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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • @Huge_Bush said:

    it’s simple. The game should track how many DCs and how many early hook suicides someone attempts. Once it hits a high threshold, matchmaking should start grouping them and matching them against like minded players.

    I have heard at least one other game do this (can't remember the name though), but I recall it was successful. This would be a great thing to put into this game.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725752#Comment_3725752

    When map boosting is in place that overrides the map repeat prevention (intentionally). There's 6 maps per week that are boosted

    Thank you for your reply. Can't say I'm a fan of that aspect. Would much rather the system finds a way to prevent side-by-side repeats and just increase the chances of those maps appearing. Just some feedback.

  • Big brain decision made here! Thank you so much!

    Please make this permanent. It's clearly amazingly popular, it's a great advertising tool for people wanting to try out certain perks, it's almost the perfect casual mode for those wanting to escape the usual meta and - at least in my experience - because it's more chilled people are a lot more friendly and agreeable in chat.

    This mode would be a huge for the game. Even if it becomes permanent in this state, with changes towards more randomization later down the line after the 2v8, I would absolutely be spending more time on this game. The best thing you guys have done in some time, and you have done some great things recently especially, so that says a lot!

  • @Mandy said:

    This is to do with the map boostings, some maps each week will be boosted to appear more frequently.

    Regardless of map boosting, the non-repeat feature should be stopping the same map appearing twice, and last time I checked there were 4 maps which were boosted. This hadn't happened the previous weeks, so if the non-repeat feature could always be maintained then we'd appreciate it.

  • Is it the East Wing? Because I had 4 trials in a row - 2 as Killer and 2 as Survivor - all on that map. Somethings off.

  • I'd have it as a game modifier first to test what people think. It sounds a fun idea, and I like adding mini-tasks. It may also mean reducing the gen times a little to compensate.

    I think testing would be good first, as it's something that may need practicr first but, if it works out, could be fun!

  • I understand the reasons for the company not doing lesser-known licenses as financial it may not make as much sense, but I'd like them to take a couple of steps into smaller license territories. "The Magnus Archives" is such an example that offers so much, but not sure how big or beneficial it would be to the main game.

    In general, it feels like they have a good balance. Now DBD has cemented it's position as a horror Hall-of-Fame, there will be more licenses wanting to become involved and the demand will ever increase, so I can see the choice maybe having an impact on DBD original chapters in future, perhaps?

    I hope the original chapters will still flourish though. The team's Killer designs have been excellent, and The Unknown/ Sable Chapter especially had a flawless marketing campaign (so much so, I think it was more desired than a few of the licenses! I don't recall the hype being the same for Alien, Chucky and Alan Wake). I'd love for them to make some more iconics.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724746#Comment_3724746

    Chess is a 1v1 game. In games like LoL where you are on a team, you have a vote surrender.

    Well, the surrender vote is still not implemented in DbD (although it is in some DbD clones), and the killer is one player who also can't surrender. It just shows how far DbD is from being completely thought-through in this regard. Also, until MMR starts counting survivors as a whole team (as some DbD clones do) instead of 1v1v1v1v1, I refuse to think of survivors as of a team too. After all, MMR shows the intention of the devs much more clearly than anything else: if the devs think that survivors are not a team, than who are we to argue with them?

    There's no valid excuse for giving up and screwing over your own
    teammates. If you don't want to play out games of DBD, then don't queue
    up in the first place.

    It's nice how you completely ignored everything said above and decided to repeat the same phrase that has been repeated for years, all over again. If seeing your teammates doing absolutely nothing or even screwing you over is not a good enough reason to go next - then I don't know what a "waste of time" is according to you. And please, stop using this strawman about "you don't like all games of DbD in general", nobody said anything about "not wanting to play games of DbD", we are speaking about a very specific kind of games.

    For the vast, vast majority this does not happen. It's nice you're not refering all the times people give up because they got downed once, or decoded they don't want to play. It's a subjective belief that people often exaggerate and use as an excuse. The reason its repeated is because the reasoning doesn't change and it's a valid response. Validity isn't a trend you can shift along.

    Also, I will continue to use the "strawman" comment that if someone is repeatedly doing this then they should play something else, or - and this is perhaps a more lenient solution - dump repeated quitters together with each other to play games amongst themselves. Again, this is a valid argument because why play something you'd repeatedly give up on.

    Finally, if my team mates are deliberately screwing me over, I gather the evidence and send it over as a report. I've had reports come back to me saying an action has been taken (which I know doesn't always mean it was because of that specific report)but shows it's worked.

    Basically, I'll keep my stance on this, I have seen people end themselves far more for petty reasons than not, and if a position has been maintained for years - as you say - there's a good reason why.

    Anyway, I'll leave it here. These discussions can get animated and I prefer not to waste my time on back and forth arguments where neither side would ultimately agree or meet in the middle. I don't get that vibe from yiu and know I won't be changing any time soon regarding this opinion.

  • @Mandy said:

    This is not something reportable in game. It falls within the same definition that t-bagging does, whilst not great sportsmanship it's not against the rules either.

    Should unsportsmanlike behaviour - and I mean clearly unsportsmanlike, such as the humping, not teabagging at a loop to divert a killer's attention - have some sort of reportable consequence? Or is it not noted because of the general consensus that it's difficult to discern?

    Because I'd say that if you understand unsportsmanlike behaviour has taken place, even a warning message sent regarding this behaviour would be better than nothing, especially if the aim is to encourage a more enjoyable experience.

  • What comes to mind is, regardless of whether that player decides the game is lost and wants to move on (or whatever the reason is), it's still a selfish and entitled position, because it leaves 3 other survivors in a terrible position, and one killer who also mostly feels like the trial has become unfun.

    The selfishness of one ruins it for the others, and regarding some declarations that "the game is lost anyway" - yes, it is after you wimped out! There have been many trials where survivors have been hooked early, yet still got out alive! Heck, I remember being hooked twice in the first few minutes of a game, yet still got out.

    No matter the excuses, the fact remains is that when someone declares they left because a game is lost because of an early down is heavily unempathetic and childlike. If I felt his way about this game, I just wouldn't play it - there are many other games I'd probably enjoy more if this was my mentality.

  • This needs to be a permanent mode. Even in the forums, this is one of those times the vast majority are supportive and praising of the dev's actions.

    I can understand if it were to be permanent there may be changes, such as random everything and the BP bonus being dropped - maybe even the randomizer uses just the perks you have available (although personally, this would be a great way to sell dlc to players if they discover a perk they fall in love with, yet do not have), but this has to be a permanent mode.

    Maybe the reason it isn't was because it wasn't as highly requested as some their mode propositions (2v8) and perhaps this was more to test if it was viable or - keeping in mind the responses to the previous trial modes which were decent, but people lost interest quickly - they may have worried this may go down the same route. Hopefully, with all the positive feedback, they'll see the appeal and bring it back permanently, with maybe some changes.

  • I see Renato more than Thalita, but they do appear a decent amount of times.

    They were both the better things to come out of the "Tools of Torment" dlc, and perkwise Renato especially introduced a new meta perk, so I'm fine with then both!

  • You could colab DBD with literally anything! Literally, here's a basic list off the top of my head:

    • Bethesda (Fallout/Elder Scrolls)

    • The Games Workshop (Warhammer/Warhammer 40,000)

    • The SCP Foundation

    • The Fog Whisperer Program (a bit of a cheap choice, but having the Fog Whisperers as characters or skins could be fun)

    • Rusty Quill Podcasts (The Magnus Archives/ Chapter & Multiverse/ etc.)

    • Trevor Henderson

    • Square Enix (Final Fantasy/ etc)

    • The Brothers Grimm

    • Bioware Studios (Mass Effect/ Dragon Age)

    • Shin Megami Tensei (Persona/ Digital Devil Saga/ etc.)

    • WWE (wrestling promotion)

    • Sustainable Fashion Brands, such as E.L.V. Denim or Brøgger

    • Rockstar Games (GTA/ Red Dead)

  • I'd love it if they created a randomizer very similar to www.dbd-randomizer.com, which not only creates complete randomness, but also can cometimes either make a slot vacant or even a choice of your own, if the randomizer luckily grants you it, as well as sets a challenge every time where you can gain additional BP (obviously, the challenge cannot be disruptive, so it would be basic, like "succeed at 5 skill checks" or "chase survivors for a total of 60 seconds", or basically the challenges in the randomizer Tome.).

    Also, once again, this mode needs to be permanent. Once 2v8 comes out, this has to be the next permanent mode.

  • Then this works on unknown mathematical principles because I've been doing great, both as Survivor and as Killer.

    I know this bait because it's the weekend though, so just to help I would recommend putting this post during the week, because that's when it can catch people out better. Make some more posts prior too, because as it currently stands this was a single post account, so holds little weight.

    Still, welcome to chaos, and hopefully those tips will help you out with good bait posts in future! :)

  • Each trial, you could go in with the attitude of: "What do I want to practice today?". Is it certain loops? To make the most out of a perk? To be able to use the HUD better? Whatever it is, go in with that in mind instead of just "I want to win".

    Secondly, experiment and be unpredictable. Figure out not just what the best way to do things are, but what works best for you.Try things out during chases and learn to make decisions and take risks on a whim.

    I'd also say - as the person earlier said - learn your HUD. That gives so much information now and can really help point out what priority you have to consider.

    Other things include: perhaps choose a swf for some trials (although I don't, it's abundantly clear many love it and sharing knowledge and watching each other will help with your gameplay; do a randomiser (to learn to think on your feet, gain experience and adapt to situations); watch YouTube guides or people's streams.

    Finally, do not give up. Even if some wuss gives up after being caught by a trap, the trial can be a good learning point. Use what happens to practice further. Eventually, you'll be doing much better and having a lot of success, without pressurising yourself to always win.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722474#Comment_3722474

    The gap is an information gap... You cannot close that by changing your attitude ^^

    With that argument you can undermine any form of communication, because it can always result in abuse, which is why there are not only rules that forbid such Behaviour but also mute and report button to be able to prevent them immediately by muting the person or longer lasting by reporting them.

    There's plenty of information out there now. We know what people are doing and we know when someone is being chased. There are perks for other things, so I don't need anything else, and if I did I would find a swf.

    Also, the gap isn't just information. It is attitude as well. In a SWF with friends they don't give up because they are downed in 10 seconds. The issues I have with playing SoloQ are nearly always the attitude and childishness of some other Survivors. I can't say information is anywhere up there now.

    We're not going to agree on this and I respect your stance, but back to the main point there's nothing that would convince me voice comms in Solo is needed nor wanted, nor would it give me significantly more info than I already feel is necessary.

  • Absolutely agree this should stay. I play like this even in regular trials and it has always kept the game engaging and never stale. To have an option whereby people who want to be random but are worried about any disadvantages can now play on a level playing field would be great!

    From my experience, you can still be good playing random in the main game and have good results, because people rely too heavily on perks and not gameplay. However, this is the perfect equalising of the playing field. I'd admit I'd probably jump straight into this mode if it became permanent.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722412#Comment_3722412

    Thats a little bit ridiculous to assume people will grief you over that. You may have the option to do that, but others don't because they maybe don't have people to play with.

    You can just turn the option off and griefing is still a reportable offense, so I really don't think this is as big of an issue as you make it out to be.

    The solution to bridge the gap between solo and swf is to be in a swf... Great yeah that will solve everything...

    Not ridiculous at all. You've seen and read how randoms act to others and how someone will deliberately make the game for another a real problem. There's an "Unsportsmanlike" report button for a reason.

    As for the final paragraph, that is the only way if someone cares that much. SoloQ is in a decent enough place as is. I have far more trials with others who play fine enough than those who kill themselves on hook. If you want to close the gap with SWF, the answer isn't in changing game mechanics; it's in changing gamer attitudes.

    Voice chat should stay with SWF. If someone wants that option, there are plenty looking for other teams.

  • Quite simply, if I wanted voice chat then I would join a SWF. If I don't want voice chat and prefer to pkay solo, then I play solo.

    Voice chat in general for all would be hellish, with people yelling, playing music, being dicks and such. And opting out wouldn't be an optiom, because if the other 3 want VC and I don't, I'm pretty sure they'll grief me because I prefer to play without VC.

    The solution for communication is to join a SWF.

  • Had my first nearly-useless build today! I was playing Wraith and got Insidious, Unrelenting, Hoarder and Spirit Fury. I got the 4K, but mainly through playing the Killer on its strengths (with a mild bit of Spirit Fury).

    Insidious on Wraith is somewhat unneeded, but funny to see.

  • She's much better now. The version she was has stained her rep badly, although she was really badly designed back then.

    She is much better to face now, although it's still funny seeing some Skull Merchants trying to play old-school, when the tools are not as effective now.

    I like her more now. Sure, she's not up in my favourites and for me she feels like BHVR trying to create a Killer for "fan service", but the hate she still has is nowhere as warranted now.

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721663#Comment_3721663

    It's not about adapting. Unless this becomes the default game mode or gives an absurd amount of BP per match, I don't really see the point of playing this mode as Killer long term.

    This mode is pretty relaxing for casual swf though.

    Really? Because I'm loving this as Killer! The toughest trial I had was a 2K, and all other trials have been better than that.

    It is about adapting. Nothing wrong if people cannot, but realistically there is no reason why a Killer can't be successful with this and do well long-term.

  • It was working an hour ago (13:30 GMT).

  • I also suggested something similar a while back, except it's not a Hex but a temporary block of the gates, and it affects any emote crouch or use of object, unless it's a) a medkit, or b) a flashlight when a Killer picks up a survivor.

    I still believe this would be a funny as hell perk.

  • My last 6 Survivor and Killer builds:

    Survivor:

    1. Teamwork: Power Of Two, Strength In Shadows, Red Herring, Open-Handed

    2. Dance With Me, Small Game, Clairevoyant, Champion of Liiiiiiight!

    3. Boon: Illumination, Wake Up!, Bite The Bullet, Bond

    4. Corrective Action, Dramaturgy, Background Player, Deja Vu

    5. Fogwise, Streetwise, Lithe, Rookie Spirit

    6. Boon: Shadow Step, We're Gonna Live Forever, Boil Over, Alert

    And as Killer (The Dredge)

    1. Trail Of Torment, Hex: Crowd Control, Scourge Hook: Hangman's Trick, Thwack!

    2. Insidious, Dead Man's Switch, Thanatophobia, Batteries Included

    3. Distressing, Rapid Brutality, Bloodhound, Scourge Hook: Gift Of Pain

    4. Iron Grasp, Hex: Haunted Ground, Hex: Crowd Control, Deerstalker

    5. Undone, Machine Learning, Hex: Two Can Play, Agitation

    6. Whispers, Blood Echo, No Way Out, I'm All Ears

  • @appleas said:

    This mode doesn't seem very attractive to Killer players though.

    I believe they'll adapt. I use randomizers for both Killer amd Survivor in regular games, and it just takes some adjustments to start putting greater pressure in. It'll come with experience and experimentation.

  • I am very interested to find out who this mystery licensed survivor is. Since it's basically confirmed the next full Chapter is "Castlevania", this feels like this could be anyone!

    I'm wondering if this may be part of a theme for the year. Last year mostly followed along the lines of sci-fi (with the rare exception), so I'm wondering of this year's delving into fantasy. Therefore, could this be someone from more of a fantasy-linked license? Maybe someone from "Buffy the Vampire Slayer", "Supernatural", "Charmed" or something like that?

    I'd really want Sidney Prescott though. She one of the few major survivor legends still needed.

  • As someone who has nearly always randomized my builds, I'm really happy at last this has been made and a little disappointed this is not a permanent mode - I'd vastly prefer this to 2v8. Hopefully, they'll make this a permanent separate mode in future.

    What I can say is that this allows players to focus more on their basic skills, adapt to new experiences, get creative and maybe not feel so pressured by the meta. It's not an exact proof that the meta isn't needed, since everyone is random, but this hopefully shows that - at pubs level - the meta is not needed. Unless it's comp, anyone can have enough success with random builds vs meta builds.

    I'm hoping this becomes a permanent extra mode. I'm also hoping many get as much enjoyment and freshness from this mode as I always had in regular trials with random builds.

  • I've always done randomizing in DBD, which has led to a vastly improved understanding of perks and being able to get the most out of them, as well as relying more on my own wits.

    It beats the boredom of the "Oh, it's a Blight! I wonder what they'll be running" regular gameplay and adds creativity, experimenting and just learning to think on a whim, rather than be static.

    Basically, I love this idea is being implimented, and I hope in future they'll expand it to Characters, Items and such for future modifiers, although I'd love this to be a permanent mode in future.

  • Love this add-on! I'm surprised there are some out there who did not know of this. Even had one person accuse me of hacking because of this, and another believing I was giving away our position to the killer by doing this, despite the lack of evidence.

  • At the end of the day, it's down to what the Killer wants to do, and it's perfectly reasonable that, should they want the 4K, they go and search for that fourth and leave the third down. I think "sweaty" is used far too much for somethings.

    Personally, unless I knew where the fourth Survivor is and they weren't far away, I wouldn't pursue them and just kill the 3rd, because I'd rather get to the next trial, considering this one won already. However, I don't believe someone wanting the 4K is a bad thing, and if they played fine up to that point, I feel they're justified.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718996#Comment_3718996

    A part of me still wants a sequel Alien chapter. I'd like one of the Colonial Marines to be playable, but now that you mention it, a playable Bishop would be great. But his blood would be a different color and that might be considered a balance/visual problem.

    Plus Bishop would feel no pain, so it would be a built-in "Calm Spirit". The Killer hooks him and he just impassively stares down at them, giving zero ######### to his new situation!

  • @Superyoshiegg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718996#Comment_3718996

    >On the plus side, this brings in the second survivor who isn't a typical human!

    Cheryl is a reincarnated split soul, Lisa is a lingering spirit given form, and Maria is a physical manifestation of a man's trauma and instability.

    Ah yes, I forgot about my all-time favourite horror game series of all time!

    Bugger it!

  • Probably been said already since there are already a few pages, but the easiest way to stop hook suicides is by removing skill checks at the second stage and on the first stage making unhook attempts not count towards the hook bar progressing (making the escape percentage less as a result).

    As people also know, this won't stop someone from quitting. Players will just stay still or run to the Killer to be killed. BHVR can do more, but ultimately it's the poor attitudes of those wet-wipes which is the hardest to overcome. I'm not sure how to overcome that.

    Possible deterants could be people who stay still until a crow appears (with the exception of survivors in the dying position) are marked and start losing BP rapidly from their total, as well as XP. If they are captured by the Killer in this state, they lose all BP and XP. Even then, I reckon there are ways around this, but it's then up to players to report them as well.

  • My reckoning is that it goes back to the "choose your role" parts of DnD. Someone may wish to be an elven bard, whilst another may want a human bard, based on what skillsets they have. I believe this is simply for a "choose an adventurer" reason.

    On the plus side, this brings in the second survivor who isn't a typical human! Gabriel bucked the trend by being a clone, which is still human but not in the traditional sense, and now this elven bard could well be the another sign of future survivors not being just regular humans. We could be seeing synths, mutants ... heck, if ever a Fallout chapter happened in future, "The Ghoul" could even be a survivor!

    Very excited for all of this!

  • It says on the roadmap itself "More To Come", and as we also know from the previous year, things are subject to change.

    There will be more, but perhaps they're not revealing as much at this stage so they can add the variety. I'm not worried. Could be a good year, especially with how this chapter is already.

  • Base Kit Yellow Mori was all that was needed for the change. Personally, rather than the BP extras, I would have kept the existing 3 Mori Offerings, but made it so that the Moris grant an extra 1/2/3 Moris on top. That would have been a very simplistic change which keeps the Offerings interesting, and still grants the final Mori for anyone who doesn't want to equip it.

  • Great work you! No survivor should be trying to ruining the game for their teamplayers, and at the very least a Killer should take those survivors out of the game as brutally as possible, irrespective of whether they go for the 4k afterwards or not.

    You did a good thing that day. May the bad actions of others never change your sense of fair play. Props 👍🏅

  • I believe it was because it was never an intended part of The Blight's power. It took much longer to remove because I-don't-know-why, but it was never meant to be there in the first place.

  • I never get the "crutch perk" argument, considering the fact every single perk is a crutch, since they enhance different aspects of the game.

    It's a good perk with good information. It may get less use if some of the mid-tier or lower-tier perks were buffed, and I'm not against some restriction to it, such as it working for a set period of time. However, I only say this because I firmly believe the game will be better and fresher if larger scopes of changes were done every so often to really shake the meta and prevent staleness.

  • Fine by me. Still 3v1 at worst for a while and the gens are less likely to be done during that time so sure!

    If they even have that perk in the first place. Slug 'em is still much more likely to sicceed than whether someone has Unbreakable 9r not. Easy.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413802/bhvrs-reasoning-for-justifying-the-deadlock-nerf-is-false

    While, yes, it is easy to activate then you have to try explaining that with all of the other options with the fact that they're all EQUALLY as easy to activate with DMS requiring you to just simply hook a survivor on any hook to activate, Undone requiring you to just simply kick a gen(very hard to activate BHVR, very hard), Grim Embrace just simply requiring the SAME THING as DMS just with the extra step of leaving the hook to activate fully, and Corrupt Intervention just requiring the killer to spawn in(again, VERY hard to do BHVR).

    DMS requires you to get a hook, AND push survivors off gens. DMS does nothing with just a hook. So DMS has two additional things the killer has to do in order to activate it.

    Undone requires you to kick a gen, and requires survivors to miss skill-checks, which you will likely have to orchestrate yourself, too, since most survivors consistently hit checks. That's two additional requirements.

    Grim Embrace requires a hook, that's one extra requirement. However, Grim also lasts half as long. It also requires you to hook a different survivor if you want any activations beyond the first.

    Corrupt Intervention is the only one that comes close to Deadlock.

    So yeah, Deadlock getting nerfed does bring it in line with other options, since the other options have considerably higher requirements.

    Agreed. Also of note is that Deadlock is the only perk out of these which rewards a failure, with the Killer having to lose a gen to get a free slowdown. Whilst all the other perks (with exception of Corrupt Intervention) require some effort, Deadlock just requires helps slow down the rate gens pop.

  • No it won't. Slugging is already a big thing and a nerf in certain perks won't dramatically change that.

    The vast majority of us are pub players, and for the vast majority of the trials these perks aren't needed! As a randomizer, I've won many trials without any gen defense perk in use. What works for me is pressure. Force multiple injuries, choose the area I want to play in, take advantage of mistakes and make survivors do anything but gens where possible.

    Experience, creativity, control and knowledge are the best things I can recommend and - unless on the very rare occasion you face comp teams - it doesn't matter within reason what happens to strong perks, because most games in pubs you can win without them.

    As a side, I wish the devs focus as much on the weaker perks as they do amending the stronger ones. Give the option for more choices.

  • Looking forward to it. I'd love The Beholder to be a part of the power, but I'm guessing it may not be.

    Either way, I'm really excited, especially as DBD is branching out further into different styles of games, media and style.

    I'm even starting to think - in the upcoming years - The Magnus Archives may even be a thing in DBD!

  • I'm really looking forward to this and - whilst this seems to imply the leaked Killer may be true - what I am interested in is why the monster shown is a Beholder! Does this mean that the Killer is actually a Beholder, or that the Beholder is part of the power?

    Is I remember well, each eye of the Beholders has varying effects in the boardgame. If so, will they give this killer multiple powers, or even a set of elemental powers?

    I do hope the Beholder is at least part of the power.

  • I wouldn't use it, and sadly there will be some players who will take offense and grieve me because of it.

    Besides,one of the reasons people play in Solo Q is to enjoy that sensation of being in a mini slasher movie, where you're on your own and need to rely on wits alone, all the while enjoying the atmosphere.

    The atmosphere is gonna be shattered when some little turd can be heard nearby saying" "I'm gonna gobble you up!", or another going "OMG! You such a No00ooo0bb", before being flatten by running straight into the killer.

    Nah, this isn't the thing for me.

  • I'm really confused here; I've been away from the game for a bit, but will be returning soon, but I don't think I've heard of many complaining about this.

    Is this a case of a couple of people being upset they got outplayed and now, all of a sudden, apparently this is a big issue made out of just a couple of incidents? Of course, there's the equally frustrating "this is what killer's always do" commenters (bait posters and kids), but this just feels like a big thing being blown out of a couple pf whiners.

    Regardless, it's a perk that can be used inventively if needed and also has a very, very obvious counter - slug 'em. This feels like a non-issue on a slow news day.

  • I'm really confused here; I've been away from the game for a bit, but will be returning soon, but I don't think I've heard of many complaining about this.

    Is this a case of a couple of people being upset they got outplayed and now, all of a sudden, apparently this is a big issue made out of just a couple of incidents? Of course, there's the equally frustrating "this is what killer's always do" commenters (bait posters and kids), but this just feels like a big thing being blown out of a couple pf whiners.

    Regardless, it's a perk that can be used inventively if needed and also has a very, very obvious counter - slug 'em. This feels like a non-issue on a slow news day.

  • I'm 50/50, and my uilds are 100% randomized every trial. That's not just perks, but add-ons, offerings and items.

    It adds a lot of fun, experimental and unpredictable experiences to the trials. I'm also really surprised at how effective these builds can be and when certain perks have turned the tide on a trial, which you'd normally not expect to.

    It also makes me more reliant on my general skill and experiences, instead of perks.

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