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MadLordJack

MadLordJack

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MadLordJack
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  • Just wondering, console or PC?

  • Yeah, I'm not sure about his overall power level at the moment (he could be like Deathslinger: OP in chase, but wrecked by stealth and gens) but his chase potential seems insane. I'm keen to try him out some more, I'm not exactly a good Leatherface, but I'm really hoping Freddy doesn't have competition for Easy Strong Guy. After all, Leatherface was one of the easiest killers in the game before this patch, and now he's pretty damned strong. Hopefully he won't be when I play him.

  • @Auron471 said:

    no mither is insanely op.

    I mean... it completely negates all instadowns, and completely negates the need to heal! super top tier perk.

    Nothing counters Ghostface more than 4 No Mithers.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1485507#Comment_1485507

    Old Franklins had no pressure. You could ignore it and play normally and go looking for your item in endgame. If you didn't make it to endgame, you weren't keeping the item anyway. New Franklins forces Survivors that want their item to look for it mid-game, which creates slowdown: something old Franklins didn't really do well.

    As for teams with items, Rank 1 Killer queues allow me to be choosy with my games since I get lobbies in around a minute or less. And pro-tip, Survivors that bring med-kits usually don't have self-heal or bond so they're planning on relying on them for sustain. It hurts more than you think. And top tier Survivors are obsessed with their flashlights, they literally will spend the entire remaining timer looking for that purple beamer no joke

    I suppose I prefer a perk that's good against a wide range of survivors to a perk that's good against a select few morons that won't give up on their item.

  • Two holes. 1, you are relying on survivors having items in the first place and being the kind of survivor that worships and relies on their item. 2, in that scenario the old Franklins would have been better, wouldnt it? They would have wasted even more time finding their item after they got the trap off. I like the whole "Make you choice..." vibe, but surely the old Franklins would have have wasted more time by actually promising them that they COULD find it.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1485284#Comment_1485284

    No joke.

    It hurts killers more, I think, but it definitely affects both sides.

    It depends. Killers can now see survivors directly through generators, but how well they can depends on their graphics quality, and it's harder than ever to see individual aura's as a whole. Either way, my fun, goofy Kindred/Bond/Open Handed build is gone.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1484690#Comment_1484690

    med kits run out so fast though what is it 4-10 heals max and this a garentee for no flashlights save and normal gen speeds

    It's not normal gen speeds, though, is it? Rapid self-healing and no map pressure. Everyone can come for unhooks unimpeded. That's a recipe for rapid generator speeds, given that people aren't wasting time running around looking for a heal, or repairing a generator while injured and leaving themselves vulnerable to a quick down.

    Honestly, 4 medkits scare me more that 4 toolboxes, and for very good reason. Even 4 brown medkits take away your early/midgame pressure.

  • @zoozoom6 said:

    not wanting to play against 4 flashlight with hag or wraith is understandable refusing to play against 4 med kits unless you can completely counter them is just you being a baby

    Have you ever gone against 4 medkits? Bye bye map pressure. Bye bye juggling. Everyone's healthy unless you're chasing them.

  • @BigTimeGamer said:

    They added a nerf to Knock Out, a perk that is already pretty bad, I've said it before but i dunno why they don't do more frequent perk buffs, don't need to wait months for a nerf to something like knock out lmao

    Knockout was one of those perks that was awful against SWF and borderline OP against solo's. Not sure it needed a nerf, but it was probably to try to make up the difference... Somehow.

  • @BaldursGate2 said:

    Aura reading perks for survivor are not meta and you only need to see hooked survivor, what is easy, because it is the only red stain in the whole map. Killers ain't see the gens, bbq does not work, exit gates are dark as hell.

    Uninstall game is the best solution if this stays this bad.

    Aura reading perks are absolutely meta, they just aren't the lazy option.

  • @FreakPrince said:

    https://forum.deadbydaylight.com/en/discussion/comment/1484561#Comment_1484561

    I never said people on PC lived in the heaven. All I want is the optimization that was promised and yet we get even more lag.

    I dare you to play Freddy on console with this patch.

    Better idea, I'll play Freddy on my year-1 Xbox one. And it'll run like absolute shite, to be sure, but not a whole lot worse than PC.

  • @FreakPrince said:

    https://forum.deadbydaylight.com/en/discussion/comment/1484214#Comment_1484214

    The aura changes were already in the PTB.

    Every update that comes we get more and more bugs and even more lag, so I’m sorry if I can’t keep my ######### together when this game keeps LAGGING to the point it’s unbearable to play. It’s negligence to console players now.

    If you play on PC don’t quote me cause you don’t know what you’re talking about.

    Yeah, PC has absolutely no problems, lingering or otherwise. Every PC player has a multi-thousand dollar setup and a racing chair to boot. No bug here, no siree, just PC entitlement and the Master Race.

    We all know console is a shite port, but don't pretend that PC works much better. I still randomly lose frames every few minutes, chases spontaneously lag, the game looks like absolute shite because most of us don't have the money to upgrade. My PC has less processing power than my damn Xbox, and the only reason it runs the game better is because I can set my graphics to the barest of minimums.


  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1481965#Comment_1481965

    There are plenty of decent loops if you take the time to actually learn them. Additionally, Midwich is made to be a stealth map like every other indoor map.

    There's actually not, they're very basic loops and they are very few and far between. Not to mention the fact that stealth is extremely survivor sided in DBD, what with killers being completely unable to hear anything or have any form of environmental que, or the fact that Midwich lends itself poorly as a stealth map given that it has long stretches of absolute nothingness. I don't know if you've ever played as Ghostface, Wraith or Pig in Midwich, but they are a good test of the stealth potential of a map, and they aren't good in that map.

  • Depends on how well you plan ahead, how well you know stalking spots, and how good your situational awareness is. Ghostface is one of the least aggressive killers in the game: Good survivors can't do anything if you deny them the ability to.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/175421/midwichs-absurd-design

    The map is perfectly fine, there are 4 ways up and about 11 ways down from the 2nd floor. If you're struggling, here's a video and map of the entire structure explaining how to traverse it.

    https://www.youtube.com/watch?v=y2mP5YCV29g

    The problem people have isn't balance or traversal, it's the map itself. lts just a horrific slog through the most hold-W experience in DBD because there's no cutoff points and no decent loops.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480579#Comment_1480579

    It's actually usually the right play to split up and do gens against Thanat. Usually the killers running it are exceptionally good at keeping people injured, like Legion. Trying to group up and heal through will just make your team waste more time than powering through the gens. If you can only average one stack of Thanat throughout the trial you're probably using the wrong perk, getting outplayed, or both.

    Self-Care also isn't nearly as bad of a perk as people like to say, since 1 person * 32 seconds is effectively the same as 2 people * 16 seconds, not counting any coop action slowdown from you two doing a gen together after the heal is finished. I think the perk just gets a bad rap because people like to run to random corners of the map and heal themselves through Sloppy instead of just playing the game. It's definitely a bad idea to heal through 4 Thanat stacks with it unless if it's absolutely necessary, especially against killers that are good at keeping teams injured, but there are still going to be times where it makes sense.

    Whether or not all of the gens are finished isn't really too relevant. Either the survivors never finish all gens, in which case the worst possible outcome is a hatch escape, or they do, and you get max benefit out of this perk. I don't but the "you almost certainly lost" if the survivors power the gates. If Thanat buys you an extra 50 seconds, that could be enough time for almost two hooks, and that could make a huge difference in how many survivors you're able to kill. It could also help more than just the direct slowdown would suggest; Thanat could give you extra Pops over the course of the match, for example, if there's even one case when survivors aren't quite able to finish a nearly-completed gen before you reach them.

    Might there be a better perk than Thanat, though? Totally! It depends on your killer and your build. But if you're playing forever Freddy, or Legion, or something of that nature, you're probably going to get a lot of mileage out of Thanat. I think it's in a good position right now. It can be used effectively by some killers and in certain builds, but it's also not strong enough to be overwhelming.

    The part of this that amused me the most was you trying to defend Self Care by pointing out that, in the time it takes for 1 person to heal, 2 people could have healed and gone on to work on a generator!

    A close second was you failing to understand the reason to group together. Spoiler: Gens have less slowdown applied AND less opportunity to use Pop. Not to mention that you can always just heal one another, with only 2 exceptions that are... Well, exceptions.

    And third was your assumption that you got maximum value out of a perk that didn't even prevent the one thing it's designed to prevent. Honestly, if you are going to review a perk, that is the precise opposite of "maximum value".

  • Killers that get noise spammed

    Killers that see a hidden survivor offering and a haddonfield/Ormond/farm/saloon offering

    I've had 3 killers DC immediately today because of my Fair and Fun teammates. Can't blame them.

  • Killers that get noise spammed

    Killers that see a hidden survivor offering and a haddonfield/Ormond/farm/saloon offering

    I've had 3 killers DC immediately today because of my Fair and Fun teammates. Getting rather sick of it, and the fact that I can't really blame the DC's. Even had some arse spam the shack window when the killer chased someone else (I was hooked in the basement, watched the whole thing on Kindred).

  • Killers that get noise spammed

    Killers that see a hidden survivor offering and a haddonfield/Ormond/farm/saloon offering

    I've had 3 killers DC immediately today because of my Fair and Fun teammates. Getting rather sick of it, and the fact that I can't really blame the DC's. Even had some arse spam the shack window when the killer chased someone else (I was hooked in the basement, watched the whole thing on Kindred).

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1481388#Comment_1481388

    It's not like killers write ez too when they basically got reckd. my last game was a legion who typed ez after killing me with an iridescent mori and NOED and iridescent addons even tho he only got 2 kills, wow. Should we balance the game after douchebags now?

    I know you're being sarcastic, but yes. Douchebags are the ones that abuse the strongest things for the easiest time.

  • PC Au/NZ

    Survivor: 5-10 minutes


    Killer: 1-2 minutes (peak times) or 20 minutes (non-peak times)

  • I genuinely don't see why people keep comparing Billy to Nurse. I know they're the OG powerhouses, but Nurses power literally breaks the game and voids any and all counterplay except "don't get seen in the first place by the killer whose meta builds are 4 tracking perks". As opposed to Billy, who was basically the definition of an m2 chaser. One of these deserved a nerf that made them more difficult to play, and the other had a big chainsaw.

  • That is exactly what I thought, too. He can even continue a chainsaw charge after the damn thing overheats... What?

  • That was actually a huge complaint people had with Demo when he was first released, and I genuinely have no idea what happened to resolve it.

  • The problem you are experiencing is confusing "hard" with "frustrating". Solo que isn't actually that difficult when you accept that you cannot control your teammates, rendering the concept of "difficulty" null and void. After all, it's unreasonable to expect you do do literally twice the work with half the hook states.

    Suddenly you realise that you only have to pull your weight, and if someone else doesn't pull theirs then... Well, that's why we all want better matchmaking. Although, if the matchmaking does work, we're going to need a solid killer buff to compensate.

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480697#Comment_1480697

    Technically you did lose. You lost a BBQ aura reveal or Pop proc, Blood Warden proc, etc.

    For the ultra-sweaty squads BP means literally nothing, just that the killer doesn't win is all that matters.

    Actually, the killer doesn't lose anything unless the survivor DC's the moment they go down... Except even then the killer doesn't lose anything, because now they don't have to carry them to a hook, a potentially costly amount of time. The only negative is one single, solitary less point in the Sacrifice catagory, since DC's count as a kill and reward 2 points. It's essentially the same as someone dying on their second hook.

    Bonus life points if they DC and brag about denying your 32k game.

  • Its balanced in the sense that an amazing Nurse with an ebony Mori can give a tournament SWF squad a run for their money. Which is to say, it is unbalanced AF if that's the level of strength you need to equalise the playing field.

  • The issues are twofold. First, those add-ons are extremely difficult to come up with and balance. Second, they could potentially rob themselves of killers.

    Seriously, how much do you think they're kicking themselves over Scratched Mirror Myers? That could have been an entirely unique killer right there. Now imagine if every single killer had add-ons that completely changed their gameplay? How many would take the place of killers already in the works?

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479272#Comment_1479272

    That's not an adequate comparison. When Ruin was nerfed, you already had many other slowdown perks available including Ruin, which is still widely used today.

    Moris encourage tunneling off of first hook. Literally every match you play with a mori, they tunnel for that stupid animation. It needs to be changed alongside keys or before. Period.

    I'm sorry, did you think I was comparing Ruin and Keys? Or Ruin and Mori's? I was looking at what happens when you remove 1 broken toy without removing the other.

    If you remove either keys or mori's, people will ######### and complain that their broken toys are gone but that the other side still has theirs. In fact, you just proved my point. You're so touchy about the subject that, after I agreed WITH YOU that they both need to go, you felt the need to attack me and completely ignore what I said. Even the fact that you said mori's need to be changed "alongside OR BEFORE" is a wonderful indicator. Did you want several months of free escapes with that side of entitlement? Or would you rage quit if they changed keys months before Mori's, as I suggested many people would?

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1478846#Comment_1478846

    While Plague can get a similar effect as infinite EW3 Myers, Survivors can use the fountains to heal and she lacks increased vault speed and increased lunge, those 2 things alone make Myers way more dangerous than Plague while broken, especially the lunge.

    You invalidated your own point by bringing up cleansing. Plague is at her absolute weakest when survivors don't cleanse for a very, very good reason. That's why "don't cleanse" is meta in the first place, even after her 1 free fountain.

    And the increased lunge and vault speed aren't that considerable. Faster than normal vaulting is still significantly lower than survivors and still allows them massive distance gain. The lunge is extremely unreliable thanks to dedicated servers. It's not even a faster lunge, it just has extra time tacked on at the end, which means it only makes Myers more dangerous in a tiny number of situations. I'd take green mist, blood, and loud coughing any day.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479192#Comment_1479192

    I like the idea of decreasing returns, but you're definitely not better off running Pop and using it once. For the sake of making the math easier, let's say all actions are completed with 8% slowdown. Let's also assume every gen is done solo and they never regress (i.e. survivors never fail a skill check, you never kick a gen, and you're not running Ruin or Surge). In that case you'd save about 35 seconds from the gens alone. Let's also assume that each survivor gets healed by a teammate once over the course of the match, and two survivors heal with Self Care once. You'd save about 18 more seconds from that. Let's assume no hooks are sabotaged during the trial. So, overall, that's about 53 seconds, which is closer to three full Pops (20 seconds max per Pop).

    The effect is even stronger if you're running other slowdown perks. The slower the game is and the more you're able to regress generators throughout the match, the more actions survivors need to do under the effects of Thanatophobia and the more it benefits you over the course of the match. However, I'd expect that only a few killers will be able to keep people injured well enough to get good benefit from this perk. Legion, Plague, or top-tier killers running Sloppy.

    Don't ignore basic gameplay. Survivors don't split up and do gens against Thana unless they are braindead, they don't stay injured, and when multiple survivors are injured they usually aren't doing gens, but healing or chasing. In terms of actual progress slowdown, you're better off assuming 1 stack throughout the entire trial.

    And, given that SC is in the mix... Guess what, you're going to win because of that alone. No Thana needed. That is an insane amount of slowdown right there. Not to mention the fact that if all of the gens are finished, you almost certainly lost and the slowdown (which gets split up across all 5 gens) didn't help in the slightest.

    Thana sounds good on paper, especially when you are being that generous, but when you actually take the perk off and run literally nothing in its place, the difference is almost imperceptible.

  • @Splinterverse said:

    OP -- hell no!

    Keys are already getting a nerf with the Franklin's changes.

    There should be no more changes to keys until moris are addressed.

    End of story!

    Couldn't agree more. Remember when Ruin got changed and it took several more months to nerf toolboxes? Yeah, that's what happens when they do one side at a time. Mass, rapid exodus.

  • Monstrous shrine: if you hook people in the basement, they yeet off by themselves. All other hooks never break and you can see the aura's of people around them.

    But Pop only does 10% regression.

  • The only change Ghostface needs is a base 20 cooldown and a nerf/rework of his cooldown add-ons. Marking is one of the most useful abilities in the game, but it is designed to be extremely difficult to pull off, and basically requires a similar mindset to Hag and trapper, in that you are essentially playing a chess match and thinking 5 moves ahead.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479225#Comment_1479225

    Wouldn't make sense when it comes to the design behind Bitter Murmur.

    "For each unique gen kicked, gain 25% bonus BP's, up to 50/75/100% bonus BP's."

  • I want them to take away BBQ's BP bonus, slap it onto Bitter Murmer, and make every single conditionally active survivor perk deactivate when 1 goes off.

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479143#Comment_1479143

    You've clearly never seen Scorpionz

    Surge should not work with hatchets for many reasons. Does it work within 32m of survivor or killer? If it works on the survivor that isnt very fair. It'll cause certain issues that shouldn't arise at all.

    I have watched Scorpionz, he is the one that showed me the power of Amanda, and he is the one that admitted that her dash attack is reliant on survivors not running away the moment you crouch, both in his Pig guide and regularly in his streams.

    And I honestly don't see any problems that would arise from either of those scenario's. Can you elaborate? Even the biggest, a cross-map into a centralised area hitting multiple gens, is kind of not great. If it hits 5 gens... ######### were those survivors doing, Pop is the meta, you shouldn't be splitting up and giving the killer time to actually use the perk, you should be focusing on a gen or 2 at any given time. Also, even in that scenario, it's only 6 seconds on each gen plus .25 extra seconds per second the gen isn't tapped. And that would be an insanely rare scenario to begin with. Even with Surveillance I don't see the problem.

  • What if Thana had decreasing returns? 6% for 1 person, 11% for 2, 15% for 3, 18% for 4? As it stands, when you look at the actual numbers, you're better off running Pop and only using it once. It is one of the most overblown perks in the game. The only time it has a measurable effect is when it's got 3-4 tokens and the survivors are split up, and that's a tall ask to begin with even ignoring that the effect is still rather small in that scenario. But maybe a bigger reward for 1 or 2 injuries might actually make it work better.

    Edit: I should clarify, those numbers are total slowdown, not the amount of slowdown each person adds. 50% slowdown total? I'm not THAT malevolent.

  • Pop and Surveillance, Discordance and Sloppy, Surge and Surveillance, or my all-time favourite, Sloppy and Nurses.

    None of them are full slowdown combo's, but that's because slowdown combo's in DbD suck (for the most part). Forever Legion and Forever Freddy are the only two that actually have some merit, all the rest tend to backfire because you end up trying to slow down the game instead of playing into your killers strengths and weaknesses. But, the combo's I use serve to slow down the game quite nicely by telling you exactly where to apply the slowing-down pressure. (Or forcing them to run away into a corner to heal.)

  • @Booper_Of_Snoot said:

    Because before this was removed, Legion could get to 8 stacks of STBFL in one frenzy.

    Huntress could proc sloppy, and is this was removed, surge at any distance with no reasoning.

    Franklins could be proc'd with a hatchet, which is also, kinda silly.

    Of course, some things should be changed (Surge should not work with hatchets, but chainsaws, Remember me should work with hatchets and saws,)

    basic attack requirement for exposed is within reason. On the PTB with Demo, you could proc it with his lunge, and well, it wasnt very fair.

    Pigs lunge can be god tier, and also shouldnt proc Exposed.

    Whilst some should definitely be changed, like third seal, and surge, I completely understand the system we have, and as much as a QOL would be nice to have, I understand devs probably have a main course of better things to be doing.

    I'm curious, why should surge not work with hatchets? I cannot think of a single instance where that would be overpowered, given the drastic cooldown and extreme rarity of scenarios where you catch more than a single gen

    Edit: I would also like to say that pigs lunge is never God tier. The survivors have to be relatively brain-dead to get caught in it, given that they can just run away from the loop.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1478841#Comment_1478841

    All the insulting and abusive postgame chat is not only done by survivors but also by killers. And killers use also their rules such as forbidden usage of DS or Adrenaline here. So nothing survivor exclusive.

    and if the survivors really use the term „rulebook“ in their insults, I will always see it as memeing or not meaning it seriously. I have never seen it used seriously, not even in the forum endgamechat screenshots that show all the toxic survs

    I can tell you right now that it is far, far more common for survivors to verbally abuse killers than the other way around. I play more survivor than killer these days, and the sheer amount of times I have seen my "teammates" attack the killer out of the blue is insane. It most certainly happens more often than the other way around. In fact, I almost never see a killer mention survivor perks til someone starts the insultsAll of that insulting and abusive post-game? That's almost always started by the survivors, usually after the killer drops a "GG".

    And second, you are missing the point. I, too, have never seen anyone use the term "rulebook", and yet they constantly go on about things covered by the once-sarcastic rulebook. That is the problem. The one-time-joke has practically become an actual thing. You are confusing the concept of the "rulebook" with the actual impact that these imaginary rules have on individual trials. And, as I have stated, it is not something that goes both ways. If I hold my teammates to the basic standard of not running DS/UB, I become an undercover killer main that was secretly teaming the entire time. That accusation has been thrown at me more than once. And woe unto me if I, the killer, point out in the middle of my obligatory, one-sided roast that one (or all) of my opponents did something that could be considered toxic, because survivors don't have to follow any imaginary rules to make the game more fun for killers, apparently.

  • It's probably as convoluted as it is so it stops trolls and people without actual problems to report from reporting them.

    And if you went against a hacker, I'm fairly certain you need video evidence and an in-game report as well.

  • If infinite T3 is toxic, then playing Plague is... Ultra toxic?

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1478104#Comment_1478104

    Looking at these forums, survivors are definitely not the only ones victimizing themselves against something big bad...

    sorry but that’s just not a one side thing, those people exist on both sides, and while i wasn’t here from the beginning I am really confident about the fact that this was always coming from the whole community. Both rulebooks are just memes, there are people on both sides making ‚rules‘ for the other side.

    Unfortunately, the rulebook "meme" isn't really a meme any longer, or else killers wouldn't get insulted and abused in post game chats for not following it. Unless you are suggesting that all of the toxicity and bullying is just a part of the meme?

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475676#Comment_1475676

    Lol, you can not be serious about this statement. Every change for the last year at least has been pro-killer. I see survivors on this forum daily post about the same issues and nothing is ever done, in fact the devs put out interviews that state plainly they couldn't give a ######### less about those complaints and plan to do nothing. This is not a pro-survivor environment at all.

    The quantity of changes doesnt measure up to the quality. Survivors are still the stronger, easier role, and there have in fact been plenty of "pro-survivor" changes to boot. Ruin is gone, Nurse is harder than ever, Spirit got a bit of a nerf, Billy is getting nerfed, even the BL "nerf" actually made it stronger. Hells, the instaheal-nerf patch actually made medkits stronger and didn't even remotely touch steptic agents. And, Kindred buff, aye? That was a sweet one, it's now my favourite perk. And the Gearhead nerf... I'm not sure why it happened, but it most certainly happened. And there's the Dedicated Servers, they nerfed Plague, Myers and Ghostface and made grabs borderline impossible, with the only downside being "exhausted on the ground", something that's still easy to avoid by simply using the perk correctly. And the second Legion nerf, that was a wierd one. Plus, the massive, massive buff that was chase music drowning out survivor footsteps and breathing.

  • The massive, massive irony being that Freddy is one of the least fun killers to go against, simply because everyone knows how easy and mindless he is, and the sheer number of Freddy's they see because of that.

    And you cannot convince me otherwise given that, when I wanted to farm BP yesterday, I popped on some MiW and listened to their last 3 albums whilst mindlessly getting 2-3k's. I literally cannot do that even with my best killers. I've tried. And suffered the depips.

    I get that the game needs to be fun and fair, but a little self-reflection is in order.

  • So long as it remains only for licenced killers and certain cosmetics, I'm fine with it. I just wish that the cosmetics themselves were cheaper on the Iri shards, because it's kind of stupid just how expensive they are in terms of time.

  • Corrupt is an unfortunate perk in the sense that it has become worse and worse over time as players adapt. Back in the Old Ruin meta, when people still attempted to get 12 hooks, Corrupt was my go-to slowdown perk. Now almost everyone just stealths it out and I get no value, because that is the correct counterplay and I can't really argue with it.

  • Kate and Yui. Kate when I want to play normally or with a little stealth, Yui when I just don't give a shite so come at me, killer.

  • The best endgame chat I have ever been was against a Nurse in Yamaoka. She had been practising for a while with Infectious Fright and kept making some huge, huge mistakes (she beat us, but that's because one of our teammates suicided) so me and her went back and forth swapping tips and critique's about each others gameplay and I honestly am absolutely terrified of her every time I see that skin combo because now she's practically unbeatable.

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