Nicholas
Nicholas
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- Nicholas
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There's no reason to Tunnel. Unlike generators, Killers don't have their progress regressed. You don't have to keep hooking the same person consecutively to retain your progress. Whereas survivors have to protect and commit to generators because their investment can be regressed. PGTW it's a great perk for that purpose.
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However Unbreakable is not a prerequisite for SG. And it doesn't make sense for a perk that only works once to be unnecessarily consumed. It should use SG initially.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1362273#Comment_1362273
7 months is what I heard.
That said, people in this community like to spew random dates without any actual official announcement to the point it's hard to know what's real or not when hearing the information second-hand. So take "7 months" with a massive grain of salt.
Again though, if they were as killer-sided as being claimed, dedicated servers wouldn't exist in the first place. Unless you'd like to go back to the days where killers could lag switch to hit you from across the map. These servers cost money. Doesn't seem like BHVR would do if they were killer-sided, spending lots of money on these servers, so survivors can't be lag switched anymore.
Let's not even begin to talk on the obscene amount of survivor bias was in that one developer update when the Ruin nerf came around. Literally every single thing about that update was all about improving the survivor experience. The language in that update was so bad and so poorly explained that it physically made me cringe because I knew the reaction it was going to have and oh-boy was I correct.
There's a lot of things BHVR does that I give them flak for. But do I believe they favor one side over the other?
Nope.
On the other hand, I think they are bad at balancing and fixing their game.
A few points, I don't care about the the whole the developers are Survivor or killer biased. Makes no difference to me. I was just narrowly making a point about the dedicated servers and hit validation. With that said, the implementation of dedicated servers is not a charitable thing. It was a very important business decision. There's a white paper that explains why they decided to make the change but ultimately it had to do with the numbers. When players feel cheated or that the experience is unfair they leave! That's a big problem obviously. So don't act like it was out of charity and virtue they decided to add servers as a courtesy to survivors. It was in their business interests and they've received a significant return on investment, including but not limited to significant engagement with players as per the official AWS whitepaper.
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1361835#Comment_1361835
You want them to change the wording on moris over such semantics?
Well the descriptions are important. And when they're not accurate, they do need to be changed. Who would disagree?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1362210#Comment_1362210
BHVR said they were already going to address the whole issue by making hits server sided as well as increasing the amount of ticks per second the servers does. Which benefits survivors. Don't see how that's killer-sided. Could you explain that for me?
I don't know what you mean by "have to guess" as counterplay. Could you elaborate more? Only thing I can think of is Spirit, who yes I hate, but they nerfed her, which doesn't seem very killer-sided to me.
I don't see how if a killer player decides to tunnel has anything to do with BHVR being killer-sided or not. That's like me complaining that devs are clearly survivor-sided because survivors can, and sometimes will do generators in less than 5 minutes.
That's true they intend to implement hit validation but who knows when that's coming? I believe the official information is within the next year. That's a long ways off and until then Killers have a significant advantage and have had an advantage since the inception of the game in this regard. I don't think it's validation is about favoring either side, it's about making it fair for everyone. The existing experience and the experience since the beginning has truly been about favoring the Killer's actions.
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Actually what I'm seeing now is that they will hook you and then put the judgement all around the hook especially in the basement. In some cases you have no choice but to get struck by agony and now the killer can bypass DS by either killing you or sending you to a cage. The Mori is way too fast IMO. I know it's early but so far I'm not sure on the cage mechanic. I think it circumvents too much in the game and I'm not sure that's good.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1356036#Comment_1356036
Instead of completely ignoring the hit, you get Deep Wounds.
To give an example, before it was like Mettle of Man, now it's like Borrowed Time.
Oh wow, would you believe I never noticed there was a difference? I can't believe that. I haven't used MoM in so long that I forgot about that.
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SG still gives you the endurance status effect after you're healed or recovered from the dying state. What was nerfed about it exactly?
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I'm excited but disappointed it doesn't transition into Silent Hill like the trailer. That would've been really cool.
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I agree, not worth a slot. Used it for Adept Steve and never again.
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The point is not everything is intended as a tool for The Killer. The EGC already heavily favors The Killer anyway. Now people want the two min timer to start at the completion of the final gen? lol Just open the gate if you're in a hurry. I just wonder where are all these toxic SWF groups people here are always dealing with? Knock on wood I never run into these type of people on PS4.
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@scenekiller I think the patch usually rolls out about 11 a.m. and then the store gets the DLC by 1 p.m. Eastern.
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@brokedownpalace said:
If they didn't announce it at the anniversary event then I doubt they will anytime soon. I wouldn't expect any news until fall or even winter.
Normally you would be right but I think Studios were precluded from any announcements until after the official Sony reveal. One developer stated they've been working on enhancing titles for PS5 for over a year and they can finally reveal those details today. I hope they're working on the new consoles. Even if they just said yes we're doing it and it will happen that would be good.
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Yeah the game does Hold Your Hand a lot. Let's take The Killer for example. The auras of every generator, hook, exit gate is revealed in perpetuity without any perks. I wonder how different the matches would be if the killer had to work a little bit to find generators or exit gates or hooks.
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This isn't hit box but rather it has to do with latency. The current experience favors what The Killer sees and does and so hits that seem impossible to you, still connect because of the priority. They intend to introduce hit validation and some other changes to the servers to mitigate this problem. They haven't committed to a specific time, just by the end of the year I believe.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1338531#Comment_1338531
If a killer is intent on removing you from a game, there are no perks that will prevent it. Lengthen it, yes. But if a killer wants you, even if that killer loses the rest of the match, that killer will get you. If both skill levels are similar.
The problem many killers have with DS is that they get hit by it many times just for being too efficient. A 5 seconds stun can be huge in a time based game like this.
Most people arent forgetting that DS is still the best anti tunnel perk regardless of what the devs view it as. Most killers would be fine with DS that only worked for anti-tunnel situations.
I know there will never be a perk to shield you from a determined Killer, however the existing iteration barely helps with tunneling is the issue. Effective doesn't mean extremely powerful. Imo the game should inherently discourage it by introducing a mechanic or significant emblem/BPS adjustments to make it less appealing. The Killer should have the freedom to tunnel but that choice should come at a price. The current price isn't enough of a determent, especially with DS working once but tunneling can occur twice.
And you're not saying anything new, all of those complaints are about placating The Killer and none address the other side of the equation. Even your last statement "anti-tunnel situations" is code for being useless. List your version of a DS that exclusively works for tunneling but nothing else. What does that look like? And are Killers really prepared for that? No, many just want to be able to tunnel more easily and freely.
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@Seiko300 thanks for the insight. I think the Risky Business skins would look great in the game.
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@LordGlint I understand but this is all from The Killer's perspective. The issue with deactivation conditions is that they don't necessarily signify you're not being tunneled. I listed a few examples where you ARE being tunneled and how ineffectual DS is during those moments. Until I see a meaningful discussion about this from the Survivor's perspective, these conversations are a waste of time. How can we make the only Survivor perk that barely helps with being tunneled become even less effective and more favorable for The Killer? Is the question all of these topics aim to satisfy.
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One of the main reasons I'm never moved by these discussions about DS is that there are always from the perspective of the killer. What about the Survivor? What about the times when you get unhooked and the killer tunnels you? And the tunneling goes beyond 60 Seconds? What if you get slugged and no one comes to help you? Or the other person is also on a hook? What about when you get tunneled off the hook the second time around? I always hear crying and whining from killers but none of the discussion takes into account the problems that survivors face. I know from experience when there is no Obsession in a match, the killer has the freedom and discretion to tunnel and instantly rehook people without hesitation. I can't speak for others but I hate running DS, and Unbreakable. At least on red ranked PS4, all you do is run into 100% tunneling and 75% Sluggers. So any balanced conditions and deactivation suggestions should also consider a lot of other issues from the Survivor perspective.
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Every time I run Better Together, I find people seem to run towards me with The Killer. I wish it did a little bit more, maybe show the auras of all survivors within 32 M of the generator you're working on?
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@Seiko300 what did they go as for Halloween? And if they ever went to the pool or Beach, what did they wear?
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@Peanits said:
About the changes mentioned in the 4th Anniversary stream specifically? It'll be when they are much closer to releasing. They're still a ways off.
The one thing they didn't talk about was PS5. Can you ask them if they could provide information on what is going to happen later this year with PS5? Is the game going to be one of the eligible 4,000 backwards compatible titles? And will it get any PS5 visual enhancements?
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I've been doing some sampling on PS4 and let me tell you if someone doesn't have an obsession perk, gg. The Killer is hyper aggressive and becomes an extreme tunneler. Most of them still are even with an obsession.
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Thanks, any tentative windows on the server tick rate and Hit validation? I can't seem to find information about those two topics.
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Is there an MMR update? I can't find info about this change.
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@xenotimebong said:
Because it gives you an in-game advantage and there’s no punishment for doing it. That’s more than enough for some people.
Bingo, seeing this a lot lately. I just hope the server-side hit validation isn't going to take a year to be implemented. That should be a major priority for the development team.
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@Peanits said:
Given that this game doesn't require precise aim, the gap between controller and keyboard/mouse is much smaller than other games. That said, though, if you still don't want to play against people on other platforms, you'll be free to opt out of crossplay if you wish.
Unless you intend to make that a viable option? Many games wish to force Cross play on the population by making it increasingly unappetizing to disable it. I agree it's much smaller but still an advantage. I definitely can feel the difference between PC and PS4. It would be nice to just have the option of console only crossplay. On the other hand by the time this feature launches, I'll probably be playing dead by daylight on PS5 and there won't be any difference.
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It could be something that you find in some other games, where the game can't progress beyond a certain point until either certain conditions are met or lapsed time. This is my attempt at trying to come up with the Dbd equivalent. Within the first 5 minutes of the match, the repair speed is reduced by 50% and killers can't hook more than two or three times. I'm not sure how it would work in this game but basically the goal is to slow down the game a little bit at the start.
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Probably due to challenge related to the perk. It's also why you see many Legion and Huntress players.
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There's no way to know whether someone was banned. Sony does not reveal this information. All they do is confirm that a violation occurred and they are dealing with it. They don't identify the extent of the punishment. A lot of factors go into determining the punishment, first-time offenders get a little warning, others get a temporary time out of messaging. Some more serious or repeat offenders get larger penalties. However sending even a nasty message is not going to get them permanently banned.
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1264386#Comment_1264386
A big thing about DBD is the "surprise" factor. So basically, they want to keep everything as much as a surprise as possible. Other then that, I'm sorry, I can't really tell you. :(
I get that, but for me I'm still surprised whether I find out about the next killer on May 1st or June 1st. The surprise element doesn't change based on when I learn about the new information. I just mean in general I never understood why some developers want to keep everything super secret until days before release.
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Oh okay thanks. I was confused because I saw the official press release didn't mention a killer and then the image shows Candyman.
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Where is that image from?
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I suppose only the developers can answer but does anyone have any insight on why this game has everything such a secret until the 11th Hour? I know things can change but the next DLC is set in stone at this point. So it isn't like tomorrow something could happen and they're going to switch everything at the last minute. I just don't understand why this is the way they handled the game, because there are other games where they provide a detailed road map and even the contents specifics but here we don't even know anything until just a few weeks before.
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I was disappointed that the level 70 free item is a wig for Feng Min. The free track has too many empty tiers, they should add random bundles of blood points or low items.
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Exactly lol
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I want the Disney's Pirates of the Caribbean DLC featuring Tia Dalma as The Killer, and idk who for the Survivor.
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They might as well visually change them to have aggressive tracking that goes around corners, at least it would match the actual experience. It sometimes feels like they hit if she throws one at where you used to be a few seconds earlier.
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It's especially bad when The Killer is lagging, because the servers favor them and it's near impossible to do anything. The Killer swings at the location I was at, two seconds earlier and I still go down in the place I am actually at and then teleport to my old location to get picked up lol I wish the servers detected The Killer has internet issues and either blocks them from queuing up or suspends favoring their action for that trial.
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@Jordan_131201 said:
https://forum.deadbydaylight.com/en/discussion/comment/1249975#Comment_1249975
Think about lore chief. Who would the Entity favour over the hatch? Would it rather see survivors take an easy escape, or see a struggle between the two? I think that the hatch is completed comfortable where it is. Whoever gets it first wins, and don't say that killer's actions is favoured more. Because it's not. I've seen some bs survivor escapes through the hatch where the killer was standing on it and it opens and the survivor runs onto the hatch and makes the action unavailable to close and they just jump in
I never said anything about the mechanic itself, only the obvious: it does prioritize The Killer's interaction with it. They recently confirmed that The Killer always prevail, which is why people complain about hitboxes but it is actually bc both players see different things. They are working on trying to minimize the desync between both players but the current experience is to prioritize The Killer. Your anecdote doesn't change what the devs have stated. Sure the game has outliers where weird things happen but the consistent experience is to favor The Killer. It makes sense, in most games the hits are favored.
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1249188#Comment_1249188
If the killer made it to hatch before it opened, he deserves the kill. You had your chance. Game over.
He doesn't deserve the kill, maybe he has earned the ability to close the hatch. The game isn't over until it's over. I just had a match last night where I found the hatch first but of course the killers action prevails and he closed it while my body had vanished inside the black hole. I was running lithe, quick and quiet and dance with me and managed to Vault the window. I was very stealthy made my way to one of the exit gates and escaped. However according to many here, the moment the killer closed the hatch he was entitled to killing me.
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1249322#Comment_1249322
that's the hard part of solo queuing, having terrible teammates. but as I stated before , your objective is to get 5 gens done , not 4. while I agree that you worked hard you still didnt finish your objective
No, the prime directive for most survivors is simply to escape. That can be accomplished with zero generators completed. If you want all four survivors to escape, then yes five must be completed but that isn't always necessarily the goal. Just like a killer can get a 4K without ever hooking. That would be like saying it's the killers job to get 12 hooks.
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@Kate_Main_01 said:
I think what is being missed here is the 1% is referring only to great skill checks. Now getting a great skill check barely increases the bar instead of ticks it up by a few seconds.
Gen times as a whole went up and the penalty for having multiple survivors on a generator went up by 5%. It's the difference of like almost 10 seconds if I recall. Or maybe it's 7-8. And that's on a four person generator. For solo or duos it's longer.
Furthermore maps were reduced in size and dead zones were added. This came after even a purple toolbox with prime add ons still doesn't even fill half of one generator and that's BEFORE they made generators take longer.
Generators take longer. Great skill checks do next to nothing. Toolboxes are borderline useless. Maps are smaller, god loops are closed, dead zones are frequent. Even the slowest Killer is still faster than a Survivor and will down them if there are no windows/palettes/clever plays. Hatches take forever to open. Exit gates take forever to open. Hook timers still go just as fast. The already low survival rate of high ranking Survivors has gone down even more. Killers were already winning over half of all matches played. Now they are winning even more.
What more do Killers want? I'm not being facetious, as a person who plays mains Survivor (so I feel the hurt) and also plays Killer (I'm higher ranking than I've ever been and have more 4ks than ever) I genuinely want to know what more the Killers want.
I sense that many won't be happy until a 4K is guaranteed and there's nothing a Survivor can do to stop it.
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@ClickyClicky said:
The difference is survivors got to keep the game going before by struggling on hook for up to 60 seconds. This frustrated some killers who found it to be toxic.
Survivors slugged for up to 4 minutes is different. It doesn’t affect the killers therefore it’s not a problem.
That’s how Behaviour views it. If you haven’t noticed recently they only care about QoL improvements for one side, and it aint your side.
Interesting point 😅
@Raptorrotas said:
They implemented that the last survivor is instantly sacrificed, as the game is defacto over by that moment, adding striggle is a timewaste and in case of enabled kobe, killers wouldnt leave the hook. Aby killer leaving the last hook is due to the impossibility of that survivor getting off. The newly added/soon to be added extension of the first mechanic checks if all remaining survivors are struggling. Also a situation in which the game is over.
It could be worse tho, the game could check for all incapacitated (hooked/downed) survivors, if they can get up or not, and then instantly sacrifice all survivors (with the egc-kill or hook instantkill).
On topic of the suicide-bleedout, i think it would certainly be used as a " legal dc-hatch-'tech' ". Yeah yeah killer opinion, but it is lame. Edit: could work for the last survivor or when everyone is incapacitated tho.
The Killer would def camp, however perhaps that person would have DS ready and could make it to an Exit Gate or has a Key to use on the hatch. A lot of opportunities there if luck is on your side during those attempts. I think there could many iterations of how it would work, one could be limited to last two where both are on death hook and perhaps slugged and outside of the TR for X seconds. It would be fair if the game credited The Killer the same points for an existing bleed-out in that case.
@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1230137#Comment_1230137
I would also give the "bleedout on purpose" option to survivors as I have seen it several times now that for example a trapper starts farming trap points for like 2 minutes to max his category before picking up the last survivor. I'd also prefer to jump into the next game instead
It's def not fun to get slugged so The Killer can farm points and all you can do is bleed-out for four minutes. It's not always possible to be found even when you want to get hooked and is frustrating to have four minutes of your time wasted. In this scenario you should absolutely be able to bleed yourself out.
@MadArtillery said:
https://forum.deadbydaylight.com/en/discussion/comment/1231168#Comment_1231168
None of those things are the equivalent. A majority of the time it's altruism or Tbagging too far from the exit that gets a survivor killed after gates open, survivors can still have objectives to fulfill after that point, objectives people are still willing to risk dieing for. Objectives people all to often are willing to try enough that they turn a 1k into up to a 4k for because the game isn't over for their whole team yet in those circumstances. It is for killer if the last person is slugged, that's it, it's over, job done. Nothing comes after. Even then survivors usually have earned atleast a pip already even if the exit gates have never opened. A killer doesn't even have a garenteed pip for a 4k, missing that hook can be all the difference. Survivors can very easily deny even single or black pips from everything to simple incompitance or giving up. Killers don't have the luxury of wiggle room survivors have.
That doesn't change the fact that no one is entitled to anything other than that which they completed. If The Killer decides to slug the last person and they have Unbreakable or Adrenaline and Escape, well that was on that player because they chose to slug and took the risk. A Survivor isn't even guaranteed a safety pip if they escape. Nothing is guaranteed in this game. You have to move away from the mentality that you're owed something because of the things you've done. If missing that hook is so crucial, don't risk slugging the person but you're not entitled to that kill or points. The game is about choices, everyone has to decide whether the risk is worth the reward and what's more important. Sometimes trying to save a friend can result in everyone dying or choosing to slug the third Survivor in an effort to secure a 4K can result in a 2K.
It isn't over until it's over, and at some point the match is indeed over and offering a bleed-out even in limited circumstances would be helpful. It isn't about denying The Killer anything, it's about not wasting peoples time when the outcome is locked-in.
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The EGC was intended to be a mechanism to bring the Trial to an end but it ultimately favors The Killer. I agree that the hatch opening takes way too long but you won't find much understanding from people that think The Killer is entitled and owed a 4K at that point.
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I think he is super annoying to go against and he could use some adjustments. I hate the slight pause while screaming and wish there was a small moratorium on screaming within X seconds of being rescued.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1248875#Comment_1248875
https://us.v-cdn.net/6030815/uploads/867/O2EMC89R5UAG.png
You got a clip of him saying that? as quoted here it was promised to never return.
Because i got a clip of him saying that's not what he said at all and legacy wont come back https://clips.twitch.tv/SparklyHonestAppleKappaRoss
Honestly that is immaterial because a post isn't binding, they reserve the right to do whatever they want. It has happened in many other games, where super ultra-rare exclusives awarded for X criteria or during a very specific time were later more widely released. Legacy could very easily return should the BW get a major rework. I personally don't care, so this isn't about advocating for legacy to return. Just wanted to point out that promises on forums, blogs and social media don't necessarily mean much.
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This is just like the self-care Nerf that many killers advocated for, and then what happened? People stop using self care and bring other perks or just stay injured and focus on generators.
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I've run into this a few times yesterday, it happened while I was being unhooked I couldn't move. It happened when I was trying to commit to a generator and the killer hit me and I went down and I couldn't move from the generator. And in the same situation as you where I was rescuing someone and I was stuck in the rescue position. All I could do was spin.
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Head-on is another hit or miss perk on servers, a lot of times The Killer is nowhere near the locker and then they instantly teleport to the front of it and open.
