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Ryuhi

Ryuhi

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  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142857#Comment_3142857

    Yeah the problem is overwhelming amount of synergy available. Its fine in a vacuum.

    Welcome to DBD, where the sanity checks are just made up and balance considerations don't matter~!

  • I almost wish Wraith was given the ability to bing bong over 60 times a second, just because of this topic making the comparison.

  • @My_Aespa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141959#Comment_3141959

    Idk if you can get more efficient than using botany knowledge since not only does it speed up healing on myself, but me healing others as well. And it's not like I crouch in the corner every time I get hit and use it, I usually use it most endgame if I'm the last one standing.

    Again, time can be very relative. if the time you took prevented a gen from being done in time, it can be the start of a snowball of pressure for the killer. Can't really say either way without being in the matches myself, so its up to you how you apply the knowledge.

  • @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.

    Its a hit to team efficiency, as your time self caring is a large portion of time you're actively not participating on gens, in a chase, or otherwise progressing the match. Its still a very valid perk, but its usage often reduces your impact on completing objectives. DBD seconds can be extremely relative depending on what else is occurring in the match, which is something thats always important to remember as either side. Knowing when and where to use it mitigates a good chunk of all of that.

    Basically they're being jerks for being rude about it, but there are reasons teammates might prefer if you used more efficient healing methods

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141566#Comment_3141566

    I think you hit it spot on here. People need to read this.

    https://forum.deadbydaylight.com/en/discussion/comment/3141676#Comment_3141676

    You make a good point, maybe you should be able to grab off of healing. That would be interesting

    I think you should be able to grab the person healing, or push them aside (with an injure) and pick up the downed survivor in one animation. Since it would be a locked animation for a longer period than the normal pickup one, a 3rd survivor would still be able to make a play for a flashlight save or something like that, but the 2nd one shouldn't be able to have enough time to recover and get it themselves during the pickup. I feel trying to grab people while healing is already an extremely niche consideration, but considering "heal tech" is a known thing, the latter suggestion does a better job of directly punishing people for attempting to exploit it.

  • You do know about his not-as-recent lunge nerf, right? It did more to make him viable than any of the changes for either side in the recent patch. He has no anti-loop, and he can't hit and run even against solos because of CoH. He's in a pretty bad spot at the moment.

  • @botany_nerd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141816#Comment_3141816

    i don't know man the only time a survivor has gotten the 5 sec one to work on me is when the game has that weird detection when i hit the back of the unhooking survivor and it just decides i hit the person that got unhooked. im sure you've seen that happen at least once.

    Yep, aim dressing having a forced prioritization system, especially how it seems to be handled, is a separate issue that is also pretty bad. The 5 seconds of BT is supposed to be giving you a chance, but the person doing the unhook still needs to put in more work than just unhooking and yeeting off. Unfortunately since many players refuse to take advantage of that and instead pray the minimum it provides will be enough, they end up not getting anything out of it.

  • @Omans said:

    Funny that all the Nurses are telling on themselves by talking about counterplay here.

    There are so many situations where you are getting hit by the nurse no matter what.

    No wonder they think she is balanced if they haven't learned how to zone or blink correctly with her. They are why her kill rate is the lowest.

    I didn't even have her at level 50 until the prestige rework was about to go live, then i nuked everything she had to make sure everyone had nurse's calling at tier 3. lmao.

    I just look forward to games where i can buy time vs her so my teammates can either also do the same, or get carried while working on gens. And it doesn't always work out, but sometimes it does. Thats how counterplay is supposed to work in an asymmetrical spread, because i am only one person.

  • @botany_nerd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141740#Comment_3141740

    wish you would tell that to people that think the base kit 5 seconds is so amazing.

    It is, honestly, even if not for the reason you want. You get 5 seconds to see how the killer reacts, their potential prioritization, and even might have a few seconds left over to decide whether they're tunneling that person out or not. You can get a lot of info from things like these if you consider them from multiple angles.

  • @OrangeBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141787#Comment_3141787

    Because that is hook trading? Dead Hard is not reliable and does not give you much distance. Against a camping killer, spamming reassurance will make it so the other 3 survivors should be able to escape.

    ah, there it is.

    1) its not hook trading if you take a bodyblock hit without going down to protect someone who just got unhooked and will. Hook trading is specifically when you willingly go down to let the other person have a chance to escape the hook. There is an absolutely massive difference. Not only that, but hook trading when you are on your first hook to make sure someone on death hook gets away gives your team more hook time regardless of the perk, which is why it can sometimes even be preferable. If you ever see the killer ignore a hook trade and go after the other person, it generally means it was the right call to take the hit.

    2) DH is perfectly reliable if you know how to use it to make reads. It has a longer window than parries in fighting games (or even just fromsoft ones, which i always love to point out considering how awful their lag can be online) and plenty of people still get plenty of success from it. All you have to do is say "I'm not good enough at timing it" instead of calling it "unreliable."

    3) it gives you more distance than it used to, ironically. It forces a blade wipe and an on hit sprint burst, when it used to just force a whiffed attack animation. The only distance it gave previous was from the actual lunge and said whiff animation, the former of which was the exact thing that needed to be fixed.

    4) Do people always assume afk facecamping is the only time anyone ever camps?

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141740#Comment_3141740

    If you cannot find a vault/pallet in 15 seconds something is horribly wrong.

    If the survivor gets rewarded for looping right in front of the hook, expect there to be less resources near the hook.

  • @ThiccBudhha said:

    Gestures is the word you are looking for. I thought you were using a synonym for survivors for a second there, very misleading.

    To be fair, people who spam gestures are jesters themselves, so it still works.

  • @OrangeBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141754#Comment_3141754

    That's why i think Reassurance + Sprint Burst will be a good combo. Sneak up to the hook, use reassurance and then sprint away. If the killer chases and downs you then the other survivors will have the opportunity to unhook. Also use kindred to see if the killer is camping

    Why not take DH instead of SB and then bodyblock a hit for the person in case they don't have OTR? I know its more difficult to use now, but it allows for value for both of you. TBH the biggest takeaway from the 5 second BT should be seeing if the killer wants to wait it out and then tunnel that person, in which case you should be going for a bodyblock unless they have an instadown (sometimes even then, honestly.)

    Like yeah SB will help you escape after the unhook, but you're doing nothing to remove the pressure that the hook provided the killer in the first place. Worse, you're leaving the unhooked person to their fate immediately. Only time I can see it being effective is if you are trying to make a distraction and the killer didn't have LoS, so they might think your scratch marks are from the unhooked person (but if you're not bleeding, the lack of blood will make that easy to see through.)

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141746#Comment_3141746

    I'm looking forward to seeing people figure out the versatility/value of 'Drive By' Reassurance.

    It allows for some good set up/plays on survivor side.

    Honestly its one of the things i'm looking forward to the least, since many survivors regularly route the killer right to the hook in chase. It gives them a reward for not leading the killer away, making it even harder for other survivors to reduce the killer's pressure. As a bonus they'll often waste the resources closest to the hooked survivor, making their chances of escaping being tunnelled even worse.

  • @ad19970 said:

    I am very happy about the perk, but it really is a shame that is the only answer so far to camping. BHVR needs to nerf camping and tunneling at base, or queue times will continue to be imbalanced. So I can only pray this is not their solution to all the complaints about camping and tunneling.

    Why not have the solution be a solution for both sides, so that camping and tunneling are only one of other options that are equally effective but don't detract from other players ability to have agency? One sided complaints for issues that affect both sides will always be pointless if you refuse to address their underlying causes. You're treating symptoms while ignoring the disease.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141745#Comment_3141745

    I mean, 6 meters isn't much, it's not like you can distract the killer from seeing survivor #3 coming your way

    And anyways, 3 survivors not on gens? What does the killer have to worry about at that point

    TBH i'd be more annoyed as the one on the hook watching my teammates forcing a stalemate instead of making progress on our objective, like usual.

  • No it won't, people will still camp if they were already going to, they'll just go for hook trades instead of grabs. If they get you down super fast in the process or have a power that lets them do it efficiently, they'll try to double up and get both of you as well like they always have. The biggest impact the perk is going to have overall just being another tool for swfs to exploit (either against the killer or solo survivors)

    @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141740#Comment_3141740

    No, it does not depend on their hook looping ability. You can just leave the hook. It is an instant activation. You do not physically have to be there the entire time, fam.

    This is a good point. You're more likely to see it extend timers slightly with drive by routing when the hooks allow for it, or coordinated groups alternating getting just close enough to stagger its activation. So like most things in the game, its actual impact will be low while its room for exploitation will be high.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083265#Comment_3083265

    There is an incredible amount of disinformation in this post. There are still more than enough pallets on the map to allow the team to finish gens, and any killer that relies on bloodlust is probably losing the game, since it takes so long to gain it. Shouldn’t the killer be able to track you while injured? You made a mistake by getting hit. It shouldn’t get easier.

    I'm just convinced any complaints about bloodlust are reactive because they saw there was a buff that relates to it. You'd be surprised how many people dont even know that it resets when pallets are broken. One of the strongest aspects of the Windows perk is that it lets you keep a mental timer and then route safe pallets in accordance with how high their bloodlust has progressed, so you can force it to reset multiple times in a chase. That alone can create some massive sunk cost fallacy doubts in killers minds.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141661#Comment_3141661

    2 killers would bw enough do you realise killer is much stronger in 1vs1 even in 1vs2. That's why the game is 4vs1. But if killers were nerfed then 2vs4 could work or 2vs6.

    I don't think that was their point. 1v1 balancing would mean that individuals on both sides would have equal power and agency in the overal outcome of the match, which would require it to be symmetrical. The entire point of 1v4 is that the 4 are supposed to have to work together to some degree to overcome the 1, which means they need to be weaker than the 1 individually.

  • This topic is absolutely the right mindset. The main thing that counters tunneling is making it inefficient, because its taking a risk that the other 3 won't be more efficient than the investment the killer puts into it. In other words? Ever second of theirs you waste brings them that much closer to losing because of hard committing to a recognizable strategy. Its also why doing stuff like throwing in a quick bodyblock here or there can delay the hell out of it, or force them to reassess and potentially stop tunneling altogether. Or switch to you and start over, then you can delay them even further.

    Tunneling only works when you can't delay it long enough to punish it. Easier said than done with some killers/powers/maps/etc, but its a pretty concrete fact. It disproportionately affects worse players, even though it affects good players as well. Refusing to adapt lets it go punishment free, however.

  • Shh, if they give up instantly every time they get to be right because she wins every time.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140476#Comment_3140476

    I also play survivor and I wouldn't enjoy to much going to a map that favours a specific killer either.

    (But for some reason, it almost never happens)

    TBH with killers i don't even mind it, since their builds can be very specific to map size and number of obstructions. I've suggested in the past that all map offerings should just be reduced to "indoor" and "outdoor" ones for this reason. With stealth and ranged killers in particular it can make enough of a difference to rule out maps like mother's dwelling or lery's instead of getting a specific map.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141680#Comment_3141680

    Pinhead only sees the box’s aura with a very rare add-on.

    @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141680#Comment_3141680

    Pinhead does not see the aura of his box unless he's running an addon to do so, but that prevents starting the chain hunt from picking up the box.

    I thought it was obvious i was referring to the comment about buffing solo queue info against him, but i guess I should have expressly stated that?

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141519#Comment_3141519

    I don’t know why you think that’s even remotely relevant. Fun is subjective and others will find fun something others find unfun. That is why it’s irrelevant to balance. Don’t like it? Tough, get over it. If it’s balanced, it doesn’t matter. You cannot make something objectively "more fun" because fun itself is a subjective opinion. This game will never be fun for all 5 players always. Nor does it try to be, because that’s impossible regardless.

    As for the point on solo queue, it’s almost like that means solo queue information should be buffed, not handicapping a killer who also has to play against non-solo.

    I wouldn't even say thats needed. Pinhead ironically has one of the most information heavy powers in the game. You can see the box, you can see how far chain hunt is progressed at all times, you can see who is carrying the box, and you can even see when they are attempting to solve it. They already gave tons of information for his power for solos to silently coordinate with.

    Edit: Since apparently there was some confusion, this is in regards to solo queue survivors getting information about his power for free, like the last sentence reiterates.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141597#Comment_3141597

    Yeah. That's simply how the game works. Who ever interacts with an object/player first prioritizes.

    And yet interaction grabs were invented for these exact scenarios, except healing for some reason. I mean i know grabs almost never work to begin with, but its still an outlier. It even would follow the same rules as locker grabs, having an interaction call be the start of the condition instead of a simple attack.

  • techs are absolutely fine when they add skill or nuance to play. They're not ok when they exploit ingame quirks to force lose/lose scnarios. Stuff like hopping into a locker at a corner so that the killer can't take you out without setting themselves up for your buddy to blind them is not "tech" in any healthy sense. Its far too common for people to defend tech because they want to be able to do it, instead of shunning it because the opponent has no choice but to lose in the situation regardless of their input. It becomes especially ironic when those same people complain about being put in that situation themselves.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141522#Comment_3141522

    Mindgaming is skill-based counterplay. The person that is better at reading, baiting, and out-predicting the other will succeed in each trade (an attempt to land or evade a hit). And so both players will constantly need to adapt and adjust to how the other plays. Mindgaming is reliant on both sides. It is not just whether or not the killer is bad. It is also whether or not the survivor is better.

    If what you said was actually correct, very good Nurses would never ever lose ever. Except that is objectively and completely laughably incorrect. Even some of the best Nurses in the world will have games where 3-4 survivors escape versus them. Why? Because they went against some of the best survivors in the world, who are equal to them in skill.

    When the skill matchup is even, so is the match (outside of extenuating factors such as unbalanced maps, people not trying, meme builds, etc). It is not Nurse’s fault the game cannot give even skill matchups consistently to higher-skill players.

    Don't bother, to most of the community, anything thats not a 100% infallible low-skill requirement action isn't actually counterplay. I don't even think most of them understand the concept of a read (I don't mean this as an insult, btw.) They see stuff like freddy's alarm clocks and think every killer should have some way to absolutely nullify their power for free like that. As a bonus, most dont even bother to use the tools given.

  • @Carth said:

    I don't think it needs to be reverted but it is 100% awful now on non-setup killers. The far more concerning trend is the awful "turns off if you are doing too good" trend. Thanat, ruin, corrupt are all perks I will never run now because they turn off if you are doing "too good". If I was betting I have a feeling we will continue to see this trend for killer perks.

    The reason for that trend is hopefully an attempt at fixing the efficiency cap dilemma, In that survivors are too strong early but too weak late. Since they don't really seem to understand how to do actual mechanical overhauls to accommodate fixing issues like that, they instead take baby steps with minor tweaks and bandaids here and there to work toward a possible maybe kinda eventual solution.

    Survivors need to start weaker, but lose less strength as the killer's advantage grows. Currently the amount of power 4 survivors hold (as opposed to 3 or less) encourages the killer to get one out asagdp, while the weakness of only having 1-3 survivors makes people give up and/or unable to compete as their teammates dwindle. Stuff like the corrupt and ruin changes are almost potential fixes to that issue, but they only really account for one side of the scenario.

  • Why didn't the just go the BT route and make this version base, while making the perk have it work like it used to?

  • @Mysterioso said:

    What we all really want is the BP incentives to come back soon. I remember them saying they'd return with Wesker's release and they were also turned on in the PTB. That should definitely help out with the BP grind in some way!

    The longer it takes to fix it, the more it can be touted when they do finally roll it out. The standard of poverty aggrandizes the posession of wealth.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140884#Comment_3140884

    Gonna have to hard disagree with you on the grind being much smaller now. I'm a Kate main. I only play Kate. Before the rework, I could get away with investing around 1m~ BP into a survivor for their teachables. Now, I have to invest around 1.6m because I have to prestige the survivor to get their teachables.

    To get all survivors to P1 requires roughly 52.8 Million BP. The difference pre-patch is 600k per survivor, which comes to a rough total of 19.8 Million BP. Assuming you wanted all survivor perks as teachables, pre-patch you only needed 33 million BP.

    The prestige rework benefits killers the most because each killer is unique in their own right with different powers. When a new killer releases, you're not restricted to their perks only for awhile. All the perks you've unlocked are available on the new killer from the get go.

    I would disagree it benefited killers more (or much at all) since their builds are considerably more strict (making more perks useless to aquire) and addons are much harder/more expensive to stockpile now, especially if you're finished the perk portion of the grind. Then you have people like me who P1'd before the update to get the p3 and have their perks unlocked for everyone and so on... had to nuke their addons to do it. which are both consumable and now more expensive to replenish.

    Take a killer like huntress. unlocking all her perks for everyone is nowwhere near as important as her addons, territorial imperative doesn't exactly carry matches. I've said it before in other topics, but the big issue is that the updated grind created just as much waste as it introduced "reduction." BP spending efficiency will always be forcibly bad by design.

  • Every time i see a map offering, on either side, my first thought is always "oh **** what now"

    I know occasionally killers run them to make specific builds viable, but it seems like almost every game with an offering is because someone wants to abuse something about the map.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140304#Comment_3140304

    Your initial response had to do with Fearmonger and not the bubble that blocks the killer's aura when a survivor is hooked. If you want to know why people have a problem with the state with solo survivor, it's the accumulation of BS like what I described in the original post. Keep acting like the killer is Sisyphus or whatever nonsense.

    g...good talk?

  • @Negi said:

    Yeah, it's annoying. Just hook me and quit wasting everyone's time. Hatch escapes don't mean ######### anyway.

    I mean thats true, and yet there are survivors who think its worth wasting everyone's time. Its almost like there's a constant "no, you first" argument every game neither side budges in. hatch standoff 2.0, complete with one side being able to stall it indefinitely.

  • @Marc_123 said:

    Fearmonger makes you blind - that is the perk.

    The Bubble should not block the aura reading - especially when using kindred. That is a bug.

    Thats an issue with the bug, not fearmonger then.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140274#Comment_3140274

    Is the bubble intended to block the killer's aura when a teammate is hooked? I said in the initial response that I get off the gen when a survivor is down to get rid of the five seconds of aura blocking that is now a part of Fearmonger/Mindbreaker. I still cannot see the killer's aura when a survivor is hooked. This is unfair to solo survivors. Straight to the point.

    When did I mention the bubble? I only talked about the perk. If not specifying that further confused you, i apologize.

  • @PBsamichShoe said:

    So a completely useless perk is what killer main consider balanced. Big surprise.

    It's only completely useless if you're completely useless at using it. So yeah sounds pretty much spot on.

  • Its broken and unfair that the perk actually does what its supposed to? Its intended to prevent aura reading while on gens, and delay exhaustion abilities when chased off of them.

  • @SgtMittens said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140239#Comment_3140239

    Or you could just put them on the hook and then look for the last one. If they escape, darn, if you catch them, hooray! I've found it equally boring as killer to leave someone on the ground and hope the last one comes along and take one of the most obvious baiting tactics in the game. Your best bet would be to work on that skill level.

    or you could just accept you got outplayed if you're playing for the hatch and take the L and move on? Im frequently the third one out because i find playing for hatch just as boring as you apparently find securing the 4th kill. Its almost like different people will always prioritize different things, and the issue then comes down to "is anyone actively preventing the game from progressing."

  • @versacefeng said:

    Makes no sense why Wesker has a 40 meter TR while Nurse and Blight are stuck with 32 meters.

    I mean if you really want to make nurse's starstruck radius 40m at base, i don't think many of them would mind too much.

    To be honest though, 40m is a really large radius. It actually becomes a positive for the killer on small maps because of how unreliable it becomes.

  • Pig and Deathslinger should get their smaller TR's back, especially since they walked back the spine chill changes. If anyone's were to be increased i'd say Bubba and Doc should be increased, for both personality and power reasons respectively. Some characters i'd say "could" be increased like Nemesis and it would make sense, but i feel it would hurt them too much if done without any compensation. In fact I wish it would work better on Nemesis, because it would really play into the whole "he's always chasing you from somewhere nearby" mentality he and Mr X were known for.

  • Less cringe than 2 survivors locker jockeying for 10+ minutes in an attempt to wait each other out, imo. At least the bleedout timer puts a hard cap on how long 4k slugging can actually drag on for.

    The whole hatch escape mechanic needs to be reworked in regards to actually being earned, not just given out as a possibility to the last man standing. Until then people will generally do the strategy that benefits them most, regardless of how obnoxious it is for the other side. Just like everything in this game.

  • @Ebonbane2000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3139943#Comment_3139943

    Playing for hatch in a 2v1 is a legitimate strategy. There are even challenges that require playing for hatch. The scenario of holding the game hostage you are referring to is a coordinated effort by the two survivors to not progress the game. If that's the case then film then report them and use the recording to back up your claim. 

    However, what is likely happening is two survivors chased off a gen initially, becoming more cautious approaching the gen and leaving as soon as the TR sounds. Never actually making it to the gen to make progress.  This is easily tested by walking away from the gen. If it never gets repaired, report them and submit your recording. But I would imagine in most cases the gens will get done.

    From a logistics standpoint, this type of holding things hostage is actually the hardest to report with video evidence, since its recording inaction after an unreasonable timeframe. Recordings take up a lot of space, and this isn't the kind of thing you can just flip a recording on and witness. You need to be able to show that zero gens have been progressed for a considerable period of time, while also accounting for stunted (yet attempted) progress like you mentioned. The burden of proof becomes far too great on the end user, even moreso than it generally is with this absolutely archaic report system.

    The EGC was introduced to prevent survivors from refusing to leave when all the gens were powered, closing hatch was introduced to prevent hatch standoffs. Basement stairs were made wider so killers couldn't bodyblock people in the basement, Myers loses collision while stalking so he cant bodyblock people and stalk for free. These types of situtaions have been addressed multiple times in the past and the only reason anyone wouldn't want this one to be addressed is if they either want to make the killer DC, or they absolutely refuse to accept their loss and want to play the waiting game with the other remaining survivor at the killer's expense.

    The hatch itself isn't really the problem, nor is wanting it. demanding it is the issue, and if it was something you actually earned rather than a random second chance, there would be a lot more room to work with regarding how to make it more fair to both sides. Until there is, many games are going to either end in a slug for the 4k or two survivors fighting over who has more time to waste that day. Fixing the issue would address both problems simultaneously.

  • With most boons you just play around them, since they require you to be close to have any real effect. If its an indoor/multifloor area, keep the totem trapped if it can cover a wide area.

    If its CoH just camp and tunnel and take your 1-2k because they made that choice for you.

  • @OldIronKing said:

    The same downside to any "solution" people come up with to make solo q better. It makes SWF better too.

    They never care about that, they just want things that help them for free.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138661#Comment_3138661

    Most still don't want to use perk slot for it. Killers could get something in return basekit corrupt or BBQ.

    Or survivors can just use the option they're given before expecting it for free? Otherwise you'd be making a case for like half of all killer addons to be made basekit as well.

    I run it frequently, and I don't run the absolutely 100% mandatory meta perks but still manage to perform well more often than not. People being unwilling to make room in their loadouts isn't a valid reason to give things out for free.

  • Its just getting a 5th perk for free, since the majority of people who complain about solo queue don't even bother running it in the first place.

  • well your post kinda seemed to be bemoaning not being able to get value from builds specifically centered around anti-slugging, but if it was supposed to be celebratory, then we are in agreement :)

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138587#Comment_3138587

    People hate everything. They hate being slugged. The hate being hooked. They hate it when killers respect DS. They hate it when killers don't respect DS. There's no way to play the game and appease everyone.

    Its just especially ironic in a "killer buff strangely creating survivor QoL" kinda way. Its almost like healthy changes for the game improve both sides.

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