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RatbasterdJr

RatbasterdJr

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RatbasterdJr
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  • @skylerbound said:

    So I think I finalized my go to build on survivor that works the best for me.

    Dead Hard - cause it's both nice to pull off and can extend chases.

    Off the Record - I’d love to not have this perk but I get constant value from it in nearly all of my matches.

    Bond - Perfect to know where to avoid during a chase or if someone is chasing toward you. Also if I need to reset, I can always find someone.

    Distoration - others using prove thyself to counter gen slow down, I use distortion to counter the other meta(aura reading). I’ve gotten some insane plays with this perk.

    killer is different as I prefer lots of variety with my mains so nothing set yet.

    what are your builds?

    Sweat build - Dead hard, OTR, windows, hope /or resilience.

    Fun build /friends - dead hard, flash bang, head on, OTR,

  • @Spirit_IsTheBest said:

    All she needs is an add-on pass as her add-ons are either overpowered or complete garbage, and her blinks considered special attacks.

    It you change her blinks to special attacks, her movement speed also needs to be increased.

  • I feel your pain. I’ve had a couple games that ended at 5 gens and a 4 man slug with oni. I never got any points for ending the game so early. I think you should be rewarded in playing well, thus ending a game quickly.

    I’ve started letting survivors recover if I start damaging them too much too early. I’ll go afk for a minute or so to let them get each other off hooks or up from slugs, get healed and start back on gens; just for the sake of my points and pipping.

  • @CodeDB said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150350#Comment_3150350

    If you and your buddy are cranking out two gens before the killer can patrol those gens in early game, you would have saved time just doing both gens separate.

    We gave the killer 45 seconds on each gen to push us off. Rather than a minute and a half. Point is, killer often times does not have time to break them off on some maps.

    Im not saying prove needs a nerf, I don’t have an issue with it as a killer main.. just arguing that prove is indeed strong.

  • @CodeDB said:

    So, you are proposing a perk that gives less benefit than Leader (which gives 25% speed to actions not including repairing generators) which ALSO has a detriment for 75% of most matches? How is this anything but the literal worst perk in the game, killer or survivor?

    By bringing this perk, one of the 4 perks the survivors get to bring to try to help them escape, they get to shave 2.5 seconds off a single gen if they work on it with another survivor? 50.42 seconds with your proposed Prove Thyself vs 52.94 seconds without your proposed Prove Thyself.

    In exchange for this OBVIOUSLY OP buff, if they aren't near someone they now take 96.3 seconds to finish a gen alone? Plus additional time to cleanse a totem, or open a gate, or heal themselves. Honestly, who would ever bring this perk unless they were going for Adept Dwight?

    If I'm doing my math wrong here, or if I'm missing something, please enlighten me.

    Your math is wrong.

    2 people on gen without prove = 52.94 seconds.

    2 people on gen with prove = 45 seconds roughly. As you get a 15% increase.

    3 people - 32 seconds.

    4 people - 28 seconds.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150350#Comment_3150350

    Yeah, but that's more on the killer not pushing you off the gen. That still means you've been working on a gen for 46 seconds.

    Besides, it's not the killers job to prevent all gens from popping. It's the killers job to kill all survivors before they escape. Losing gens isn't an issue untill it's the last gen.

    Yes obviously, gens are going to pop. But Im speaking from a 2 man - 3 man Swf.

    Me and my buddy knocking out gens together while the killer is distracted with the other 2 is almost too effective. We are both very well at looping so even if he does pressure us, one of us takes chase and the other finishes the gen. Often times we bang through 3-4 gens just ourselves.

    I will say it also depends on the quality of teammates we get. We are higher mmr so it usually isn’t an issue, but sometimes a new player will slip through and interrupt the progress with a 10 second chase, etc. But price is extremelyyyy strong when partnered with SWF.

  • @Predated said:

    Saying Prove Thyself is OP, when its only really good on pushing specific gens, not gens in general, proves to me you don't play survivor enough.

    3 survivors on 3 gens at the same time can finish 3 gens in 90 seconds, assuming they all spawn next to seperate gens.

    3 survivors on (1 gen+prove Thyself)*3 means that 3 gens get finished in 105 seconds. That's already a loss of 15 seconds, excluding the additional time it takes to go from gen to gen.

    Prove Thyself is not an issue. Thanatophobia alone is more than enough to fully counter the increased speed of Prove Thyself.

    the main difference, is the killer has substantially more time to push people off those gens and get some regress going. On a lot of maps, 2 survivors + prove will finish a gen faster than a killer can cross the map (ormond, crow, red forest). I run prove with my buddy and we always hit gens together. We can often get 2 gens atleast cranked out before the killer even patrols past those gens.

  • @ThePrizz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149649#Comment_3149649

    How will tunneling still happen if the Killer gets blinded ?

    This would be abused. So now the survivor is invincible to being downed, but can force a body block and blind the killer so he can’t chase anybody else? Do you realize how abusable that is?

  • @ThePrizz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149592#Comment_3149592

    When someone tries to bring up a solution, and you come in saying that there can't be a solution, it is not called disagreeing, it is being negative and at the same time useless to the conversation.

    Because I’m challenging your point?😂 I’m not being negative, I’m being realistic.

  • @ThatOneDemoPlayer said:

    Let me flex my concept making skills and fix camping and tunneling real quick (not really).

    Here's how I'd "fix" tunneling base-kit wise:

    • Every unique Hook grants you a Token up to a maximum of 4
    • 2 Tokens will be lost every time you Hook the same Survivor in a row (can go into negative Tokens, but it won't go into negative regression)
    • Each Token increases the amount of progress lost upon kicking a Generator by 2.5%, up to a maximum of 10% (with base-kit, it would be 12.5%)
    • Upon getting unhooked, a timer of 60 seconds starts
    • If the Killer grabs or picks you up while the timer is active, stun them for 3 seconds and escape their grasp
    • The timer deactivates upon a Conspicuous Action and when the Exit Gates are powered

    This would give Killers a reason to go for multiple Hooks and punish them for tunneling.

    For camping, I'd:

    • Remove Hook Grabs
    • If the Killer remains within 12 Meters of the Hook after 10 seconds, the Killer's Aura will be revealed to all Survivors for as long as they remain nearby (overrides Insidious)

    Perk wise (Killer side):

    Barbecue And Chili

    • Each unique Hook grants you a Token, up to a maximum of 2/3/4
    • Each Token grants you the Haste (10%) Status Effect at the start of a chase for 0.5/1/2 seconds

    Pop Goes The Weasel

    • Increases the amount of progress lost upon kicking a Generator by 1.5%/2%/2.5% (with 4 unique Hooks, that'd be 25%)
    • Pop Goes The Weasel is only active when there are no hooked Survivors

    For camping, Call Of Brine, Overcharge and Eruption would need reworks to have them reward 3-Genning and camping less, but I can't think of anything right now.

    Survivor Perks (tunneling):

    Decisive Strike

    • Increases the base-kit timer by 10/15/20 seconds
    • Increases the Stun duration by 1.5 seconds

    Camping:

    Kindred

    • Kindred's Aura reveal now has a range of 16/20/24 Meters
    • If the Killer was within 16/20/24 Meters of a hooked Survivor for 10 seconds, all Survivors within 16/20/24 Meters of the same hooked Survivor will be granted the Endurance Status Effect until the Survivor gets unhooked

    That's all I can think of right now

    I could get behind this!

  • @ThePrizz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149532#Comment_3149532

    That's the whole point of fixing tunneling, TO MAKE THE KILLER NOT ABLE TO TUNNEL YOU ANYMORE.

    You come to a discussion about how to fix something and keep screaming that there's nothing you can do about it

    I’m not allowed to discuss because I disagree with you? Lol it’s the game forums dawg, relax. You’re asking to give a survivor invincibility because he got unhooked. What if the survivor doesn’t do ANYTHING after being unhooked. Do they just stay invincible for the rest of the match?.. you see what I’m saying? You cannot fully get rid of tunneling. You can discourage it by things like basekit BT and speed, but you cannot do away with it.

  • @ImNotBobDylan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149545#Comment_3149545

    Balance right now is already broken. Try to play solo queue as survivor and tell me if you manage to win more than 3/10 matches.

    And yes I said this would be a meta change (and a healthy one) and likely need other changes.

    Ehh it’s pretty balanced. I probably escape 40-45% of my solo q matches (including hatch games) which is an acceptable rate.

  • @friendlyant1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149503#Comment_3149503

    Try to use this anti camping perk against Bubba and let me know how it goes.

    Then that sounds like a bubba issue. You still will be able to knock gens out with a prolonged hook.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149542#Comment_3149542

    Well whatever it is suppose to do, tunneling has only increased since the recent patch. Baseline BT has already shown it hasn't made an impact, maybe it is time we try something else.

    I agree that OTR is good, I run it every game, but baseline BT is a joke and an extra 5 seconds isn't going to change that.

    I disagree, a whole 10 seconds of invincibility AND 110% movement speed will change a lot. But you are entitled to your opinion, and I respect it! I just personally haven’t had an issue with being tunneled. I understand WHY killers do it sometimes (I’m a killer main), and yes it sucks; yes I have died to it; but I have also held killers for all the gens and everybody got out which is a win to me. But I know it is frustrating. The only time I truly came stand tunneling is when a double range/recharge nurse does it. 😂

  • @ImNotBobDylan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149519#Comment_3149519

    A good tunneler will not target someone who can loop, he will usually target the weak element. That's even one of Otz's "Essential killer knowledge" advices and that guide is not even about tunneling.

    https://youtu.be/dKQXO7yFbLA?t=501

    "You should ignore the survivors who are really good at looping and go for less experience players who are easier targets."

    That's the whole reason of tunneling being so effective in solo queue and why people are annoyed. Against tunneling, it's not your looping skill that matters, it's the looping skill of a newbie Claudette that the MMR decided would be your teammate this match.

    Then that solidifies 2 things, being a good looper will help you to not be tunneled.. and it sounds like MMR is the main issue for better players.

  • @ImNotBobDylan said:

    Imo the solution is to add a sort of "Desperation Bonus":

    As soon as one survivor dies, all other survivors get a +30% repair speed bonus.

    The fundamental cause for tunneling is that the best way to win right now is to make the game a 3v1 as fast as possible and there is little incentive to hook other people before.

    This change will be a massive survivor buff, game will need to be rebalanced after that, but in the end, I think it will make "playing nice" more viable as well as many positive effects, for example games will no longer become unwinnable just because a teammate DC'd or suicided on hook within the first 5 minutes.

    This would only punish killers for doing their job. Even if they didn’t tunnel for a kill. This would absolutely break the balance.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149532#Comment_3149532

    But if the baseline borrowed time solved tunneling wouldn't OTR be redundant?

    It’s not supposed to be an end all to tunneling. It says in the patch notes the changes are to allow survivors to make it to a safe loop if the killer chooses to chase again. OTR is a second chance in case the killer decides to tunnel, which could very well happen.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149519#Comment_3149519

    So what you are saying is the baseline borrowed time is so useless that you have to run OTR.

    did I say that? If the killer is going to tunnel, he’s going to tunnel you. Might as well equip yourself to deal with it. Use the basekit speed to make distance to a strong loop, use OTR as a second chance if needed.

  • @ThePrizz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149503#Comment_3149503

    That's not anti tunneling at all. I'm a killer main, if you want to tunnel a guy, you still easily can, since you continue to have vision of him after you hit him, yes it will take more time since now he has a bigger movement speed boost but it doesn't fix it at all.

    The problem with tunneling is that some killers will still do it even if it puts them at a disadvantage, me included. If a guy teabags me hardcore and acts all cool, I will sacrifice the whole game just to tunnel him and get him dead that's how petty I am.

    This "fix" only stops the tunneling in case you think about playing in the best possible way, but most killers don't really care about doing everything perfectly and maximizing their chances to get a 4k.

    Ok? I’m a killer main too?

    1) it quite literally is anti tunneling. It gives you much more time, and much more distance from the killer (if the killer was facing/prox camping / or came back to hook and chooses to tunnel). This distance and time is a deterrent to tunnel.

    2) If the killer decides to tunnel, then he’s going to tunnel. There is literally NOTHING you can do about it except be a good survivor and work on your own skills. Learn to loop well, run OTR, run deadhard. Give yourself as many second chances as you can, combined with good looping skills and you will cost the killer the game for tunneling.

    They can’t fully fix tunneling because unfortunately it becomes a legit and quite possibly the ONLY strategy that can provide a killer the amount of pressure needed to win a game (against swfs / genrush team). Tunneling early on isn’t really necessary, but later on I would argue it is sometimes.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149503#Comment_3149503

    If you think 10 seconds of baseline borrowed time is going to stop people from tunneling, you must not play a lot of survivor.

    I play a lot of survivor, and even more killer.

    Run OTR and work on your looping skills. Being tunneled isn’t the end of the world, and is a good thing if you are the strong looper on the team. Keep the killer busy while the gens get ran through.

  • They literally added an anti camping perk, and increased basekit BT/speed to help with tunneling..

  • I rarely see them. Once in a blue moon. I have to doubt that you’re seeing them every game. Doesn’t seem likely based on their popularity (low).

  • Survivor -8

    killer - 8.5 (dependent on killer, nurse is like a 4 lol)

    i still have games here and there when I’m humbled by 10 survivor team, or a 10 killer.

  • Us real killer mains don’t claim this. He on his own on that opinion.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148292#Comment_3148292

    The whole point of 6.1.0 was to change the meta and "herd" Killers into playing "nicer".

    The problem with that is that they nerfed basically all the Perks that incentivized leaving the Hook/going for multiple Hooks, while buffing Perks that enforced 3-Genning, camping and tunneling

    Pretty sure it was the encourage the playing of other killers.. not playing nicer. This update is definitely more geared towards that.

  • Lmao WHAT?!😂 Survivor is invisible…

  • @Star99er said:

    I rarely ever got tunneled beforehand as it was never an effective strategy at higher MMR but I feel like ever since the mid chapter balance changes it's made things much worse. With how much more time it now takes survivors to complete Generators + DS Nerf + the base kit buffs killers got there's no longer an effective way to counter it this playstyle especially in Solo Queue. It's better for killers to eat OTR & DS and just keep tunneling because how slow the game is now. Literally almost every game either me or another survivor gets tunneled. Somethings needs to be done about this.

    Well tunneling has always been an effective technique. This patch didn’t change that.

    You probably need to work on your chase skills. If a killer tunnels you, so be it, it’s gonna happen. Might as well waste as much time as possible. 10 seconds on 1 gens doesn’t matter if 3 people are on gens while the killer focuses on 1. Trying to tunnel a good survivor will often times cost the killer the game. Work on your OWN skills, rather than trying to get the other side to play by your rulebook. I have no issues with being tunneled, I can confidently last 2-3 gens depending on map rng and if the killer commits.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145606#Comment_3145606

    So the way it worked before the patch was the killer had to go through borrowed time, dead hard, decisive strike. Now the killer just has to realistically only go through OTR. Even if you choose to run DS they eat it and you last another 5-10 seconds. Lets also not forget in end game right now no true anti-tunnel perk works. If you are the last person chased you usually just in a solo game. It has gotten to a point that people have given up on trying to save people that are not close to the gates.

    The true power of DS last patch was that most killers didn't want to give you the DS. Also if you showed a killer you had dead hard, they had to calculate that as well. In most cases even if they managed to down you quickly after you were unhooked, they would just leave you slugged. Now they aren't afraid of DS or DH, even if you run it they just eat through it.

    So yeah, your tools were nerfed. Killers are more comfortable tunneling because they aren't afraid of any perks you are running.

    Sounds like a skill issue. I’m capable of looping a tunneling killer for a good while, especially with DH and OTR. The games where I get hard tunneled, I may die but all 3 of the others get out. A lot of the time my solo q teammates will come take a hit for me and I get out anyway. Lots of people aren’t experiencing what you’re talking about.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145994#Comment_3145994

    Oh man ? I'll never get your respect because I enjoy characters on this game ? Damn. I feel like I'm forgetting something....I think it's to actually care about your opinion or respect.

    Idk bout him, but when I face a blight hitting nasty 180 flicks, moonrushes, etc. that’s massive respect. It takes lots of practice to get that down.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145945#Comment_3145945

    But using the power to traverse the map and get hits is all it takes to "Blight". Neither Blight nor Nurse have high enough skill floors as people tend to claim. The more I play Huntress I appreciate a good hit over a car/wall since I know some of them are just straight up bugged and have improper/false hitboxes. That Huntress tried and missed that shot and learned from previous matches, and still had to accurately aim and gauge the distance for lobbing.

    "Techs and flicks" are abusing bugs to get more hits in circumstances they could normally get a hit, just maybe 5s delayed the proper way. I google-d Blight Flick and the first result was a timestamped video that showed how truly simple it is to abuse this bug. This isn't some truly skilled play, this is abusing free access to extra rushes essentially. RMB W Mouse aim down isn't a grand expression of skill no matter who claims it to me.

    If the Bubba pre-revs his chainsaw and hits me with the last quarter second of the third charge, he gets my respect. If the Doctor strategically puts people in T3 Madness with a Blast to prevent a pickup he gets my respect. If a Pig actually lands a charge attack at a loop she gets my respect. If a Demo Shreds off a hill and bodyblocks the only pallet during the recovery he gets my respect. A blight or nurse playing the game never get my respect, because I know how simple it is to actually play them, and most losses is them simply being bad at the game.

    lol ok man. You’re entitled to your opinion.

  • Is it really? That’s wilddddd🤯

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145822#Comment_3145822

    I'm sorry you have this false notion of gaming difficulties, but Blight is hardly difficult to play. Maybe for some it can take up to 3 matches to understand his mechanics, (at the most) but then he is pathetically over-rewarding for the mental processing power put in. When I play Ghostface I have to gauge everyone's locations and their stalk and determine if I can afford approaching at an awkward angle or not. When I play Blight I RMB towards the nearest gen and LMB once at the survivor and get a hit. Now to be fair that is an oversimplification, but the concept is that mechanically he is not nearly as demanding as ranged killers or heck even Bubba avoiding colliding with bad hitboxes. Blight is my "turn off brain" killer where I don't have to try to get results. I don't use him more often because I enjoy a hard fought victory and a challenge. As a result I am a "C-tier/D-tier" killer main. (Edit: fixed 2nd sentence phrasing)

    Sure.. if you strictly stick to just using his power to cross map. But when you start trying to implement all the techs and flicks to try and consistently get hits, he is harder than nurse. A blight who doesn’t know how to blight, is prone to being bullied or having to go straight m1.

  • I mean, if it’s only 2 left and the killer got one on hook. Might as well secure the 3k win and if the survivor comes around for the unhook you get the 4k.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145276#Comment_3145276

    I never to rarely like bug abuse, or things not working as intended in versus/competitive games. I stopped playing Super Smash Brothers Melee when my friends saw pros use Wavedashing and started copying them.

    It also adds another tool in the belt of the 2nd best killer in the game, it isn't like some trapper or clown bug to make them roughly as deadly as mid-tier killers. Also everyone claiming it is some arcane magick that only the most skilled of wizards can pull off 90 % of the time is just another sweaty tryhard that abuses every exploit for a "win". Blight is one of the easier killers to play effective consistently, as you don't have to balance map pressure or your situational awareness to nearly the degree that other killers need to. Even then, if you use the same brain power the other killers need then nearly every match is pretty much an easy 4k.

    In short easiest best killer doesn't need or deserve more access to game winning tools.

    I also always hear people parrot the same line "bump logic scarier", but it only comes from those same bug abusers. I hear "no don't nerf my overpowered killer, I am not even using my full power by glitching!" If it works properly then Blight can be viewed and balanced appropriately, without worrying about unintended mechanics.

    Tell me you haven’t played blight, without telling me you haven’t played blight. 😂 Man talking nothing but BS.

  • I love when the survivors bring beamers. Especially the kind that always go for the saves. They are so so easy to counter, but the best part is the two survivors not doing gens because they are following me around while chasing the 3rd survivor. Gives me lots of passive pressure. ❤️

  • @Karth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965516#Comment_2965516

    was wondering how it is for killer on the red ranks.....

    maybe im just an bad-average survivor main at best that needs to git gud...

    maybe mmr is just still trash, no matter how much you get sacrificed you still get the sweaty killers on your heels. especially after peak-hours

    maybe i just need to play killer more to git gud with survivor...(which i try to do more since i get tired of getting no pips anyways)

    maybe my mmr is just too high (which i highly doubt kekw)

    was just wondering how other people feel about this

    I have much harder time pipping through irid ranks on killer than survivor. I can pip on survivor and not escape. But killer, the game has to absolutely go your way to get a pip. If they survivors do gens too fast, you won’t pip. If you can’t end chases quickly, but not too fast, you won’t pip. If the survivors bring boons and Medkits (healing quickly), you won’t pip. It’s honestly so frustrating sometimes. You can literally have a 4k and not pip because the game either went to fast. I hit a 4k slug with oni off my first power at 5 gens, and didn’t pip because it went too quickly. 😂 so irritating.

  • @Game4Fun said:

    I don't understand why you developers would nerf decisive strike when these killer mains tunnel survivors mains, especially nurse mains sometimes I feel like this game is only meant for killer mains only because the developers are making it super easy for killers to pip must I remind there are not a lot of good survivor mains so I don't understand how killers are getting bully

    lol, there are PLENTY of good survivors out there. And a team of them will make it extremely difficult to win a match and / or pip.

  • Quality forum content.

  • I only proxy camp & tunnel if I’m loosing a lot of pressure and the gens are starting to fly. If I hit 2 gens left and nobody is dead, I will focus somebody out or force as many second phases if I don’t have them yet.

    Besides that, I don’t really have to camp or tunnel.

    SWF’s are another outlier. If they item / char swap last second, bring map & coordinated offerings, i throw it out and I don’t play as nice. Simply because you cannot afford to.

  • I just want them to fix the collision so I can actually use blights power on GOJ. 😂 same with a bunch of the maps.

  • You got that backwards lmao. I still see DH on atleast 2 survivors per match. Prove is usually on 2 per game as well. OTR on almost everybody.

    you still have to remember it’s 1v4.

    Survivor perk dependency is much worse than it was.

  • @Jivetalkin13 said:

    When you bring perks into a game do you play as a Specialist or a Generalist?

    Specialist being you bring perks to help you in one particular area such as chase, repairing generators, tracking, healing, etc.

    Generalist being you bring an assortment of perks in order to be well rounded.

    For survivor, specialist in chase.

    Killer, usually 2 aura, 1 gen regress, 1 chase. or 2 chase, 2 gen regress.

  • Blighted gorilla, I can picture it. Imagine the skins they could come up with.

  • For oni, I always run spirit fury enduring. It’s also not hard to mind game a loop with demon dash. Pretend to dash one side, then last second change to the other and 90* flick. Usually works.

  • If you wanna go for more meta perks,

    STBFL off myers.

    The pain res hooks from artist.

    lethal pursuer from nemmy

    enduring off billy and spirit fury from spirit make an amazing combo.

    brutal strength from trapper.

    devour hope from hag

    hex undying from blight.

    there’s a couple good perks there.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142389#Comment_3142389

    Hey people, we have a person here who knows game better than devs. The creator of Blight said it is not intended, so it is bug. But no, it is not bug. Because RatbasterdJr is saying that.

    https://forum.deadbydaylight.com/en/discussion/comment/3142398#Comment_3142398

    Blight is not my main, i am just playing him time to time and i am trying to master him. My worst games were on Lerry, The Game, Ormond and Swamp. Ormond has a lot objects which does not allow me to rush.

    I mean considering how the hug tech works.. no.. that’s not a bug. It’s literally part of his mechanics born through how blight works.

    You completely ignored the second half of my comment, as I figured you would. 🥱

  • Sure.. seems likely.. 7 out 9 were nurses? All 7 were super good? Seems legit. Lmao.

  • @MikaelaWantsYourBoon said:

    It does not matter you mastered it or not. It is bug and it needs to be fixed. Simple.

    Plus they also needs to fix other Blight bugs too. So i finally can play him on maps like Ormond.

    its not a bug. It’s game mechanics the devs did not think possible.

    but by your logic, if it’s a “bug” and needs to be removed, then we need to remove survivor spinning, window techs, fov techs, etc.

  • @My_Aespa said:

    It works, and I've had a lot of matches recently where no one brings boon and no one will heal me off hook. Why all the hate? Post-game chats are aimed at me when we lose ONLY because I run it apparently, nothing else ruined the game for them. "Wow... you ran self care? No wonder we lost...". Really? Self care actually saved my life more games than not, are people just too proud now to use it? Yeah it's slow to use, but it's more reliable than my teammates sometimes.

    Idk, run what you want. But I’ve went phase 2 on hook because teammates decided to self care for 45 seconds rather than get me off hook. Kind of annoying there. Or when the team is on the verge of losing and you’re working on the last gen while they self care right next to it, rather than just helping get the gates powered, again, annoying.

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