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Mochan
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@Fibijean said:
I honestly thought this was a troll post saying that survivors should get let themselves get hit because sprint burst at first 🤦
Honestly though, with the amount of survivors I've watched Dead Hard into trees, I'm not at all surprised that this is the case. I think most of the time people are too caught up in the "oh crap, I got hit!" moment to think about making the most of the situation.
The bigger issue actually is lag.
This is where the killer home town advantage comes in. There are a lot of survivors out there who just have terrible connections to the killer. Walking into trees is a symptom of this.
Sometimes as well you just make a mistake. I make. Mistakes all the time and misjudge distance. So I try to vault of pallet but get hit instead (this is usually also a lag issue) sometimes I get hit after I press the vault key and I still end up doing the vault or dropping the pallet.
Lag is a real issue. Dedicated Servers helped alleviate it a bit for someone like me. But lag is a fact of life for me. 90% of my games are 180 ping or so.
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@[Deleted User] said:
Then he would be Diet Plague. Anothet killer with a power no one is scared of.
Wow there are people who really believe this?
Only the highest rank top level survivors aren't afraid of Plague's power.
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@anarchy753 said:
Crouching around the map doing nothing shouldn't be rewarded more highly.
In my opinion, all those event for interacting with the killers' powers should be converted to survival points, and each killer should have at least one event. (Such as "Hatchet Dodge" for any hatchet that lands near you/is thrown while you are in a chase.)
Boldness would be reserved (mostly) for chases and confronting the killer, where survival would increase from disarming traps, dodging killer power attacks, removing RBTs etc.
That would make the survival category actually POSSIBLE to fill by doing things that you already do, but usually lose the points to the 8k cap for having a decent chase.
Outside the TR doesn't get points. But the point should be increased dramatically the. Closer. You are yo the killer while not in Chase. Evading the killer at close proximity should be heavily rewarded, it's not easy to do.
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/793535#Comment_793535
Imagine justifying a badly designed game mechanic with lore.
https://forum.deadbydaylight.com/en/discussion/comment/793592#Comment_793592
I know it’s way better than the old waiting hatch game, it’s just stupid not pipping because last survivor takes the hatch, and you get silver emblem instead of iridescent.
What else exactly do you base game Mechanics on except for lore?
Lore and the theme of the game is integral to good games. Only crap bottom of the barrel crap games don't have a good theme and lore and are basically just reskins if every other game out there.
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Why everyone so butthurt against Stealth Killers. Lotsa people hate Mirror Myers and Ghostface, IMO they're saving DBD one jump scare at a time.
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I can't even activate it at all, period.
Theoretically there should be no problem with it working with No Mither. I think I will try this tonight.
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That happened like 3 years ago. Where you been all this time?
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Nothing wrong with caring about rank.
I just don't like working so hard for something which is supposed to be a pleasant diversion. You're right in saying there are no freebies at Red Ranks and everyone plays super sweaty.
It's just not for me.
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Let's not even get into Dark Devotion!
I don't think there's anything wrong with this. It's how the perks work.
A patrolling Spirit though is basically back at the hook in seconds after the unhook, lol. You're not getting away unless she's chasing someone and committed.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/794563#Comment_794563
This is my build, except for Fixated -- that fourth spot rotates a lot for me.
Right now, my fourth perk is Windows of Opportunity, which is secretly way better than everyone thinks it is. It's useful for planning out paths of egress ahead of time, and for knowing which areas of the map to avoid because the pallets are already gone. Anyone who says it is a noobs-only perk is crazy.
When Fixated hit I made. Variant of the build removing either spine chill or bond. I had to make space for Fixated and Inner Strength. IS is just essential to keep Fixated up.
Until the fix Fixated I'm reliant on Inner Strength
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That game still sounds pretty fun.
I've had far, far worse. And in succession, too.
Also, a single. Bad game is bever enough to upset me. Usually it's a string of consecutive bad games that do.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/794327#Comment_794327
No, they prove that survivors are in fact capable of earning as much BP as killers.
Rank does not effect how much BP a survivor earns.
The killer's character barely effects how much BP a survivor earns. That Legion mending of 100 survival points every 20 seconds isn't going to suddenly make you a millionaire, sorry to say.
If you play well as Survivor and fill in your categories and basically do a good blunt of the work, you will get lots of points. It's simple.
Actually no.
Survivors cannot earn as much as killers. Killers can get into the 30k base BP mark if they do really well. And this while uncommon is certainly not unheard of. And I've seen man killers do this.
Survivors cannot get 30k base BP even if they play God's Perfect Game. Theoretically a survivor can hit 32k but I have never seen one in game and I see 4x as many survivors as killers per game. There simply isn't enough opportunity to do so. Even in farming games with full killer complicitness I never see a Survivor get over 30k BP.
And that's before all the bonuses. Survivors don't get as many BP bonuses as Killers do. And doens't take into consideration that Killers generally will get much more BP in a normal game than survivors will.
The two images you posted are ideal best-case scenarios where the killer didn't do too well while the best survivor (not even all survivors) did really well. This is not a common occurrence and in fact is incredibly rare.
And that's fine. The killer does a lot more in a game on his own than an individual survivor will. It's water under the bridge for me.
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@Khroalthemadbomber said:
No it is not unfair. Think about it like an investment.
Survivors CAN choose to enter a match with items, add-ons, and offerings, but often choose not to. Thus anything they do in a match is pure profit.
Now killers. Yeah that killer brought an Iri and Purple add-on, but that's 13k bloodpoints spent to do that. Tack on an Ebony mori for 1-hook mori plays and that's 20k bloodpoints spent with almost nothing gained from the investment. If a killer is LUCKY and 1-hook moris EVERYONE in the match, they'll be lucky to break 25k gross, 5k net profit. Most likely they won't even BREAK 20k and most likely will have lost bloodpoints on the match.
What kind of ridiculous reasoning is this?
If a Survivor enters the match with a purple item and addons and offering he spends some 18k bringing the junk into the match.
Then he gets killed in the first minute and makes 2k blood points. He is net loss 16k.
This fact doesn't change just because he is a Survivor.
Get your killer-sided logic out of here.
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Killers get a ton more points, feels a little unfair but frankly I don't really care, I stopped caring about Blood Points a long time ago.
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@HellCatJane said:
Steam charts said the numbers were dropping. *shrug *
Yeah, yet last month it went up.
The game has been hovering around the 2k mark for a year now. There will always be ebbs and flows, but there is no greater trend of it dropping. In fact, the bigger trend is it's growing. 2018 the average was closer to 12k than 20k.
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Game isn't dying. Population of people playing is pretty constant and consistent, and has been for like the past two years.
Which is an amazing thing in and of itself.
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Head On is super hard to use anyway. The timing is a real crapshoot. The worse your ping, the more impossible it is to get it to hit.
So don't go thinking it's an invincible perk or something.
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I use retardant jelly on my maps. I like having it around for the long haul. That and beads!
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It's clearly not fine, it's in a really bad state and almost nobody does it. The only times I see it done are usually when someone has a daily. It's very rare to see someone actually go into a match thinking, "Ah today I am gonna sabo." You can tell when they equip the toolboxes and add-ons and bring Petrified Oak.
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I still feel bad for Mercy, got reworked that nobody asked for, and then got nerfed 11 times straight.
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I Run Santa Claus build all the time, so many times I will fish a key out of a chest, then I put it in the middle of the map, then I fish a glass bead and then I put the light on top of it.
Sometimes people don't care and nothing happens and the key stays there until I die.
But every now and then, you have some smart people who go to the light and pick up the key. And when that happens it was all worth it.
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Official word is the problems were due to problems with Engine Update.
Any news saying it's due to the power outage is just plain wrong, as per official press release. So these reliable sources aren't so reliable after all.
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It will get nerfed 11 times.
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I'm not sure what needs to be done exactly, because the problem is if all 4 Survivors decide to go full sabo the game could get ugly really fast for the killer.
So I'm not sure what needs to be done exactly, I just know that something needs to be done.
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@Centrum said:
https://forum.deadbydaylight.com/en/discussion/comment/790494#Comment_790494
Gens are only being done too fast if the Killer is bad?
So the genrush meta is the Killers fault? Git gud and Survivors will somehow repair slower? Somehow toolboxes will just not work as fast if a Killer has more skill? Survivors won't team-repair while a different one is being chased, just somehow, if the Killer is good? Keep telling yourself that, man.
To a degree, you are right, though it's less Killer skill and more that some Killers just don't have the inbuilt ability to map pressure enough.
Either way, skilled Survivors can cut a game down to 3-4 minutes, regardless of Killer skill, so even if you do not want to admit it, either Gen repair times need to take longer, or Survivors need a second objective.
Actually yes.
If you get better as killer you'll kill survivors faster, so gens don't pop as fast. You can say whatever you want, but this is proven by top killer streamers who do it all the time.
If they can do it, then it means it is possible for killers to do it.
If you aren't doing it, that means you're not good enough to do it.
In the bigger picture, the genrush meta as we know it right now is basically due to the Healing Nerf which ended up with survivors just not healing anymore and just doing gens. There was a kind of genrush meta before that which was less extreme, but it got worse because of the healing nerf.
I won't argue that that is the killer's fault for asking for healing nerfs (though that's actually a reasonable view on it -- there are unintended consequences to many of the nerfs we ask for. We're already predicting a spirit surge after the nurse nerf).
But strictly speaking if the killer is getting genrushed, it just means he went up against better survivors and they had luck on their side.
Skilled survivors can cut games to 4 mins, etc. but skilled killers can also cut games to 4 minutes. I've seen games where killers win games in 2 minutes.
So seriously, there is no need for 2nd objectives. If survivors get them, killers should get them too.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/790473#Comment_790473
While that idea is fine by me, I still dont think it'll actually do something about sabo's popularity. The reason it was so strong and popular before was due to the hooks being gone forever. Since hooks respawn, its mostly seen as a waste of time.
Do you think lengthening the hook break time on the perk will help? Intead of adding 30 seconds maybe 60 seconds?
How long would be fair and still not be utterly destroying the killer's chances of doing anything?
In solo it's not a big deal but the bigger issues is when a coordinated group decides to go full Sabo No Mither.
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Gens aren't being done too fast for all killers.
They are only being done too fast when killers are of inferior skill level to the survivors he is facing.
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@karatinac97 said:
But what about people who have genuinely DCd through no fault of their own? I think I've DCd 3 or 4 times in total - but it was NEVER on purpose. Why should I get stuck with a bunch of DCers because my Internet F'd up a few times??
And what about killers who DC? Are they gonna get put with survivors who DC? In certain situations this could literally make matches impossible to play.
There should be a certain limit, like if you DC more than 5 times in a week or month then you get put with the others. DCing 1 or 2 times shouldn't be penalised as it could be genuine.
If you're not a serial DC'er it's fine. The serial DC'ers will have dozens of DC's. You will match up with people who only DC 1-4 times as well.
The real problem with this system, is it probably won't work because Matchmaking can't even match ranks properly, what makes you think it can match DC's properly on top of that?
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/790329#Comment_790329
What would you suggest?
My suggestion has always been to let Saboteur grant the ability to see hook auras. A slight buff to sabo speed would also be nice. So instead of just a 50% speed sabo without kit, you can sabo with a small speed boost, like how Self Care buffs self-healing with a med kit.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/790329#Comment_790329
Your binary way of thinking is unreasonable. Gen rush and buffed sabotage are not the only options. A true secondary objective that does not completely obliterate the killers most basic objective is possible. If the devs put as much time into balancing the game as they did making a battle pass, we would be in much better shape.
No it's not. What's unreasonable is killers thinking that they are entitled to a secondary mandatory objective on top of the existing objective.
In other words, a secondary objective that doesn't completely obliterate the survivor's basic objective of finishing gens. This is what I see killers asking for all the time. I don't mind adding a secondary objective but it must be truly secondary and not mandatory like a lot of killers are asking for.
Why would a survivor want a secondary objective if it doesn't help at all with surviving? There has to be something in it for them other than just bloodpoints or emblem pips. Totems give a boost on some perks (like IS) and prevent other perks (like NoED). All good. Sabo should give a better chance of wiggling out of the killer grasp. This is good. It's a costly investment to be doing these objectives.
Sabo is a fine secondary objective. And like I said, it doesn't have to be the no-regen type that does completely obliterate the killer's main means of killing.
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Feng for Survivor.
Myers for Killer.
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Well I can agree, Hag on Hawkins is less about finesse and a lot simpler.
I just finished a game against a hag in Badham, man the traps she placed were pure art, I was tripping traps left and right. We got massacred.
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Matchmaking has always been wonky, always will be it seems.
Just gout out of a match same as yours except the killer didn't get bullied, I'm Rank 7 and got a bunch of yellows in my game, the match was definitely just me messing around and everyone else kind of suffering. I even got out with a key and didn't even need to use it.
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I think she went through therapy and got over her Taylor Swift Syndrome when they did the fitting for that outfit.
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I thought Hag was strong in Hawkins? She traps a corridor and you are gonna need to crabwalk through it, can't avoid it.
I can't even remember beating a Hag on Hawkins. I don't think I ever have. I have beaten every other killer on Hawkins I think except Hag. And Leatherface I think. I don't think I've beaten Leatherface on Hawkins.
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Feng Min has Taylor Swift syndrome. She doesn't want to show off her belly button.
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I just realized I said, "But don't know the perk just because you don't know how to use it."
That doesn't even make sense. =_=
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/790236#Comment_790236
I like looping and spine chill is bae, I can live without it but I love the perk.
Not saying all loopers don't like it.
And actually loopers can benefit from it as well. Looping relies on maintaining proper distance from the killer. Spine Chill helps you build that distance at the onset of the encounter.
Not to mention the vault benefit.
While primarily a stealth perk, Spine Chill is also useful to loopers.
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4-man on one gen is actually not the optimal play for survivors.
It's easily countered by Discordance. You can also run Ruin since you said you are able to find the gen and the three come back. 3 survivors at Rank 14 on a gen are not going to break it and be put into skill check hell most likely.
Or just walk back to the gen and hit them again. Run Sloppy Butcher so they're all bleeding like nuts when you hit them as they come back to the gen.
Run other gen slowdown methods like Thana so you have more time to whack the moles. You can also use Overcharge.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/790219#Comment_790219
I can't even tell if you're serious. Ruining a killers ability to win does not count a "secondary objective." It is hard enough to down survivors. Being able to place them on a hook should not be another challenge.
The hate between killers and survivors is absurd. I play both sides. You all need to get over yourselves and see the other's perspective.
Tell that to the developers. They included sabo in the game.
Look. I agree that no-regen Sabo was bad for the game. But it's been nerfed to a point where it is next to useless.
Sabo needs to be given a buff of some sort so that it is at least something survivors think about doing instead of genrushing.
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A lot of survivors here saying Spine Chill is negated by just being more aware.
This is nonsense. Spine Chill gives you an extra edge beyond awareness. It activates earlier than any Terror Radius (except those big ones inflated by Distressing and other stuff) and in the case of being in an enclosed space (which is like 90% of gens) gives a lot, lot more information than sight.
Survivors who seriously think awareness = spine chill are the newbs.
I get that loopers don't value Spine Chill, because you need your looping perks, and that's fine.
But the small edges you get from Spine Chill are huge in this game, especially for people who understand how to stealth and juke. Same way the small advantages you get from looping properly and vaulting properly make a huge difference.
But don't know the perk just because you don't know how to use it.
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I would actually love this.
I would stack this with Camaraderie and really punish killers for camping.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/789952#Comment_789952
Very weird.
On PS4 i see nothing interesting from survivors anymore just gens 24/7 and maybe pallet blinds.
Survivors used to body block/sabo/go for flashlight saves and so on but not anymore just do the gens and get out no attempt at cool plays.
All of those things got nerfed into oblivion. Once players get any degree of experience in this game they realize that nonsense is just that: nonsense. So they revert to genrushing.
@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/790192#Comment_790192
It is really frustrating to go against. Survivors can literally take away a killer's ability to hook, which is their main objective. The ability of sabotage hooks should never have even been implemented.
The funny thing is killers have been asking for secondary objectives forever. Not realizing it's been in the game all along: Sabo. But when someone tries it they cry that it's no fun.
Fine, survivors will go back to genrushing then.
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Might be broken. That would make doing sabo hook saves a lot easier. Killer could down a teammate nearby, and you could start saboing just then and if you guess right break the hook right in front of the killer.
It'd might better if Sabo took 2x longer but hooks stayed broken 2x longer as well. Might still be too strong though, I don't know.
All I know is Sabo right now is really bad and is only really good for memeing. It needs a little love but not sure if your suggestion or mine will be any good.
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@EridianBlaze said:
https://forum.deadbydaylight.com/en/discussion/comment/788795#Comment_788795
Here's the thing though. If the Killer is doing badly and can't get a down, then the perk is useless. No map pressure means Gens get done, which would reset the perk. And if the Killer has a ton of pressure (say two downs/hooks and a Chase) then the perk is still pretty useless because he's already in a great spot and doesn't really need it.
Although I do agree the Mori part should not be a thing. Or reduce it to 1 Mori per game with the Perk.
As for the In the Dark, I feel the only tweak it would need is to remove the Blindness transfer or have some way of curing the Blindness while keeping the transferring part.
Not really. Take this scenario:
If the killer is not doing so well and lets 150 seconds pass without getting a down, perk activates. Then he gets a down.
- Now, without the perk, he is in for a rough time. He just got one down. Then he needs to hook the survivor, then down him again, then hook him again, then down him again, then hook him again to eliminate him. It took him 150 seconds to get a down, so following this it will take him another 300 seconds before the player is eliminated.
- Or, with the perk, the survivor is just dead. So the perk saves the killer 300 seconds.
Your scenario where the perk is useless if the killer is doing bad, and useless if the killer is doing good, is silly.
If the killer is doing so bad he can't even get a down, everything is irrelevant.
If the killer can't get a down, everything is useless. Killer can have Iri Hatchets, Pink Mori, Tombstone, and everything else. But if he can't get a down it's all useless. Let's not discuss an argument like this, please. It adds literally nothing to the table.
If he's doing so well that he kills a survivor before 150 is over, yes, the perk is useless, but in a middling situation it turns a mediocre killer performance into an overwhelming one. Suddenly, one survivor is dead and eliminated in 150 seconds. That is powerful, very powerful. It becomes a perk that safeguards the killer against being bad.
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@Glory said:
https://forum.deadbydaylight.com/en/discussion/comment/788795#Comment_788795
Uhhh, you do know the "dying" state is just knocked down, right? Not getting mori'd or anything, it's effectively giving the killer t3 Myers if 150 seconds without a gen popping go by. That's actually weak, since it requires you to already have pressure for you to then receive the reward
Underperform: Killer Perk
The perk takes 150 seconds to charge up. When fully charged, the Killer will be able to instantly put the survivor into the Dying State and be able to kill the survivors. The perk's charges are reset when a generator is complete."
Please read the original post properly before trying to engage in discussion.
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Everyone knows this strategy, and you arent even doing the best version of it. (SleepyWillo explains how to do it right)
As for a 50-50 chance to find the hatch before the Killer, that is 100% wrong. Killer has a huge advantage in finding the hatch. SleepyWillo again explains why.
Further, if two gens are left killer has a good chance of already having found the hatch while chasing down the third survivor.
Survivor generally only has a decent (not even good) chance of finding it first if it spawned at the edge of the map. If it spawned near the center you're basically screwed.
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It is nowhere as simple as you people are making it out to be.
It is faster for Survivors to work separate gens under specific circumstances.
Under other circumstances it is faster for multiple survivors to work on one generator.
For instance, if there is one Gen left, it is faster for Survivors to work on one generator than to work separately.
Likewise, if the killer has strong map pressure or is good at ending chases quickly it is better for Survivors to focus on one Gen to get actual work done.
Experience and game sense will tell you when it's better to work separatelt or together.
In general at the start of the match it's better to work separately. But that can change as the match progresses and depending on how the killer performs, it may be better to focus on one Gen.
As to the actual topic. Spine chill is a great perk.vut I don't know if it's the best perk. The fact is, spine chill is a stealth perk. And DbD is a game where stealth generally doesn't work too well.
Thus I am loathe to call Spine Chill the best perk because it is for a playstyle that is definitely inferior right now.
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@xllxENIGMAxllx said:
https://forum.deadbydaylight.com/en/discussion/98937/change-pgtw
Nope with how the SwF is strong right now PGTW should remains as it is. Ruin is a useless against them. Discordance is useless against them. So i don't want PGTW to be useless because he pretty much is. Why ? because they all do seperate gens and PGTW can all regress one gen at a time per hook.
Obviously you didn't read the post, because he was asking for a buff to PGTW, not a nerf.
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Oh, I'm sorry, you didn't know? The Delayed Archives Announcement is the April Fool's Event. In typical BHVR fashion, it's 6 months late.

