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Raccoon

Raccoon

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Raccoon
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  • I wish I didn't T_T

  • https://youtu.be/cZl5TCi-uyg

    Good luck in your future efforts!

    Half tempted to BIRD OUT!

  • I dunno.

    The value it provides at pre-emptive shift w, loops, pallet breaks, and vaults are all pretty insane.

  • I say 'gg' after every game.

    I can get tunneled/camped/teabagged/whatever.

    You show up to play without cheating or exploiting, you get a 'gg.'

  • @Cypherius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529618#Comment_3529618

    People generally use perks they think are strong (or fun).

    According to the Dev's stats Noed and STBFL both have a pick rate of 11%. On the other hand Self-Care has a bigger pick rate of 13% and Windows of Opportunity has 29%. Do you think Self-Care is strong? I would rather not nerf any of these perks as pick rate alone does not tell the whole story.

    Noed can be cleansed before it even does anything and after its revealed it becomes a lot easier to find. Its popular right now as a small and not very effective counter to Adrenaline and MfT+Hope.

    The killers that can deal with the obsession drawback are not even meta. Demo or Slinger being able to bypass this drawback does not change the fact that they are not over performing even with STBFL. The actual meta killers either do not get good results from this perk or have to deal with the Obsession down side.

    Don't get me wrong: Windows/Noed/STFL are not weak or "dead". But they are not strong enough to justify a nerf.

    Overcharge is terrible on anyone not named Skull Merchant tough.

    I'd love Self-Care to get buffed back to 50%....I use it in my main build @_@

  • @GannTM said:

    Found another forum user that clearly only plays one side

    Seems to be a trend these days.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528417#Comment_3528417

    Lmao, how to say that you understand nothing about looping without saying it.

    "Oh, killer is faster than me with MFT so he is not screwed by it", really STRONG logic

    Try actually play the game maybe?

    You should check my post history.


    I'm sure you'll be very amused.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527849#Comment_3527849

    Those are facts tho.

    I remember back then Killers wanted Survivor Perks to be nerfed based on Pickrates, but they were against nerfing Killer Perks due to their Pickrates. Back then mainly BBQ was used way more often than any Survivor Perk and Killers would have rioted if it would have been nerfed due to pickrates (it was nerfed eventually, just for different reasons).

    In general, nerfing things because they are used often is not really the right way of doing things. A good example would have been Object of Obsession, the Perk was not used much and Users also died a lot, yet it was a Perk which 100% deserved to be nerfed. Windows being used much because it mainly helps Solos is not a good reason to nerf the Perk.

    And the sad thing is, even if it is a Bug and the description is wrong, I think it is more likely that they "fix" the Perk to match the description and not vice-versa.

    I can see that happening.

    I'm almost certain WoO and MFT will be on the chopping block for the Alien mid-chapter.

    I'm 100% in agreeance with you regarding OoO - It is probably the best example that highlights flaws in using pick rates as the primary source of determining whether something is strong vs too strong.

    I'd like to think that something other than pick rates/escapes are used in reviewing perks, but that is not really something I can confirm/deny unless someone like @Mandy can chime in.

    @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527849#Comment_3527849

    Why do you need to add "us vs them" onto every comment people make as if it adds anything more to the conversation.

    You know this happens so why does it matter.

    I am commenting on your dialogue as you present it.

    I'm not responsible for the things you post or the way you present your arguments/commentary.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527806#Comment_3527806

    Killers when survivor perks are nerfed based on usage: OMG THIS IS PERFECT I LOVE IT THANK GOD

    Killers when killer perks are nerfed based on usage: OMG WHY IT'S SO SILLY TO NERF BASED ON USAGE

    Why the histrionics and yet another US vs Them post?

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527545#Comment_3527545

    This is exactly the kind of attitude that prevents meaningful and constructive discussions from taking place on these forums.

    It’s a shame that so many people seem preoccupied waging the us vs them wars and the “who has it worse” Olympics.

    They can't nerf passive aggressiveness on the forums from grown adults, unfortunately T_T


  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527145#Comment_3527145

    Yeah but here's the thing right, a Survivor is at their strongest on their own when in chase. If they are surrounded by pallets and windows they are going to be able to waste A LOT of time if you decide to commit to them regardless of what perks are in effect. Made for This takes this strength, and makes it even stronger. Allowing you to greed pallets and windows a little bit more thanks to the extra speed. Another thing to keep in note is Survivors are at their strongest in the early game, considering the killer has absolutely no pressure, they're likely all spread out, and all resources are available.

    As the game goes on how ever, resources start to be used up and the map starts to shrink as you should at least reserve 1 part of the map to yourself (not necessarily a 3 gen, just something that's much easier to patrol than having 3/4 gens in 3 different corners) during late game. Resources (more specifically pallets) should be quite sparse at this point and that's where MfT doesn't really do anything. Yes you have a 3% speed boost, but what good does that do when you have literally nothing at your disposal? This was/is the exact same case with Dead Hard, just to a much lesser extent.

    The reason why I think perks like Sprint Burst, Lithe or even Balanced Landing on some maps are stronger, is because regardless of where you are, you should have a way to activate that perk to be able to reach some where safe and start a chase that you had no business starting in the first place. Depending on what you're able to reach its probably even better for the killer to just leave you considering you shouldn't be committing to chases for too long when there's only 1-2 gens left.

    Now this isn't me saying Made for This is a bad perk, far from it. The only thing making this perk overtuned is the Endurance effect that comes with it. These 2 effects have absolutely nothing to do with each other, and even proccing the Endurance doesn't cancel out the other effect/deactivate it unlike other perks with a similar style. I see the speed boost sort of like Resilience. It definitely has its moments, but its far from OP and will very rarely be the deciding factor in a game

    This answer also goes to @Raccoon , @Chewy102 and @Snowball777 . What I was going to do is record gameplay but my last few games have all been against complete newbies, or they gave up right at the beginning

    All resources are available at the start of the map, yes.

    When all the pallets are used, it still takes you 20%-30% longer to catch up (even just to start a chase) - Maps are not a straight line, and every fast vault that a survivor makes adds to this time sink if they know where/how to run - in a WoO meta, most people know where/how to run.

    When all the pallets are not used, you lose additional time/distance (a lot, actually) for every break action you take while trying to secure a down/clear pallets with someone using MFT (Aside - this almost completely negates the usefulness of 'kick' builds against teams running the perk in the current meta - Nowhere to Hide helps against non-confident/non shift-w teams, but these are generally not an issue anyway.) This additional time can allow for someone to make it to a further pallet/tile they would not be able to, normally, and leave a gap in any dead zones you're trying to create.

    If you're not breaking every pallet and just trying to game as many pallets out of someone as you can, they're still getting all the benefits of MFT which extends this process exponentially and can put you in another time wasting situation depending on certain tile set-ups as you'll need to break certain pallets if MFT is being run or else you will eat additional rotations which may/may not lead into another tile being chained (or even skipped - with WoO this is easier to do).

    Additionally, if they're super competent and/or organized and don't even bother dropping pallets until they're injured, you're going to take way longer to clear an area (or even a single pallet) after you catch up from your post-hit fatigue. I've seen a huge uptick in 'taking the hit' against non-instadown killers since MFT has come along.

    Even if all pallets are used, MFT still allows for extra loops at certain structures/windows + the time it takes you to catch up while they lead you to said area - you can't break a window :(

    Survivors lead the chase - It is very difficult to 'reserve' a section of the map when the only viable target may/may not decide to go there.

    Survivors can also MFT away to their preferred location as soon as they see a killer coming (with a potential heal 99'ed if the killer is not running Hemorrhage, which allows for further confident/greedy play).

    Trying to close the gap or reroute them is going to take 20-30% extra just to start a chase, and unlike Sprint Burst/Lithe/etc it does not shut off once they make it there + they can have DH in the chamber as well.

    3-genning is a possible counter, but even then they can shift-w away at each approach, burning a lot of time to even start a chase/creating stale gameplay that seems to be mentioned daily on the forums.

    If both players are playing well (or perfect if you want to pretend/go to extremes), MFT is always going to extend chases, cost more time at loops through virtue of just existing, and even make it difficult for a lot of killers to start chases in favorable positions against observant survivors.

    If this sounds rambly, I apologize, just trying to explain my thoughts!

  • @Chewy102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527020#Comment_3527020

    Not in any order.

    Trapper. Bear traps are, iffy, at best. Leaving Trapper as a Killer who has to depend on M1 attacks the vast majority of the time.

    Hillbilly. Billy-boy should be a decent Killer as he can travel quick but it takes skill to learn how to curve. Problem is not a lot of maps allow for curving or long sprints. So he has to fall back on M1s.

    Doctor. Doc is just a M1 Killer. Not much else to say and his shocks don't really last that long and aren't that easy to time. MFT screws with those shocks that much more.

    Shape. Another M1 Killer. Stalking people takes time and you can realistically only have so many EW3 hits. And even in EW3 he's just a M1 Killer with a slightly longer lunge.

    Hag. Same problem as Trapper, Hag has to set up traps and it's simply not worth chasing people outside of where your traps are. Hag being a 110% Killer makes MFT that much worse though.

    Nightmare. M1 Killer (seeing a pattern?). His dream snares aren't bad, but they don't work unless a Survivor is sleeping. Who takes time, or only after landing a hit. Dream pallets? Yeah...

    Pig. M1 Killer. Her stealth takes time and gives a large warning, plus it isn't really useful to end chases outside of 50/50s. Her RBTs are her best feature, but they only work after spending time to chase/down Survivors.

    Legion. It's not good. Legions whole skit is to wound Survivors easily. But needs to chase to finish the job. If Survivors want to be wounded?

    Demogorgon. Shred can already be baited or dodged normally leaving Demo with falling back on M1 attacks.

    Twins. It's Twins. Enough said.

    Nemesis. This guy already has to land 3 hits to down with his power. That's bad enough, making that 3rd hit take that much longer or depending on M1s more is just an insult.

    Onryo. Good mindgame potential, for a M1 Killer.

    Dredge. M1 Killer that can sometimes trap Survivors in a bad spot.

    Knight. The guards become a joke with MFT. Leaving him with just M1s or some how sandwiching Survivors between himself and a guard.

    Singularity. He's already has a rather high skill floor in order to use his power and dealing with EMPs. Leaving M1s as the bulk of his playstyle.

    Xenomorph. Xeno is "better" than Nemesis in some regards. But that doesn't save Xeno from having standard chases.

    So yeah. At least half of the Killers are heavily impacted by MFT as they depend on the fundamentals of DbD in going for M1s by having situational powers. The other half have "decent" means around MFT as their powers are more dependable. If the Killer player is skilled enough to use them that is and even they MFT will still give a noticeable effect.

    Pretty wild how a (basically) permanent 20-30% increase in the speed differential between survivor and killer can have such an impact @_@

  • What killers do you think can deal with it easily throughout the course of a match?

  • @Unfunny_Clown said:

    The only problem with this perk is its ability to stack with hope and maybe the endurance, anything else is just a skill issue

    You definitely do need to be extra skillful while playing against this perk with 110's for sure.

    Miss a single shot against someone using MFT as Deathslinger or Huntress, for example, and the time sink is exponentially greater if you choose to continue the chase.

  • It takes 20% longer for 115% killers to catch up and a whooping 30% longer for 110% killers to catch up to MFT survivors.

    This is assuming it's just a straight line, of course.

    Survivors do not loop you the same without MFT as the killer's collision box doesn't change and the survivors are moving faster with MFT. The chase is no longer in a straight line and the extra speed is now 'worth' more.

  • @GolbezGarlandGabrant said:

    MFT doesn't even seem like a perk that extends chase time as dramatically as people think. (Every 60m ran saves .12secs which is roughly when BL1 activates).

    MFT seems more like a whiffing perk which is why I'm guessing Coup got buffed.

    I'd definitely love to see the math on this one!

  • *looks at steam chart*

    *looks at console charts where game is still in top percentile of all games played worldwide*

    RIPPERONI T_T

  • Hunter mode would have been solid, particularly with the spearing tail.

  • @EQWashu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526208#Comment_3526208

    GentlemanFridge is not wrong! Nice thing about 3 charm slots, all 3 can show the best charm ever <3

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526336#Comment_3526336

    It is Dog Rules, very rare (purple) rarity.

    image.png

    NOOOOOOOOOOOOOOOOO

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525850#Comment_3525850

    As a pig main, i learned to understand that my stealth is a detriment on most maps. Especially when survivors become very efficient. Im sure you know that.

    Also, some killers actually neither have the ability to close the gap, shut down loops or making injured a risk. Perfect example beiong Myers. You know that as well as i do.

    If all we play are stronger killers, sure. No problem. However, there are killers that seriously struggle. Not saying pig is one of them, because, as you said, most survivors are potatoes.

    Begs the question: what happens when you encouter a strong group?

    Let me tell you, because i meet them pretty regulary, i lose 3 gtens for my first down.

    I main 'chill killers' like Pig/Legion/Clown/Onryo/Freddy/Demo/etc at mid/mid-high MMR (lobbies usually have a prestige level similar to the pic below):

    image.png

    Such games are often sweaty blowouts for either side, or if I'm playing 'nice/normally', a draw at best - I keep my Wraith's MMR intentionally super low to speed through the tome/farm with newbies (I've thrown so many games as Wraith that he may as well be in the MLB).

    I also get similar prestiges as my teammates in my survivor games, usually made up of 2/3 person SWF.

    I know the perk and some of its combos are an issue because, anecdotally, I play against people that know how to maximize the most efficient meta loadouts (items included) and I also run such combinations when I need to escape a trial/need to boost my MMR back up a bit after losing a few due to tome challenges (like that Sabo one @_@).

    There's nothing wrong with running the best stuff on either side and, as I've admitted, I do it on occasion, too - I'm not trying to dictate how people play the game or change anyone's playstyle in these discussions.

  • @Mew said:

    the shiba inu charm begs to differ

    What is the Shiba charm called?

    I searched 'Shiba' and do not seem to have it T_T

  • @GentlemanFridge said:

    Nonsense. Bull. Poppycock. Slanderous! Blasphemous, even!

    https://us.v-cdn.net/6030815/uploads/GPX5CDY3EVAL/image.png

    he and only he

    Godwin is pretty cool >:3

  • @Skittlesthehusky said:

    i really wish survivors had the option to equip charms as part of a cosmetic print, like the back of shirts or on certain hats or something!

    they're cool on hooks but really hard to see on survivors a lot of the time! it'd be cooler to see them if they were larger

    That would be neat.

    Or maybe up their size and have one on left hip/right hip/back.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525808#Comment_3525808

    I know its not just grim pantry. Was just an example.

    I personally dislike the perk, because it hits weaker killers exponentially higher than stronger killers and because it has two effects that dont really have a downside (being injured with resilience + made for this makes you arguably a stronger survivor that being healthy).

    But thats just me. Everyone has their own opinions. I would love the game to be about smart pathing, predictions and good mindgames on both parts instead of shift w + predrop. Its just boring to me.

    For sure.

    Time/Stats will prove what is reality and what is fiction.

    Just be patient >:3

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525791#Comment_3525791

    I know that.

    I would like to remember you that a survivor with made for this reaches shack from any position on the grim pantry. Just one example.

    I know how to play. I also try to stay realistic. I have to sometimes chase people in unfavourable situations. Otherwise i wont get a down.

    This is killer specific, but as pig, i have nothing until my first down. If i leave my first chase too often i WILL lose the match.

    Competent survivors also know where to bring each chase with MFT / where it is strongest on most maps, not just Grim Pantry, and will often start to trek there before chases even begin.

    As you said, you need to commit at some point or you lose.

    I'm under the impression that the perk will be nerfed in the next mid-chapter patch once sales die down from the previous chapter.

  • @Aven_Fallen said:

    If they are infinites you seem to run them horribly wrong. But yeah, it is Made For This, Resilience and Fast Vaults.

    But dont worry, the Devs revert the Fast Vaults, because good vaults are not allowed here. Just swing it windows when you are nowhere near them, the Survivor will get set back for you =)

    Didn't they literally say the vaults are being reverted because the change they implemented isn't working as intended?

    Dunno why you have to make such a passive aggressive post towards the o/p.

  • @EQWashu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525296#Comment_3525296

    The search bar has helped immensely for me, but I agree it would be nice to give it another glow-up! I also misread the sentence regarding "showcase" for a sec, and thought like on Steam where you can have them displayed somewhere other than a hook or survivor hip to enjoy them more/show special ones.

    I know posts regarding Charms have been brought up there before in Feedback & Suggestions, but there's always room for another! <3

    For sure - Some of them are very well designed and I do not see them often enough!

  • @EQWashu said:

    Its a nostalgia hybrid of the old comics' style of line art and coloring, and those Halloween Pails you could got Kid's Meals in during Halloweentime at that one particular fast food place. It's a great charm <3

    Yeah - a lot of the charms are pretty neat but often overlooked :(

    I wish there was a better layout or something that showcased bigger pictures for them.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520207#Comment_3520207

    I did it. Lol got 2 in 5 games. Then had a game against a ghostface where I got 4 separate sabo saves 😂 i was such a menace

    :D

  • @Seraphor said:

    By making use of the myriad perks or effects that only work on Basic attacks.

    Buffing those perks and adding new ones, meta ones at that.

    Introducing survivors perks that proc when hit by Special attacks.

    Any of the above that influence movement speed will have a good effect. For example if the new Rapid Brutality perk was made more effective, extending it's duration or removing the bloodlust penalty.

    On the extreme end, you could nerf Nurse and Blight a little more by making their power go on cooldown whenever stunned, to give survivors more effective counterplay.

    It would be neat to see some perks that:

    Give you a benefit if hit by M2 attacks, but a deficit if hit by M1 attacks

    or

    Buff your killer the more you use M1, but have a downside/buff wipe when using M2

  • I like when stuff happens in the game that I have no way of knowing about until it happens - Dead serious

    Most games/builds on both sides are so predictable/optimized + New HUD (I am not saying it is bad before anyone pops off) + being able to see what perks are active in most cases even if they haven't effected you yet = no real 'AHHHHHHHHHHHH' moments.

    If I 360 someone and they hit me pretty fast after, for example, and I see end game that they are 1 of the 8 people left alive that run Unrelenting....I'MMA LOSE MY MIND AND SCREAMMMMMMMMMMMMMMMMMMMMMM! >:3

  • @HoodedWildKard said:

    Ugh I'm doing that atm. I always get mad tunneled the second I try to do a sabo.

    Killwrs do not like getting sabo played.

    I was facecamped 2x doing it.

    1 team knew to do the 2x Healthy surv -> 1 hit -> 1 rescue tactic.

    I've had teams that can't get me off hook with 3 healthy people....Solo Queue nightmares, haha

    You'll get it, though - I AM ROOTING FOR YOU >:3

  • @Venusa said:

    I hate challenges like this that force you to throw the game. 😭

    I find the later tome levels are stacked with these >_>;

  • Sabo 3 hooks within 10m of a killer carrying a survivor.

  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519322#Comment_3519322

    I find that I enjoy the game when I am doing challenges but the second I try to just play the base game, I struggle to not pull my hair out.

    I don't like killer period, so when I do play it the experience is the same whether I am losing or winning. I like funny survivors but that is very rare. Most only care about juicing you and the rest are people hiding in the corner.

    Nothing drives me nuts more than stealth players in this game though. Especially the ones who are doing it to a point where it actually costs you the game. If I am playing killer and there are only two people left, one who hid the whole game, and one who played normally. I will go out of my way to get hatch for the player who played normally, and murder the person who stealthed all game.

    I can see that.

    I definitely do not play as much when I have stuff done/am waiting for a tome or event to drop.

    If you aren't having fun, definitely take a break - There's a lot of fun stuff in the world and it's ok to jump off DBD for a while every now and then.

    Not permanently, though, or Nea will find you.

  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519310#Comment_3519310

    No but it sounds like you also don't care about winning and I think that's the only way you can enjoy the game right now. And as someone who does care about winning, this isn't the game for me right now.

    I win a fair bit on both sides - It's generally a coin toss.

    I'll probably lose a bunch later today doing the Sabo 3 hook tome challenge, but that's a necessary sacrifice to be a tome completionist T_T

    I don't have an issue with anyone being scummy on either side either - IE Letting Survivor 3 die on hook if it is impossible to escape otherwise to try for hatch, tunneling, etc. It's the reality of the game - It's not going anywhere.

    I actually read/show stuff on the forums when I'm talking to my friends and they are usually pretty interested in the variety of experiences people have on either side. The end game chat is also pretty interesting for them as they see my viewpoint throughout the game compared to what other people say happened during the match.

    One of my friends said she thinks DBD is the most popular 'unplayable' game on the planet @_@

  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519300#Comment_3519300

    If you go back and read, every time I call someone out for being a killer main they either ignore it or leave the thread. Every single solo survivor main in here, agreed with me that they aren't having fun in the current meta.

    Ok.

    I am saying I have fun.

    I stream the game after work in Discord and just talk to my friends/do tome challenges while playing alone.

    I have done all the challenges, most of the 'hard' achievements, etc.

    I let people live a lot as killer, and sometimes throw the killer a bone if they got stomped.

    I don't use items, and rarely use strong add-ons.

    I genuinely play to have a good time and/or kill time

    Am I a killer main?

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519269#Comment_3519269

    I don’t see histrionics here, though. I see a person sharing their experience & commentators such as you passive-aggressively attacking them for it.

    My bad - I thought OP said that the only people disagreeing and saying they could have a good time as solo survivor are people not actually playing survivor / are killer mains.

  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519249#Comment_3519249

    So because you can have a good experience as killer doesn't mean solo survivors having a bad time is valid?

    I have a good time as killer and as solo survivor.

    My main build is pretty terrible, I am told, too.

    Some people have a bad time in either role, bad games, etc.

    Histrionics don't accomplish anything.

  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519239#Comment_3519239

    So everyone else in here who said survivor is not fun right now is wrong because killer mains say they are?

    Of course.

    There are no different experiences.

    Just whatever main bad/wrong.

  • @Hex_Maidenless said:

    I think it's pretty clear OP has no desire to learn anything and simply wants to argue.

    The old 'Everyone that disagrees with me is X side' bit.

    Generally happens when there is no substance.

  • image.png

    Bunny Legion has been doing pretty good in this meta against some decently experience players.

  • I've been doing pretty good with ol' reliable:

    Self-Care/Overcome/WoO/Botany

  • @Kaitsja

    You did watch the video you referred me to, right?

    It showed WoO at the end of every round.

    @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517408#Comment_3517408

    The issue of your first survivor making a chase last long isn't WoO's fault. If you start chasing a competent survivor you'll have the same issue regardless exactly because it's the start of the game.

    That's the purpose of a perk you know, to help you with something that sometimes you might not know off. it's why we also have perks like No where to Hide? Killer brings it so they don't have to waste time trying to find a survivor and committing their precious time. WoO should be useful for solo-ers. Why should they be even weaker and not be able to have any info from their teammates at all? If Bond were to become a top 10 used perk and survivors healed each other more efficiently with its helped, had better flashlight saves and kept the killer away from teammates working on gens, would we start to see complaints about it too? Cause killer would be unable to capitalize on stupid game design that forces you to play as a team but refuses to give you basekit tools to do that?

    Same can be said about Lethal Pursuer though. Killer can guess the spawns but since it's RNG is related, by bringing that perk he has the perfect opportunity to start chases with more than one survivor if they're in the same area and disrupt gens being done in the same area, which arguably is a great advantage for killer (otherwise the 2 strongest killers wouldn't run such a perk)

    Bond is already in the top 10 or something - but I can't really address whataboutisms and fictitious scenarios.

    Lethal Pursuer is definitely strong, I'll agree, but again, the topic is WoO.

    I play the game at what I can assume is mid or mid-high MMR on both sides using very low tier killers on the killer side - I use and go against WoO constantly.

    I know WoO is good.

    The video I was referred to also highlights a few instances where WoO provides crucial information - There's a reason WoO was used in said experiment as it makes optimal looping/pathing/chaining easier.

    I'm not jumping on a bandwagon or anything - I've said this about WoO for a very long time.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517550#Comment_3517550

    Oh, you're right my bad. Dunno why I thought he wasn't. Maybe I just tuned out all the yellow. Idk.

    As the video you were referencing as a showcase of how to play without WoO literally has Hens using WoO for optimal pathing (it's the exact reason WoO was chosen for these 1v1s), calling out stuff like window spawns before seeing them, etc, I'm curious if your opinion on the perk has changed.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517506#Comment_3517506

    Yes that video, where Otz was running Zanshin and Hens was not running WoO.

    Hens is clearly running WoO and pre-emptively calling out stuff in his commentary like "We don't have the good window."

    image.png image.png


    image.png

    Can you explain why you don't think WoO is being run on the survivor side?

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517473#Comment_3517473

    And I will once again point out how you can achieve the same results with map knowledge. Look no further than Hens vs Otz 1v1.

    https://youtu.be/pX9hScrXWfI


    Are you talking about this video....where he uses WoO....and also says stuff like "Oh, this isn't a good pallet" / "We don't have the good window" while playing?

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