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PureHostility

PureHostility

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PureHostility
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  • Nah, only Trapper's chain trap triggers can cause you an premature ejaculation.

    There is NOTHING more satisfying than catching 3+ survivors in a trap at the same time.


    There+ sudden trap sounds (survivor caught) is just orgasmic and completely demoralizing to the survivors.

    Even cross map hatchet on cowshed through the shed window isnt as glorious.

  • I dont really see many people refusing to heal at reds. Often when I do run injured next to another survivor they will gladly heal me, unless it is completely pointless, such as legion who overuses FF and just runs off after hitting you, even if you are already injured.

    I can count the amount of people who refused to out right heal me in the last month on my fingers and the number probably wont be higher than two guys.

    As I said before, self care is fine, the down time is miniscule compared to other forums of healing, IS isnt as time efficient either, it is however two birds with one stone. Useful at green ranks, but reds arent plagued by noed.

    Personally I like autodidact + solidarity combo, as it drastically cuts time "wasted" on healing, but it also removes the self sufficiency that SC provides and adds the unknown down time of traveling.

  • @andyollolloll said:

    Yes, as long as it isn't a broken green key. Just be careful not to use it all up

    What?

    You kind of contradicted yourself here.

    So can you use a depleted (0 charges left, used up) key (purple or red) to open a hatch or not?

  • I only play solo.

    However, I did play a 4 man swf ONCE back in 2016 to get the hatch escape achievement and played ~20 duo SWF games also in 2016 during legacy grinding event to farm BPs on "bot" killers. Never played any swf after that, always been solo.

    Im also R1 as both sides basically since release, besides few months of a break. Not like rank matters anyway, as I suck in a chase as a survivor. I go down quite quickly in a chase against average killers, especially those that just follow you through ( I mindgame myself way too much).



    I would kill for an ability to see who is in an swf as either a survivor or killer, both infos is valuable.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1396248#Comment_1396248

    If a killer wipes the floor with a survivor team using only 3 perks all game and NOED never coming into play... it doesnt make sense to then complain about NOED.

    It can be a cherry on top of the salty cake.

    Just because a Huntress running iri heads and infantry belt wiped all survivors before they did all gens and her noed didnt activate it doesnt mean people who played against... Well, honestly , a scummy Huntress, people will point out it too. It is an overkill.


    Im an old timer, NOED was always frowned upon by more experienced players. It is not as stupidly annoying as back in the day, but it is annoying once you get a potato killer who managed to snack a kill or two because ONLY of this perk. Same goes to survivor's meta and the beloved 2nd chance quad perk set. It works the same way.


    OK, lets not derail the topic anymore.

    The iri button is far from being op, it barely does anything tbh.

  • @rottmeister said:

    https://forum.deadbydaylight.com/en/discussion/comment/1396228#Comment_1396228

    People love to seek excuses for why they lost. Even if it didn't come into play.

    Heard some people being called a noob for using NOED despite them ending the game before all gens were done and things like that.

    It's pvp. People are terrible losers.

    People call noed as a noob perk because it allows to get kills that were probably undeserved. Similar to how abusing of DS and BT during end game can create bs scenarios.

    NOED needs its movement speed buff to be removed, no one worth their salt will complain about exposed status.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1395228#Comment_1395228

    Im not gonna take advice from you mate.

    The 20 second rule is completely made up for 90% of killers out there, I watch Zubatlel alot who's arguably one of the best killers out there and unless he plays nurse each chase will take AT LEAST 20 seconds unless the survivor screw up majorly. Heck even fungoose will take more than 20 seconds per hit on ghostface if the survivor is good, by that logic you're only going after the weakest link each time and hoping that the map doesn't screw you over. It's simple math, even if the survivor holds W, you will take 20 seconds to reach them in most cases.

    And I really don't think you're better than what the best people in this game have to offer.

    Pretty sure the 20 second rule is per chase objective, which is either hit or pallet down.

  • Gen tapping is viable if killer is nearby and you want to remain silent.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391614#Comment_1391614

    I don't get his hate, he is a very nice and down to earth guy, and a lot of the people that hate him just provide strawman arguments against him. He always brings up very good points on why he thinks said killer is underrated. But, there will inevitably be hate.

    I still remember him in 2016 making assumptations way too quickly, like saying that at the release, Wraith was the strongest killer in the game and Billy was the weakest.

    He was too quick on making such assumptations many times, but that was the one that i remember as the most, as it was the silliest.


    Also, when I watched few of his streams in early 2019, he still had some problems with understanding certain game mechanics and mostly how some perks work, due to his confusion he thought something was bugged or was completely oblivious to some aspects.

    Heard him complain a bit too, but who cares about such stuff.

    Thats my issues with him, havent watched him in almost a year now.

  • @OmegaXII said:

    The problem only arises when it is stacked with Infantry Belt, which almost eliminates all its downsides.

    IMO the only change needed is to cap the number of hatchet to 1 when using iridescent head, so other add-ons that increases the number of hatchet won't work.

    I said this because i don't want devs to gut her red add-ons to deathslinger's level, which is borderline useless.

    Problem with DS's red addon is that you need to reel them in for the full effect, which on that distance can be an issue with so much clutter in the way.

    It is not an issue with proposed Huntress' change as effect will be instant, wont feel cheap and will have potential to be countered, which is an interactive part that matters the most in dbd.

  • @Soulslayer618 said:

    thoughts on changing to be insta down from a minimum distance?

    like lets say 30 meters but you get 3 instead of 1 so now it requires skill and people get to keep the op item?

    idk just spit-ballin ideas

    That would be unecessary pointlessly over nerfed.


    All it needs is 20 meters or more is an instant down, no need for limited hatchets, so you get default 5. Hell, throw in 60 meters or more is an instant down and hook in a basement or on a nearby hook for the lols. The amount of cross map hatchet hits is so low, im not even mad when I do get hit by such a thing, as you get more than enough time to react to it.


    So, going the safe route, 20 meters or more is an instant down, anything less is a normal hatchet. Can carry default amount of hatchets.

    Thats all it needs to be.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391324#Comment_1391324

    Yeah, so the people posting their struggles as Rank 18 and Rank 20 killers vs Rank 1 and Rank 4's are just delusional.

    By your Logic...Rank = Experience.

    Rank is more of a play time that month. You can get r1 with a fresh account without prior dbd experience within a month. It all just depends how long you play that month.


    The experience is tied to the total play time and it may not even be equal to how good certain player is.


    Ranks mean, meant and will mean nothing. Matchmaking never worked, doesnt work and will never work in dbd (skill pairing). The New elo thing they will introduce on 95% wo t fix anything, as what are you going to gauge it upon? Win/lose scenarios are so loose in dbd, players perceive a win in different ways.

    Some want 4k, others want 4 bbq/wglf stacks, some just want to escape, some want to 4 man escape, some look at useless pips, some consider a win by completeing challenges.


    By my logic, there could be no ranks a t all besides the noob zone we currently have.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391283#Comment_1391283

    You can do a lot more than AFK to get to lower ranks. You don't have to AFK to derank.

    Slugging and letting them escape often ends with a black pip.

    Unless you literally play a farming friendly killer, there is no hope. Besides who cares, r1 or R15, all of it are just indicators how long you have played that month.

  • @BigBrainMegMain said:

    My advice is stay at lower ranks, I've kept myself at Ranks 13-16 on PC and I haven't been taking any game seriously.

    It's fun, you either help new players, you farm BP, practice different killers and mess around. I don't kill anyone, but once in a while get a Red or Purple ranked survivor but don't let it get to you.

    I've been taking it easy and it's been so much fun.

    Thats impossible to do unless you afk for almost whole game. Pipping requires less skill than losing one.

  • @Respectfulnancymain said:

    No

    Hex perks arnt meant to be reliable

    there meant to be high risk high reward

    Ye, they never worked like that, besides few arguable situations.


    Same was with obsession perks on survivor side, instead they were high reward no risk.

  • Stop feeding survivor with easy pips, then there will be less survivors on r1 and you will be happy.


    Start killing them and dont feed these pigs.


    In other words, nothing new, ranks mean crap, never meant anything but play time that month and will never work correctly either.


    You have to get used to it.

  • 62, came back after a break and Rift had 41 days left. So in 30 days I completed almost all 4 times (only Kate's perk escape and Kate challenge left in tome 4).

    I work whole day, so I can play for tops 3 hours, often less as GF is pissy that I play stupid games instead of watching brainless, low budget tv series with her.

  • @cheetocultleader said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385704#Comment_1385704

    Hmmm, you know I'll try running it later this evening. I still haven't gotten his adept or crown, so we'll see if I can get a lot of use out of it. I've seen streamers run it, and always make fun of it. Might actually be as good as you say and I just didn't think for myself in this instance.

    It only hinders your healing for the first 2 skill checks. If you dont get any, it wont change anything. Once maxed it really shines and saves a lot of time. A lot of pr0 strimmers will say to bot heal but just do gen, especially in cases of debuffs being present. Autodidact completely nullifies that (skill checks required, so small RNG is still there).

    I am torn between botany and autodidact, as botany is good overall passive healing buff, but autodidact can make so many clutch plays or nullify killer's momentum, it really can be annoying to the killer seeing recently injured or slugged guy be picked then healed to full in just few seconds.


    Try it for few games and see for yourself.

    Empathy or Bond is a good pair, solidarity isnt bad to make it more time healing more time efficient, spine chill is good for these clutch plays.

    Survivors have a lot of perks that are not seeing a lot of use but are actually really useful and good, but are outshined by 2016 meta perks.

  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385902#Comment_1385902

    It doesn't increase speed. it increases the progression bonus for your skill checks. So if you heal someone without ever getting a skill check, it does nothing. If you have 5 stacks and get a skill check, you immediately heal them by 50%. I apologise for arguing syntax.

    Sure, it doesnt increase healing speed in a passive way, such as we will make it or botany, but it does increase it in average. The more severe debuffs to action speed the more value from autodidact.

    The amount of heals with no skill checks is so miniscule it is not worth mentioning.

  • First of all, back then, blood web was basically twice as big and each level costed you way more.

    There were no bp booting perks or offerings besides the silly ones that didnt even cover their own cost back (75% more in X category, lol).


    BP gain was much smaller in general, you get much more points in match nowadays than back then.

    Spending bp was also alot longer. Emptying 1 milion of bp could take around an hour of clicking due to extremely slow animations of the old blood web.


    Getting legacy for prestiging was known weeks before the dead line. If you missed the eye sore news about it, it is your obliviouseness than anything. Not to mention the plague of "bot killers" back then (afk killers set to auto attack every few seconds). There was also first 2x bp event going on. Everyone knew about the upcomming legacy.


    Leave legacy alone, let it stay in hands of those who suffered through hundred of hours to grind a single p3 from p0 (it was around 50 to 100 hours to p3 a single character back then).

    How much is it now?

    Around 15 matches for a single prestige level up. 45 for a full prestige set when you are the only one burning offerings and using wglf/bbq.

  • The only challenge I had trouble with was Kate's one due to tunneling for some reason or it not counting when I escaped against a farming Wraith on my death hook.

    Grabs I farmed in a single game, as they are bs to pull off in a real game and in reds, if you grab someone they will probably only let you do that due to ds and I prefer to down or slug, rather than grab.

    15 hatchets in a game? Stupidly easy, just slug, let them heal, keep on slugging or just wander around and toss em like hot cookies.

    Legion 5 hits in feral? Yellow and brown duration are enough for it. Dip from the first hit asap, so they can mend before you hit the 4th guy, allowing you to hit them once again for the 5th time. It is much easier than people seem to make it look like.

    Dwight 10 meter ones, actually are super easy too, as it doesnt need to be 60 seconds from start to finish, you can be for 10 seconds first, 5 then, 6 later, etc. Up to 60 seconds during that game (ez if you keep juking), the new 30 sec one is so stupidly easy is not even worth mentioning.

    50 pallets or gens? Thats like 3 games top. Also heard ruin also counts when it starts the regression.

    Hook 15 obsessions? 2-4 games. Equip perks that changes obsession in match, you can get up to 12 hooks in a single game in a perfect scenario.

    Chasing different survs x time? Just play normally, it is literally just play X games as a killer


    These tome challenges arent as bad as you make them to be.


    Overall progress doesnt seem that bad either. I started this Rift when only 40 days were left, by playing 2 or 3 hours per day max, sometimes even none, im already at 62 and still few challenges left to complete in tome 4.

  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385762#Comment_1385762

    Autodidact doesn't technically increase healing speed, though.

    Tell Me that when I fully heal a slugged survivor from downed to healthy in less than 10 seconds against a killer with sloppy, thana and dying light.

  • Have him in the middle of your screen. Imagine a crosshair being there and you need to point it at gh (it is not pin point, can be somewhat off center).

    Bear in mind that your character model also blocks that reveal mechanic. You need to see him unobscured by any clutter or your character.

    It is easy to reveal him, probably easiest time to max out your boldness is to play against gh and just reveal him.

  • Honestly, just play normally, when 1 gen is left, either look for it or wait til EGC and do it then stress free.

    Crowns keeps spawning, all 5 players can get them each match.

    God forbid killer having it easier, not like escaping is hard in the first place.

  • @cheetocultleader said:

    For killers, Plague. A good Plague is fearsome. I wouldn't say she's my favorite, that goes to Pig so far, but she's powerful.

    For survivor's, Adam. He can blend with his black outfit if that is your wish. Deliverance is kind of hilarious and I pulled it off tonight against a Nurse. Same with Pebble. I was able to save someone by causing an explosion, and when I was downed right at hatch, I threw another Pebble at her face. We don't talk about the last skill.

    Have to disagree with autodidact.

    It is actually a decent perk, underrated actually. It saved me a lot of time during thana, sloppy combo against sluggers or not. Being able to heal someone from downed to fully healthy in less than 10 seconds with these debuff is a godsend. Maxing 5 stacks isnt that uncommon either, usually having all 5 stacks after 3 heals. On first heal I on average have 2 or 3 stacks already. Put solidarity into it and healing even against legion isnt that bad, as both you and the other survivor will be both healthy in just a few seconds.

    Autodidact is underrated.

  • There wasnt a cap at release, you could have as much as you wanted.

    Some cheaters abused it, they capped it to be able to detect it easier.

    Not sure if the cap wasnt lower at first, 500k? It was 4 years ago, so it is kind of foggy.

  • Mettle of Man is Monstrous Shrine tier.

    Sprint Burst is the IQ 60 meta that everyone runs now.


    The choice is yours, want to use one of the most underused perks right now or the most overused one perk in history of dbd since its release.

  • Ugly

    Meg, the countryside girl with a down syndrome

    Quentin, the man who saw the Chernobyl meltdown and tried to stop it with his face.

    Prettiest

    Obviously Kate, no competition with other character models.

    Jeff.

  • The Times were dark indeed, but because people werent as experienced as today, it wasnt THAT bad.

    During sabo meta (basically 80% of survs ran sprint burst (20 seconds of cooldown, later increased to 40.no exhaustion, just a cooldown) , self care (6 seconds to fully heal), sabo (perma hook break) , this was known as a holy trinity, also spine chill was extremely popular too), all hooks were gone in less than 3 minutes. Bear in mind, as people said, they were gone permanently, generators took 60 seconds to repair instead of 80 and you couldnt kick them either, gens were also 99'ed most of the time and popped only when all were ready.

    Killers, basically all, were using agitation and Iron grasp to counter or lower effects of no hooks on the map.


    Moris werent rare either, as you didnt need to hook anyone to mori them instantly. You could die to a Billy chainsawing across the map in first 10 seconds and be moried instantly. Fun times.

    People also mentioned darker maps. Yep. You wouldnt EVER want to play as a killer against 4 blendettes on mcmillan who burnt darkest moonlight offering. All you would see would be scratch marks appearing in front of you without seeing anyone. Brightening ul the gamma in drivers was frequently practiced to combat that.


    Times were really interesting.

    When nurse was released, even though se was OP as #########, all killers (Trapper, Billy and Wraith) had their linge increased to like... 10 meters. You could snipe people with m1. It was a bug of course.

    Times of Myers release werent good either. The stupidly broken machine gun build (unrelenting and STBFL) was stupidly powerful, you could down a healthy person in the open field so quick, because you basically had no on hit cooldown, survivors who were hit couldnt gain any ground.


    Dbd's history is literally a list of bugs or massive balancing issues that ruled certain times of its shelf life.


    I still remember the funniest bug, which allowed you to for an example use nurse with dwight's head instead of hers and use billy's chainsaw as a power.

    Imagine seeing a nurse with a Red hat Dwight looking at you then slide towards you downing you. (no chainsaw animation), confusion 101%.

  • Gambling.

    Spirit is a gambling simulator for both sides, much fun if you like csgo cases.

  • I did it on the first time, just slug, let them heal, repeat.

  • @Orion said:

    So similarly to Freddy, except he places the destination himself. I can see that improving him somewhat. I've yet to figure out how to use the portals effectively because every time I use one the survivors just close it.

    Then they are wasting time sealing them instead of doing productive stuff.

    Treat then as one time travel points, potential scouting spots (killer instinct) or bait (double tunnel to a gen, one activated one hidden).

  • You would ######### your pants if you would see what people were saying when game was released and we could play Wraith for the first time.

    Then when Nurse came.

    Then when Myers came.

    Then when Hag came.

    Etc.

    Each time a new killer comes out, shitload of useless TOO OP or TOO WEAK spam threads pop up like shrooms after a rain. You need to look for actual constructive feedback alongside the serwer drainage.

  • Doctor is good on it. All pallets are worthless besides 2 or 3. Each loop basically is a guaranteed hit.

    Else, map sucks for most killers and it also sucks for survivors. It is probably the worst map in the game gameplay wise. It looks really good, though, but I want to suicide on first hook asap or just afk in a corner and let them do all gens and gtfo.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1370029#Comment_1370029

    At worst its 3k bp offering for a single shard

    I need like 20k shards for outfits I want

    Why not?

    Because you want shards for cosmetics, that's logical it won't happen, why would they give you an easier time on getting cosmetics when they want you to buy them with $$$ instead or grind it the hard way?

    I want the recycler, that was basically suggested the same damn month game was released in and all we got was the generic answer "We are looking into it", to be finally introduced. I want to get rid off 500+ useless items on each survivor that I WILL NEVER USE or 90% of useless addons for killers that are more of a bloodweb filler than anything, not to mention map offerings.

    Neither option will probably happen any time soon, mainly because ... 4 years passed and "economy would be ruined (be it BP or shards)".

  • Shards, no,

    BP, yes.


    This way you can include items.

  • Nothing special, looks like latency, she hit you on her screen.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1367389#Comment_1367389

    I'm pretty sure one emblem can still be gold. It's still obviously very hard, though.

    Not if you are rank 1-4, you need 16 points for merciless, and that means 4 iri emblems. If you are rank 5 or lesser, you can have a Gold here and there.

  • Trapper doesn't really need it, all he needs to be in a golden spot is 2 traps by default as carrying capacity.

  • The issue with adept on Red ranks, is you need 4 iridescent emblems to get it, a 2 pip. Killing all 4 is not the issue here. While survivor has to do the bare minimum of just escaping, which is laughably easy (got mine adepts on recent survivors basically on first try).

    The problem also isn't really the need for 4 iri emblems, the problem is you cannot use most of your killer powers that game to achieve it, that's the issue. In most cases, you need to play as basic M1 killer, hoping survivors don't rush the living hell out of you and you also often need to secure kills in a cheesy, "scummy" ways.

  • @Nos37 said:

    @PureHostility

    This has been suggested before, and it has a massive downside for the last remaining Survivor, as they will lose any progress they have made at opening the gate.

    For example, I am the last Survivor, and I wait for the Killer to check my gate and leave. I begin to open the gate until just before the first light turns on. I wait for the Killer to come back, check the gate, and leave again. However, now I have lost progress during that time I spent waiting, making it difficult to finish opening the gate before the Killer returns.

    Another example would be getting the gate to 97% before the Killer shows up. I don't have time to finish the last 3% before they get to me, but I can run to a nearby pallet/window/loop, create some distance with a stun or something, and then rush back to the gate for the last 3%. However, the gate will have regressed during the time I spent doing that.

    Exception can be made for sole survivor, but I don't see the need for it.

    Not only when you are the last one alive, EGC is basically always active as hatch will be closed before you can even do anything remotely close to the gates. Or even if you do happen to be chased off the gate as the last survivor while operating the lever, there is literally a fraction of percentage that you will escape the chase and be able to operate THE SAME gate again.


    Thus, I don't really see the big downside here, either do the hatch play or if you don't know the location of it, camp the gate and hope killer doesn't come to your gate first after closing the hatch. Basically THE SAME thing you do right now if you don't have a key in your hands.

  • Easier soultion.

    As soon as first lamp lights up (around 25%) on the gate, EGC begins, no more 99% to avoid EGC with doors prepped for easy escape.

    On top of that, if lever is left alone it regresses by 2% per second (almost 50 seconds to regress from a 99% door).

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1359845#Comment_1359845

    If you truly believe Pop is necessary or you'll lose, wouldn't you say there's a bigger problem at work here? Maybe gen times in general are too fast, and should be addressed more globally with something like the warmup phase that Scott Jund proposed. Maybe the rank and matchmaking systems aren't doing their job and you're getting paired with survivors who aren't your skill level. Maybe it's a mix of things. At any rate, there should never be one perk that is so strong that you can't win without it. That is a sign that the game isn't balanced and the perk is OP.

    Never said gen times werent a problem when survivors focus purely on gens, not wasting time on anything else - thats an impossible situation to win against as a killer.

    All I said is that you need some form of an active gen stopping perk in the current version of dbd against competent survivors, I would prefer better system than that of scott's.

  • You are acting as if cages are really good for PH in all situations.

    I barely ever use them, as it benefits survivors more than me, as more than often they get rescued few seconds after I place them inside, then they are healed back to full and often 2 survivors are now without torment on them.

    Cages are only useful if:


    Possible DS and you can't be bothered to wait it out,

    Downed someone, but you see someone nearby, Slugging 2.0

    Mini mori for 3rd hook to save yourself some time.


    Otherwise, just hook them, also you have to rely on them to actually become tormented, which is EXTREMELY DAMN EASY to avoid!

  • @FlamingkittyUmad No, it's not relying on Pop to "do good", you often need it in order to actually put any pressure onto survivors.

    A generic 70 IQ survivor can run you for a minute or two, that's one chase in which 2 or 3 gens can be completed.

    You are then left with 1 survivor on his first hook, 3 gens popped, 2 left to go and you are in another chase that can last just as much, even if no one goes for the rescue, survivors can finish a game in less than 4 minutes.

    Depending on which killer you actually use of course, but basically ALL killers can be run around for a quite good while besides Nurse and to some degree Spirit. If you do happen to do very well without any gen stopping perks, it's not YOU doing good, it is survivors doing extremely ######### bad, because it is survivors who dictate the tempo of the game.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1359897#Comment_1359897

    Main issue there is I've got two forms of colorblindness at once (deuteranopia and protanopia)...filtering one tends to make anything that would be influenced by the other worse, since filters are set up to only help one at a time.

    Ye, well...


    He played DbD like if it was watched through these stereotypical nightvision googles but blood and scratch marks were purple, most of the game was kind of greenish hellish alien world.

    Unless devs actually start to bother about colour blind people, there isn't much else you can do otherwise to make dbd playable for yourself.

  • @LordRegal said:

    Perks can definitely have varying uses depending on who you're playing...or honestly who's playing. I'm colorblind, blood is 100% useless to me on outdoor maps unless I'm using Bloodhound, then I can actually see it. Don't take it often but if I feel like being able to actually follow blood on Macmillan or something, it's a nice alternative option.

    I suggest using Nvidia's Freestyle for DbD if you have color blindness. It helped my cousin to see blood and stopped me from yelling at him to follow extremely visible red blood marks in plain straight.

  • PGTW is actually very balanced. It rewards the killer for playing correctly by buying them much needed time. Try to play without PGTW or any other gen related perks at reds against decent survivors and enjoy 2 hooks per game at max.

  • What @245_Trioxin said and the person who first used it or at least I remember, was "72hrs".

    He was that... TV star of twitch back in the dbd first year, survivor mains adoring him.

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