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LordGlint

LordGlint

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LordGlint
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  • I always found it odd that the perk can activate for players who were hooked or being carried when the last gen popped. Also, most perk effects have a wide range of uses when it comes to interacting with killer powers or perks. Calm spirit for example prevents screams from Doc, Clown, infectous fright, ect. The waking up part of adrenaline is almost as if the devs were like "Oh yeah...and screw you Freddy" since it doesnt affect anything OTHER than Freddy. The guy no longer has gens to teleport to when endgame hits, waking everyone up at the same time just makes him not have ANY power during endgame.

  • Usually when I see a killer has ruin up I'll check my general area in spots where totems are likely to spawn, but I'm not dedicating more than 10-15 seconds looking. I"m not running across the map to find the thing.

    Side note...

    Had a game afew night ago on Crotus Prenn where all 4 of us spawned together. Decided to hop on a gen AWAY from my teammates as to spread pressure around the map and stumbled across the ruin totem along the way. Even though I found it a good distance away from our spawning point...the killer was still pissed in the endgame chat that we spawned right ontop of it, lol.

  • Reworking a map doesnt mean they're making it more survivor sided. Before we get our pitchforks, lets see what they have in mind. Getting Lery's while I'm playing Huntress for example feels pretty crippling (or Billy, who ive been playing lately). Just because stats say killers on average get more kills, doesnt mean its even a fun map to play on. I know playing on "The Game" as any non-stealth killer is pretty boring since that map is nothing but abunch of safe pallets rather than trying to mindgame a jungle gym or something. "The Game" pretty much just comes down to steamrolling ppl during the 2nd half when all the pallets is gone, because someone forgot to program windows on that map, lol.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/967813#Comment_967813

    Some do, some still have standards.

    You compare it to Warframe. However in Warframe you unlock new characters by merit and challenges, you complete the right missions and you get the character. Yes, they have a craft time of 3 days, but you're basically expected to unlock a new frame in your first week of playing. You set your mind on unlocking a new frame and the grind can be a matter of a few hours. Throughout that time you also have access to literally hundreds of guns and melee weapons that change up your game as much as a new frame does early on.

    DBD's model has been designed to take upwards of 1-2 months of committed playing to unlock a single character, and operates on the same currency required to access the shrine.

    You take a new player to Warframe and they ask "how can I get a new frame" and there's 20 different things you can take them to do that day and have a new toy for them. You take a new player to DBD and they ask "how can I get a new character" and your answer is "play for hundreds of hours, or pay."

    The biggest issue with getting people into DBD is the wall of locked content, and grinds upon grinds upon grinds that simply aren't rewarding in a realistic time frame, and no amount of comparison to other games is going to fix that.

    The fact that there is a free option however when most other games dont have such an option for their DLC means alot. The only thing youve really said that I can agree with it the idea of perks for various builds being locked away with the shrine being a pretty poor way of unlocking them. Frankly, Id be completely down to see a redesign of the shrine to be not so RNG based on whats available. While I could use playtime to unlock Clown if I want Pop for example... Waiting for the shrine to give me BBQ can suck since Bubba doesnt have a free option.

    I guess the best example I can really give for being close to P2W would be DS since its locked behind Laurie who's a cash only character. Most of the other META perks are on characters available for shards. If they were to rework the shrine to make it more like an open store where the perks are ALWAYS available, but maybe with discoints of different perks each week... That would be cool.

    Other meta perks BESIDES DS, at least on the survivor side, are fortunately all available from the start. By that I'm thinking of BT, unbreakable, dead hard, sprint burst, and afew others that vary on popularity (Bond ftw, lol).

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/967726#Comment_967726

    I understand it's purpose, but I do feel a bit cheated when they slide from a 90+ degree angle around to the front of the hook.

    They still got to the hook though. The sliding occurs AFTER they reach the hook. If they start sliding when they're still abit away, id understand...but they dont. The slide only occurs when they've reached the hook and the area infront of it is clear (nobody is bodyblocking).

    I fully understand the frustration of seeing the bar being VISIBLY full, but knowing it mustve been at like 99.9999% instead of 100. I play Bubba alot...I know the pain of letting go of the button a TAD too early and seeing the guy who should be downed getting away.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/967784#Comment_967784

    The game was complete, past tense. It no longer is. It's a competitive game where a player who pays for all the DLC has a competitive advantage over one who doesn't. You're less likely to die with a build containing meta perks, you're less likely to get kills without them as well.

    Yes, the shrine exists, but that's completely down to luck with, again, months upon months of waiting in case the perk you want MAYBE shows up. Considering some of the most used perks, DS and BBQ are locked behind paid-only DLC, the odds of them showing up when you're a new player seem insurmountable.

    Killer powers are a hugely significant portion of the game, each is basically a full game mode for killers. You aren't unable to play without buying killers, but you still don't have access to most of the game on that side.

    Regardless of how it was released initially, and what their intention was with DLC, it's no longer a complete game when it comes with an extra hundred or so dollar price tag just to unlock the roster.

    Most of that roster can be unlocked by simply playing the game. Its a similar situation to Warframe which gives you your 1st character with it being up to you to grind for the other 50 or buying them. This game charges for the game, sure...but gives you 12 characters to start with.

    You brought up fighting games before, which are actually doing the same thing alot lately with buying additional characters. At least this game gives you th option to earn the character through playtime, whereas I dont have the option to unlock Goro without buying him.

  • @Tenebro said:

    https://forum.deadbydaylight.com/en/discussion/comment/967784#Comment_967784

    Right now (not 3 years ago) the game you pay is only a fraction ... make it free to play, as now you have the store, the season pass, DLCs, etc. ... and even then, some things costs too much to get started and enjoy the game against people that own almost the entire game.

    The only thing that that would change is the game developer would just create a sequel and sell you the same game all over again when they want to release new content. Instead of having 1 game with 18 killers, youd have multiple games with the cast being split up. Blizzard is currently doing similar with Overwatch 2 being announced. The gameplay is exactly the same with maybe abit of polish for graphics and a handful of new characters. DBD on the other hand...just adds the characters to the 1 game and updates the graphics every now and then. Instead of buying 2 seperate games at full price, you buy 1 game, and choose which of the added characters youd like.

  • @Tenebro said:

    Damn ... even the forum is bugged ... I wrote a message and it doesn't show up ... come on 😓

    I noticed. It gave me a notification you wrote me something, but lead me to an empty screen.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/967724#Comment_967724

    In your opinion it's full. Regardless of the fact that I buy the DLC bundles, I definitely would not call the game "full" when you buy it with 26/38 characters locked behind a paywall, or solid months of grinding per character.

    It's not like a fighter game where playing well or completing certain challenges unlock characters, just sheer hours upon hours.

    It's kind of sad that 2/3 of a game being locked to you is what people consider a full game these days.

    The game's content that was bought WAS full when it was released, them adding more characters to the list doesnt change that fact. Many games have content released after the initial release in the forms of DLC. You brought up fighting game characters for example, but you can look at games like the last 2 Mortal Kombats to see a similar situation. The game was a complete title BEFORE Jason was added to MK10, its worth the same exact value AFTER the character is released.

  • @NurseMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/967750#Comment_967750

    It's flawed by logic. A 50/50 situation is where you need to pick an action that your opponent has to guess. Canceling your decision instantly doesn't make sense where most killers don't get to do this. Also, Hag and Trapper suffer a considerably amount of time to cancel a trap placement and they're also immobile while doing it.

    https://forum.deadbydaylight.com/en/discussion/comment/967753#Comment_967753

    Freddy's teleportation punishes him with cooldown tho, which is exactly what a 50/50 should do if you pick the wrong choice.

    If a Billy is revving his saw at a pallet, you still have the ability to read his movements. If he started revving REALLY early, you can assume he actually charged the saw if hes holding it for awhile...and hes losing movement speed. If he held it up for a split second before he passed the pallet, the saw obviously isnt charged enough for the pallet, and you can throw the thing. Either way though, revving it AT ALL is slowing him during the timespan that its up. The reduced movement speed hes suffering for making the feint more believable is the downside hes paying. You also still have the option of just throwing the pallet.

    Freddys cooldown from a fake teleport is pretty minimal, with it only removing about 3 seconds from being able to use it again.

  • @NurseMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/967737#Comment_967737

    I'm sorry but I don't agree with this. If you ever charged Plague, Huntress or LF the cancel time is the same at any time not taking in consideration of how much you charged. This is not coherent game design from my perspective.

    Theres actually multiple killers who CAN cancel their powers to mindgame a loop, Billy isnt unique in this. Trapper for example can pretend to put down a trap, in order to get a survivor to leave a loop and catch them out in the open. Hag can do the same. Freddy and Spirit can ALSO cancel the use of their powers before the ability actually kicks in in an attempt to mindgame. "Fake teleporting" as Freddy is pretty common with it actually being affected by his class photo addon to show that its intended gameplay.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/117435/wiggle-wiggle-wiggle

    Gotta love that good ol' hook slide Killers do when near the hook

    In all fairness, the hook doesnt swivel for killers, and standing infront of the hook trying to get the exact right angle for the animation to start would be troublesome. Its understandable for the devs to have "the slide" in place to avoid complications.

  • @Tenebro said:

    They should at least decrease the shards amount of some killers\survivors not included in the base game (which we all remember that still costs 20€), like every other "moba" style game already does (and yes, some of them give the base game for free ... here we have to pay for it). Or due to the nature of this game, let choose the firsts 1-2 killers at reduced shard costs for new players, and include a monthly\weekly free killer\surv rotation (or increasing the chances to find splinters of "every" killer in the bloodweb).

    As a new player, if I buy the base game at 20€ (or 10€ if in discount), it's very very sad to find only 1/20 of the game I just bought. Also you have to consider that for a new player the initial grind should focus on viable builds, so you have little resources to do anything else.

    Where'd you get 1/20 from? The game starts you off with 7 survivors and 5 killers, so your exaggerating GREATLY. Most of the characters can also be earned by just playing the game, which is similar to MANY games that dont give you EVERY toy in the game the first time you boot it up, but requires you to play it for awhile first. The idea to be able to pick your first characters though would be neat, although they couldnt add the licensed characters to that list.

    Ultimately though, I feel like the problem lies in the idea of not having everything when you buy the base game. When the game originally released and ppl bought it, they bought a full game. The fact that the devs have made new content since then doesnt change the fact that its STILL a full game.

  • @bgbomb said:

    https://forum.deadbydaylight.com/en/discussion/117367/new-rank-reset-longer-queue-times

    How about no?

    Why should killer got punish by match with higher rank survivor for survivor are way more easy to pip than killer?

    The point was that the entire DBD community would end up being in red ranks, making matchmaking for anyone coming into the game ridiculous with queue times taking forever. A matchmaking system simply doesnt work if EVERYONE is the same rank, and the current matchmaking system mkes it too easy to pip and safety pip vs depip. If you play 10 games, even if they're on average with you winning 5 and you losing 5...You're still more likely to have gained more pips overall.

    The new rank reset limits the amount your rank will fluctuate at the end of the month to AT MOST 4 ranks, which is too easy to gain back within a month, even for ppl who play the game casually during that month. This'll simply cause everyone to be the same rank, making matching ppl up by rank completely pointless.

  • Saw the title and just thought of "Sexy and I know it"

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/967132#Comment_967132

    The main problem is the emblem system. It's very inconsistent and often you can get no medal or as bronze/silver because you were working on a gen the whole game without the killer coming for you.

    Its also kinda head scratching on the other end. If I chainsaw too much as Billy or Bubba for example, I might do GREAT in the game at keeping gens from being done and get plenty of hooks...but my chaser is gonna suck because using the saw awards half the points to chaser as 2 mallet hits.

    20191128150219_1.jpg 20191207214146_1.jpg

    A Billy can 4k and black pip, while a legion due to constantly getting easy feral frenzy hits...can have 4 ppl escape and still pip.

    I also never understood why the pipping system punishes killers for being TOO efficient. I'm not even talking about tunneling people off the hook and all that, but if a killer kills all 4 ppl TOO quickly, emblems get hit again. If we dont down ppl quickly, the gatekeep emblem takes a hit, whereas if we DO down and kill ppl quickly...you risk your other emblems.

    20190713042847_1.jpg

    Heres an example of a game right before Freddys rework where I 4ked a team in roughly 2 minutes. Didnt lose out on chaser points from camping or anything, but because I didnt LET them recover and heal up over and over again (which hits malicious emblem everytime they heal) so I could hit them more...

    So yeah...if I show I can stomp a team at my current rank, the game sees that as reason to KEEP me at said rank so I can stomp the next teams too. Imagine if you get TOO many headshots as Widowmaker on Overwatch, so the game wont get you out of Bronze because the people you play against cant leave spawn without dying. The Widowmaker that is shooting ppl 5 times as much as you though, because they're just nailing bodyshots that get healed up right away...THATS the top rank player potential...

  • The free chapters they DID put out (Lullaby in the dark, Left behind, and The last breath) were all before they introduced the concept of being able to buy characters using ingame currency. They cant give away licensed DLC for free, because they have to pay the license holders...and the license holders are unlikely to accept iridescent shards as an acceptable payment method, lol. The model theyve come up with to allow players to earn the characters and their perks in exchange for ingame currency is pretty fair IMO (although I wouldnt mind abit of a rework to the shrine of secrets). I bought Oni with shards, and plague before him. Aside from afew cosmetics that caught my eye here and there (Suzie is bae), I typically have a nice chunk of shards saved up to get whatever I want from the shrine as well as any new chracters.

  • Oni atm feels like hes just Billy, but you have to assemble the chainsaw first and only get to use it in small increments. He doesnt really do anything better than Billy anymore while using his power, so why should I pick him over Billy...who's free.

  • @ALostPuppy said:

    I think if DS were to have no time limit but to deactivate if another survivor gets hooked and/or once the endgame collapse starts that may work. So then the perk would literally punish tunneling and not killers who play nice but are punished for doing so. It could still be a good perk but would probably fall out of the meta, and perks like we'll make it and second wind might be used more.

    This could work to a point, but I'd also add in being disabled once said survivor starts working on an objective. Being completely safe to work on gens as long as you were the last person hooked, no matter how long ago that was... can be kinda busted.

  • IMO, if your working on a gen, cleansing a totem, unhooking a teammate, ect...Your not being tunneled. Ive had cases where I'd have ppl instasave as soon as I hook someone, so I down them and let the freshly unhooked guy go...and still got DSed because I didnt run a stopwatch to know that the Bill who threw himself infront of me got unhooked 59 seconds ago. Sorry for tunneling you Bill...the guy who followed me.

    If you trying to get away from the hook and recover or get to a stronger area...sure, it can be a good tool to give yourself room to do that. BT is in a similar boat where it gives you enough room to get to a better position but doesnt have a crazy time on it, not does it stop killers from grabbing you if you decide to try unhooking a teammate infront of them.

  • Because I havent found the button to let me do a light jog when playing as Billy...he always just sprints with that saw.

  • @ahomelessrat said:

    Everybody does remember that this perk is literally a one time use per match right and thats if you hit it.. While killers have oneshots, amongst aura reveals and other unneeded help for the entire match lol. Its funny to see how worked up people get over a once per match use thing. Play better you killer crybabies.

    Alot of the strongest stuff in the game is "once per match". If I mori you once per match, thats still gonna sting. If someone uses a key to get out, but only does so once per match instead of twice...

  • @kcwolf1975 said:

    1. By torch I am guessing that you mean a lit totem. That signifies that the killer is running a hex perk. The most common one is ruin which affects the progress on generators. Once you destroy that totem, it cancels their perk.

    If you mean a flashlight, it can be used to blind the killer temporarily.

    2. Teachable perks before available when you get your character level to 30 (maybe 35, I can't remember) Once you unlock that particular teachable perk, it will start showing up in other characters bloodwebs.

    3. Figure out what teachable perk you would like to use the most and work on that character. If you have leatherface, i would do him first because bbq and chili can double the bloodpoints that you earn which will help lessen the grind immensely.

    A torch is another word for a flashlight

  • Would be nice, expecially on killers who's addons significantly change their playstyles. On Myers, im likely to use a very different build when using scratched mirror than when using tuft of hair for example.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/966882#Comment_966882

    How the hell is making a perk with the intended design to be used for defense against tunneling -- not only being primarily restricted for that actual use, possibly "gutting" the perk?

    Hate to tell you this, but "S tier" perks are not balanced. The literal existence of DS alone makes killers have to consider playing the game differently even if nobody has it actually equipped as long as an obsession exists.

    If you think that DS would be useless because it cannot be used to literally bully killers anymore, then I think that just shows how badly designed the perk truly is.

    MoM got nerfed because it was an S tier perk with a huge upside with literally no downside that made the survivors incredibly strong with no realistic counterplay. DS is not much different. It's just a lot more subtle about it. Being slugged isn't the same equivalence as being put on the hook. There's a lot less pressure on the survivors, the killer isn't working towards their objective, there are plenty of perks for survivors so they aren't so helpless when they are slugged, and slugging a survivor doesn't actually deal with DS because the next time they get unhooked you're going to have to deal with the perk again and "just eat the DS" isn't a counter either, no more than a survivor shouldn't have to "just eat" a hatchet being thrown in their face.

    Feel like I've been countering Huntress all wrong then, because I always go for the "take hatchets to the face" approach, lol.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/966082#Comment_966082

    https://forum.deadbydaylight.com/en/discussion/comment/966121#Comment_966121

    Yep, you don’t have to be slimy or use a basement build. Just keep it on and it could happen, now granted once you get 1-2 in the basement it may be time to focus on that if you want it. That’s my plan, if I end up with an good basement spot today I may get it. I don’t wanna run IG or agitation thigh just normal builds

    I was playing Billy at the time, and found that infectous fright is pretty useful for it. Constantly going down to the basement to hook a survivor is abit troublesome, but if you do abit of slugging... its not too bad to get your slugs on basement hooks when your done. I didnt play to kill everyone on their first hook or anything, I just know once you get afew ppl down...the rest have to come close and you end up with the whole team playing near the basement.

  • This DOES show that you dont have to go out of your way or use a special build to get it done. I got mine on that same map, with the basement in the main building too.

  • Feel like kill/survival ratio might mean more when matchmaking sets up games more fairly. Cant really complain about my killer being too OP due to high kill ratio or anything when 3 members of a team could be rank 20, lol.

  • @Tenebro said:

    https://forum.deadbydaylight.com/en/discussion/comment/965674#Comment_965674

    I agree, it takes time to fix bugs, but not "that" time. They are 230 people at bhvr, not 2 or 3: if a department is overstimated, take some resources from one dept and put them in the one that needs them.

    Example: do you remember some time ago that the Haddonfield map intro music suddenly was so loud? Well, it tooks 3 months to get resolved! Not a couple of days, not 1 week, not few weeks ... but months. This raises 2 questions: 1) what was doing the QA team? It was on vacation? 2) I refuse to believe that 1 guy worked for months on this issue, so ... why they didn't put a guy to resolve this issue asap, maybe in a couple of days?

    This is only an example, there are too many things similar to this. They are slow in everything. The dept of maintenance needs more people? Toss them in!! Fix the game, damn.

    Feel like alot of bug fixes get put off til they can do a big update instead of a quick hotfix or something.

  • There actually IS plenty of killer perks that have effects before downing someone, its just not huge game changers. Perks like enduring, brutal strength and whispers for example are pretty consistant. Alot of times the endless pallets can be beat by forcing the survivor on the side of the pallet that doesnt benefit them. If a survivor is looping you around a dead end for example, force them to run into it. If you break a pallet while theyre in position to easily get to another one...its gonna feel like their supply is endless. Often times, all ya gotta do is break it from the OTHER side.

  • @GrootDude said:

    I’m always a “try hard”, why wouldn’t I try to win?

    Never did understand that one. Its like your telling survivors they should just crawl up on the hook every now and then if theyre doing too good. How dare you run away from me.

  • 20200104134003_1.jpg

    Heres my latest screenshot for my "salty endgame chats" folder. This survivor didnt seem to understand why I "camped" by chasing her teammates who were ALL around the hooked area. If I'm actively chasing someone...it aint camping. Infectous fright lit up my screen like a christmas tree, so I started knocking em all down one by one after they got 4 gens done. If everyone survived THAT long...cant say anyone was tunneled out of the game either.

  • @oxygen said:

    The thumbnails are obviously clickbait, but this is a game where seemingly small numbers can mean a lot.

    Take the perk Hope for example. 7% extra speed sounds like a small bonus. But then you realize it basically cuts the speed advantage a 115ms killer has over a survivor in half and basically makes it take twice as long to catch up to them if running in a straight line.

    Not claiming the "vault master" build is anywhere close to that, but if you try it it's very noticable. No denying it has a placebo effect where people get away with vaults they'd get away with anyway, but feel like the perk combo protected them from a "dedicated server hit" 😄

    That 7% boost from hope becomes REALLY noticable against Huntress. Due to the larger hitbox while looping, she can have a hard time staying in a chase with someone, eventhough shes SUPPOSE to be a little faster.

  • Downing a survivor JUST before they get out of the exit gates, only to eat a DS. Cant really wait any longer for that DS to expire...

  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/117093/why-is-this-not-a-perk-yet

    Actually, Leader is this exact perk. You should try it sometime, it's pretty nice

    I got a good laugh

  • Would be nice to get to keep my stuff. I remember having multiple games where entire teams DC within seconds of the game starting. It's hard to get the value of my stuff back when the game is over before I even see anyone.

  • Pretty sure a big part of the daily challenges is to have you try things you might not normally do. If they're TRYING to get you to play different things, it would go against that if you get to pick what the challenge is. I might groan when I get a nurse challenge...since I suck nurse, but it's just incentivizing me to try her.

  • @Thomasthetrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/959176#Comment_959176

    Since they added the speed boost to his base kit; now he can actually do something while in a chase instead of M1 only.

    And he has decent map pressure; and since he is somewhat invisible,he can locate survivors easily without them noticing.

    Overall; I don't think he is great, but he is not that bad.

    That boost was added back in 2018. The only change hes gotten since then is he cant have his aura read while stealthed. Thats why I think its odd how people went from saying he's garbage and the weakest killer... to saying hes top tier.

  • Moris kinda have that effect. Since your losing out on chaser points and not getting as many hooks, your less likely to pip.

  • I always find that kinda weird when I hear that. Personally, I still have 4 tiers to go, but 12 challenges left to do it with. Ive heard ppl saying they finished it before the last level of challenges was even available.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/959176#Comment_959176

    What changed peoples minds apparently was tru3 and otz saying hes pretty good tru3 saying wraith is probably the 3rd best killer in dbd. And apparently a streamers word is law even though tru3 admitted his way wont work for everyone its exclusive to him.

    Any killer can excel in the right hands. Just find it odd how nothing has changed about the character at all except ppls perceptions.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/959379#Comment_959379

    Oof that poor rank 17 looks like he held his own though

    Im seein alot of that where ppl drag along their newbie friends. Was surprised by the ranks though in that a newbie meg had BT and such. A loadout like that suggests they've been playing awhile if they managed to get teachables from other characters.

  • I actually got this challenge using my normal build when I decided to take Billy for a spin. Threw on some bump addons because I wasnt taking it too seriously, but it ended up working as I downed ppl near the basement.

    20191231032242_1.jpg

    If its your last challenge, I recommend not going into the game trying to force it, and just play. If the opportunity eventually presents itself...take it.

  • @Thomasthetrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/958712#Comment_958712

    Wraith used to be one of the weakest; now he is actually pretty good, Imo.

    What changed on him to change your mind?

  • Ive seen someone do it with rancor and insidious. They just went "afk" all game, then instantly downed and moried the obsession when the last gate was done. Due to insidious, the obsession had no clue rancor was in play since they never saw the killer's aura.

  • So what your saying...is Wraith is over-performing...

    The devs will make sure to work on his "rework" next, lol.

  • We already have 4 survivors with an ability... They're called Legion.

  • @Fibijean said:

    You mean kinda like NOED, Blood Warden, Cruel Limits, Enduring, Fire Up, Lightborn, Mad Grit, Nemesis, Remember Me, Rancor, Tinkerer or Unrelenting? Since if you're going to argue that Decisive Strike, Unbreakable and Dead Hard "erase" survivor mistakes, you could just as easily argue the same thing about anything that activates based on generators being done, being stunned or blinded, or missing an attack as a killer.

    The point is, there is nothing wrong at all with second chance perks, or perks that are designed to lessen the penalty of player error. For either side. It's just another way of playing the game.

    Was bout to say the same thing...

    Erm...I mean...YOU WOULD SAY THAT YOU FILTHY SURVIVOR MAIN!!!!

  • You clearly hacked his PC and took control of it to FORCE him to chase you...so yeah...its all your fault.

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