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Nayru

Nayru

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Nayru
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  • at least if you want to not die in a match nurse is/spirit was scary when they're fairly good

    does not realizing you're up against a hag --> jumpscare count

  • unironically propnight is quite fun and gives a similar 'hold button on an object' --> chase/stealth style of gameplay, albeit far more interesting ones

  • @lav3 said:

    The thing is people will still cry more for Mother Daughter RIng addon.

    Considering high MMR, Spirit change is.. bizarre but can't deny she was low skill required.

    Now she requires more skill and people will likely see more MDR spirit on high MMR.

    they're going for the 4m killer instinct addon first it seems

    @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587442#Comment_2587442

    If everyone knew not to do it, why would they do it? And yes, you can read the situation with context. Or maybe I shouldn't say you specifically if you struggled with it, but that mind game was a joke. I never fell for it even as a new player. I could pretty readily tell if she was actually phasing or not based on the context of the situation. Maybe I am just a super genius?

    i never got it, from my experience it was just potatoes that got stand stilled and everyone else would either start walking in an odd direction waiting to see if you moved or just immediately start running to a safer tile (especially a building's window) only with a big headstart

    but the forum narrative is that standstill is the most ridiculous thing in existence, including after the re-introduction of 3 blink nurse, so....

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587312#Comment_2587312

    Mother Daughter ring basekit. You gotta be kidding me. That add-on should be nerfed.

    Spirit's doing just fine after the nerf. The only issue that I see is all of her green add-ons are all memes and should never be run. I'd be down with them reducing Mother Daughter to a 30 percent increase in speed and then make all of her greens just a bit better.

    i will take re-introducing her actually good addons as a consolation package yes, she didn't need her set ganked in addition to radar mode

    but it was sans m-d/yakuyoke ironically and the new admittedly easymode purple killer instinct one

  • i usually get map offering'd to rpd ye

    and then the survivors spawn split between both sides of the map and know to hold m1 until they physically see me so no @ 3-gen

    guh

  • engineer's fang because yes

    o and mother-daughter ring (might as well make it official with the slew of nerfs/addon removals, extra 'can't see scratch' addons and shadowstep)

  • careful, you might discover the true meaning of counterplay, heyoooooo

  • plx remove its extra regression at the very least i've played with someone that lags here and there and ganks all my gen progress

  • i'd posit that >50% audio reduction shouldn't come without a penalty (cough @ that perk) but that's just me, curr iron will existing + priority over stridor is honestly ridiculous, which is upgraded to completely and utterly ludicrous when combined with this new blue thing called shadowstep

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2586020#Comment_2586020

    https://forum.deadbydaylight.com/en/discussion/comment/2586810#Comment_2586810

    Healing speed reductions, don't change the charges you aquire.

    The only things that could be the case here are: The medkit already lost even 1% of the progress, Killer had either Franklin's or Overwhelming Presence.

    o whoops i meant overwhelming ye, guess they're interchangeable in the back of my head as 'those two tr debuffs that never get used'

    at any rate i've never run into a 16 charge medkit not healing me without missing a skillcheck so ?

  • @dallasmedicbag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2586938#Comment_2586938

    agreed, it seems like he has the fastest pallet break among all killers

    bubba is the fastest given he's probably chasing you with chainsaw anyway, <1s animation and then he's immediately on your [donkey] again at 115%

  • @OldHunterLight said:

    I'm against every exhaustion perk but head on that says a lot.

    I personally dislike dead hard because most people use it for distance these days.

    I would say either remove the iframes or remove the dash.

    I call dh an error fix, because it literally helps people that mess up the most like a killer did a mindgame that actually was going to hit? Nah E to fix my mistake.

    On that note I hate most hexes especially noed as a killer main and also hate boons.

    smash hit deserves far less ire than head on given there's places in the game like several on rpd where there's unavoidable hallway lockers en route to the only hooks around (on distance note that's dead hard's better use: resetting a chase with a distance bump to another loop if done right)

  • feel like someone posted recently about a bug with pumpkins that made killers invisible sometimes

    or something

    i remember just saying 'happy halloween'


    happy halloween

  • though now people are going on about the purple killer instinct addon combined with md ring which lowered the bar for playing spirit quite substantially (which implies there was skill involved in playing her) so that's a tad ironic

    the takeaway is that you're subject to the same 'headphones = win' shtick as survivors only their audio tracking of you is an entire galaxy above yours, even before factoring things like absolute iron will (stridor has zero effect on rank 3 now) or weirdly quiet footstep maps

  • @Toastyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2586238#Comment_2586238

    I can’t remember, it doesn’t really matter though, If you’re a good nurse you can bait it out.

    did pretty well in his most recent one on yt, admittedly that's 3-blink nurse

    which is also the counter to dead hard since people are so used to using it on 2nd blink apparently

    not sure if you can really bait it if -they're- good besides rapidly 1-2 blinking onto them, but dead hard by its nature of being dead hard tends to put you outside lunge range so it still does what it's supposed to do and eats a blink chain in that circumstance

  • @Malkhrim said:

    Honestly, I think this could make high-skilled play a little less unbalanced.

    The killer shack isn't a problem against the average survivors, because they often fall for the mindgames, even for the most basic ones. But that doesn't work against the most skilled survivors. They won't fall for the mindgames and will always wait at the safest spots if they lose the killer from sight, reacting fast enough to reach the window or pallet when they see it again. This can waste a lot of the killer's time, which is a big problem against survivors who do gens efficiently.

    The only problem this implies is... the shack is already not that good for the average and low skilled survivor, so a breakable wall would make it a really dangerous tile for them.

    another way of looking at it is that it'd make overt how dangerous a tile it is to them since so often i see low mmr survs running straight to shack, getting downed in short order and guess where basement is and welp that's game over 'cause bt/ds a rarity down there and people would rather let a 3v1 happen at 4-5 gens than try a basement save

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2586245#Comment_2586245

    We know 14sec bless is also benefit killer, but the mechanic is new, we're not so sure the balance.

    Something like when Shadow step is up, it may lose Killer a chase and come with a hook. While CoH can almost instant heal if there is a team mate nearby.

    Boon can be a real pain in Lery / Midwich / Game

    try rpd, heyo

  • @SavouryRain said:

    I enjoy the thought process in saying that a cooldown on DH isn't a drawback. Or that only having access to it when you're injured isn't a valid condition.

    This thread is pretty obviously a "gotcha" disguised as a legitimate debate.

    that's kind of just an aspect of being an exhaustion perk

    do you think the forums wouldn't be a complete and utter firestorm if randomly in one patch they made dead hard's cd not tied to exhaustion

    on injured note that's its 'not always ideal' aspect like sprint burst/lithe/balanced landing have, can get bypassed by instadowners but then on the flipside you could also just stay injured for the rest of the game afterwards to deny that

  • as a solo this'd get people ganked more often always ever running to shack (even if it's on the other side of the map and they run through tons of phenomenal tiles) so i suppose i'd support that

  • @humanbeing1704 said:

    Gotta say keys are pretty ######### now the only survivor items worth using are medkits

    casually shaves off like half a gen timer on a heavily contested central gen twice in a row due to built to last commodius

    'kay

  • @Toastyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2577644#Comment_2577644

    I can never take Tru3’s word anymore, when he said swf is op while running a super strong build on nurse, with strong add ons and still losing because he missed so many blinks yet he blamed it on gen speeds. He’s also recently said that they killed Spirit, Spirit is still fine

    was there any dead hard involved in those misses, he's no supaalf but most of the time i see him with nurse he does quite well

  • @tennmio said:

    https://forum.deadbydaylight.com/en/discussion/comment/2586196#Comment_2586196

    Yeah I tend to do the same. But unlike when I started to play, there is nearly no one left that trusts anyone anymore. It was a common thing when I started that you were communicating no only with your teammates but also sometimes with the killer. In the first and 2nd year of playing I helped multiple killers and survivors to get throphies, bloodpoints or whatever if they indicated it. It wasn't all that competetive it was more fun because the people were different. Back then I've never once encountered someone being dishonest.

    Nowadays I know, that some special people and their behaviour seem to have had a deep impact for many people. To me that is very very sad. Especially how those people think that their behaviour has 0 impact and that they can just behave in the most horrible ways and do not realize that they do change others.

    aha, i'm still one of the sorts where if i run across something that shouldn't be occurring i tend to stop and stare for a bit at worst or the entire round devolves into a meme 'at best'

    in a wraith on haddonfield game (so i was already a bit moody) there was two people remaining, someone with two hook stages left and one with one hook stage left

    i got on the guy with two who was hammering a gen who ran over to a pallet and threw it down on the wrong side of it and just stood there staring at me while facing away from me as i was uncloaking

    i stopped uncloaking and stared and he pointed at me several times and i took it as 'pls [eep] off thx' and i thought to myself 'ye okay fair enough lol' and went to go whap the death hook girl and consider hatch

    aha, but perhaps due to stbfl and him being obsession he got too spoiled because he thought when i couldn't get a bead on her + he was the one i needed for 12 hooks total and thought pointing at me would be a silver bullet for the rest of the match, it wasn't

    i forget what happened after she rescued him but i can't help but screw around when the game's drawing to a close if people play along

    it is pretty sad though yeah, in the midst of all this 'winning or abusing eachother = the goal', stuff like this is true memorable victory to me

    https://youtu.be/dgffuC7H5rc?t=141


  • @SavouryRain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2586187#Comment_2586187

    IF is great on every Killer though.

    The fact that he only has to traverse half of his terror radius in order to put you in danger of being hit is pretty good.

    Not to mention that it takes basically a quarter of a second longer for him to go 32m vs a 115% Killer going 32m.

    ..wha? if the difference between 115 and 110 was that small then you wouldn't be able to run a huntress around a treewall for like 4x longer than you can a normal 115% without much of an issue

    but what i mean in general is that he's got not enough lethality backing up that information even if you do get within range to use it

  • i don't know what to say about this as things have been very sad lately as an ex-killer main (90% killer or so) and i can't help but emphasize

    here's some spinechill corts to lighten the mood

    859b164b-45ef-46fd-c681-16720a10d50a.png


  • @Elena said:

    Change your avatar to Laurie Strode and we can talk about this.

    hee <3

    @danielmaster87 said:

    Are we seriously still in this "Doctor OP" phase?

    somehow? yes

    though i might have actually caused some of those forum posts when i showed people what it's like when doctor can always find you via blast --> you pre-emptively shift w and make them take ages to catch up and then begin to try to loop them and work your health states to more shift w --> actually i have 5-stack devour and you're dead if i touch you, and i get really on point with my shock denials when i'm hyperactive

    my bad

  • @tennmio said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585926#Comment_2585926

    If you read some of the posts here you might get an idea as to why some survivors do that. I can tell you some storys about sadistic psychopathic behaviour of killers that I would have never thought of. Then again I am a good person, I am always surprised how disgusting some people behave (mostly when they behave in a way I couldn't even imagine). Some people just aren't good in their core and that can lead to mayor distrust in those experiencing it. I usually don't care enough about winning loosing to not give the people I'm playing with and agaist the benefit of a doubt whether they're good or bad. But if they turn out to be bad, if possible I'll make sure they know what I know.

    But you still got a point in that.

    probably a decent indication is if the killer has zero interest in sticking around the hook or is only starting to proxy to some degree as a lot of gens go by, but there isn't really a metric to figure out if anyone's going to be a [richard] or not until they are yeah

    if i did get the opportunity to kill someone in a multi-streamer game though and i wasn't being bagged and sagged + gen speeds didn't tell me that they were only interested in escaping i'd probably just leave someone on ground on death hook, tend to do that a lot for sudden 3v1 games anyway

  • wha, i'm not playing him anymore after those changes

    i just know from experience with deathslinger what his threat radius is like and i can tell you that with a range issue like that as a 110% in addition to telling the survivors to run as you go into your attack cooldown period, you're going to have a hell of a time getting anything out of it

  • hi, i will now comment on some of your perk comments

    Ace In The Hole: Perk fills its niche, but it’s toooo niche. I would also have it give you a 7% haste bonus after opening a chest for a few seconds, just to make it a bit more interesting. rather it be able to find red addons, reduce the rarity overall if so desired but make it able to find any rarity of addon in either first or second try (as it stands you only ever get up to purple/yellow which could be stand to be more fun, particularly with more item nerfs)

    Appraisal: This perk is a decent perk that fits its intended niche. I would however increase the rummage speed by double. At the moment it basically just helps the Killer by slowing the game down. Also I would make it so you can see the Aura of items you have rummaged for and are on the ground, but only for items you rummaged so it doesn’t overlap too much with Plunderers. appraisal should show the aura of opened chests that you haven't rummaged a la plunderer's, this is a seriously lacking feature given the wannabe lootfiends that exist without any chest perks in matches

    Balanced Landing: This perk struggles to keep up with other exhaustion perks since its nerf. My suggestion is having it reduce stagger duration by 100% and increasing its speed boost to 4 seconds from 3. This just makes it a bigger moment considering how situational it is compared to the other options. this would probably make it see far less use since there's already drops you can proc it on that hardly stagger you at all (and they're far more optimal as the chance to take a hit off of that is substantially lower)

    Borrowed Time: Perk is supposed to counter tunneling. It really doesn’t. The timer for the endurance should be shortened to 10 seconds but pause while the Killer is chasing you. This gives you 10 seconds to lose the Killer and if they tunnel you down with it, it will pause. this still won't fix your issue because if i seriously wanted you dead i'll just proxy chase you for an even shorter timeframe while counting out 10 in my head (my seconds are a bit slower than real ones) just to be sure, apologies

    Botany Knowledge: Fine Perk. Maybe add reduced bleeding frequency to have it be a counter to Sloppy Butcher. eh, getting rapidly and massively overshadowed by stuff like we'll make it/desperate measures/circle of healing these days, it could probably stand to have an actual secondary effect added to it though i'm unsure what would work well without then dunking desperate measures

    Breakdown: Interesting perk. Simple change to make it fit its niche more and be more useful and be seen more. Just make it work when you unhook others as well as for yourself but remove the Aura reading aspect so it doesn’t overlap with Guardian. is this perk even fixed yet, i hope it's fixed already where the hooks actually respawn but i feel like this'd just become sabo 2.0 on some maps where hook placement is already ungodly sparse where even a single bodyblock guarantees losing a hook state

    Built To Last: Just got a recent buff, I still think it sucks. I think it should also let you keep your item even if you die in a trial, but not its addons, Ace in The Hole already fills that niche. girl, you are insane, that's all there is to it - refilling almost entire item and then majority of item in an inner strength or so's worth of locker is absurd on high-end items brought into the game (think killer aura red keys/crystal bead maps with detective's hunch/purple medkit with +28 charges)

    Calm Spirit: It’s too niche, it should also mute sounds while in the dying state and the sounds your character makes from breathing and falling from heights. Simple changes that make the perk much more useful. i support this as i'd like to someday make a 'ghost' build

    Clairvoyance: It’s ok. But for cleansing a totem I think it would also be fair if it showed allies Aura’s while channeling it as well. there's too much anti-synergy with mikaela in this perk and it severely hurts its potential, it should proc off of bless as well (even if only once per individual totem in the match) and share your aura read with other survivors in your immediate vicinity

    Counterforce: Increase the duration by like 2 seconds because it’s really hard to see the Aura of the furthest totem from you. Also have it reveal the furthest totem from you at the start of the match too. egh, think this one's getting clapped by boonpocalypse to be honest, if it's going to show a totem aura at the start of the match it should be the closest one to you i feel

    Dead Hard: Ah yes the perk that is so good but also so bad at the same time. The issue with this perk is the invulnerability is usually unreliable or buggy, especially based on ping. I think there is an easy solution for both sides. Is removing the invulnerability, but increasing the dash distance and speed of the dash by a tiny bit and allowing steering during the dash. Fully commit to it being used to get to pallets or windows a bit more in time but remove the ability to dodge hits with it which often annoys killers anyways. the lunge to completely reset a chase is the actual problem with it in higher-end play, i'd never support this and generally what i posit for dead hard is removing the iframes/lunge and making it absorb a hit into a deep wound hit without giving the associated speedup, or perhaps being a total protection hit when you're on death hook as a total rework

    Decisive Strike: Make healing yourself not turn off DS, it’s [BAD WORD] that it does. Also make it not a skill check anymore. Not strong anymore to warrant it being a skill check. concur with self-healing (as the first thing i want to do if i somehow get away from a tunneling killer that then turns out to have NURSE'S CALLING is heal, and other people healing you doesn't turn it off, so..) but not lack of skillcheck, to me i think messing with totems/self-healing should not turn it off (unless it's a hex obviously) due to inner strength/circle of healing however i think ds should disable in the endgame because free escape syndrome (especially with deliverance) always feels quite cheap, both as and against

    Deliverance: Deliverance should be an active ability that can be used in both first and second stages of the hook, but still have all the requirements to activate the perk. This just allows you to potentially get it for your second hook, and not get [BAD WORD] if you get found at the start of the match. ONLY if deliverance/ds is dealt with by ds being disabled at the end

    Distortion: Perk should be fully reworked to instead hide your Aura and grunts of pain after remaining stationary for 3 seconds and not performing an action of any kind. Similar to insidious. For 3 seconds after you move your Scratch Marks should be hidden. gain a token (and proc its effect to boot) every time you drop chase with killer on a cooldown and this perk becomes a lot more involved/impactful

    Iron Will: Perfectly fine. you wish, ever since its effect was made absolute it should be reduced to 50% strength at best and given possibly multiple side-effects to compensate - it has no business existing as it stands where due to how the game's coded it renders your character audio loop completely and utterly dead silent when injured, advantaging you to be such as opposed to uninjured

    No Mither: It got buffed but still sucks. LOL. The grunts should be reduced by 100% my freaking god. LOL. IDK why they are being so careful with it. You literally are perma injured, just [BAD WORD] go all out. would go very nicely with iron will not making you completely silent yes

    Open-Handed: Already a really strong perk. i've had positing elsewhere that if people really wanted this to do something as a one-off the perk could show your aura to other survivors at all times if it wouldn't otherwise be obscured, so there's that, but i'd only support that if its aura range numbers were left alone

    Saboteur: Perk should not go on cooldown if you cancel it or are hit during it. i found this out the hard way when doing sabo challenge with lv1 jake why is this even a thing

    and that's about the time i've got bye for now wah

  • @NeonFlowerPower said:

    Pop is boring, but not OP. If you're serious about winning matches, get good at looping and slam gens before the snowball effect.

    What amazes me is the little amount of people complaining about Ruin when its the most used and crutchy perk in the game.

    even if you consider all four survivors to be the equivalent of the one killer (i.e. average out all their perks)

    dead hard is still more common than ruin and is far more crutchy

    this ain't 2019 with pubber-punting 'great skillchecks only plx' ruin

  • maybe if the max range (good luck with that one now) on his m2 wasn't only slightly over half his terror radius while still 110%?

    he's not exactly what i think of when i think infectious fright, moreso instadowners whether via exposed or perma-injured

  • @Lx_malice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2586004#Comment_2586004

    Originally I had the idea to make it so that the killer couldn't mori anyone until each survivor had been hooked once. In retrospect that still may not have been enough of a restriction. As they are now, however, I'd rather just run bp offerings...even brown ones. I try to avoid buying them because they cost so much bp.

    I am kinda glad they didn't make keys completely useless though. They still have their strong wall hack add-ons and can be used as third escape option during egc. They just aren't a "skip almost half the game" item that moris used to be.

    I guess you can tunnel someone off second hook to bypass ds with a mori, but in reality it's still just a waste. Moris are expensive as hell and killing yields less bp than just hooking. They should really just be reworked into the killers' basekit somehow and Bhvr should just get rid of the offerings tbh. Or replace them.

    it's a common sentiment to restrict the ebony one like that since it's so far-removed from the effect of the other two ye

    and they still have the same aspect of any singular survivor being punted out before lategame is an extreme power swing either way, so in that sense ivory/ebony doesn't make all that much a difference ultimately

    i run bp offerings as well + wasn't that big on moris before anyway, but they are apparently removing mori as an offering and making it a basekit bit, i just wonder what it'd've been like if a mori (as effectively a celebration of what the game's genre is about) gave a huge bp infusion to both parties if it'd've been as irritating to lose out on bp (but game lore fluff buh) or if it was like an extreme form of hooking where the survivor had to be revived like in other games but this taking way longer than just unhooking them

    ooh well, at least when you don't factor addons (i.e. stuff you bring in from the start as opposed to finding in a chest) keys pretty much are equivalent to moris in that they massively up your chances of getting out as last survivor and that's that

  • .......do you lose your item if you're not carrying it and dc happens? i thought you'd get the item you brought in back but maybe not

  • o wowe that's uh.......... a bit of a difference in promos...... well, good bounty for the for honor team i guess

    on the trickster holding main event note i've always asserted that should be the case, even if it took far longer to build up

    but every single time the response i get is 'but that'd be too good for camping :(((((((' and i presume it's a similar sentiment with our devs

  • unfortunately that's not new

  • was it a brown or something and you're sure the killer wasn't running coulrophobia or something and you were in their tr for like a split second

  • i'm cursed to always run into doctor when doing yellow glyph challenge

    but i've also never failed a yellow glyph challenge, even in madness 2 vs one of those 'impossible skillcheck' builds

    guess i've just got the rhythm

  • @Lx_malice said:

    Balanced. Not useless. Unlike moris which are just for aesthetic purposes.

    nah ebony/ivorys are still dangerous as hell in the hands of an aware killer, i keep getting tunneled off death hook because they know by the time they catch me bt will be gone and then they can bypass ds by punting me out of the game directly

    it's sad that they're effectively relegated to 'be pyramid head: the offering' but both sides stonewall the argument whenever i try to posit ways they could've been changed to be less oppressive but still keep their gameplay functionality so i'm kind of sick of bothering

    at any rate, the 2.5 sec or whatever requirement to key out just means you can't do it in killer's face, it's still pretty much a free escape for last survivor unless killer is already on them or majorly outplays them (isn't 2.5 sec basically enough to do it inbetween non-stbfl attack cooldown? yet to be in this situation thus far but..)

  • wha.. i've had so many instances where killer had my bar go way beyond 50% getting me to a hook or carting me off to basement after leaving me on ground, especially if they've already killed someone in that general area

    and it combined with power struggle pretty much makes you impossible to pick up if left anywhere near a pallet

    it's not super amazing since there's a lot of easy counterplay (cough) to it once killer's aware of it but that could net a free escape just like ds in the lategame without the possibility of being abandoned by teammates

  • to me technically yeah nemesis' movement speed is a problem


    in the sense that unlike anything else in-game you get the same 2 sec sprint burst on initial whip hit for a non-health state damaging attack

    i've stopped running for a bit after taking infection hits to sort of demo what it'd be like in-game and despite dev assertions originally of how busted it was it felt a lot more reasonable to go against him rather than having essentially a built-in reposition cheat in addition to my built-in reposition cheat i.e. sprint burst, just takes him sooooooo damn loooong to get anything done if you really run him around

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585926#Comment_2585926

    I never used another cake after a 4 man brought cakes and showed me the true meaning of gen rush. It was a 5 cake lobby, they just hid whenever my terror radius was near, I couldn't find them, gens were flying. And before I knew it the game ended. It was on Dead Dawg Saloon, so I just played Wreck It Ralph in the Saloon to try and salvage a bit of BP while they waited at exit gates like always... Only, they didn't wait. They all bolted seconds after the door opened. That was the first and only time that has ever happened to me, by the way.

    So, yeah, I never brought another BP offering for survivors again. I regret it when we all have fun. Wish I could convert like ten cakes into one post game cake when all of the survivors are nice and not complete dirt bags. I would totally do it, even if I had to sacrifice my own BP. Those games are so rare, and yet so fun.

    swf works in mysterious ways, but i'll never understand how people can still be so scared of dying later in the match when even just one global bp offering means probably one decent chase with the killer is the equivalent of escaping bp-wise

    i guess if you're programmed to slam those gens and immerse then +bp's is like 'time to raise my apm' *holds m1*

  • even if in an rts the army control is flopping hard, the workers getting resources and constructing buildings/unit production and such are a separate force involved entirely, and someone's macro might be so ridiculously on point that they win the match anyway

    spamming out cosmetics and whatnot + marketing probably isn't the same people but definitely isn't the same mentality at hand as the game design

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585846#Comment_2585846

    Why camp and tunnel when it's a 3 vs 1 at the very beginning of the game? It doesn't make sense (especially with BP offerings). It's honestly a jerk thing to do.

    speaking of bp offerings on that subject one thing that perturbs me is seeing like 2-3 party streamers and then getting genrushed in 3m or so (i tend not to run any gen defense perks on a lot of killers cough) and them flying out the gate with many teabags and about 9-11k points

    like breh i wouldn't even kill any of you after 2nd hook i just want some fat bp come baaaaaaaAAAAAAAAACK AT LEAST TAKE HATCH AUGH

  • okay but by dcing you're sacrificing your bp/items to dispense 5000 + item retention to the survivors in the match, it's quite lucrative for time spent

  • @yobuddd said:

    Unless the charms are glowy, you can’t see them on survivor….and even then they’re too small to really tell what they are.

    i wish the bloodweb one had a more intense effect on survivors, due to its small size you can hardly tell it glows or bleeds

    looks perfectly fine on a hook but ye

  • i pretty much immediately stop taking the game seriously if a survivor turns it into a 3v1 (i.e. for all intents and purposes a 99% lost game) right off the bat, barring the three remaining ones doing something to aggravate me but that's extremely rare and i pretty much always got 'thanks for trying to make an actual game out of it'

    in a lot of ways it turns into a way more productive/dumber (in a fun way) match where everyone gets a ton more bp than hammering out the gens and bolting out the gate with like 12k points, but i'm probably a bit of a rarity in this regard and i don't expect most killers to care, as they tend not to when a solo team crashes so hard that they give up like 6 hook states in short order at 4 or 5 gens

    that said there are killers that will witness that spectacle and just go '[eep] it' and let people finish all five gens and all escape and refuse to hook anyone, it really varies what all you get with different killers

    but i'm dead sure more of them would be meme-y if they didn't get poor treatment from some survivors, particularly after letting them go

  • ..brutal

    i want to be in one of sluzzy's matches and see what all transpires, would be rather illuminating

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