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Mister_xD

Mister_xD

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Mister_xD
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  • Idk if he counts, but Doctor for me.

    His power was designed specifically for the use of Add Ons, so not using them feels like I'm missing out on his actual powers.

  • Old DH by a lot.

    That Perk singlehandedly made me almost quit the game entirely on multiple occasions.

    At least the current one needs skill (very precise timing) and has somewhat of a downside / risk attached to it (Can not be used while in Deep Wound, therefore doesn't stack with other Endurance Perks / abilities).

  • Why hide it behind a Perk / Item though?

    All that would achieve is creating a must pick Perk / Item for soloQ that no one in an SWF would ever bring, essentially making it so SWFs have more available Perk / Item variety.

    We need to bridge the gap between the two, not take extra measures to keep it.

  • I'll assume you are referring to the most recent one, that being the stun duration being reduced from 5 seconds to 3 seconds.

    And I agree with that. DS was in a healthy state before the nerf, there was no need to further nerf it. Now with the stun being so minimal, it's just a lot less viable, outright useless against certain Killers.

    All that nerf achieved was to replace DS as a must have anti-tunnel Perk with OTR, instead of having both be a viable pick and allowing for at least some variety.

    Then again, we're talking about the same people who have been doubling down and defending Hillbillies overheat mechanic for two years now, being completely resistent to any form of feedback they got on it - so I don't have high hopes.

  • Thb the main reason I'm not playing currently is because RPD is boosted and I don't want to have to DC every second game because I got the map.

    Plus Wesker is bugged right now, so I'm also waiting for that bugfix before throwing myself into the experience.

  • Actually not that dumb of a play.

    Had that Rebecca managed to succesfully reset the pallet and gotten a stun on the Nurse, she (the Nurse) would have been legally obligated to DC that match.

  • I usually do.

    The only times I actively go for the 4k is when I'm either doing a challenge or for whatever reason feel like they don't deserve to get hatch (but even then I just sacrifice the 3rd guy and make it a race to hatch, unless I have a challenge that specifically states to get a 4k, I never slug for 4 kills)


    Plus my MMR goes up less quickly, which is a nice side benefit of this.

  • I think we all have this one Perk where we thought one thing was depicted and then suddenly came to the reality crushing revelation that it was actually something entitely else.

    I thought Monitor & Abuse had big anime eyes for the longest time.

  • Yeah this is the exact thing I was worried about: That he'd go from one extreme (grabbing everything, even if it's not on his screen) to the other (grabbing nothing, even if he clearly hit his charge).

    I agree, this is not an issue of him needing a buff, but a fix. His power in itself is fine on paper, it's the execution that appears to be lacking.


    It's just Blight all over again - we went from bumping into everything even if it wasn't on your screen to not bumping into a lot of things that you clearly should have bumped.

    I just hope they are closly monitoring the situation and apply fixes in the areas they are needed in soon. Unlike Blight, this should be easy to fix.

  • Actually, pre-nerf I considered him more of a sidegrade to Huntress.

    He was undoubtedly weaker than her overall, but he was not far behind and filled a completely different nieche than she did (like you said, great 1v1 and ambush potential), which made him a viable and unique pick.

    Now though since both of these aspects got removed, he lost his entire identity as a character. Right now he is literally nothing but a worse Huntress and seeing him in this horrid state upsets me.

    But this is BHVR we're talking about - the same people that have been continuously doubling down and defending Hillbillys Overheat for the past two years now, despite everyone unanimously agreeing that it was one of the worst changes ever implemented. And with this history, I honestly don't have any hope for Deathslinger to ever be in a good state again - they'd rather have a Killer go extinct than admit a mistake.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155107#Comment_3155107

    Not compareable since the Killer can speed this up by forcing them out. But I know - they might be TEABAGGING. OH NO!!!!

    A Survivor on the ground just has to wait 4 minutes until Bleedout. Without anything to speed that up. (So even if it cannot be speed up, it is already double the time the Killer has to wait if they decide to NOT force the Survivors out)

    @Topic:

    For some reason Killers think that anything below a 4K is not worthy. I mean, they probably get some power-rush if they manage to get this far, because they showed so much skill.../s

    Slugging for the 4K is a waste of time, I only do that if I want the 4th Survivor dead (because they were a dick or not helpful to their team) or if they are very close nearby when I down the 3rd Survivor. Other than that, if they get Hatch, it is whatever. Its not like I lost the game if there is a Hatch-Escape.

    Both are just an unnecessary way of extending the trial and rubbing your victory in the other sides face.

    Are they the exact same thing per definition? No. But they achieve the same outcome and are equally unnecessary and annoying for the opposing side - and should both equally not happen.

    Sure Survivors potentially need to wait longer than the Killer here, but now you're just being nitpicky for the sake of being nitpicky. It's not about how long this lasts, it's about the act of extending the game to rub your victory in the other sides face itself.

  • Okay so you had one player do something that you didn't like.

    How does that make the entirety of the Killer playerbase toxic now?


    Also this might be boring, but it's quite far from toxic IMHO.

    You have a key, next time just go somewhere else and repair a gen, it's not like she's gonna inerrrupt you. And if she does come around, you know exactly where Hatch is!

    Once you either finished all remaining gens or she closed Hatch, now you have 3 escape options available - and she can not camp all 3 of them at the same time.

  • Not really.

    If i die at the very end of the match, sure! If I'm in a SWF group there is a chance as well, but I usually just move on to spend my BP.

    That said, I wish the chat would save and display messages you leave for everyone that leaves the game after you, so I can say "ggs" and have the others see it once the game ended. You could grey out the username, if they have already left to avoid confusion.

  • @MrMori said:

    He would be very powerful if he wasn't 110, the distance he gains between shots, getting a first attack without shooting, both are very powerful things that would take drastically less time if he was 115.

    What he needs is to have some of those nerfs reverted to an extent. Make him have 24m terror radius and a 24m lullaby. There, no more stealthslinger, but now he at least has a reasonable TR.

    Make ADS 0.2s instead of 0.4s, but keep the 0.6s lower sights. You could even reduce his movespeed while aiming/lowering sight even more, to punish ADS spamming.

    Then rework his addons a bit, and he'd be golden in my book.

    I'd like a little crosshair too, but I guess that'll never happen. Just for quality of life.

    I agree with all of this, but the lullaby.

    I just don't think that it is really necessary at all.

    After all, Stealthslinger, as you dubbed it, had a fair share of downsides and counterplay to him. First of all, this playstyle was only accessible when you had the Perk Monitor & Abuse equipped, meaning the Killer had to pay a hefty price to even gain access to it. You would also need a way to accurately track players to make usage of it, so a second Perk slot would most likely need to be sacrificed for something like A Nurses Calling. That's 50% of the available Perks that go into a very nieche playstyle.

    Then ingame, the Killer had a 2m window in which he could shoot someone from outside of his TR - a distance that is very delicate and he has no way of accurately measuring: too far away? your shot won't reach. too close? they get warned of your approach by the TR.

    In addition, you needed a direct LoS towards the Survivor to make the shot, one that is also not just barely peeking over / through something like Myers can, as otherwise you won't be able to reel them in. Deathslinger also keeps his red stain during all of this and is generally a very tall man, making him quite easy to spot in the distance. There is also a loud ringing noise that plays any time Deathslinger aims at you when you are in range.

    We are also talking about a distance here that makes it very easy to react to his shot and dodge it. Combined with all the warnings above, the only people that should ever get hit by this are people who are not paying attention to the game / their surroundings.

    The most important counterplay Survivors had for this was positioning. If you wanted to heal and went up against a M&A + Nurses Deathslinger, then simply do not heal out in the open. Heal somewhere that makes it hard for you to get ambushed by him (e.g. a jungly gym) or in places where you can only be ambushed from a few key points, making monitoring them and looking out for him a lot easier. Also, and this is by far the most important thing that I have seen way, WAY too many people do wrong: Stop healing immediately when inside his TR and MOVE. Chances are he knows where you are, so gtfo and make distance / hide. Don't just stay there and keep healing, you are literally a sitting duck waiting to be shot here.

    The best counterplay to Stealthslinger was simply good positioning and map awareness. Combined these two made the tactic near unusable, so if someone got sniped like this, it was 100% their own fault.


    All of that said, I will agree that his TR starts out a bit low, making noticing it hard for some. I would suggest instead of adding a 24m lullaby, increase the beginning of his TR's audio to make it much more apparent that you are close to him.

    Again, I agree with everything else you said.

  • The point of them is to disencourage Survivors from trying to unhook right in the Killers face, which is something I completely agree with.

    If you wish to unhook someone, do it when the Killer is not standing literally right next to you. Make it completely risk free for the unhooker and you will heavily encourage hook farming, especially now that BT is a basekit mechanic.

    Ultimately, they act as a punishment for bad plays. If you want to get rid of it, then you need to compensate for it by adding a new punishment for this kind of play.


    Honestly, I think hook grabs are fine. The only issue is, that the Killer can just drop the guy he grabbed and then proceed to camp both, if they choose to. IMO a good solution would be to have the Survivor escape the Killers grasp, should they attempt to drop them after a hook grab.

    That way the Killer has to go and leave the first guy on the hook allowing them to get rescued, while we also heavily punish the person who made a bad play in the process.

  • Why are they so adament about not reverting the changes as a whole?

    Seriously, there was nothing about old Deathslinger that was problematic / overpowered in any way (debate me on this if you want, this is the hill I will die on), they went completely ham on one of their most well balanced Killers in the whole game for absolutely no reason.

    The ONLY change he received that I can agree with (which includes both the "buffs" and nerfs he received) is the cooldown when dropping out of ADS. Because spamming ADS to zone people and then M1 them was by far the most boring way to play him (and it went directly against the idea behind him) and should not have been as efficient as it was. Everything else he received in that update was extremely unnecessary and unfair towards him and ultimately just killed the character that I used to love and main.

  • I'd say Wraith.

    He is very generous with the Deviousness BP for hitting someone after uncloaking. As long as your next action after uncloaking is hitting a Survivor within something like 30 seconds, you get them - and it's not a small amount either!

    Just watch out not to whiff, because that will remove those bonus BP from the next hit unless you recloak and uncloak again.

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153722#Comment_3153722

    Dead by Daylight uses EAC, so it's not possible to get a VAC for cheating in Dead by Daylight; Every single VAC ban isn't tied with or to Dead by Daylight.

    If you get banned from a multiplayer game on Steam, this games Devs actually need to go through Steam and request this ban to be put in place for however long they want / need it to be. So ultimately, Steam is the one who issues the ban uppon request of the games Devs.

    As a result, Steam will show any ban you received on your profile, even if it is not directly related to Valve Anti Cheat.

    (At least that's how I understood it from glancing over Steams FAQ regarding game bans, which you can easily access by clicking on the "more info" button behind the notice of a ban on someone's profile - I'd provide you with a link, but that would be in german)

    I have a friend who was banned by EAC for using custom ingame icons and this ban shows on his main profile to this day (it's also the only ban he ever received, which makes it easy to track).

  • A hot take indeed.

    I hate him even with an SWF to make it more bearable. He is one of the few Killers (Nurse and Twins being the others) that make everyone in my group collectively groan in annoyance the second we hear the gong at the start of the game.

  • I don't know how exactly to do it, but hit her map pressure.

    She undoubtedly has the strongest chase ability in the entire game, there is no reason why she also has such a strong map pressure ability.

    The whole thing that made old Deathslinger such a well balanced Killer was, that his insane chase potential got balanced out by the fact that he heavily struggels to make his way around the map and defend his generators. Even though Survivors had very little chance against him in one on one chases, they overall had a fair chance to win the game against him because of this.

    So if we can reduce Nurses map pressure to be weaker than average, I feel she would be in a bit of a similar spot to old Deathslinger, which would make her a lot more balanced overall.

    I'm open to suggestions on this, but the easiest and most lazy way to do it would be to simply deactivate her power outside of chases at a increased base movementspeed to compensate.

  • I was not expecting to agree with everything said in the OP when I clicked on this, but I was pleasantly surprised.

    You make some very strong points there that are going to be very hard to challenge.

  • The balance is weird.

    It starts out with total Killer domination and then at some point does a rapid 180° turn and suddenly Survivors dominate.

    This makes it incredibly hard to properly balance the game, because if you balance around high levels then Killers will absolutely obliterate their opponents in low levels, but if you balance around low levels then Survivors will absolutely obliterate the Killer in high levels. Then there is the gap between soloQ Survivors and SWF groups, which makes another huge difference and you got total chaos.

    It's best not to take this game very seriously, because otherwise you will most likely get disappointed. This is not a competetive game, so you shouldn't treat it like one - I always compare it to Mario Party in this aspect. Sure losing sucks, but ultimately you know that you were just unlucky this time and ultimately it just boils down to a dice roll that you have no influence over - DbD is very similar to that once you realise how much RNG goes into who wins and who loses (of course skill is still a requirement, but skill alone will not rescue you when the map RNG is horrible).

  • That is not something BHVR has any control over.

    It's the same reason why they won't ban anyone for harassing you on the Playstation messenger, becuase it's taking place on a third party service that BHVR has no control or influence over.

    This is something you'd need to appeal to the moderation team of said third party websites (you mentioned Twitter and Twitch) if you want to solve it.

  • There is nothing that justifies what they did to my ex-main Slinger.

    It was a horrible decision and it ended up achieving literally nothing other than making him less viable and significantly more unfun to play as.


    But this is BHVR we're talking about - ya know, the people that to this day defend Hillbillies overheat - so seeing these changes reverted is about as realistic as winning the lottery 5 times in a row.

  • I like to think that i was ar a 9 before going on my break, but ever since that it has decreased a bit.

    Survivor has always been lower, so I think 6 is a decent spot.


    As of right now though, I don't play the game nearly enough to really track this kind of stuff. I mean, I play like a couple of games a month and when I get really into it I might get one of the two roles to Gold 3 or something - compared to me pre-break, who played the game on a daily basis and was consistently Rank 1 on both sides, that is literally nothing.

    I am definitely not bad at it, but there are a lot of things that I don't know about now (especially when they originate from the 4 chapters before Dredge), I don't know many tricks for new maps and I've gotten insecure about my M1 range again, which leads to unnecessary whiffs (previously I knew exactly what the maximum range was by sheer muscle memory, that no longer applies) - and most importantly: I do not feel the need to relearn all those things anymore, because I just don't care enough about it.

    Admittedly the new prestige system has taken its tolls on me too - previously my goal and main drive was simplle: get a circle with a skull and a III in it on all Killers - but since said circle now goes all the way up to lvl 100 for each character (and all my previous work equals 9 levels, meaning the grind has increased more than tenfold), I feel like the goal of having everything maxed out has become very unrealistic and drastically more distant, so I basically just gave up on it.

    So long story short, right now I would guess myself to be at a 5 or 6 at Survivor and a 7 as Killer.

  • Simple answer: I wouldn't.

    A rework implies deleting everything currently available and replacing it with something completely new, which is what happened to Freddy. Myers definitely doesn't need this.


    Here's a couple of changes I'd like to see though:

    1. make the tier up mechanic occur via a button press instead of automatically happening when the stalk meter is filled
    2. Survivors replenish available stalk on them, the longer they are not being stalked

    Outside of that, all I'd do is to buff some more of his basestats during Tier 3, such as an increased movementspeed, stun recovery and interaction speed (kicking a pallet for example) to make him more of a threat and we're good.

    Also, of course, an Add On rework. I like the general idea behind Tombstone, but there need to be more restrictions set in place - and Tombstone piece needs to go alltogether. Do NOT touch Vanity Mirror or Scratched Mirror.


    Is that gonna make him a new Nurse or Blight? No. He's probaply still gonna be relatively weak, but not every Killer needs to be S or A Tier in tierlists to be fine. Myers has a simple concept that works and fits his character extremely well, I see no issues with that.

  • @Biscuits said:

    Everything that allowed you to avoid being tunneled got nerfed. Playing solo you have very little chance of living if you are being tunneled, all the perks that helped you live got gutted. Mainly it was the nerf to DS and Dead Hard but the killer buffs made it even worse. This didn't hurt SWFs because they will just protect the person you try to tunnel, but very few teammates will help you in soloQ.

    They also loosened up MMR parameters to reduce queue times, so weaker survivors are being introduced into the MMR cap games. Add on to the fact that there is a abundance of killers and not enough survivors to go around. The games being played right now are far from fair. Add all these things together and you have a death fest for anyone not playing in a group.

    I can agree that the DS nerf was unneeded and uncalled for, but aren't you forgetting about the huge buff that OTR received here? When it comes to anti tunnel, I would dare argue it's even better than old DS was.

    As for DH, that needed to go. DH wasn't the "soloQ saviour", as you put it, but actually very actively played a big role in making the game hideously miserable for anyone who wanted to play as Killer. It was a lot better at killing the game than at saving it, so portraying it like that is a very onesided view of it. Also I've been playing soloQ with SB for years now and had a pretty good escape rate, it certainly wasn't needed.

    And MMR being dysfunctional is not a new thing either, they've been making it significantly less accurate over the span of multiple updates - most likely as a form of damage control, considering the disaster we had when they released it.


    I'm not saying soloQ was in a good spot or anything, but it's really not much worse off than it was before - mainly because it's pretty much been rock bottom already. SoloQ has always been a coinflip on whether your teammates have read the "how to repair a generator in DbD" manual or not, not much has changed in that regard.

    Sure, if you get a bad coinflip and your team mates in total have less than a third of your playtime, you get stomped much harder than you would have previously - but the outcome is the same as pre patch: you either get lucky with hatch or you die.


    I think the bigger issue is MMR in general. The thing with MMR in this game is, that it is incapable of actually seeing and rewarding good plays. Sure in an SWF you might not see that too much because the group consistently performs at a certain level, but it is very noticeable in soloQ - because your victory is based on your team. So even if you played like a god that game, if your teammates were chilling in lockers all with 3 idle crows, you will lose. And MMR will punish you for that, which will result in you keep getting players like the ones that just caused you to lose, resulting in more losses. And while I did say MMR was pretty inaccurate, it is still noticeable and it will put you in this hole after just a few bad games - and escaping this downward spiral in soloQ is incredibly hard.

    SoloQ needs a significant amount of imrpovements all around, but that has been the case for about 6 years now, it's nothing new. It's not like the new update "killed soloQ", it has been dead since long before that.

  • Funny how they literally just gutted the hell out of Deathslinger to make him more fun to go up against, yet everyone still hates him.


    I for one actually enjoyed facing him back when his power wasn't primarily for zoning purposes, but whatever floats your boat BHVR. We all know how much people looove playing against zoning Killers after all.

  • Also we need to spawn 15 to 20 additional Zombies on that map to make it feel more authentic.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144353#Comment_3144353

    Not me sir.

    They both are teleport killers but they are different killers.

    Sadako has stealth + mori mechanic.

    Dredge has unique passive power and meh level anti-loop.

    So i played with both killers a lot, Sadako is easily my fav. I love her visual more, her stealth is creppy and fun. Mori mechanic is very bad tho but i am still getting some mori kills sometimes.

    And honestly Dredge is just so ugly, i don't wanna play him so much. Maybe this upcoming snowman outfit can change my mind, who knows.

    I'd dare argue Dredge has better stealth than Sadako does, even if it is timelimited. Sadako gets a lullaby when in her stealth form, so you aren't very sneaky with it - plus she can not attack straight out of it.

    She does have the condemned over Dredge though, but like you said it is very rare to get any effect out of it. If this were buffed / reworked to be her primary focus with everything else being a nice little bonus on top, I think it would be a lot better and would allow her to stand out more in comparison to Dredge.

    And I guess she has the free Whispers effect with her TVs, but just like Condemned that is just so nieche that you barely get to see it.

    Sure they aren't the exact same character, but they are similar enough to make me consider Dredge as a direct upgrade to her.


    But hey, if you like Sadako's design more or enjoy those small differences enough to pick her over it, then that's great!

    I'm not trying to say she had no fans or was unplayable or anything like that, but for me personally there doesn't seem much of a reason to pick her over Dredge (purely from a gameplay perspective).

  • Why pick her when Dredge does the same thing, just infinitely better?

    People that found Sadakos concept fun are most likely currently playing Dredge, because, unlike her, it has much less restrictions on its teleport ability and an actually usable chase ability.

  • @RavenBirb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142766#Comment_3142766

    You clearly haven't played Dredge on RPD, it's my favorite

    I have.

    And I thought it was gonna be a decent map until I realized that a good 40% of the map just doesn't have a single locker in it, a vast majority of the existing lockers being super far away from generators and pretty much every locker being stuck in a group of 3 or more, making locking them extremely easy and efficient.

    I would rather take the 5 minute timeout penalty than subjecting myself to that again.

  • Me, who has that character at level 1:

  • Original Decisive Strike.

    It was technically speaking a free fourth hook state. The Killer had to down (and pick up) an individual Survivor 4 times with this Perk, which was just absurd.

    It always blows my mind how this Perk has ever made it into the game in the state it has been in originally.

  • Most of the time, yes.

    I only dont give hatch when I feel like they didn't deserve it or I feel like I deserve the 4k (super hard match and I had to really work for the kills).

  • @S4ShadowWolf said:

    Are we still forgetting that while ridiculous, tunneling and camping are legitimate strategies, as mentioned by BHVR multiple times? Same reason you can't report people for it.

    That doesn't mean they can't nerf their effectiveness.

    All that means is that they acknowledged their existance and allow them, making them unreportable.

  • I don't think there are too many, are there?

    Nowadays most horror stuff is either a continuation of a previously existing franchise or just a bunch of cheap jumpscares, making the characters quite forgettable.

    I would say the biggest horror icon from recent times is definitely Freddy Fazebear from the FNaF franchise. There are a couple of other popular ones, such as Momo or Siren Head, but those are not nearly as popular as Freddy nor are they really well developed characters, so I wouldn't really count them as "icons".


    Then there is also the SCP foundation stuff, but it's hard to decide for a single character that best represents it. There are definitely a few very popular ones though, such as SCP-049 (Plague Doctor), SCP-173 (The Sculpture) or SCP-096 (Shy Guy). But I think it's quite difficult to determine one of them as the face of the franchise, as it is basically just a huge collection of monsters and most games are about the foundation itself rather than one specific monster within it.

  • Yeah I just noticed that too. My notifications were working just fine up until two days ago, but now they they are completely dead.

    Another thing I noticed is that whenever I comment on something and return to the Discussion page, the Discussion I posted in will say "+1 new!", which then happens to be my own answer.

    EDIT: Also also, the view count is bugged and says every post on here had exactly 1 view. Literally just noticed that uppon leaving xD

  • He was just a lot more unique back when he had two modes to swap, nowadays he just feels so onedimensional, at least to me.

    I really like him, but just don't play him a lot anymore :/

  • Yeah and it's really annoying.

  • @KayTwoAyy said:

    People will argue that it is bannable, but I really can't see how BHVR can justify banning anyone for this occurence.

    It sucks, and it is frustrating, but if the survivors deem that it is tactically advantageous for them to wait out the infection, then they're completely within their right to explore that tactic.

    It all depends on how excessively they were doing it.

    There is absolutely nothing wrong with not touching a gen while it is infected, but not touching any generator for 15 minutes straight and only lockerjumping to avoid idle crows, yeah that is quite excessive and might be considered taking the game hostage.

    It's a similar scenario to when only two players are left and both go hide somewhere to wait for the other one to die so they can take hatch - it's all fun and games at first, but if they continue doing so for too long, then they effectively put the game at halt for an undefinable amount of time for no real reason, which makes it bannable.

    If what OP claims is true and they were really just lockerjumping for the first 15 minutes (and only stopped because one of them had been found), then that is definitely excessive enough to warrant reporting them and might just get them banned. It's like OP said, what if they didn't find one randomly? They would have kept hiding for an undefinable amount of time, in a worst case scenario OP might have had to DC because they just couldn't find anyone.

  • Mostly SWF lately, but I've been playing a bunch of Killer yesterday and I am absolutely no stranger to soloQ either.

    I would like to point out that my SWF is literally just playing and having fun with friends though - I would probaply have better chances of escaping when tryharding in soloQ.

  • @Espshiva said:

    Emm no I think lt can be reported both ways not just the killers you are actively using your body (character) to block a certain area or thing, this is body blocking.

    Endurance effects do stack, straight up example, borrowed time and the now passive one, yes borrowed time is as it says, but these stack extending the time.

    Also I'm not saying that I "don't look very well" but the fact that by the time I have got someone or found evidence of someone, it is already to late and a gen is done.

    Bodyblocking is only reportable if the other side, that is being bodyblocked, has no way of freeing themselves from it and there is no clear end to the action.

    Here's a couple of examples to clarify what I mean:

    1. If someone bodyblocks you, as a Survivor, in a corner and refuses to let you leave, whether that be the Killer or another Survivor, it is a reportable offense.
    2. If you however have a tool to stop the other party from bodyblocking you, which all Killers conveniently have in form of their weapons, bodyblocking is not reportable, as you can end it at any time.
    3. If you are being bodyblocked but there is a clear end to the action, such as EGC or an active Reverse Beartrap, then it will once again not be reportable, unless it is done by another Survivor, in which case that would be considered Sandbagging and be reportable again.


    Keep in mind that no one will be banned for bodyblocking you for a short duration, so a Hillbilly blocking you in and charging their chainsaw for example will not be penalized for it, the same applies to a someone that blocks you in for a few seconds to be funny and then releases you shortly after.

    I think a good indicator of when bodyblocking has gone too far are the AFK crows - if any one of you gets a crow, it has been too long. If you get any more crows than that I would 100% report that individual no matter what.

  • I disagree.

    I do agree that it should be reportable and should be penalized if it is done too excessively, but no permanent bans or immediate bans for doing it once or twice. Also the only hook suicides I would punish are from whoever does it first. I really can't blame the other players for not wanting to play an already lost match, so the report system would need to be able to differenciate between those.

  • This one goes on the list of the many unnecessary nerfs we got and will probaply never get reverted because reasons.

    sigh

  • Yes.

    There is nothing wrong with defending your hook and it would be stupid to just give up on it without putting up at least a bit of resistance.

    And if they get sacrificed / hit 2nd stage for it, then that is not because you played scummy, it's because the rescuer made a mistake by trying to rescue while you were right next to it. If you wanna blame anyone in this scenario, blame whoever made that rescue attempt.

  • No particular order on them, but here's my current top 5:

    Dredge - super unique and fun to use ability

    Trapper - love the strategical aspect of his power

    Demo - just a lot of fun all around

    Oni - very fun once he gets going, but with a slow start

    Mastermind - not out yet, but damn he looks fun. I am looking to maining him once he releases, given not too many changes occur between PTB and live.

  • Discordance is an amazing info Perk.

    You will usually know exactly where people spawned (either they go on a gen together and proc it or, if it doesn't activate you know they are on 3 to 4 seperate gens), tells you exactly where to interrupt the Survivors to occupy as many people as possible, can tell you which gens to give up on, lets you make accurate predictions of which gen(s) will be worked on next and tells you which gens are high priority for the Survivor team.

    It's been my BBQ replacement for a long time now, I can only recommend it.

  • As long as it picks the cheapest route possible I am 100% in.

    I mean, it would do exactly what I'm already doing just much more time efficient (and with less of a margin for error) - and when I see something I really want to have I can always go get it manually and then press the button.

    I genuinely don't see a downside to this.

  • I like to think that I had a bit of a hand in the creation of Haunted Ground - plus the symbol with the smoke forming into a skull looks really cool.

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