My games on PC-Only end in 6-7 minutes. My games on crossplay never end in under 10. Its the way of the world mate. Deal with it.

  • @Mercês said:

    Good to know. Faster as killer and survivor?

    yes. it is a rare sight for me to see long queues in either role with cross-play turned off.

    cross-play queues in my region at night are typically 5+ min. PC-only at the same time will be 30 seconds

  • @Shroompy said:

    I remember doing this once, wanna know the result?

    Not a damn thing changed

    A different platform doesn't come with extra intelligence

    you're in denial.

    start playing PC-only again.

    It is a significant improvement. Higher skill all-around. + most killers playing PC-Only actually want to be good at the game, so they're less inclined to cheese add-ons like Iri Head.

    You may not feel that the outcome of the match changes, but the survivors are not urban evading in corners or self-caring into sloppy butcher 10 times a match.

  • @Profezia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043077#Comment_2043077

    Do you want me to explain the obvious? Killer don't need a secondary objective and I'm strongly against of adding one.

    Cool. Try saying that in fewer words next time, yeah?

    Why are you strongly against adding one?

    BHVRs past attempts to discourage camping have had no substantial impact on the trend, and as it stands it is an incredibly effective strategy against solos. Its not a healthy trend for the game, and DBD would benefit immensely from a QoL change that shifted killers' "win condition" into something more engaging

  • @Profezia said:

    Sure, let's add another objective for the role that already has literally no spare second to even look for survivors.

    SURE.

    Do you disagree with the intent of my post? Or are you simply looking for an echo chamber to upvote you?

    Because I never said that Survivors don't need additional objectives.

  • I love you Yords <3

    Enjoyed running your forever-mend Legion build against other sweaty survivors.

  • No one likes a freeloader.

    Keys will stop being a threat when they stop serving as freerides for survivors who don't do anything and/or only care about themselves.

  • Played only 3 games of Killer. Queue times were 10 minutes a piece--which is about 9.5min more than I'm used to at this hour.

    Here are the results of my game, in order that I played.

    As you can see, survivors were lower rank, and played worse, with each game.

    Game 1: Gideon's | Game 2: Haddonfield | Game 3: Ormond

    Capture (0).JPG Capture (1).JPG Capture (2).JPG

    Edit: Reuploaded images without player names

  • Love the detailed notes!

  • To echo @thefallenloser , it is difficult to give constructive criticism of a system when we do not know how it operates.

    I have only played 4 games (duo queue), and it is hard to say if MMR paired me with a killer & survivors it otherwise would not have given me.

    OVERALL THOUGHTS (As Rank 1 Survivor):

    Queue Times -- Average/Below-Average for time of day (~1 - 2 min)

    Survivors -- Efficient on Gens, Average on Loops, Selfish and/or Low Game Sense

    Killer -- Unimpressive and/or Played "Safe" (3 Killers camped & tunneled, while 1 Killer couldn't even get a down until NOED proc'd).


    MATCH RESULTS:

    G1: 3 Escaped | G2: 2 Escaped | G3: 0 Escaped | G4: 3 Escaped

    G1: Rancid Abbatoir against Bubba. Bubba hooked one survivor after 1 minute. He then gave up on his second chase of game after 30s without a hit, then tunneled the Tapp out of the game. Tapp gave him an impressive set of loops (we finished 2 gens during his chase), then died on second hook while Bubba stared him down for a minute. We finished the 4th gen while Tapp was being face-camped, then finished the 5th gen while Nea was in chase.

    Nea went down as I 99'd an exit gate, then I traded my life for hers so she could crawl out the exit gate (I knew she had DS and the exit was 20m from her hook). I 4% unhooked myself in Bubba's face, then stunned him with DS and walked out the gate.

    He called me a "lucky bot," and was mad he couldn't 3-hook 2k.

    G2: Shelter Woods against Nurse. Nurse hooked one survivor after 1 minute. She then gave up on her second chase of the game and tunneled the David out of the game. David struggled to loop her for even 15 seconds, and immediately went back on hook without DS. Nurse proxy-camped the hook, then face-camped David when he had 5s left on hook. Nea traded her life for his as David had 1s left on hook. Nurse downed both David and Nea--picking David up immediately and then hooking Nea. By this time only 2 gens had been complete.

    Nurse then chased me for the rest of the game. She downed me shortly after the 5th gen was complete. Feng immediately opened the exit gate and left. Nea was injured without a way to heal herself. I was not able to unhook myself, and died on first hook while 2 escaped.

    G3: Gideon against Deathslinger. Found all four survivors within 20m of eachother early in the game. Managed to injured 3, before downing Claudette. Nea looped Deathslinger near Claudette, so no one was able to go for a safe unhook. Claudette went to second stage before being unhooked then downed shortly after.

    Killer snowballed the game the moment it started, and survivors were not able to apply enough gen pressure to escape.

    G4: Suffocation Pit against Doctor. Doctor downed one survivor mid-match. He downed no one else until all gens were complete. Feng opened gates and left immediately, before Nea was downed with NOED and died on first hook as Doctor face-camped her.


    ---

    I don't know how much MMR played into my experiences, but overrall I felt that I was playing with and against some lower ranked survivors/killers. The only impressive thing about the survivors was their willingness to complete generators in all but 1 game.

  • @MrsMcpatches said:

    The key swap is mostly to try to counteract Franklin's, because that perk is the worst, especially since your item disappears. Also, there is a great chance that you are going to get tunnelled and camped to death if you have one because most killers react that way to keys. I play mostly solo queue so I do bring keys as personal insurance, because if I'm the last one left, 99% of the time, I'm not getting a gate open and now with that new perk that blocks the gates, I'm not getting out at all unless I can find the hatch and have a key to get through it.

    Also, you killed 3 of them, what are you complaining about? The keys didn't save both of the ones carrying them or anyone else. Only one escaped. I'd say you won that match.

    Two things...

    1. As you said, you mostly play solo queue--and you bring a key as an insurance policy. I play my fair share of solo survivor, so I can sympathize with the solo key swap. Thing is, these were not solo survivors. This was a 4-man SWF looking to catch a 4-man hatch escape. They 3-genned themselves because they prioritized speed over gen-spread--completed 4 of 5 gens--and the game was over in about 5 minutes.
    2. This post is not about me not "winning" the match, or getting a 4k. Its about the fact that the ideal fun and fair game of DBD, where both sides have a good time, is so rare because one side always has to abuse elements of the game that make DBD unenjoyable for the opponent. I could have made a nearly-identical post with a screenshot of me escaping as a solo survivor, against an iri head huntress (w/ belt) + old ruin/undying, where none of my teammates are running meta perks, and it would have had the same title.
  • @Zamblot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2020224#Comment_2020224

    Bruh, BBQ and Chilli isn't OP if that's what you're insinuating. It's still a great perk, but wouldnt be nearly as big in the meta if it wasn't for its bloodpoint boosting ability and while I wish survivors had a similar perk (or that they just removed the bloodpoint boost and increased base bloodpoint gain by a fair amount for both sides) I can't blame anyone for running it. Its just a fun perk that gives you freedom with other killers and their builds with more bloodpoints, what is the issue?

    This.

    DBD is a HUGE grind--I will gladly use perks that help chip away at the grind.

    WGLF has been a staple in my survivor builds for the past 3 years, and I always have BBQ in my killer builds for the bloodpoint boost. I don't play half the killer roster, simply because I leveled them to 50 and they don't have BBQ, and I don't expect to play them until I prestiege and find BBQ in my bloodweb.

    I want bloodpoints. Simple as that.

  • @KiwiCoattails said:

    https://forum.deadbydaylight.com/en/discussion/comment/2019890#Comment_2019890

    I’m not complaining about it. As I don’t care if I’m slugged, camped or tunnelled. As it’s just a game lol. But, a lot of people view those tactics as scummy. So I always find it funny when killers/survivors call each other out for their perks / gameplay whilst doing pretty much the exact same thing.

    I was playing with a Claudette recently called NOED = Bad Player and she was using Dead Hard, DS and Unbreakable. But in her eyes those perks are completely acceptable whereas NOED is the devil. I just find the hypocrisy and constant finger pointing humorous. 🍿

    Call me unorthodox, but I don't use Infectious to slug. Especially not on a Speed Limiter Billy post-WGLF buff.

    Just as BBQ lets me know where survivors are in the distance, Infectious lets me know where survivors are nearby. There is a time and place for slugging, and I am often amused by killers who become a slave to the crying sounds of Infectious Fright.

    I like the information Infectious provides. Thats all.

  • @Chchchcheryl said:

    How dare they use BT!

    Srsly tho why did you highlight BT lol. The only problem with it is BT bodyblocking.

    The keys and ######### werent very nice tho

    BT allowed them to play with reckless abandon.

    They frequently unhooked in my face, or even had me chase a survivor back to hook to unhook in my face. The unhooked survivor would then body block me for as long as they could.

  • @Phasmamain said:

    I mean speed limiter or not you did bring a dusty noose which is pretty much equivalent to a pied piper

    I'm actually in the boat that believe Dead Dawg Saloon is survivor-sided.

    A killer who intentionally brings the map with Corrupt & Pop can almost always hold a nasty 3-gen. But for the average match, the small map size makes it far easier for survivors to gen-rush than it helps killers patrol gens.

    Glenvale has a lot of pallets, great LOS to see the killer coming from a mile away, and some pretty disgusting tiles to loop.


    Regardless, I brought the map because I like ripping chainsaws from one side to the other.

    I don't bring map offerings too often. When I do, survivors always happen to bring one as well.

  • If you have Fixated, run Fixated instead of Urban Evasion. It will prove far more valuable--especially if you haven't learned how to 99% your Sprint Burst to use on command.

    If you find that Borrowed Time is not getting a lot of value (at red ranks, most killers hit me instead of the survivor off the hook), I would even swap BT out for Spine Chill, so you can walk off your gens early with Fixated.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014228#Comment_2014228

    That sentence doesn't make your point at all, so maybe try a little harder and use your words. Either that, or you have genuinely never heard of Haddonfield, The Game, Bloodlodge, Rotten Fields, etc.

    Or just explain how it's even possible to loop a killer for five minutes without them being bad, that one could also be fun since it leads to the same conclusion.

    Those are literally your words.

    You didn't ask for me to explain in my words. You said it.

    A survivor with 6k hrs in DBD is (hopefully) better than a killer with only 1k hrs. Just because that survivor is better, does not mean that the killer is bad. The killer with 1k hours can be objectively good, and still make bad decisions within a match.

    It is people who play DBD, not robots. A good player is entirely capable of making the bad decision of chasing a single survivor for an entire match--I see good Billy mains do it all the time. That does not mean the killer was bad, it just means they made a bad decision OR have entirely different objectives for that match.

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