Nicholas
Nicholas
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- Nicholas
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Comments
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@VcatoV86 said:
Developers have been listening almost exclusively to killers. For years.
Don't believe me?
1.) "Maps are too dark. I can't find Blendette!" Maps were redesigned and brightened.
2.) "Loops are too hard! They are godloops!" Almost* (all?) godloops were erased. Most decent loops were taken out as well.
3.) "Gens pop too quickly! I can't do anything!" Gen time was increased.
4.) "Hooks are too far apart! Survivors are abusing this!" Hooks were brought closer together.
5.) "Deadhard is too much! They get 2 seconds extra time in a chase/miss my hit (even though they gained exhaustion)!" DH was nerfed.
6.) "Decisive strike is not fair! If they are down, I deserve to get a hook!" DS was nerfed.
7.) "Flaslights are too OP! I can't play against them!" Flashlights were adjusted/overhauled.
8.) "Keys and hatches are not fair! I deserve to kill everyone!" Keys and hatch were nerfed.
Now before you say: "Well, killers were a little underwhelming and SWF was too strong"--I agreed! But gain some perspective on just how much the devs always, for years, have catered to the killers.
Complaining about forever Legion is the least of your concerns.
And don't forget about the lag advantage that killers get. Even with dedicated servers, hits are still handled on the killers end. Why? Because the devs realize that Killers have been accustomed to being the host for too long and it would be impossible to wean them off the advantage. So hits continue to be handled on the killers end, providing the killer with a tremendous advantage in every match at the expense of the survivor experience. Remember all the hoopla with dead hard validation and pallet stun validation? Killers were crying about fairness and how they were being denied hits, not realizing that they weren't entitled to those hits because of latency. However, the devs caved and now dead hard is dead and pallet validation has been scaled back which is why people are getting hit through pallets again. The simplified term for this is favor the killer.
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People have complained about having eye fatigue, that can't be healthy for you. It is visually awful, the implementation is very poorly done. On OLED screens, it's 100% pitch black and extremely annoying to deal with.
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@MrJack20252 said:
That's it, i found the definition of insanity for a solo q survivor. I did the same gen 4 times and everytime i got it at 70-80% the killer just instant destroyed it, even worse if the eruption proc, because i couldn't even try to protect it with repressed alliance
I was running RA to see how effective it would be, turns out it's garbage for the most part. It locks everyone out of the gen, you can't always lock the gen when you need to and it takes too long to charge. It would be better if you could lift the lock at your leisure, and if you could use it while partially charged.
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Nothing has changed in terms of the way killers play. Most are still bringing slow-down perks; tunneling and camping are still rampant and using the same killers as before, so as expected, these changes haven't compelled people to play differently or bring various perks.
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Okay, thank you.
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@MrsGhostface said:
They should be hidden if anything.
I agree; there's no need for The Killer to see usernames in the lobby.
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@AReallyBoredHuman said:
https://forum.deadbydaylight.com/en/discussion/comment/3083862#Comment_3083862
https://us.v-cdn.net/6030815/uploads/AFNMY2SC52DE/screenshot-20220722-175612-twitter.jpg
It got removed after a day and hasn't been added back.
Thanks for the info. I had no idea.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3083821#Comment_3083821
Yes run 2 perks for healing that still give you a weak self healing speed. And the -20% efficiency penalty really really sucks. So even if you wanted to devote 2 perk slots AND your item choice to healing, you get penalized. A big problem in their attempt to break the meta is they still left many solid choices for gen slowdown which are now being abused to hell, and yet nerfed survivors in some specific perks they can’t really make up for with other perks. DS is useless because of the reduced duration. The base kit BT is also not good enough because of the duration. It was a step in the right direction but now though I dont have to endure getting farmed to an immediate down anymore, it’s just delayed 5 seconds. A killer easily catches in most cases. So now healing is a hassle, gen speeds are god awful with 1-4 slowdown perks, and killers have plenty of time to camp/tunnel, which they ARE. This was a big middle finger to survivors.
Good points. They promised some response to camping and tunneling and implemented a mediocre change that rarely works. Camping is still not addressed; base kit BT doesn't help with rescuing - which is mainly an issue with Bubba, but in general, camping is stronger with the CD change. Base kit speed reduction encourages perk variety and eliminates the necessity to run slow-down perks but has only amplified the problem with sometimes more synergized and more substantial slowdown. Killers aren't using other perks, they are stacking slow-down perks.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3083779#Comment_3083779
Well if survivors would complain as much as killers they could get some changes too to help if they're tunneled or camped.
As others have pointed out, this forum is killer biased, and I guess some survivor players or mains are embarrassed to post their thoughts. Being a survivor main is a bad thing here, so this discourages posts since often honest feedback gets drowned out by killer players harassing or criticizing someone for their thoughts.
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@AReallyBoredHuman said:
The killer queues have been bad for me too all times of the day in EU, but I hear they are better in NA. I can only hope that when they add the incentive back it'll work as intended.
Was the incentive glitched? I haven't seen any yet.
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@Audiophile said:
More people enjoy playing survivor. They need killers. Do the math.
You need four times as many Survivors to start a match, so the math isn't hard.
I agree with OP; they are terrified of doing anything compelling for Survivor perks. Even Head On was nerfed when they added the crow condition to cancel the effect. Some perks could become appealing but are often tied to unrelated or ridiculous trigger conditions, are limited to precise moments, and even don't provide great utility when in those moments.
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The game's foundation has been to favor the killer since the days of The Killer being the host providing a tremendous advantage to even now where hit validation is a joke and The Killer's end handles the hits. You can't talk about fairness when 'Favor the Killer' is the principal network philosophy for the game. It can never be fair in this regard. The Killer has an ongoing latency advantage in every match. This is nothing like 'Favor the Shooter,' where you eventually become the shooter; this is a one-way advantage solely for The Killer. The server handles even the one validated interaction - pallet stuns. At least those are neutral and the server decides. Survivors suffer these disadvantages in perpetuity.
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It's rarely worth the effort due to how much easier it is to camp with all the killer buffs and how they now know there's no DS or OTR to deal with, so that makes them highly motivated to go after the newly rescued person. The devs are terrified to address tunneling and camping and are more concerned with balancing the experience around The Killer's perspective. Every change has always been about this and rarely, if ever, from the Survivor experience. The motivation to deactivate DS and OTR was to make getting kills easier and pretty much guaranteed, the very outcome they declared they didn't want in reverse. DS didn't guarantee escapes, but the poor hopeless killers that ran into a Survivor with DS at the exit gate are oppressed victims with no remedy to the DS abusers. That Survivor got a free underserved escape all because of a perk. Meanwhile, that poor Survivor who was tunneled and hit after five seconds deserves to die and has no remedy because The Killer is entitled to that kill when the gates are powered.
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@MrMori said:
I've finished every single challenge and achievement for both sides. I have bloody cosmetics for all characters. I have over 40000 confirmed kills and 4000 escapes.
Congrats, that's quite an accomplishment. I used to 100% the challenges, but as I started playing less and less and playing other games, I began to skip many. It's been fun going back to finish them, mainly due to the ease of playing as The Killer.
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This is the only game that I play where events have only a handful of skins. They all look pretty good, but I had to vote for Set A for Mikaela and Meg.
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@Phasmamain said:
Besides nurse I’ve been enjoying this update a lot. More perk variety is always nice especially on the survivor end of things
The variety is nice; too bad that it ends with The Killer. It's the same killers and slow-down perks.
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I love seeing the devs and game favor survivors when the entire game is built on Favor the Killer. The devs have been holding killer hands since day one. Even with the implementation of dedicated servers, they were too afraid to shift authority to the server, which is why hits are handled on The Killer's end. The one exception is a ping that exceeds 300 ms. Survivors have been at a tremendous disadvantage since day one when The Killer was the host and continue to be now because of Favor the Killer.
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I agree with OP, I don't like how my eyes feel during NF. On paper NF sounds cool, but the actual implementation is terrible. I have an OLED with true blacks and that could be part of it. During NF everything looks terrible. I don't want to see him gutted, but at this point I'm considering suiciding against him.
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@tendyhands said:
I kept telling everyone that 5 second bt wasn't going to help at all and I was right. Sure you can't get downed right off the hook but that rarely happened anyways unless the survivor was dumb. Tunneling and camping isn't better at all, so much for making any improvements for survivor.
I had no delusions that 5 seconds was going to achieve what 12 or 15 seconds rarely could. And none of the changes address camping, they just address post hook not the actual rescue itself which is sometimes the problem. Especially when it comes to bubba, in some cases it's not even possible to get a rescue.
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Yeah it's actually a really good time to clean up any old Killer challenges anyone has skipped. I have skipped some and I'm breezing through them right now.
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I've been playing killer and all easy 4Ks. No idea if these people were solo or grouped, but it's been pretty easy. I've been breezing through my killer challenges from previous tomes that I skipped lol in one game they managed to do two generators, most of the time they might get one or two at best. If you're not that good as killer, this is a great time to get your challenges completed.
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Yes same here. Does PS4 version work?
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None of it makes sense, for the most part, slow down perks are now more powerful and more appealing than ever. Especially when coupled with the base kit slow down changes. All I'm seeing is killer still running slow down perks, so matches are just dragging out and boring.
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I'm also wondering this since I've been running guardian a lot lately. If not, I hope it doesn't take the months to address the perk like it has in the past with other perks that were rendered useless with changes. It does add no scratch marks and pools of blood, so that might be the distinguishing factor, but the duration should at least match.
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They should treat the accounts that have the stranger things DLC differently. I can't believe these perks are gone on other characters. At the very least, people with the stranger things DLC should get a pool of bonus blood point so that we can reunlock these perks on other characters.
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I wonder why it's such a secret. Not like they are still tweaking the build the night before. If tomorrow is the date, the patch is already certified by the platform owners. The only uncertainty could be if one platform doesn't approve in time, they have to delay it to coincide with the others.
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I'm surprised when The Killer isn't tunneling or camping, but even then, I have been impressed with the frequency of it of late. It's incredible to see killers abandon a chase or even a free down to return to the hook to tunnel someone with zero generators done relentlessly! It's so rampant that I often bring Kindred, Open Handed, Guardian, and Borrowed Time to help, and it does little. With Guardian, I see The Killer returning and deliberately seeking out the newly rescued Survivor. It's a terrible state of play now, and I'm not confident that the Mid-Chapter update will achieve what the devs claim they set out to do.
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There is no need for The Killer to see the usernames of Survivors. It goes beyond stream sniping; it also has to do with farming, harassment, and lobby dodging. Three reasons the devs have indicated why Survivors' cannot see the username of The Killer in advance. The exact reasons apply in reverse.
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The #1 thing never talked about, and I believe if more players knew, it would be a hot topic, is the killer lag advantage. Unless The Killer has a ping of 300 or higher and excluding Dead Hard and Pallets (validated), hits are handled on The Killer's end. This is inherently unfair to Survivors that often suffer from the latency advantage granted to killers in perpetuity. It's often referred to as Favor The Killer; the server isn't the authority, providing an immense benefit to killers at the expense of survivors.
Check out: https://forum.deadbydaylight.com/en/discussion/303696/busting-some-hit-registration-myths/ for an incredible analysis by @zarr about those topics and to learn more.
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When do the cosmetics drop and how much are they? The charms don't do it for me, I'm swimming in charms. That's part of the problem with the archives. Just too many charms, they've lost their appeal.
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@Confused_Senpai said:
https://forum.deadbydaylight.com/en/discussion/comment/3059336#Comment_3059336
I think it was poorly handled, as I stated before, I'm all for changing the meta but nerfing perks into the ground and making them basically useless is a poor way to do it the other perks should have been made viable some minor nerfs I could see are fine and it has nothing to do with attachment, but by removing meta perks that people feel they NEED to run you are creating another instance in which people will create another meta treated the same way, that being said, did you fix the poor server performance? Poor lag? Poor hitboxes that lag behind the character? ghost hits? desync? any of that? Until all that is fixed my opinion will remain unchanged.
I don't think they're ever going to fix those issues you point out. The devs are really fixated on favor the Killer, meaning that hits are still handled on the killers end. They seem more preoccupied with the perspective of the killer and nothing for the survivor. It's inherently unfair, but it's not something they want to talk about. They've briefly mentioned it on a few streams but it's always super quick. They've never given an in-depth analysis on lag and networking and why things are the way they are. Killers benefit tremendously from the lag advantage at the expense of survivors, but that's okay for the devs.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3062267#Comment_3062267
That's fine. Your point wasn't factual but an opinion anyway and people don't have ti agree. Just as a side note, it also weakens your argument to make facetious comments that weren't said such as you stating that I must have to camp and tunnel to get kills when I didn't say anything implying that and a review of my posting history will show quite clearly I don't camp or tunnel and think both those practices are unhealthy for the game. Generally, good faith arguments avoid tactics such as those.
In any event, I look forward to the patch which I believe will improve my solo survivor experience. In a month or so, possibly two, it should be possible to see which argument is correct.
I never said anything was factual, that's you one again addressing something never raised.
There is no need to obfuscate; that was your point regarding the need to tunnel and camp to get kills.
Your side note is unnecessary, don't pretend to have virtue. You misunderstood and got confused, then tried to deflect. Anyway, I, too, look forward to the update.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3062057#Comment_3062057
No, I just think the beneficial changes to survivor that will allow survivors to play longer are far more important than losing the ability to DS the Killer and DH out the exit gate. It was, if the Killer thought the survivor had DS and would make it to endgame, usually better to tunnel to avoid the free escape of DS. Endgame should not be an automatic escape but the game is more fun if survivors make it to end game; both of these the update helps with.
By the way, here is your reply where you are not clear about what you're talking about even though I was discussing end game.
https://forum.deadbydaylight.com/en/discussion/comment/3062057#Comment_3062057
Before saying people are confused it's better to actually be clear in your communication. The match is much longer than just the endgame.
That's your opinion and more assumptions. Does everyone have DS and DH ready during the end game? Does DS automatically teleport you to the exit gate upon rescue? That's the issue, is this assumption that DS and or DH is a guaranteed escape. It isn't!
My point continues to stand, I understand your opinion but it changes nothing.
And on your final point, it was very clear we were talking about the five generators completed mark. It's unnecessary for me to have to repeatedly reiterate that. I don't see any ambiguity but now you understand.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3062212#Comment_3062212
Are you discussing end game or while gens are up? You keep on changing the goal posts in the argument.
https://forum.deadbydaylight.com/en/discussion/comment/3062041#Comment_3062041
This is a quote of my first reply to you. It doesn't appear you read it
I'm talking about at the five generator completed mark, which is when DS and OTR are deactivated. You're the one conflating and confused. You must be under the impression that those perks are only deactivated during EGC.
I read your post and properly addressed it, I suppose this now comes down to your skill level as a killer. If you think the only way to get kills after five generators are completed is to tunnel and camp, then that is more of a reflection of your ability or inability as a killer.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3062101#Comment_3062101
So your argument is that, in the end game pre update, when the only chance the Killer has of getting a kill is tunneling or downing someone on death hook, will tunnel more post update now that their only chance of getting a kill is tunneling or downing someone on death hook?
Yeah, that's not a solid argument. Arguing that, despite all the improvements to make it more likely the survivor will make it to end game, somehow makes it even worse overall for survivors is even flimsier.
The Killer has more incentive to go after a newly rescued survivor that is guaranteed to not have DS. Your argument is based on the wrong assumption that the only way the killer can get a kill at five gens is to tunnel. That isn't true but I don't know your skill level as a killer, so perhaps that might be the case for you. I can't help you any further.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3062057#Comment_3062057
How is the Killer more incentivized to go after the newly unhooked survivor now with a haste buff, guaranteed BT, probably OTR and possibly a DS as well except for in the end game?
You're not reading. I'm specifically talking about when the five generators are completed. DS and OTR are not at play at 5. The incentive is now greater because the killer is guaranteed not to have to deal with DS. You have someone that is injured, you can down them and pick them up. I'm not confident that 5 seconds of BT and haste is going to accomplish what 12 seconds of BT and 8 seconds of haste doesn't currently achieve. I never said it was the most optimal or would necessarily be successful, but the incentive is certainly there to tunnel.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3061910#Comment_3061910
If, after five gens have been completed, the Killer doesn't go after a newly unhooked survivor isn't the Killer purposely not trying to kill any survivors?
I can definitely see, and agree, that Killers can be better off to split pressure quite often when gens are still up but, if a Killer doesn't go after a newly unhooked survivor in the endgame, how are they supposed to get any kills?
A newly rescued survivor wasn't always the most optimal choice because there was the risk of DS. Sometimes, the killer is incentivized to go after the rescuer. Now that incentive is instead shifted to focus on the tunnel. That was my point, you can invent any scenario you want, and people can discuss it ad nauseam. Still, it doesn't change anything about what I stated very plainly, that the killer is now highly incentivized to go after the newly rescued survivor independent of anything else in the match. That wasn't always the case.
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I'm going to give it a try but I'm not super optimistic about the changes. I got to experience it on PTB and tunneling and camping is so powerful. The timing to get off a rescue with a face camper is extremely narrow, twice I got grabbed in a weird way. I baited the hit and then immediately initiated the rescue and it was successful. But in the same millisecond that the person was dropping to the ground my character hunched over and I was grabbed lol The 5 seconds of BT and speed were negligible, and The Killer is highly incentivized to go after a newly rescued survivor after five generators have been completed. I definitely feels like they are trying to placate killers, but people often forget that you need four times as many survivors as killers and the conversation is always, but people don't want to play killer. You also have to consider the fact that maybe people aren't going to want to play survivor.
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This is a bad change, it doesn't respect and honor your investment. Someone with a Level 50 P3 and every perk at T3 is not in the same boat as someone at P3 Level 1. The new cap is totally unnecessary, in the PTB people that had everything made it to P11. It's not like it automatically puts you at P100 or anywhere near that number. Impudence comes to mind.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3054217#Comment_3054217
Twitch shirts arent really an exclusive thing. They have set requirements that if met allow them to give them out. Exclusive items would be completely unobtainable which those arent.
That's not the word's definition; exclusive means restricted or limited. The Twitch shirts are exclusive; outlining the criteria and that they are currently available doesn't change anything. So while an exclusive item can eventually become unobtainable, this isn't a prerequisite for something to be considered exclusive.
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@Marigoria said:
Easily 500k+
@Science_Guy said:
Each bloodweb after 40 is about 50k; sometimes a little less, sometimes quite a bit less (~35k if the Entity is really cooperative). But it's about 500k to do 10 levels.
Thanks for the info. I'm not sure I will have time to P1 a few characters before the update.
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Any chance this Tuesday or not? I haven't finished prestiging some characters and was hoping for another week.
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@Marigoria said:
I thought the devs said they didn't want exclusive cosmetics... but aren't prime cosmetics considered exclusive by that standard?
I'm asking as someone who does have amazon prime.
Twitch shirts are difficult to reconcile with a no-exclusives philosophy. They even added new ones after that declaration, so who knows. Perhaps they will "try" not to produce too many exclusive cosmetics, but sometimes they must. Amazon Prime items have sometimes been forever exclusives in games, and some offer early access to items or recycle old content.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/3052282#Comment_3052282
That too. I forgot about DS getting nuked. Back in the days you could try (stress on the word try) go for a yolo unhook against Bubba and hope to break the cycle of hook trading via DS.
That was already gutted when DS was made to deactivate on just tapping the unhook (not even completing it). Which means you can't even try to bait a grab unhook and then DS into the actual unhook. Still it was a low percentage play. But at least it was a glimpse of hope.
Now DS is going to be obliterated in endgame. Even more useless.
I remember a match on Hawkins that was similar. It's hilarious that the devs think a five-second BT will achieve what 15-second let alone the current 12-second BT, never accomplished. There's still no response to getting the rescue; that's the issue with some killers. Any form of BT doesn't help with securing a rescue, and even when you ARE successful, The Cannibal can down the rescuer, eat BT, and down the rescued on the same chainsaw. The 7% haste will do little; Bubba can eat SB and Guardian.
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@C3Tooth said:
https://us.v-cdn.net/6030815/uploads/ZTNLDRM75I3W/nurse.gif
You can image Nurse chases you with Spirit's speed, then at window/pallet, you have 2 choices:
- Drop pallet, vault window. Nurse blinks over and get hit.
- Not drop pallet, vault window. Get hit.
This is amplified with the killer lag advantage too. Survivors see old information, it's excruciating against The Nurse.
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@Chadku said:
https://forum.deadbydaylight.com/en/discussion/comment/3048825#Comment_3048825
Only you can see the piss effects on your p3´d character portrait.
That's silly; usually, these things are to distinguish players and for everyone to see. I thought our in-game portraits also sparkled for everyone to see.
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Does anyone see your status or only you in the character menu?
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@Hilidaris said:
https://forum.deadbydaylight.com/en/discussion/comment/3046004#Comment_3046004
Don't know if anyone got the patience to go through bt, off the record, dead hard and ds in a single chase.
You'd be surprised, but then that's assuming those perks are at play. Whenever people want to argue against something, they always mention the most compelling stacked perks optimized for a specific situation. Why stop there? Maybe they have Head-On and Soul Guard too!
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@Hilidaris said:
https://forum.deadbydaylight.com/en/discussion/comment/3045999#Comment_3045999
The big difference between bt and DS, it's the fact that DS is a slow agony of watching someone crawling away without being able to do anything against it.
When it's just BT you at least get to land a Hit.
it's also probably from the fact that when you're downed you're in the situation where "you lost" the case, so you shouldn't be able to "still win" (yes I know in EGC it doesn't really work this way since the killer can just go for the unhooked survivor, but he has no other choice at this point if he want to get a kill)
This is all from The Killer's perspective with no regard for the experience of the Survivor. Using your approach, the same argument can be made against BT. It's equally agonizing when the Survivor is close enough to the Hook that BT provides total protection, is it not? All you can do is watch them run into the gate and escape. I don't see a distinction between the stated goals.
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@Pulsar said:
It's not fun but the developers have stated it is a strategy.
They are actively encouraging it with the incoming changes. It is even easier to tunnel and camp than ever before.
