Pulsar
Pulsar
About
- Username
- Pulsar
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Honestly, wouldn't be opposed.
Perks that are as restricted as DH are never good. Plus, there's the whole ping thing; if the Killer has ping over 90 ms, good luck
-
@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687589#Comment_3687589
The fact that they sometimes make changes that favor killer doesn’t mean that they give equal attention to the role. 6.1 was almost entirely reverted (especially with the DS buff) and they usually make minor, meaningless percentage changes when they “buff” killers. Stop with the false equivalency.
Do you really want to look at the Killer vs Survivor nerfs?
You really want to do that, you have got to know you aren't gonna have it stack up as you want it.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687267#Comment_3687267
And that is precisely the problem.
You are looking at survivors actively not doing their objective. This is solo queue low mmr behavior. The game should not be balanced in such a way the survivors are able to still win if they just refuse to do their objective. Otherwise it would literally be impossible for killers to ever get a single kill.
This would be like saying that killers should also win if they just run the the basement and stare at the wall.
Why is it that one side gets to have the benefit of "not playing efficiently" (I.E. literally doing the objective they are given) and still have a chance to win, but the other side doesn't?
This is not low-mmr solo q. This is average MMR. Nobody is always on a gen; there's travel time and an unknown factor of not knowing where the Killer is. There's inefficiency everywhere in 99% of games; ignoring that is foolish.
Killer is far easier to play efficiently, just via the nature of the game. All you have to do is tunnel someone off of hook and you're already well on your way.
Nobody, except you, said that. I pointed out that you are putting in a perfect scenario in a game dominated by RNG and average inefficient players.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687251#Comment_3687251
We are removing the RNG as a variable by assuming the survivor is doing the least skillful thing the survivor can do, literally shift +w to a corner of the map. There is no RNG to account for there, because they aren't using loops, or pallets or windows, or anything. They do the least skillful thing a survivor can do in a chase, that i feel most people would agree with is "boring"
We are not removing RNG from the rest of their team. We aren't accounting for the Meg doing a Glyph, the Sable in the basement with an Invocation or the Dwight in a locker.
You are balancing it around an efficient team when the VAST VAST VAST majority of teams do not function that way. I understand that's all you care about, and we've had this discussion before, but it's not realistic.
-
@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686441#Comment_3686441
There are obviously plenty of bad killers around. My point is that they tend to have less influence than survivor mains because there are more of them
That's clearly untrue; but go off.
Keep perpetuating this cycle of hatred between the two sides.
Both sides have bad actors. Both sides have ######### people. Neither side influences BHVR, BHVR does what they want. If Survivor influenced BHVR, Self-Care and DS wouldn't have gotten butchered way back when. If Killers influenced BHVR, Ruin Undying wouldn't have been nerfed and we'd still be in the Eruption meta.
-
@stonedcandle said:
Until something gets done about coms and SWFS you can't really complain about how 'sweaty' killers play. They're facing a stacked deck. Because, that is how the majority of survivors play this game.
Where's the proof of that?
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687165#Comment_3687165
You seem to think killers have all this time in the world. Do the simple math. Here is the scenario.
You hook a survivor, and someone unhooks them, hell lets say before you even finish walking away, lets say they unhook and you are 12 meters away (that's about 2 lunges worth of distance). So you turn around Here are the possible scenarios if the unhooked guy body blocks. We'll do it assuming they don't even use pallets or windows and just shift + w to a corner of the map.
- You hit the unhooked guy, ignore them, and continue chasing the other one
- You hit the unhooked guy, chase them and slug them
- You hit the unhooked guy, chase them and pick them up to eat the DS
Lets do the math in these scenarios.
Scenario 1: You hit the unhooked guy, ignore them, and continue chasing the other one
- You chase the survivors and it takes you 14 seconds to get into lunge range
- You hit the body blocker, and now you eat a 2.7 second cooldown. During this time, the actual target gains about 12 meters.
- You take 14 seconds to get into lunge range again and hit them.
- They get a speed boost, and it takes you 18 seconds to get into lunge range and you hit them again. Now you have your down
You just spent 14 + 2.7 + 14 + 18. During this time, the 1st survivor finishes their endurance and hops on a gen for about 18 seconds. During the rest of the time the other 2 survivors have been on gens the whole time. This amounts to 115.4 seconds of progress across 3 different gens.
Scenario 2: You hit the unhooked guy, chase them and slug them and they use UB to get up
- You chase the survivors and it takes you 14 seconds to get into lunge range
- You hit the body blocker, and now you eat a 2.7 second cooldown. During this time they get endurance, and gain about 12 meters of distance. Taking about 18 seconds to get into lunge range to hit them again.
- You walk away and start going to another survivor. It's probably going to take you around 15-20 seconds to cross the map and go to where you need to be. Lets be generous and say 15 seconds.
- You find another survivor and you start your typical shift + w chase, these chases take about 60 seconds to hook (i have the math if you want, but i feel like i have shown you the math before, but if you want it let me know).
- The original guy takes 24 seconds to be picked up from unbreakable, and then probably another 10-15 to find a gen. The person who unhooked the original guy, also probably takes around 30 seconds to find a gen.
- Based on all that, you have 1 survivor on gens the entire time. Your second survivor that gets chased is on gens for the entire time minus 60 seconds. You have a 3rd survivor, the unhooker. on a gen for the entire time minus 30 seconds, and you have the unhooked guy off the gen for about 40 seconds. That all totals up to
- Survivor 1: 109.7 seconds (a full gen)
- Survivor 2 (chased guy): 49.7 seconds (a half gen)
- Survivor 3 (unhooker): 79.7 seconds (most of a gen)
- Survivor 4 (unhooked guy): 69.7 seconds (about 3/4 of a gen)
So during that time, you got 2 hooks, and survivors finished a gen outright and nearly finished 2 others, and halfway finished a 4th. So what, 1 full gen and nearly at 1 gen left? Seems balanced.
Scenario 3: You hit the unhooked guy, chase them, and eat the DS and chase them again
- You chase the survivors and it takes you 14 seconds to get into lunge range
- You hit them, they get a speed boost gaining 18 seconds of distance.
- You hit them again, they go down taking 2.7 seconds.
- You pick them up, taking 3 seconds.
- They DS you, stunning you for 5 seconds, gaining 20 meters of distance
- It takes you 27.5 seconds to catch up.
- You hit them again
- Pick them up for 3 seconds.
- Walk to a hook ~10 seconds
- Hook them 1.5 seconds
You just spent 14 + 18 + 2.7 + 3 + 27.5 + 3 + 10 + 1.5 = 79.7 seconds.
During which time, 2 of the survivors were on a gen, and the unhooker probably took around 30 seconds to find a gen. So the survivors finished nearly 2 gens, and a 3rd gen is around half. And now you have a 2nd hook.
This means that option 1 is your best option assuming no mistakes are made. But now imagine you again, are trying to not tunnel, so the survivors repeat it once more and they get 230.8 seconds of progress on gens. Then they do it again and its 346.2 seconds of progress. And oh look, all the gens are done.
Now, without any of these if the unhooked person can't body block (because of fear of tunneling), you have scenario 1, but with the unhooked guy being injured much sooner:
- You chase the survivors and it takes you 14 seconds to get into lunge range
- You hit them they get a speed boost and gain 18 seconds of distance
- You hit them again and down them, pick them up, walk to a hook, hook them.
Now you spent 14 + 18 + 2.7 + 3 + 10 + 1.5 = 49.2 seconds. Where you have 2 survivors with half a gen done, and the unhooked guy spent probably 20-30 seconds getting on a gen so basically barely any progress there, or spending time healing themselves. That is SIGNIFICANTLY less time.
The problem with stronger DS here is the person who does the body blocking now isn't afraid of getting tunneled, they WANT to get tunneled because it wastes more time. Whereas before they spent the duration of their time trying to NOT get tunneled. If someone tried to body block me before, DS was weaker, so i wasn't afraid of it as much, and i just wait out the basekit BT, if they have OTR, its still a decent chase, but again, the DS is weaker, so its counterable and because of this perception that it is a "bad perk" people typically aren't running it anyway.
Even doing this ONE TIME is going to waste so much more of a killer's time than it would if they could properly NOT TUNNEL.
Last but not least. The solution to tunneling is not to buff a perk that requires someone to pay money to get the DLC for, or wait for it to show up in the shrine with random chance. The solution to tunneling is a systemic fix that the game fundamentally is designed in a way such that survivors cannot be removed from the match "early" and the game is balanced around 4 survivors being in the game, not that 4 survivors being in the game means that the killer cannot keep up with them unless they end chases in 20 seconds.
No offense, but you are creating a mathematically perfect scenario for a game built around RNG. That about ends the argument for me.
We will simply have to see how it plays out in-game. It's likely it won't be an issue; especially when one considers how many factors you need in order to have it be an issue, including having at least two good Survivors.
We do agree that tunneling needs to be a systemic change. DS isn't going to fix anything.
-
Now we're talking about UB apparently, very well.
You've now burnt an important resource and you've still wasted the Survivors time. You are in a winning position as there are still two Survivors doing nothing.
-
@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687138#Comment_3687138
Unless they have OTR. Then they have unbreakable. Literally what they used to do.
They aren't talking about OTR or Unbreakable, they are talking about "offensive uses of DS"
-
Slug them.
It's literally free pressure.
That's a completely fine scenario.
-
As a general code? No.
As a personal code? Yes, I think that would be best.
You should have empathy for the other side and that should reflect in your choices for how to play .
-
I love waiting years for a number change.
They've got to address tunneling and DS being five seconds isn't gonna do it.
-
We are free
-
Ouch.
I don't think it needed anything besides waking up against Freddy being removed.
-
The game has never been easier for Killer.
People shouldn't trash-talk you.
You should have some empathy for the other side.
-
The character? No.
The prestige level? Yup.
-
@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685451#Comment_3685451
That would literally take away the most interesting part of the power, is like removing curving on billy. Yes you can buff him in other ways after removing that but he would judt loose all the depth he has.
Aldo if you do not give him something really good after deleting that he is just a worse huntress/artist and he would still have to weaken survivors and hit them again. At that point just play artist who actually would reward tagging someone with cool downs trough walls by predicting movement or just play huntress who can just injure without having to tag someone.
That change would literally erase the unknowns most interesting aspect and the one who give it such a good skill ceiling. However based on some of your comments I am aware this is not an aspect that you personally value in the game so I understand why maybe this is a non issue in your opinion.
Shots fired, I suppose.
I've been told, simulatenously, that it's completely inconsequential and vitally important. Interesting.
I'd give a power recovery boost on successful direct impacts. It feels like he's rewarded very little for good aim. I'd also polish up his collision. Feels like old lubed up blight sometimes. Consistency is vitally important for him.
-
Yeah, it's pretty bad.
-
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685919#Comment_3685919
Pig: heavily depends on loop and addons.
Legion: literally m1 killer if survivor is injured.
With Xeno, i absolutely agree.
My other points you just ignored. Wasnt it you, who once told me to answer all your arguments?
Obviously Pig isn't going to be great around Shack, but around a lot of standard loops (think rock loops) she's extremely good right now
Legion, obviously yes when you're injured, but holding W away from a Frenzy Legion is the right move.
I'm usually fine with people only answering one of my points, but sometimes people don't answer any of them and that's when I ask them to stick to the point; so no, doesn't sound a lot like me.
Counterplay that relies on teammates isn't much counterplay at all for the majority of players.
-
@fulltonon said:
Honestly it's like flashlight but just pretty much guaranteed to success and require two perk slot with one health state, most of time those who do this isn't doing gen so not truly sure about it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683731#Comment_3683731
If you are that tired of things so minor, you can always stop reading forums or whatever SNS you see and be happier :)
More like I'm tired of seeing the exact same patterns play out ad nauseum for six years.
-
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684396#Comment_3684396
Remnant can be countered by teammates running into it, shift w or mindgames. Thats counterplay.
"Promoting shift w" is sadly just a joke to me at this point. Its done against every killer if possible. It does not depend on the power "leaving no other choice" or not. I play Pig = shift w. I play Sadako = shift w. I play Legion = shift w. I play Xeno = shift w.
Its done mainly because its simple and incredibly effective.
Nightfall as survivor is annoying to deal with for sure. As killer though, its super nice to play around with. When looking at characters and perks, both sides have to be taken into consideration.
DH was super fun to use back then. Playing against it was one of the most infuriating things this game has ever created.
All of those Killers have chase powers that put Survivors into a losing scenario in a loop, except Sadako.
Nightfall is an accessibility nightmare on Survivor.
-
@BlightAbuser said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685618#Comment_3685618
Hmm. Can’t say I really face these issues. My audio has never let me down, save for the times there were actual acknowledged bugs.
edit - maybe it’s a console issue? Or headset thing?
Unlikely.
It was pretty well documented, once upon a time. It got brought up a lot in regards to an IW nerf, or lack thereof.
-
@Sandt1985 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685451#Comment_3685451
then........path away from walls? Its not like the hit goes deep into the other side of the wall. Just dont be next to it and your fine
"Don't hug the loop"
"Path inefficient"
"Account for ping"
"Just wait it out"
It does go fairly deep into walls and it has a lingering hitbox. I've gotten SO many hits that have just been so bad. On a lot of loops he sucks, but man, anything with traditional walls is just agony it looks like
-
@BlightAbuser said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685480#Comment_3685480
In what way? The audio cues are definitely there and loud…. That seems like a very false analogy.
Ambient occlusion I think is the term.
DBD has always had issues with sounds disappearing through objects, happens with footsteps and grunts of pain a lot.
-
@JustAShadow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685451#Comment_3685451
You can hear him charging his power behind walls and can always play around it and go wide, it's also sorta a mindgame if the killer decides to try a hit through the wall or just go after the survivor normally.
Relying on audio cues in DBD is like relying on a slot machine to pay your bills.
-
@Killing_Time said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685419#Comment_3685419
No... These will destroy the killer. He's fine
It really does not feel great to get hit through walls lol
I'd rather give him something else
-
I really don't know.
All the most viable playstyles feel terrible to play against and obviously you don't just want to throw.
-
@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685305#Comment_3685305
Bad durvivors don't always get tunneled, and there are often matches where there are no bad survivors. It is far from my experience that even at such times the tunnel can ruin the game. I can still understand if it just puts you at a disadvantage.
They usually do. There are always weaker links except in 4-mans specifically built to be competitive.
-
@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685210#Comment_3685210
How close were you to completing the gen during the first chase? Who worked hard to complete the gen while one survivor hooked? Your HUD probably shows little progress. Because if you are a decent survivor, no matter how bad the result is, if your skill issue is not bad, you will be able to complete 2-3 gens. Your story is far from my actual experience of the match. When such an outcome occurs, it is usually because one of the survivors has made a huge lapse, or the killer is simply much better than us. I think you just don't realize it.
It only takes a single Survivor being worse than the Killer for the game to be functionally over.
Corrupt stops early gen progress. PR will destroy gens after the chase. Same with Pop. Deadlock prevents more than one popping.
I don't know what sort of meh Killers are in your region or time of day, but most Killers stack slowdown and tunnel off of first hook.
-
@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685159#Comment_3685159
An Insane amount of perks are useless against someone who hits off hook, Deli, Adren, BT, and so on. The difference is OTR still denies aura reads and grunts of pain. It’s literally dead hard that can’t be missed on an 80 second timer. And how often do you get hit off hook? I would say it happened about 1 in 20 games for me if that.
Which does very little if the Killer is on your ass immediately post-unhook lol
-
@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685156#Comment_3685156
What I'm saying is that even if one survivor enters the tunnel, it's impossible for him not to complete even one generation satisfactorily before he dies. That is an insult to the victims, and is tantamount to saying that the contributions they made during their lifetime were meaningless.
And it was everyone's incompetence that took the pressure off the killer and made him have no hesitation in digging the tunnel. This is because all the survivors promised that no matter how many tunnels they dug, they would never complete gen for even one car. You guys should think a little bit about how your actions are helping the killer's tunneling activities.
Because if the Killer commits to a tunnel early-on, that means the Survivors have no macro options.
They have to stick to whatever gen they can find because there's nothing they can do to help that player besides try to slam gens. Even with that though, it's likely only one or two gens will pop due to perks like Deadlock, Corrupt, PR and PGTW; among others.
This often results in gens being in very unsafe areas and usually grouped together, making the rest of the game trivially easy for the Killer.
-
OTR is useless against a tunneling Killer. They'll just hit you off hook and now you can't use any other endurance perks or items.
UB is fine, I guess. It works once and you usually just getb whacked down immediately.
-
@xltechno said:
If you are 5gen tunneled by a low-skilled killer, it means the survivor is equally low-skilled. Everyone wasted time with the first survivor being chased by the killer, and while he was on-hooked, others were doing useless things and preventing from completing the gen.
Due to his incompetent companions, he was made easy for the killer to dig a tunnel and easily died. It was his comrade's fault, and they indirectly killed him.
That's not how tunneling works.
It takes FAR more skill to counter a tunnel than it does to execute a successful tunnel.
-
@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684626#Comment_3684626
Oh wait, bhvr statistics mean nothing! Some of the strongest surv perks in the game don't even reach top 10 pick rate. Picking someone up instantly and giving you & them pseudo godmode for the next 10 seconds is not inconsequential.
BHVR stats mean nothing unless they support my argument.
-
@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684586#Comment_3684586
Only takes a single player running the combo and a slight brain power to force a hit over a pallet/window so it's guaranteed. There is only one response to seeing someone FTP and that's to afk for 10 seconds as they get to extend their chase for another 30+ seconds with no way to punish.
So everyone is running it and Escape Rates must be through the roof since it's so brokenly OP.
Oh wait, they aren't.
It's annoying, and devastating in comp, but almost completely inconsequential in a real game
-
Can't wait for no windows and even more dead zones!
-
@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683731#Comment_3683731
You directly lose games to it though lmao. If someone gets hit with FTP + Buckle up there is nothing you can do besides accept that both survivors get away because one pressed a button.
If you've managed to lose a game where every player is running this combo, it's because you got tilted and forgot how to play.
I've had it used effectively once. Most people die trying to use it or never pop it.
-
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683714#Comment_3683714
Why is Dredge boring and promotes poor gameplay? If this is only about forcing people into the remnant on small loops, then i dont know what to tell you.
You of course can have your opinion, but I think and experienced, that Dredge has a lot of deph. Both for a survivor and killer perspective.
It really comes down to Remnant mindgames, which do have SOME counterplay. You can fake and bait a TP, which you can't really do with SM. However, it still promotes holding W.
Nightfall is really the thing I have the most issue with.
-
I agree.
There are some absolutely wonderfully kind people in our community and I have had the pleasure and privilege to speak and play with them.
However, I can't help but agree that the bad elements far outweigh the good.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683902#Comment_3683902
Wait until you play against me, my friend.
I'm a nice Skull Merchant, I promise!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683851#Comment_3683851
I think she is far easier to beat than killers like Cenobite or Xenomorph, to be honest.
I think she relies less on teammates than they do, but more on every Survivor having good macro sense.
-
I think we should put healing back to 2016 standards for just a week.
Just so people know.
-
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683731#Comment_3683731
Not a fan of this line of thinking, especially as someone who enjoys using Deadman's Switch by itself and seeing people say the same thing because of it's synergies.
Perks should be good without being part of a busted combination or busted themselves, what matters is if it goes too far like Buckle Up+For The People.
Then you have to give perks a weighted score.
It's the same issue with gen regression.
Pop is fine. PR is fine. Pop, Pain Res, DMS and Grim are not fine.
-
@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683435#Comment_3683435
Who decides if you have a dumb reason for hating a killer or not?
In the end it still all comes down to opinions, even if a majority of people agree that something is badly designed. I also have my doubts that everyone besides the avid SM fan club hates Skull Merchant to be honest. That just seems like a desperate attempt to disregard different opinions.
If you give up against Skull Merchant right from the get go, it really doesn't make you any better than someone who immediately gives up against Trapper, frankly.
I hate Trapper because my feet and his traps have an intimate relationship. They always seem to find each other and they never want to separate.
That's a dumb reason.
A good reason would be hating Dredge because of Nightfall.
-
@BlackRose89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683682#Comment_3683682
"Completely anecdotal, but every SM I've played against since her rework has been an absolutely toxic human being. I 100% believe she attracts the worst people in the community"
As you said this is anecdotal so why even bring it up? Doesn't prove anything. I can say the same thing about Billy Mains. Every Billy I have ever gone up against has been some of the most toxic players I have come across yet Billy mains are some of the most loved kill mains by this community. This is one of many reasons why Billy has been my most hated killer in the game ever since I started back in 2021. At the end of the day, I don't see the point of bring up an anecdotal statement esp when you even said it yourself that it's anecdotal.
Because I wanted to bring it up.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683733#Comment_3683733
That... seems a bit extreme, my friend. It is not THAT difficult to escape from Skull Merchant in Solo Queue.
It is an exaggeration to prove my point, I'll admit.
It's possible to beat anyone in Solo Q. SM is one of the least likely due to the coordination required to effectively counter her.
It does seem more and more that Killers are designed around SWF and Survivors communicating.
-
@Azulra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683734#Comment_3683734
That's how Buckle Up used to be and nobody would use it for that reason. Hence why they buffed Buckle Up the way they did.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683731#Comment_3683731
I'd rather they not just kill off either of these two perks because on their own they aren't exactly a problem and perks that aren't exactly much of a problem on their own shouldn't be killed off imo.
I don't think they should be, but I really am tired of all the complaining and blaming them.
Perhaps I've just seen it happen too many times at this point.
-
Two with 7-8 hooks.
A close, but ultimately fair and evenly matched game where both sides had push and pull.
-
@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683708#Comment_3683708
But it's not facts. Most people find her oppressive and very unfun. She should be changed.
She's both "oppressive" in chase and in macro.
She's a Killer that you pretty much need to SWF against in order to have the coordination to beat.
Her power forces people to play extremely good macro, which is very difficult, and also has no counterplay during the chase. If she puts up a drone at a loop, you HAVE to leave. You also have to prevent her from holding a 3-gen and also from holding dead parts of the map. You need to be aware of resources and plan accordingly.
She's designed to go against 5K hour comp players and lose, but autowin against anyone who dared to play outside of a competitively minded SWF
-
Honestly would rather them kill off both perks so I can stop listening to people say it's the only reason they're losing games. I understand that isn't what you are saying, but I'd really rather get it over with.
-
@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683682#Comment_3683682
Almost all of your points apply to Dredge as well, he forces survivors to leave loops in a way that mostly removes skill expression, promotes holding W, punishes the entire team with Nightfall (which, unlike SM is also an accessibility issue) and holds 3 gens based on locker positions, his 3 gens don't even need to be close together, just 3 gens close to lockers. And his power also has a lot of moving parts.
Are you gonna be consistant enough to complain about Dredge just as much now? You also DC against most Skull Merchants so how can you tell that most of them are toxic when you aren't even around to see it, it makes no sense.
I do not DC against them, actually. I said I'd RATHER go next and that I don't blame people for doing so.
And yes, I have complained about Dredge, especially as an accessibility monster, since he came out. He really hurts my eyes when I play against him. His power is rather boring and promotes poor gameplay.
The difference is the degrees of magnitude.