Nicholas
Nicholas
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- Nicholas
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Terrible idea but I'm not surprised because every single topic about this Perk is strictly from the perspective of improving the experience for The Killer. Not to mention the fact that your suggestion is addressed with Borrowed Time. Decisive Strike is about being tunneled, not camped necessarily.
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No because it only works once and isn't very effective at dealing with being tunneled. I have some ideas how to address at least one tunnel situation but it might be strong.
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If I've already started healing myself I won't let go until I get a skill check because I have really bad luck. Every single time I let go of something, there's a skill check lol
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On the subject of the perk, what happens if you go into a locker and exit? Does it consume the perk or do you still have it active for the next Locker? I'm talking in reference to a situation where you may go into a locker but the killer sees you and so you have to come out or use head on.
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I agree on changing the button on Console. The only thing that really sucks about wiggling, is that there are times when you're at 99% and if the killer were required to stand directly in front of the hook to actually hook you, you could break free. A lot of times I see myself get to 99% and the Killer is still on the left or right of the hook and they're able to Target and select hook and it teleports them in front of the hook and then finishes the animation. I've seen this with lockers to, the killer doesn't have to be directly in front of the locker to Target it and open it. They can start from the left or right of the locker and then it teleports them to the front of it.
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I think it should be like other games based on how many matches you play in relation to how many you quit. Someone that plays three matches a day but quits two of them shouldn't be in the same boat as someone who plays 30 matches a day and quits two?
As far as the penalty itself, it definitely only favors the Killer. When a Survivor suicides on the hook, the other three survivors are screwed. At least previously you got 600 bonus bloodpoints for dealing with a quitter. Now you get nothing. The change is a great Boon to the Killer because people are sacrificing themselves now instead of disconnecting but again the survivors are still screwed.
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@ChainsawCharlie said:
I get really mean and put on Franklin's, Ebony Mori, and maybe Noed and I just play like a scumbag. I facecamp, or tunnel off of hook. Keys are the best to hit with Franklin's because unless they have Plunderer's, it will be extremely hard for them to find it again, especially if it was in an open field or something.
LOL every match is tunnel and some matches have face campers. Doesn't matter what you bring, it always happens. That's why a lot of people just cancel the match if they see a Mori.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/135478/is-their-a-bug-or-something
Its normal. This game is so survivor sided killers are leaving like crazy.
How do you know that's true? People jump the gun based on a few streamers whining and a few topics complaining. That doesn't mean millions of people to suddenly stop playing.
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I ran into this earlier, except I was going against the rank 3 killer and the other three survivors were all 15 through 20. I immediately knew something was up when they were all hiding and crouching around. No one was working on a gen.
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It probably also has to do with the fact that the cosmetics in this game are extremely expensive. Roughly $10 for skin isn't great pricing for people. I purchased a few skins here and they are at that price but I'm very conservative. It has to be something I really like for a character I really prefer to play.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1139774#Comment_1139774
By the time that survivor is found again there is no longer 60 seconds. You’ve said it yourself before.
I understand that to some the use of DS to its full potential might seem abusive but where do you draw the line? The killer could for all we know “pretended” to walk away, only to turn around and keep tunneling that survivor... after they got on a gen.
The perk never stopped the tunneler from tunneling, it merely bought that survivor some time. I just don’t understand why people see it as abusive when there are built in mechanics on the killer side like Camping and Slugging, that are “abused” And no one is complaining about that, even tho survivors have made it very clear that it is annoying and sometimes unfair.
I just think at this point DS is being nit-picked. It is probably in the best place it has been.
I agree.
A lot of the ideas are more concerned with favoring The Killer on a Perk intended to remedy a Survivor problem. I've always said DS doesn't do enough to address tunneling, for starters it only works once. The Killer can easily counter the counter without a Perk or much effort, just slug. And then the one Survivor counter to that is a one-time use Unbreakable lol And that's another firestorm discussion for people here about how unfair that Perk is. Imo The Killer should be able to face camp, tunnel, slug but Survivors should have a way to deal with these scenarios.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1139888#Comment_1139888
From your replies... and all the other killers you're definitely trying to make it a tool for killers. Your ideas would make it just that, if you don't put the EGC on, the gate regresses, meaning saving is 100% likely to turn into a trade as you wont be able to save, and open the door (in most scenarios) before the killer gets there. So you then HAVE to put EGC on and then play around the timer. This thread and your comments are LITERALLY trying to make it a tool to pressure survivors into doing/not doing things in an attempt to aid killers further.
I agree, it's a solution in search of a problem. EGC has its purpose and already favors The Killer. You don't even have to Chase, because The Entity will kill them for you and you get full credit. If I killed three and one gets out, not losing sleep over it.
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Are we ever gonna get Funko Pops? I think those would be cool for DBD.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1137106#Comment_1137106
"Killers" some of us play both sides and i know personally from using ds how busted it is sometimes i have a 4man swf all bt and all ds safe hooks for days. I was just playing today and got to rank 3 actually.
https://us.v-cdn.net/6030815/uploads/578/RGQ0PY9TAQDD.jpg
(This picture i took yesterday im not home to get a new one).
I'm in red rank on PS4 and never have a problem with it. And by saying Killers, I was specifying the people that play killer not necessarily people that only play killer. This feedback is coming from the perspective of a killer, thus my comment is about Killers. Why would I say people that play only killer and also people that play killer and Survivor? Lol I rarely run into BT but that's because I'm almost never in radius to trigger it.
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The one thing that amazes me about the forums here, are all the killers that are constantly running in to DS. I see it often but I've never had a problem with it. I think one time because of my own stupidity someone used it and got out. Even as someone who plays more killer, I don't think the perk does enough to address tunneling. If I really want to kill someone and I suspect they have DS, I just wait the 60 seconds and leave them on the ground. Almost every time someone comes to try to save them and so I now have two survivors wasting time not doing generators. I only do that if I really want to eliminate someone for whatever reason but otherwise I don't run into it.
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Some ideas are interesting, others need major adjustments. Think of the player experience, too much RNG is bad. "The planets must be perfectly aligned" isn't fun and creates a challenge bottleneck where everyone gets stuck trying to do the same task. It also makes the challenges frustrating and not ultimately challenging. The Perk related ones are a cool way to introduce/force you to try new perks so these I love unless they condition too much RNG. Challenges can also be used to introduce players to foreign play styles and try behaving in new unfamiliar ways than the usual BM.
Safely Unhook a Survivor during EGC.
Use Bond to HELP a Survivor in an active Chase by getting The Killer's attention.
Engage a min 30s Chase with The Killer without using a single pallet.
After a Survivor is rescued, Chase after any Survivor other than the newly rescued one.
Hook every Survivor you down within 30s of putting them in the dying state during a single trial.
RNG Challenges:
While the Exit Gates are open, successfully cleanse NOED.
Successfully cleanse Hex: Devour Hope while suffering from the Exposed status effect.
The pattern is encouraging behavior that is more positive for each role and to get people to try to be less toxic and selfish. Also some education ones, like please cleanse Devour as soon as they get three tokens instead of healing and rescuing people to get close to Mori time.
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This is the only game I play and can think of where the DLC release date is in such flux as close as the day before. If it drops tomorrow, they already know it.
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/1132784#Comment_1132784
The challenge didn’t work for me the first time, but I just figured that I wasn’t in the chase long enough before I jumped down the hole in Hawkins. So I tried again, making sure that I was a considerable distance from the hole before making a break for it. I then kept going back up the stairs to do it again and again. I got three attempts that round before I figured that had to work. It did. I didn’t have to use sprint burst.
That's good to know. I got it first time with Sprint Burst immediately after a Chase began and dropping down. My initial failures are probably just as you said, the chase wasn't properly initiated to recognize the challenge being completed. Tome 4 has us doing it four times so I'm just going to use Sprint Burst again.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1132777#Comment_1132777
Now imagine everyone opting out - boom that one person doesnt have a perk anymore
It would be no different than using Calm Spirit on most Killers or Unbreakable on a killer that never slugs. Sometimes perks have no use in a match for whatever reason, that's one of the risks associated with them.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1132790#Comment_1132790
I still think they should tie BP Cap to devotion, raise your BP cap by 50K with every level, that way it rewards their long standing players by making it easier for them to level and enjoy new content.
That is a great idea. There should actually be a special charm for reaching 10, 15, 20, etc.
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I find the Blood Orbs annoying but there are things you can do to extend the Chase. My only complaint with him is probably related to latency, he seems to hit very very far and in my experience he should be hitting obstacles like cars but it clips the item and strikes me few meters away. I made a crude graphic on my phone to depict it:
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Getting an in-game notification upon successful completion of a Daily Ritual or Challenge.
Rapid level up, a way to instantly level up a Survivor or Killer and designate the target level or max you wish to redeem. Example, click on Zarina with 1M points banked and select "Level to 40" or "Highest Possible" and it will auto redeem your BPS. Even if you could rapidly level up in increments of 5 or 10.
Increase cap to 2.5M or whatever they desire.
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I kept running into this with the great heights challenge, it finally worked when I used Sprint Burst on the same map. The description doesn't specify SB but a friend of mine had the same issue and it worked with SB.
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@Ivaldi said:
When will the new ranking system be implemented? I know that the current one is completely meaningless but for players that see rank 1 as the only goal in this game, how is it fair that a killer that decides to face camp and get gen rushed.. or a killer that simply cant hook anyone can force the entire survivor team to depip since they cant get any altruism or chase points?
I ran into a depip tonight, The Killer was a potato as The Spirit. Never downed anyone, in these matches I usually verify no NOED and allow The Killer to down and Hook for points. 99.99% of the time The Killer is thrilled with the free points. However unless you're SWF, there's always that one immersed potato that bolts for the Exit Gate and triggers EGC so then you depip lol
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@drimmalor said:
A lot of perks can be used similarly - I don't think interesting designs should be excluded due to a potential for causing problems. Bond, for example, can be used to know where your teammates are - should that perk not exist just because people can use it to sandbag? It's a difficult decision to make, but I think that most people tend to play the game as intended, so Red Herring causing an explosion could result in accidental sandbagging just as much as tossing Diversion pebble could, but likely more believable.
With Bond, I wish we could decide whether or not to opt-out of displaying our Aura to other Survivors. Especially against trolls if you could do it on an in-game basis. In many cases I find people using it to lose The Killer and bring him to you. In those instances, I would opt-out.
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@Avis_Deene said:
https://forum.deadbydaylight.com/en/discussion/comment/1129113#Comment_1129113
If DS was an anti-tunnel perk, survivors would have no issue with it deactivating if they fully heal themselves or a teammate, start working on a gen, sabotage a hook, search a chest, or cleans a totem, right? If they were able to do those things then they were obviously not tunneled.
Who am I kidding, if they did change it the forums will be filled tears to rival the Niagara Falls.
If it truly were to address tunneling, it would work twice and wouldn't have a 60-second limit during a Chase. It's not really a good perk to deal with tunneling in cases where the tunnel exceed 60 seconds or you're slugged.
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That's a lot of perks to run, you just never know when you're going to run into Knockout. That's why it's increasingly best to just play with friends. I ran into that two nights ago but I don't remember who the killer was. I ended up dying on floor and the other did too. One person was slug near another and one of them had unbreakable so they were able to get back up. In an effort to punish the killer for such playstyle, they ended up wasting his time by hiding for 30 minutes and then the killer disconnected.
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1127477#Comment_1127477
There is a camping penalty for killers, when there aren't Survivors swarming the hook looking to do an unsafe unhooking.
The camping penalty is a joke, which is why camping is so effective and common. Best counter is do gens and hope the camped Survivor has Camaraderie lol I'll never forget The Cannibal that face camped me in the Basement and upstairs was a Generator that someone worked on while my timer was paused. Everyone escaped, I was glad to struggle until the last drop.
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Poor Bubba, he picked up the insta-downed right after being Rescued Dwight a little too early 😴. If he's not crying about this, it's about how unfair it is that someone is using the sole counter (Unbreakable) that only works once per Trial and only if The Killer slugs.
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Some people are willing to sacrifice themselves for a friend be at for a challenge or whatever the case is. Maybe if you just accepted the fact that you were going to get a min 3K, you may have ended up with a 4K. There is nothing the Devs can do about it.
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If I'm in a Chase or on the hook during EGC, even if the people are too immersed to to come help, I'd rather them stay in the match or at the exit gate because it puts pressure on the killer to decide what to do. When everyone leaves? It's easy for him to focus on whoever is left.
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Thanks for the info, I'll just tell him it's better to get Freddy to 40 since he could be waiting months for BW.
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FTP looks interesting, I would only equip that perk with a competent friend that's going to maximize My Sacrifice lol
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I had the same happen in Reverse as well. I'm on a generator or totem and I let go and sometimes even miss the skill check during the process and I still get teleport grabbed. The first time it happened to me while playing a spirit was weird, because I did grab the person and then I froze and they vanished lol
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You mean the little circle? That means the person Prestige the character.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1110114#Comment_1110114
Because you're implying he's even the least bit OP. Kind of speaks volumes for itself there, bud.
Not at all, but with that said even if I thought a killer was strong doesn't necessarily signify I'm unable to go against them successfully. That's the wrong assumption and that's the problem with a lot of discussions here. Just because someone disagrees with something or thinks it's too strong doesn't mean they don't know how to counter or deal with it. And I didn't even say any of that, but I do think his movement with his power is very compelling.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1109505#Comment_1109505
Or maybe, just maybe, if you learned how to properly loop, and deny him of his power, you wouldn't be so scared to be chased by a Billy.
So how do you know I don't know how to properly Loop or deny him his power? Who says I'm scared to be chased by The Hillbilly? Don't waste my time with your assumptions.
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It's not about getting downed, it's about him being able to cover the entire map in a matter of seconds indiscriminately. Maybe if he had a small cool down on his chainsaw, he would have to make some decisions about the map vs downing. Without a cool down, he has unlimited discretion and can basically teleport across the map faster than anyone.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/1108876#Comment_1108876
Its not that many people suiciding on first hook. I feel like most survivors DC reactively. If you take away that split moment where they rage hard and tears fill up, you take away the satisfaction of their ragequit. They want to deny the failed dead hard right now. Not on the hook later. Its telling the killer now or never that you disagree.
Suiciding on hook is another message. Its pathetic, even for the suicider. Ragequitting gives instant satisfaction to the DC'er which will encourage and excuse future ragequitting. It may look like its the same, but it is not. That said, would be great to prevent first hook suicides next (like autostruggle and no chance to kobe)
How do you know how many? I haven't seen any official stats released.
That's a fair point about the feeling for the rage quitter (some prob are just as satisfied with dying) but it is effectively the same for the other participants. This distinction is immaterial when you're one of the remaining Survivors. Actually at least with a DC, don't you get 600 points? A suicide provides nothing.
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What people are missing is that DC penalties are suppose to discourage DC which hurts everyone including The Killer. However clearly the stated goal isn't being achieved bc people circumvent by dying on their first hook. Hopefully in time this will be less of a problem and people start dealing with stuff they dislike.
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Most of the time randoms do unsafe rescues and provide no help even when they haven't been hooked once. The slightest HB from a mile away = they release the gen/healing you, fail a SC and then UE away lol The more I solo queue, the more I realize how hopeless it is even in red. So many potatoes in this game. I wish we could KICK a Survivor in the face to decline being unhooked.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1103165#Comment_1103165
representation, if you want something to feel relatable, to be real, you need representation.
One of the best things ever for me in a videogame was the addition of Bonnie to Payday 2:
https://vignette.wikia.nocookie.net/payday/images/e/ec/Bonnie.jpg/revision/latest?cb=20150807080652
I mean look at that, how often do you see a character like that, that we know from real life, as a (playable) character in a game? pretty much never.
And older, worn, trailer trash woman, just fantastic.
Bonnie looks awesome. That's a great character, she would make a great Survivor or someone similar.
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Off The Record, what's the point of it? I'm trying to think about the aura part, when would your aura be shown to The Killer after being unhooked? Besides the chance someone else is being hooked and BBQ goes off.
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Still no trailer? What are the perks?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1096004#Comment_1096004
DS isn't supposed to be a vaccine that makes tunneling impossible. But it certainly makes it a lot less viable to do. That's the point.
If someone's going to tunnel the ######### out of you, someone's going to tunnel the ######### out of you. But if they do, DS is a perk that usually single-handedly makes it much harder for them to do and get away with it and can often cause them to lose the match if they tunnel too hard.
It'd be way too strong and ridiculous to be able to just equip a passive perk and be "well, Killer can't touch me now until they touch someone else because that would be tunneling!"
I never said it should be an absolute remedy. However, I can't entirely agree that perk is viable in the current state. DS can help with tunneling once per match if you meet the conditions and can be useful in some daring plays beyond that. The point I was illustrating is that even when coupled with so many perks and other options, nothing can stop a tunnel.
DS extends the tunnel, and in some cases, you may get away, but ultimately if The Killer wants to tunnel you, you will be tunneled. So not a fan of changes that benefit The Killer when the existing version isn't even that great. I want to see the balance for both roles, not just adjustments that favor The Killer. And where are any official statements that the perk is exclusively for tunneling?
And finally it doesn't have to be as dramatic and extreme as you expressed. It can be balanced to be more effective at tunneling but also fair for The Killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1095977#Comment_1095977
Don't know about you, but sure has stopped me from being tunneled and plenty more.
I don't know what you're doing to apparently be consistently tunneled and still not be able to put a hamper on it with DS, but maybe you need to do something different.
I'm glad but if you ever get tunneled more than once in a match you're screwed. I like how you're shifting the burden of blame to me, when it is The Killer of their own volition that determines whether to Tunnel someone off of a hook. I've definitely had matches where I never get to use decisive and I love that, because I really don't like running DS. I'm not going to list every situation because that would be boring but there are times where I'm so successful in the chase that it exceeds 60 seconds and then I'm basically screwed at that point. It varies from that to match but overall I don't think the existing iteration truly addresses the problem. And I have yet to see suggestions that strike a balance between the killer experience and the Survivor experience in this regard.
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@[Deleted User] said:
I still don't understand how DS got nerfed. It's ""NERF"" included:
- Making the DS skill check much easier than before
- Not needing to be the obsession to be able to use it at its full potential
- Cannot be countered by juggling anymore
- Killer can no longer cause you to "whiff" the skill check by swinging
- Works immediately before killer can even move after picking the survivor up
- Is no longer countered by enduring
- Forces you to become the obsession on use (A huge majority of killer's perks require leaving the obsession alone to even do anything, meaning being the obsession is usually good)
- Benefits survivors who don't even have the perk equipped as long as an obsession exists
- All four survivors can now use the perk to its full potential
DS wasn't ""nerfed"", it was changed.
Why does DS still need to be changed? Because it's supposed to be designed to be an anti tunneling perk, and it's not only preventing tunneling, but it's also preventing Killers from earning momentum even past that. Preventing the killer from gaining momentum is why DS was changed in the first place. The rework was supposed to fix that. It did not.
LOL you think it prevents tunneling? That is such nonsense. I agree with you that it can help in some situations beyond tunneling and offers some flexibility to be more bold and daring but it is not very effective at addressing tunneling. First of all, you can be tunneled twice in a match. And the perk has a few prerequisites including the timer and passing the skill check. And even then Killers will still tunnel you, it's like they don't get the message! I've had matches where I was given borrowed time, DS, head on and was pallet saved and The Killer is still relentlessly coming after me. So yeah. I definitely want to see the perk changed but it has to be effective at remedying being tunneled. And the existing iteration doesn't do enough to address this issue.
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It needs way more than that to truly help tunneling. All of these changes people request to DS are about improving it for The Killer then it is about remedying the problem it is intended to address.
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@Chmurkaz said:
I don't know if it's bug, but me and my friend got reseted with old system 🤔 (2 to 10 and 6 to 13)
Yes it's a known issue they are looking into. I got reset to rank 10.
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They look goofy but they will seriously kill you.

