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LordGlint

LordGlint

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LordGlint
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  • @Gastongard said:

    This wont change unless BHVR acknowledge that killer games should be more about hooks and not kills. If the game gives you 30-40k BP for tunnelling and doing 4-5 hooks and gives you 15-25k BP for doing 12hooks, then of course killers will choose the easy way, because the game rewards you for doing that. But its not the same for survivors, survivors that only do gens, sneak the killer, and almost dont do altruistic actions, but they do escape, then you will get 10-18k BP tops and maybe 1 pip.

    So the game its unbalanced from the get go. This even happens with tomes, survivor challenges can throw a game, but for killer its the opposite, the objective is always do something that is already an objective in a common game. So this also incentives horrible teammates

    Currently when it comes to BPs, you DO get rewarded for more hooks. I had a game earlier with a 4k at 4 gens left. 5 hooks total... I got 17k BPs for that. The game did NOT reward me with 30-40k.

  • @Frizouw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639927#Comment_3639927

    I brought up that rule, because that rule was part of the reason it was making the tournament more fun than the actual game, even for killers, because they had to think twice before slugging, they were keeping that option at the end or for the right opportunity to make that kind of pressure a really significant move, instead of doing it at 5 gens and just gg. They were allowed to slug, but just once.

    You could look around, make sure to position yourself to not get flashlight before picking up. Just not letting the survivor there and start another chase more than once, it was also fine to hit a survivor in between if one was around waiting for the save.

    So... they could take a moment to look around, nod at the guy with a flashlight and he was limited to chasing that guy away 1 time? That doesn't change anything really. I fail to see how restricting any kind of counterplay would make it more fun for the killer.

  • I just hate the forced short swings. FOV slider isn't fixing that.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639710#Comment_3639710

    Then your MMR is too high, and you shouldn't be tunneling, so your MMR can have a chance to decrease.

    MMR exists to help ensure everyone has a roughly 50% chance to 'win'. (The game is asymmetrical so it actually works out to be about 45/55 but that's another topic) It's a pvp game, one side wins, the other side loses, that's how pvp works.

    But dbd players aren't content with a 50% win rate and have to win all the time whatever the cost. So they employ cheap/crutch tactics, inflate their MMR, and get stuck in a spiral of suffering.

    For anyone who doesn't tunnel, tunneling isn't necessary, because they don't have sky-high MMR.

    It's an asymmetrical pvp game, so me winning doesn't necessarily mean my opponent lost. If I manage to open the exit gates and escape, I won... If the killer got my 3 teammates, he won too. The game is going to adjust both of our MMRs to reflect that.

  • @C3Tooth said:

    Why is killer's objective cut down by 66% but survivor's one only by 44%?

    Keep in mind that it's also removing the need for someone to leave a gen to unhook. Lowering gen times ALSO lowers the chances of a killer interrupting a gen before its finished and regressing it. The majority of gen slowdown perks would be pretty ineffective due to the smaller window it could work.

    It may sound killer sided when you look at purely 66 vs 44 as you said... but unless the killer is downing ppl SUPER quick, popping all 5 gens and getting out with at least 2 ppl sounds fairly easy. At least 3 gens would pop during the first chase while the rest would pop during 2nd chase assuming there's a 2nd chase.

    Overall, the idea sounds like a mess perk wise with how many perks would be completely useless... but I don't think it would be the stomping ground you think.

  • @LapisInfernalis said:

    I think it might be because the light of FBs comes from the ground.

    Idk

    It's still behind me though, so not in my eyes. I dont have eyes on the back of my ankles. If I was told the concussion blast caused the stun... I'd think it was dumb from a gaming perspective, but that still wouldn't explain the blind.

  • @Frizouw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639893#Comment_3639893

    I am not sure I understand your question.

    Here I am more talking about tunneling at 5 gens.

    If survivors are bullying you by using flashlights, at some point the game does not progress and they will loose.

    The original post brought up that killers were not allowed to slug, otherwise they'd get negative points. As long as 1 survivor was in the general area of any chase, they could just get the easiest flashlight saves while knowing the killer would get dinged for points if they did anything besides instantly pick up. I KNOW you wanna talk about tunneling, but for some reason you decided to include these rules that just seem very exploitable. I'm just imagining a 4k at 5 gens resulting in the killer losing because they had -5 points for breaking the rules.

  • @Frizouw said:

    Hi,

    I want to share my thoughts, experiences, what I think could be done about tunneling and I would like to know your opinion about that.

    Lately, I played during the community tournament, which we couldn't tunnel, camp and only slug once per match, it was so much more fun, balanced than what we have right now, it was rewarding good plays for both side. Everyone actually needed to use a minimum of their brain cells, like using the only slug for the right moment, protect the right gens, make good skill shots, GOOD PLAYS!

    If the killers were not respecting these rules, they were loosing a huge amount of points (negative points).

    Today I came back to play with some friends and it was NOT fun, we had a Sadako that was purposely tunneling. I am not talking about like "tunneling because the survivor is asking for it" or "tunneling because it was the end game", she was waiting for the survivor to be unhook, she was ignoring us and was chasing the same surviver again until he died.

    It happens more than once during the same night, different matches, different killers but same behavior. We could notice that at the end the killer won as much points as us and I felt like...there was no reason to NOT play like that.

    I really do think they should work on something to make the game more like a chess and mind game and not a tunneling playground. Don't get me wrong, I know there is survivors who are bullies too, at least there is perks to counter Flashlight/Stun plays, nothing except decisive strike for survivors, that does not really change much because the tunneler just need to continue tunneling after the strike.

    I don't know if there is any devs who are reading the forum for real or if what we are writing here is taken in consideration but: If your goto is "fun", I think you are loosing the track of what is "fun" by doing nothing about people who just want to be mean to others because they can and there is no penalty for doing it. Like they could continue to play like that, IF IT'S THEIR KIND OF FUN, but don't encourage that by giving as much points for just tunneling and makes the whole game miserable.

    Even if people say: No one is playing for BP. I guarantee you, if the killer have 0 or close to nothing points because he played just to make everyone uninstall the game, at some point he will run out of add-ons, run out of offering, find the games boring and uninstall it or change his mindset.

    I love this game, I want it to be more fun :( Please BHVR, do something <3

    Thank you for reading me.

    Was just curious, how does punishing a killer for slugging NOT result in 4 flashlights? If the killer has to pick up immediately or face penalties, wouldn't this just mean it's 100% safe for survivors to openly wait for flashlight saves? Chasing any of them after a down=slugging...

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638222#Comment_3638222

    I can confirm that this is a bug. I've just checked and it looks like it's already in our system.

    You can change the size by adjusting UI size

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638325#Comment_3638325

    I forgive you. But now, whenever you come across a Claudette named Huge Bush, you’re supposed to pretend you don’t see her. It’s just a cute, well manicured bush.

    Obviously BECAUSE it's just a bush there is a weird magnetic pull towards it for ever chainsaw and Huntress hatchet.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638045#Comment_3638045

    Yeah, maybe, I just think it's too late to learn him for me.

    I'd have to lose so many games and I do not want to do that.

    You really dont... I haven't had many games with him at all, and my first game playing NEW Billy was a 4k at 5 gens. This isn't like with Nurse how you can assume to be stomped for awhile. He's pretty easy to pick up now.

  • You can actually test that RIGHT NOW. Close your eyes and enjoy your DBD experience, lol.

  • @Pulsar said:

    I'd play him but it's too late for me to learn.

    Not really interested in getting curbstomped tbh

    He feels alot easier now. You dont bump stuff as much. I haven't mastered Billy either, but I'm still finding this quite enjoyable, even on console. I'm just glad I lvled him abit so I have a full loadout ready for him now.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637951#Comment_3637951

    I can't wait until February 7th, playing as The Nightmare in the dark.

    Feel like instadown killers are where it's at. Imagine a Bubba sneaking up on people.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637927#Comment_3637927

    This.

    The only problem with Adrenaline is the fact that it wakes you up against Freddy, but other than that it is a perfect perk.

    It doesn't need to be changed.

    It wouldn't surprise me if THATS the change they're talking about. It's the only killer specific perk affect left that I know of.

  • Alot of cheaters have aton of back up accounts. 1 account gets banned, they swap to a new one for awhile til IT gets banned. They aren't likely to have an account with a high amount of hours and aren't likely to be in high MMR since they keep having to restart.

  • @Hex_Ignored said:

    She has the best projectile in the game, of course she wants survivors to cleanse. That's why most plagues run builds that punish not cleansing (thanatophobia, plaything/pentimento)

    It could be argued that the Plagues running those perks enjoy the benefits of the perks on injured survivors. They don't JUST act as incentive to cleanse, but give a nice benefit to those that don't cleanse. At that point, which do you prefer? Having red puke or having the benefits your perks provide against injured survivors.

  • @Hex_Ignored said:

    Haste in general shouldn't stack, both for killers and survivors and neither should gen progression/regression/slowdown. Only the highest active value should be applied at any given time.

    Yeah... survivor Haste stacking can completely break the game. Saw a video the other day of 2 guys running around as fast as the killer basically the whole game. At the end, the killer HAD to just let them go since he couldn't even start EGC to get the entity to kill them since there was 2 of them alive.

  • @Chocolate_Cosmos said:

    - Elemental effects (pls give me flamethrower Killer would be so sick!)

    - Telekinesis (able to trow map objects on Survivors for example)

    - Disquise (able to somewhat mimic Survivor as Killer)

    - Killer that can jump over objects (even walls) or climb cellings (like spider)

    - Map shifter (able to change objects and layout of maps to their will)

    - Mindcontrol (able to borrow Survivors perks or control a Survivor for brief window)

    - Killer with new dimensional (map) teleport (imagine like Freddy if you fall asleep but you are teleported to his Dream world and you have to escape)

    There are just quick thoughts! I am sure there are plenty of unique ideas we never saw before.

    Unfortunately something like jumping over walls probably isn't happening since it would be impossible to use on many maps. The killer basically wouldn't have a power on Lery's for example. It would also be pointless to crawl on those walls for any reason other than the cool factor.

    The flamethrower example is basically just a new ranged Killer with a flamethrower skin. Plague already has a projectile stream. You're replacing vomit with fire.

    Changing map objects in general is highly unlikely and would be limited to MAYBE switching a pallet from 1 location to another. We already got a taste of this with pallet Freddy, who was restricted to placing pallets to select locations that pallets could usually spawn at.

    The disguise idea while neat... kinda comes undone with comms or simply players refusing to stay near teammates once the killer is identified as the disguise Killer. If I'm working on a gen and a teammate comes over... I'm leaving BEFORE verifying if they're gonna stab me or not. Same goes for mind control. "Hey guys, the killer is controlling Meg" is too strong of a counter.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637816#Comment_3637816

    I know the feeling. I'm average at best. I simply always used Prove Thyself when it had the bonus and I run BP builds on my Killers until I get to Silver Or Gold rank.

    I also worry about the lobby dodging.

    Doesn't that instantly screw with matchmaking for 10 people?

    The 4 Survivors in the lobby, the Killer who dodged, the next 4 Survivors they match up with, and the backfill Killer who goes to the P100 lobby?

    It would screw the matchmaking of the original lobby, so the 4 survivors and the killer that backfilled. The NEW lobby wouldn't be affected.

  • @Krazzik said:

    That does seem odd. If there's one p100 you'd think the killer would avoid them and go after the lower prestige survivors.

    I was thinking the same thing. I wanna chase the gen jocky, not the guy following me around clicking his flashlight.

  • @AnxiousGummy said:

    I've only been tunneled/camped/slugged for being P100 maybe like 3 times. These are the only times the killer has explicitly said they did it because I was P100. Otherwise, I don't notice a difference really. I do, however, notice that killers lobby dodge when they see me in the lobby with my P100 main. Even if I am the only P100 survivor, they'll lobby dodge. I sometimes have to resort to the "toxic switch" when the timer nearly completes a few times even though I don't necessarily like doing that.

    I see ppl doing that switch even when everyone else is already readied up... I'm like... you COULDVE just switched and hit the button. You don't HAVE to wait for the timer since the game starts when we're all readied up.

  • @DrDucky said:

    Cleansing otherwise you may as well just play legion.

    The difference for me is Legion's FF consumes PWYF stacks while Plague's green puke doesn't. Sick survivors are also easier to hear. There's no perks that make them quiet.

  • @appleas said:

    Unless you are running addons that give you access to red puke easily, basic M1 mechanics will come into play for Plague. Survivors probably won’t cleanse unless chases are ending quickly while Broken. Plaything + Penti is one way of encouraging Survivors to cleanse. If Survivors remain broken and the map favors stealth play, it’s an easy down with Plaything active.

    I've been running PWYF+Nemesis on her for extra speed. Clears out pallets pretty quickly since its basically impossible to loop once you get PWYF stacks, as well as ending chases.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637633#Comment_3637633

    This is true, people often forget that coincidence can just exist. That the Killer knows that the Survivor is in a specific Locker or behind a specific rock might seem strange to the Survivor, but can only be coincidence. (And I actually prefer if Survivors report something like this. From their PoV it might be either hacking or coincidence, but if it happens over multiple matches, the Devs can at least check if something fishy is going on)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637647#Comment_3637647

    Yeah, I know those people. Pretty disgusting. But often enough you dont even actually see them use cheats, e.g. there was a videoe of Hens regarding a Wesker who was cheating and it was only really visible because he was facing towards Survivors who were behind walls.

    But I still think most of the people who claim to go against Cheaters might just mistake something for Cheats. And this is why video-proof would be nice to have. I got reported by a Spirit a few months ago for using OTR, because she did not know that it does remove grunts of pain. Also got reported for playing Huntress, because I grabbed someone out of a locker they were hiding while I was just reloading (they reported me for Wallhacks, because I kicked the Gen nearby and they thought I could see them with NWTH in the locker...).

    No, I mean a cheater themselves puts up videos blatantly showing their cheats. That's how I know the hatch spawn location is determined when the match starts. The dude was walking by, looked down and the word "hatch" was on the ground.

  • @Ladygagagaghost said:

    I had tons of hackers on Friday. I could honestly say that there was only one killer that I could say was not hacking at all. Saturday was bad and today was bad. I come across a killer with no hook timer and he camped us all. Others are using more subtle hacks. Today I had one that was using perks he didn't have and when I was the last survivor, I went to open the gate and it wouldn't open until he shut the hatch. I am tired of it. As if killer perks weren't OP enough they have to cheat because they lack the skills to use the perks the game gives them. At this point I am not willing to spend anymore money on this game on cosmetics or new survivors (Survivor main here) until BHVR puts a stop to this. These hackers are selling their hacks which is theft and should be punishable by law. I do submit video proof and will be sending yet another to the devs.

    Just so I understand right...

    You were the last survivor so you went and tried to open the gates, but couldn't until the killer closed hatch. That sounds completely normal unless you finished the gens.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627266#Comment_3627266

    Obviously the Devs do something against cheaters. But it is an arms race... Once you close an opportunity for cheaters to cheat, they find a new one. And this is not really a DBD-only problem.

    But I am also very sure that people dont go against as many cheaters as they claim. I think many complaints about cheaters are also because players dont understand things or overlook things (e.g. not realizing what a specific Perk does or stuff like this).

    You actually have people who openly post videos of themselves using cheats. Sometimes those cheats are obvious like going super fast while other times, the viewers only know because we can see the wallhacks.

  • Keeping track of gen regressions from the beginning punishes killers who have been camping those 3 gens from the beginning. Keeping track of gen regressions at the end on the other hand would put killers who've been camping those gens in a STRONGER position than killers who don't since all the pallets in the area are gone. They want to desensitize killers from doing this from the start.

  • @Lobos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637454#Comment_3637454

    Everybody knows the real issue this game has...

    It's the complete lack of cosmetic options that really let me stand out while my goal is to hide!

    It's totally worth the miserable gameplay just so I can be seen by my peers for a few minutes or so I can really let those pesky survivors see what I think is a pretty sweet killer outfit! Makes my whole day better! :)

    I wish there was more chances to actually appreciate my killer cosmetics outside of just seeing them in the lobby. 1st person cameras really screw over this aspect...

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637455#Comment_3637455

    Oh, sorry, I did not think that you were serious about your post.

    Yeah, I would say this is a non-issue. The average Survivor apparently does not even know that they have to do Gens, do you really think they will figure out such a strategy?

    It was just a flat-out Buff because the Devs thought they have to give Killers something back when they limit the Regression-Events. Truth is, the Devs would not have needed to give a compensation, but yet there is another freebie.

    Under this thought pattern, you're screwed no matter what the devs do since your teammates are just derping in the corner. This change won't affect you at all, yay.

  • So... you reply with a completely pointless comment? At no point did I make a joke.

  • I'm still over here just wanting some KB/M support...

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637391#Comment_3637391

    The limited amount of Kicks dont matter if they are not reached anyway most of the time.

    Sure, there will be some Killer who claims they kick Gens 32 times each game. But in the majority of the games it will not happen and the Devs also went for 8 Regression Events because it is a rare occurence that so many Regression events are reached.

    It is just a flat-out buff which was neither needed nor asked for.

    They probably are trying to avoid survivors making a strategy around a killer hitting the 8 regressions. It wouldn't surprise me if it became normal to put a slight amount of progress on each gen you pass, just so random surge procs start hitting gens that realistically didn't have progress. This would be pointless in normal gameplay, but all of a sudden have a point when players know there's a limit to those regressions and deleting them early for no real benefit can come in handy later.

    People have a tendency of changing the way they play to Game a mechanic HARD. Sabo became SUPER common when the basekit unbreakable PTB came out. Killers who wouldn't have slugged survivors were forced to do just that.

  • @crogers271 said:

    I'm more disappointed.

    I feel like the 3 gen thing is something they've been working on for a long time, not realizing that the biggest problems of 3 gen disappeared with the end of overbrine and skull merchant reworks. It happens occasionally, and its really annoying when it does, but we're basically just getting a killer buff to compensate for something that rarely happens.

    I'll wait on Sadako to see how she plays, but the rationale for their explanation of the changes leaved a lot to be desired.

    Extremely disappointed where the Blight addons are ending up after the rework. As a survivor I like facing Blight, he's a well designed killer, the problem has always been those addons.

    The 3 gen thing DOES kinda open the door for letting those perks be strong again...

  • Most of the excitement for me was because of Billy. Sucks Sadako is getting shafted... but there's still plenty to look forward to.

  • It's always funny reading the posts about headsets once you know how ears in general work when figuring out direction.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636865#Comment_3636865

    You mean the invisible walls?

    I hope Behavior removes them one day.

    No, I mean if you shred off a hill or something, you could land on a survivor and do 0 damage.

  • @skylerbound said:

    Just go for chases instead of kicking gens, you’ll have a better time anyway. Bring no way out to extend the match.

    i don’t get people worried about this but maybe I find kicking gens super boring and would rather chase

    Read the OP post again and you'll notice this isn't a killer whining.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637030#Comment_3637030

    With the exception of it not having the vault speed anymore, the 6.1.0 version was stronger than the pre-6.1.0 version. The pre-6.1.0 version could be countered by looking away/moonwalking to the survivor's location, even if this was very awkward counterplay (and not really reasonable to expect killers to do every time). The 6.1.0 version lit up within 36 meters no matter what; LOS and which direction the killer was facing were not factors at all. So there was no way for the killer to avoid the warning, which is what made it better. If the perk icon wasn't lit up, you knew 100% that the killer wasn't nearby and you were in no danger of being snuck up on. The pre-6.1.0 version didn't give you that sense of security.

    I fully understand what your saying, I'm disagreeing that THAT makes it better. False alarms are time wasters. Knowing the killer is within 32 meters of me is pretty useless information and just promotes hiding for no reason. Often times the killer is busy doing other stuff. If the light only pops on when the killer is looking at me, I know I have his attention if that light stays on for a second or 2.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636982#Comment_3636982

    I think they meant the old one before the nerf, not the original. The original just sucked because it forced you to crabwalk sideways everywhere. Was a pretty dumb situation. The old one pre-nerf, line of sight has 0% to do with the survivor being notified. You could walk backwards and the survivor still would be notified. If you were within 36 meters, you simply put had guaranteed info the killer was near. It completely eliminated most of the stealth killers as being threats, as by the time they'd sneak up to you, you'd be long gone.

    That actually makes it worse. Knowing a killer is near is neat, but knowing the killer is near AND they intend on coming to my location is better. Otherwise, you end up wasting time hiding anytime the killer is in the general area. The best version of this perk is before the 6.1.0 change.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636311#Comment_3636311

    The fact it hard countered stealth killers was so ridiculous. I'd be fine it returning if it didn't work vs undetectable.

    It's not a hard counter since it was based off where the killer was looking when within range. Good players would recognize a player had spinechill and would approach their location while looking away a little. Instead of facing 12 o'clock while approaching a gen, just look 2 o'clock instead.

  • Maps and keys are mostly just aura reading tools. Considering there's already aura reading perks... I'm pretty sure that means they just cut out the chest part.

  • @xEa said:

    The question is, how to fix solo queue? We already got more or less all the meaningful buffs. The HUD shows exactly what everybody is doing and therefore it shows what everybody is supposed to do in the current situation.

    Sure, basekit kindred for solo survivors might be an option, but this wont still be the ultimate solution since the main advantages of SWF come with the voice coordination, especially for specific situations.

    Unless they add an ingame voicechat (i would HATE that) i dont see a good solution to Solo queue. Solo feels sometimes so bad because you never know what teammates you get. Some are just in for the BPs, some want to win and some have a daily quest and only care for that.

    There's information still being denied to solo Q such as "What perks do my teammates have". If I KNOW my teammates have deliverance for example, I know it's completely unnecessary to go get a save and possibly put myself in danger. SoloQ teammates though DONT know that and might cost them.

  • @jonifire said:

    Demogorgons Jump is in my opinion extremely strong and fair. Same goes for pyramid head.

    If only Demo's shred could do damage from cliffs and such. It's pretty neat to shred off a 2nd story and get far distance, but it's disappointing knowing it has a 0% chance of doing damage, even if the survivor is in place.

  • I've gotten plenty of hits too from people who try to stay at the loop. You have to sound out a survivor to see which one they are. If I'm at a car loop for example, I lose sight of a survivor once I crouch due to being lower and will only know if they left the loop or not once I'm mid dash. If they didn't, I MIGHT get a hit or at least a pallet. If they DID leave the loop, I won't get a hit OR a pallet. This is a case of survivors knowing the correct move against a Pig trying to dash.

    Ultimately there's a handful of structures where the dash comes in handy such as the tractors on coldwind farm maps, but survivors leaving the loop when they see you crouch and hear you roar is a pretty hard counter for basically the other 95% of loops in the game.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636454#Comment_3636454

    It's also severely underrated. I score ambush hits at loops all the time. It's usually a 50/50 but that's better than a guaranteed no hit and eating a pallet anyway.

    It's really not. It's about a 100% miss if the survivor takes that opportunity to simply leave the loop as soon as you try it.

  • Basement is still stronger than regular hooks and has the benefit of being immune to hooks breaking. I try to bring a death hook survivor to basement to save my hooks whenever possible.

  • That awkward moment when Pig's antiloop is so bad that it's not even mentioned.

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636117#Comment_3636117

    Kill Rate doesn't say anything. Basically if Killer lose his game very hard - Survivors throw and give him 1 or 2 Kills usually. Not always, but yeah... It happens very often in my opinion. Also Kill Rate at low MMR is probably very high, because nobody knows how to play and try to hide.

    Reminds me of the depip squad. If at the end of the game the killer has someone on hook... they'd just leave. No hook trades, no giving any chance for a comeback. The killer gets 1 kill.

  • This is why I like running batteries included and infectious fright on Legion. A team of injured people makes for great snowball potential, especially late game when groups are trying to finish the last gen.

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