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Shirokinukatsukami

Shirokinukatsukami

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  • It was Deadman's Switch as Nomad said.

  • @Zippy said:

    was just in a match and 4 generators were repaired before I even had a chance and I’m level 3. This is ridiculous. I was chasing my first victim and 3 were done before I could even get close. Not a long chase either.

    Two maps are very hard for killers: Ormond and Myers Map.

    The devs have made some changes to Ormond to help and there are no safe zones. But I feel for you, those maps are really hard for a new killer. First off the map is big and it's easy to lose survivors in the lodge. None of the loops are broken but if you're not a highly-skilled killer it is easy to lose the survivor there. The jungle gyms on that map are also pretty tough for a new killer.

    He isn't. Ormond is a lot better for killers now than it used to be. You still need to actually be good with your killer fundamentals or else it's going to be a hard fight.

  • @NomiNomad said:

    Surge would only proc if you were in the 32 meters of a downed survivor, it shouldn't proc on hooked survivors.

    Did it happen right as the Survivor was hooked, or maybe a few seconds after. If after, it might've been Oppression that made the gen explode. Was there a difficult skillcheck?

    But that wouldn't explain Thrilling, or the Blood Favor thing.

    I have no idea how to explain this. Either a really, really weird bug or maybe hacks? Did you happen to see the Killer's Loadout?

    There was no skill check, which is why I thought it would be Surge, except it procced on hook as I recall. It was a really weird thing. Never saw anything like it.

    Now that I think about it it was definitely Dead Man's Switch. I likely mis-saw the perk icon. Might have also mistaken when it procced, and I recall I let go of the gen for a bit so that's probably why it happened AND I just mistook it for the gen blowing.

    Thanks.

  • Nurse is more than fine as she is. She can still wipe the floor out of any Rank 1 SWF survivor team. And there are still a lot of Nurse players around today, more than there were last year actually. People have adapted to the new nurse and she is still as strong as ever.

    Billy is another story, though frankly I think Billy is still strong.

    The main reason you don't see much Billy in play, is because there are three alternatives who fit the same niches Billy used to, but are arguably better: Blight, Oni and Bubba.

    Billy might need a buff or something to make him more appealing, but he is still strong to be honest. The devs just went overboard copypastaing his power to other killers to the point that it made him irrelevant. A lot of people were complaining how Oni was too much like a Billy clone back when he came out.

  • @Mister_xD said:

    remove perk tiers and you just wasted like 4000 hours of my life trying to max the characters out that i did max out.

    i kinda dont want them to go - unless we get some exclusives for people who went through that trouble before it got removed, which is not gonna happen.

    It happened before.

  • @AggressiveFTW said:

    Removing perk tiers has been a recommended solution to the long grind for a really long time now, and they still haven't done anything about it. How come they haven't done anything about it to this day? What's taking them such a long time for a solution to the grind?

    They don't want to remove long grind. Grind is the magic ingredient of long-term games like this which milk money from players over the years.

  • I just played a match where someone tried to blind from the side, it didn't work. It's not something consistent. Must be some weird bug or maybe crazy latency code.


  • @DontNerf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831440#Comment_1831440

    I like that idea, I hate running gen regression but without it you feel almost powerless in some scenarios

    Decisive definitely needs a nerf. Pop not so much; Ruin/Undying is a bigger problem than Pop right now. I do not think making a perk that lengthens chases baseline is any good for the game. The devs have been nerfing chases for survivors for years now and I think this is a good idea. Chases should be shorter in general and should only be long if the survivor really plays well and positions well.

    On the other hand when that is done things can be done about Killer detection perks and abilities, which are too strong in my opinion.

  • Terrible idea.

    Makes gen defense way too easy even without perks. You could setup a three gen strategy this way effortlessly and still devote 4 perks to something else.

  • @MadLordJack said:

    It literally wins trials just by existing and requires either extreme luck or co-ordination to disable before the killer has snowballed so much the game is unwinnable. It is extremely easy to defend generators using these two perks, and mobility killers can slap on a gen info perk and make it a complete breeze to 4k.

    If that's OP, it's OP. Personally, I think so. But it's not like survivors don't also have their own small pp build, so my only hope is that the two get magnetically drawn to one another and let me have fun in peace.

    In practice survivors running gunk fun builds run into Undying Tinker Ruin, while killers running stupid builds run into DS Unbreakable DH.

  • @SilentHillOnDvD said:

    Yesterday I took off undying off the killers I was playing and nearly all my matches started off with ruin being gone in 2 minutes. I couldn't defend gens with no gen defense so the games usually were about 7 minutes. No matter how fast the chases ended those gens went flying.

    Survivors never talk about how its unfair that ruin can go just like that but when the killer uses undying it's suddenly op

    Which actually just shows you how powerful Undying is. Thanks for proving the point.

  • I have no problems playing the game solo. I enjoy myself and I don't find myself infuriated much.

  • Relax with the Tombstone. It slows Myers down a lot and he needs to stalk you a long time with the hair. If you notice his movements and how long it takes him to get to Tier 1 then that's a signal for you to break LOS and genrush the heck out of it. If you don't then well that's on you and your team.

    Myers is like the best killer in the game. I say that both from Survivor and Killer perspective. No, he's not the strongest. But he's the most fun and his mechanics are great, and his add-ons are even better.

  • People who think Tinkerer is bad on Freddy are bad at this game.

  • Disagree.

    Pink Hatchet is OP as heck.

    I also firmly believe that if a killer seems too weak it's only because your killer skills are too weak.

  • I don't have fun as killer. So I don't play killer. Stopped some time back. It's just so much work and pretty stressful if you take it seriously.

    Survivor has its issues too and instead of being stressful is more frustrating. But I love sneaking around and trying to hike the killer, and maybe giving him the slip after a good chase. If you take it seriously though it's rage inducing.

    So I don't take it seriously.

  • Speaking of teabagging. I only teabag when the killer hooks someone with Kindred, I'm 40m away, I point at him, tell him to come to me. Then start teabagging.

    I love aura teabagging through bbq, because I want them to know I know they're looking at me. Hahahahaha

  • No dude, Twins is good.

    Charlotte is an M1 killer sure, but Victor is in a class of his own. Further, being able to be in 2 places is really powerful.

    There's a learning curve to fighting the Twins but there's also a learning curve using them. I've seen some really good red rank killers put The Twins to good effect.

  • @Squirrel_Thicc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661417#Comment_1661417

    I think she would survive very well on her own. But I understand where you're coming from.

    I think group survival tier should be above solo survival tier. Their is strength in numbers.

  • @bjorksnas said:

    To loot a bunch of specific items to use them in later games?

    its putting the cart before the horse for 1 game in exchange for a bunch of free items and addons to use later down the line?

    skeleton key + addons = 4 purple medkits added to your survivor inventory to use in later games + after all is said and done you still have purple medkits available in the match you are in

    I don't think you thought this through at all you just saw no hatch escapes and jumped on a bad opinion, you didn't even read the ADDED TO INVENTORY part where you permanently get the items and addons as if you escaped the trial with them

    instantly opening 4 chests to get items for current game and later games can carry an entire team and leave you with a bunch of new items to use in later games

    You do realize you can only bring one item out of the match? You cannot loot a lot of items in one mission to hoard. Besides. It's much easier to just get items through the bloodweb. You aren't even sure you will escape the match.

    EDIT:: Oh wait I get it. You mean it adds items directly into your inventory. Okay I get that. Still not useful. You know why? Because right now I have over 100 pink keys i my inventory and thousands of medkits. Again, survivor items are junk. Who needs them.

    And believe me, wasting time opening chests helps the killer a lot.

    The number one thing killers hate, is genrush. Guess what you're not doing when you're running around opening chests?

    You are of the wrong impression that keys shorten games. They don't. Not necessarily. Especially if you are looting them from chests. I run Plunder builds all the time. I know I'm screwing my team over, but not my problem I will play how I want. There's a reason Plunder builds aren't meta even if you can reliably fish keys 50% or maybe even 60% of the time these days thanks to Appraisal. Because they don't win games. They just help the killer build pressure.

    Bringing a key into the match, that one doesn't waste time, sure. But the killer can prep for you and tunnel you if he sees you bringing a key in. Also, you still don't have any guarantee you can use it. In SWF it's a pain because if 1 survivor is dead you can coordinate with the other two to get out with 1 gen left. But in solo Q this isn't the case. The problem isn't the key per se, it's SWF, as usual. In solo q, bringing a key into the match most of the time means you don't get to use it. If you want to use it you will have to play suboptimally to get into a position where you are the last man standing. That usually means you are being a jerk to your teammates, hiding, not doing gens. Again helping the killer.

    Keys are not a big problem. Except in SWF. The problem isn't keys per se. It's SWF.

  • Except EGC isn't pointless.

    It's a big advantage to killers, and in many ways necessary to prevent games from stretching out indefinitely.

  • plus the main idea is mostly to use the addons to add specific items to your inventory so you pick a key out of you bloodweb and can use it to loot a bunch of items of specific types

    Sorry, this is just putting the cart in front of the horse.

    Why would you equip an item at the start of the match, to waste time hunting for an item in the match (instead of doing gens), just to get an item you could have equipped at the start of the match in the first place?

    I don't think you thought this through.

    You are basically just telling survivors to waste time opening chests so killers have more time to kill them.

    Better to just remove keys from the game altogether, it's a much more sensible suggestion.

  • @Harrington said:

    I'm not sure how to feel about it right now because moris have been rendered basically useless and I don't know if I should spend blood points on them.

    They are useless right now except for some very few edge cases -- like killing someone who you know has DS. Why would you get an item that is useless? Don't.

  • @bjorksnas said:

    Personally A key rework that I think would be more fun is to make keys more of a plundering item, something you pick in bloodwebs with the promise of getting better items or getting items to bank instead, using it to farm up some of your favorite types of items with minimal build dedication.

    That said here is my supposed changes + addon changes

    Green Key: Opens 2 chests instantly Increases rarity of the items inside, (plunders rarity)

    Purple Key: Opens 2 chests faster, Greatly increases rarity of the items inside, (plunders but no brown items possible)

    Skeleton Key: Opens 3 chests instantly, Only gives Purple items

    Brown addon 1: Items opened in chest has 1-2 addons (ace in the hole numbers)

    Brown addon 2: Increases change items in chests will be maps Shows auras of chests within 32 meters

    Yellow addon 1: Items in chests will only be flashlights +1 charge +1 chest in trial

    Yellow addon 2: Items in chests will only be toolboxes +1 charge +1 chest in trial

    Yellow addon 3: items in chests will only be medkits +1 charge +1 chest in trial

    Green addon 1: Opening a chest with a key adds a copy of the item in the chest to your inventory (not addons), cannot be kept by any means if used (works on all chests opened with the key in the trial)

    Purple addon 1: Items opened in chest have 2 addons 1 purple - green, 1 green - yellow

    Purple addon 2: Opening a chest with a key adds a copy of all addons the item has in the chest to your inventory, makes item spawn with addons (base ace in the hole rarity) cannot be kept by any means if used (works for all chests open with the key though)

    Red addon 1: Item spawns with addons (base ace in the hole rarity), Copy of both item + its addons are added to your inventory, cannot be kept by any means if used (works for all chests open with the key though)

    The problem with this, is that there are no items worth getting int he survivor toolkit other than keys.

    Medikits yeah but we have Pharmacy for that. Who needs an item to get a medkit, when you can just bring a medkit and loot one with Pharmacy? And who the hell uses pharmacy.

    Toolboxes are junk. Flashlights were nerfed heavily, useful in certain situations like fighting hag. And that's it. If you want to be a jerk and blind killers while they break palettes yeah, but too niche a use and not really necessary. You will achieve the same effect just running away, except you didn't tilt the killer as much. Medikits are the only other useful thing and what survivor doesn't have a pile of medikits in their inventories sitting unused. Maps rainbow map is nice in some situations but you didn't even include that in your rework idea.

    Keys are the only real prize to grab from chests. If all the key does is let you grab other items from chests, it is a piece of crap item that should just be deleted from the game.

  • I thought it was pretty obvious.


    1. Getting camped and tunneled means you usually don't get to do anything at all. Most people are fine with losing to an extent. Most people don't like not being able to play at all. Your first chase might have been good or you screwed up and got downed in 5 seconds. All's fine right? When you get unhooked you can get back to business. But killer face camps you. You get unhooked, he whacks you down again, puts you back and then repeat and you're dead. You didn't get to play at all. And that is not okay with most people. You just wasted 5 minutes in the lobby waiting for a game, get downed in 5 seconds, then spend 2 minutes on the hook pressing Struggle. That is not an enjoyable experience no matter how you slice it.

    2. Why is camping and tunneling positive? Super easy answer. Because it works. Unless you're fighting a super coordinated SWF, Camping is super effective because the uncertainty of the survivors feeds to them playing suboptimally and wasting time not doing gens, going for saves, etc. And that plays right into your hands as killer. You don't even need to look for them. They come to you and you just shoot them like fish in a barrel. Super easy, super effective. It is very rare to see survivors in solo q punish a killer for camping by just doing gens and letting the guy on hook die. Actually not very rare. It doesn't exist. I have NEVER seen this in 1,500+ hours of playing Survivor or 100 or so hours playing killer.

  • @gibblywibblywoo said:

    lol the self victimisation in this thread in incredible btw

    This place hasn't changed at all. So many people with victim complexes.

  • @Aneurysm said:

    The game is completely hostile to new killers, they're thrown against survivors with hundreds if not thousands of hours of playtime and who have all the good perks unlocked, while they're expected to take them on with what, wraith with monstrous shrine and bitter murmur? I switched to pc last month so I'm starting from scratch and there's no way I'd've stuck with it if I were actually new. Survivors in red and purple ranks right from the start, including smurf squads with one player on their rank 20 alt account. How many games like that will new killers endure? It's not even that there are no low rank survivors, because now I'm back to purple the game is giving me rank 15s, because of course it is.

    The game is also completely hostile to new survivors. They're thrown against killers with hundreds if not thousands of hours of playtime.

  • Fact of the matter is, skill in this game matters a lot. There's some luck involved but skill is the big decider. Killers more skilled than survivors will beat them most of the time. Survivors more skilled than killer will loop them and evade them most of the time. If enough survivors in the survivor team are skilled, they will beat the killer easily.

    But if you want to look the game at whole, you look at the big picture and that means overall kill rate stats. The last figure we got from BHVR was earlier this year I forget, April? The figures were around 70% kill rate (for everything, SWf and non-SWF, across all ranks). Last year in November it was around 60% as I recall.

    That means that either killers in general are more skilled than survivors, or survivor is just harder to put together because it needs teamwork and solo Q screws that over.

    It is probably a mix of both. Remember that on average a killer will play and get more practice in the game -- they are doing 4 times the work of any survivor every match. Much of the match time of a survivor is spent sitting in front of a gen. Killers actively search and chase the entire time. I have no doubt that killer players get more practice killing than a survivor of the same amount of play time.

    Regardless of the reason, that doesn't change the facts. The kill rate last official stat was signifcantly higher than the target 50%. I think that's a little out of whack, but all in all it's not that big a deal I have long made peace with getting my butt kicked in this game, and I mainly play Survivor Solo Q these days. The game has arguably gotten better for killers since that last statistic so who knows what the kill rate is now. We'll need to wait for BHVR's next official stats update.

    But I'm pretty sure it's not 2k/2escape.

  • @dezzmont said:

    Ruin-Undying-Tinkerer is someone expending 3 perk slots (Remember, killer perks are more valuable than survivor perks! A killer gets 4, to the survivor's 16!) that can be removed by doing a side objective. Ignoring this combo and trying to 'brute force' it tends to end poorly, but that doesn't mean its OP. Survivors are not SUPPOSED to be able to brute force past killer perks. Imagine trying to just... ignore Devour Hope.

    3 out of 4 perks is a huge commitment, and Undying+Ruin is actually a good example of what a totem protection and strong totem should do together. Hexes have a design problem where their impact is large for the slot, but they are supremely inconsistent. What undying does is trade the slot efficiency of hexes for consistency, not in the sense that you will NEVER lose your perk, but it in the sense that it is now guaranteed to have game impact because people MUST search for the hexes and at LEAST 30 seconds of gen time is going away.

    If properly countered, its pretty darn fair. Especially coordinated groups can even brute force past it in a pinch: just get multiple gens up there at once. If you refuse to adapt, get ready to get wrecked. The main 'problem' is predicting if they have Tinkerer (which makes searching for the totems rather important for a solo) or not (which makes it rather un-important, just prevent the tri-gen), but that just rewards good survivors who can mentally keep track of if the killer suddenly is on them when they are nearly done out of nowhere with no TR.

    Busting Ruin doesn't bust Tinkerer.

    Busting Ruin is easier said than done with Undying around.

    Even with teams that devote time to do bones, doing so gives the killer exactly what he needs: time at the start of the match. The combo is too powerful and too reliable. Sometimes the survivors will bust it in 30 seconds, but that takes a lot of luck. Usually the combo lasts for well over a minute and that's a minute of no gens getting done. It's a huge advantage for a killer even if he loses two perk slots.

    Anyway, frankly it needs to be nerfed. And if you say things like DS need to be nerfed, well go ahead and nerf them! I am all for getting rid of all the meta perks.

  • @MikeyG1137 said:

    Anyone noticing their survivor making injured noises with Iron Will tonight? Was working fine yesterday.

    Sound has been bad for the past two years.

    All manner of glitches like that happen randomly and without reason.

  • @DoctorIdiot said:

    I've played a few hours of survivor, but I'm mostly a killer main. I've been trying to rank up as survivor though, but it's absolutely impossible because no matter how well I do, my teammates almost always throw the game. How am I supposed to rank up?

    It's easy. Evne iwth potato teammates you can easily get to red ranks. Believe me, most survivor players are potatos from Rank 20 to Rank 1. that includes me. Even potato survivors can easily rank up.

    Just follow these rules:

    • Don't hide in the corner of the map.
    • Stop urban evading everywhere. Run around.
    • Do gens
    • Bust totems
    • Go for unhooks
    • Don't use Self Care

    Just don't waste time! In fact potato teammates are great. You can farm them for unhooks.

    And since you say you're actually good, if you can loop then you got it made. You only need to do well in one chase (meaning survive for like 30 seconds), do one gen, and do one unhook and you more or less will get a pip. Do other stuff like busting totems but focus on those three metrics. If you can achieve those three you will usually pip.

    It's so easy only morons can't do it. By moron I mean those people skulking in the corners of the map and self caring and running the moment they hear a heartbeat.

    I guarantee you no matter what rank you are playing, no matter how crappy your teammates, and no matter how bad you are at the game, if you follow these rules you will slowly and steadily pip towards higher ranks.

  • &&&& all of you slug killers, especially you slug nurses.

    Am bringing Distortion, Calm Spirit, and Tenacity so at last I can make you wait until I bleed out before you can move on to your next game.

  • @MeltingPenguins said:

    So, a handful of killers can cut chases short, can't really be looped or otherwise have an ability that gives them an advantage in a chase.

    Cue some entitled brats that will whine about how these killers are 'so boring' to face, and how they ought to be nerfed to the ground if not removed from the game entirely.

    All cause these brats can't apply their stale MO to these few. And then, when told to be a bit stealthier against this handful of killers out of over twenty, they argue that 'only chases are fun'.

    AND YET, in the same breath, they will throw a tantrum over aura perks that allow the killer to engage them in chases faster.

    Usually resulting in them harassing the devs every given stream/tweet about how the game's ought to be changed to simultaneously have no killers that can win chases at all, all while not having any perks that allow the killer to even find them.

    People, do the community a favour and either leave or cut it out.

    Don't care. Let's make stealth great again, nerf all aura and detection perks please and make the maps dark again so you can enjoy searching around the map all game long.

  • I would take Insidious Distortion over the junk it currently is anyday. Though I'd like it to work while you are doing gens, as you are not "moving" when that happens, but that might be OP.

  • @Kyle1234 said:

    I have been running Calm Spirit a lot lately since everyone is playing Doctor. And while it appears to be pretty strong against him, but what about against other killers? Does anyone have any success with this perk? 

    It's a junk perk. Only good against Doctor and sort of good against Clown, and against IF Slug Nurses, but then you will die to an IF Slug Nurse no matter what you do.

    Since there is no need to stealth against Doctor or Clown (it is better to just run and loop them) Calm Spirit has no real significant use.


    @Inji said:

    Calm Spirit is one of those gems that people forget about really easily. I have been using it quite a bit and even if you are not against Doctor its really nice since it has such a diverse use against certain killers perks/powers.

    Sorry but it really isn't.

    @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/124061/is-calm-spirit-good

    Yes. Aside from preventing you from screaming, which is excellent, it keeps you from disturbing the crows. As you progress and go against more skilled Killers, you will find that they can spot a disturbed crow halfway across the map. Many people even take the Perk: Spies in the Shadows. Crows give you away to good Killers. Calm Spirit is a auto-include for me.

    As you progress towards more skilled killers they don't give a damn if you're stealthing they will find you and they will kill you, just like Liam Neeson.

  • @Healthore77992 said:

    Killers were and are still dealing with survivor BS perks with no counter for YEARS, now when killers finally get strong combo, which let's not forget can be destroyed in FIRST MINUTE OF THR GAME, let's also not forget that killer must apply pressure in order it to work, survivors are crying like there is no tommorow, pathetic really..

    BS, every BS Survivor Perk and Combo has already been nerfed. The really BS ones like Mettle of Man got nerfed within weeks.

    What's pathetic is you still crying about supposed broken Survivors perks.


    @landromat said:

    Little advice: Tap a gen and if there's ruin go find and cleance all the totems until it's go and then start to do gens. If 4 survivors do this ruin is gone in 2 minutes and you can play vs killer with 2 perks

    That's a recipe for failure. No gens done in the first minute while everyone is hunting totems = GG survivor team wipe, and since the killer can see you doing totems, you basically just made it a 10-gen game with a killer advantage on aura reading for the first five gens.

  • @SquillDBD said:

    Moris: Delete mori offerings, and make the cypress (yellow) mori core game. This way, a mori is a little reward for the killer 4king. 

    Keys: Give keys a 14 second hatch unlock animation (same time as cleansing a dull totem), also it shouldn't pull the survivor using it through right after, and give the killer a notification when this is happening.

    • Passive buff to pebble!

    So you want the key to take 14 seconds to use, and it tells the killer where you are. I mean seriously? That's even more useless than Moris are right now.

  • But then it would become Rotten Forest....

  • If you were teleporting chances are it was a hacker screwing your game if anything, though not sure how that happens. The hackers I've seen can teleport themselves to you, but not you to them. They can also stab you from anywhere, or pick you up from anywhere, but they can't just teleport you.

    Again, explain how the killer's ping makes you teleport?

    There is no way to make you rubber band other than your connection being shot.

  • @bjorksnas said:

    So in the 1v4 asymmetrical game not only does the 1s special offering that is only found every now and then in late game bloodwebs and not at all ingame through chests and luck, but also it is effectively somewhere between useless to a waste of time, With keys on the other hand even if they are nerfed to close the hatch behind the one person escaping, they are still

    An early escape

    A free 2 man escape at 3 gens done because the hatch opens for the last survivor

    Able to be found in chests and have perks that increase the likely hood of finding them in chests

    Able to have a team of 4 bring them in with no actual way to challenge them now other than throw your build into the trash for franklins and hope one or more isn't immersed the entire game, and if 3 or more gens get done by 4 people (childsplay) late game is just going to become a bunch of immersed survivors looking for their easy escape

    Literally the only nerf you could do with keys that could be on par with moris would be this

    Keys now only open the hatch if you are the last survivor

    But knowing the devs this is highly unlikely so for a while we get to deal with keys running rampant, which is why the community was asking for both at the same time not one or the other

    Nerf to keys doesn't have to be on par with the nerf to moris. You know why? Because pink moris are several times more powerful than any key.

    You want to talk nerfs? How about that toolbox nerf they did several DLCs ago where they utterly rendered Toolboxes and all their addons completely useless?


  • @Ihatelife said:

    Currently the both variation of backwater swamp has a broken loops that only the survivor can fit in and killers not, making it a huge infinite against killers! Do not play on this map since it's broken! Here's an example of this broken loop:

    https://us.v-cdn.net/6030815/uploads/41XEQFNXG24K/xdddd11.png

    I REMIND EVERYONE: This Hole between these loops makes an infinite, while the survivor can pass and killer not! Use different map offerings to not play on this map in the meantime, until the devs adress this crap!

    Gameplay Footage by OhTofu showing this broken bug!

    https://youtu.be/37lCD4jTMhM?t=852

    That's not a loop you can't pass there either as survivor.

  • What does the killer's ping have to do with you teleporting?

    That's totally your internet.

  • @Cable2486 said:

    Survivors have held this change to the Mori's as a victory over quote " toxic or unfair gameplay mechanics ". A lot of killer mains (myself included) we're understandably not happy about them changing this, especially since they didn't change the keys.

    Then I realized what they actually did. To preface, I'm one of those killers that actually finds use for Insidious without camping hooks. In the upper purple and red ranks I prefer to camp generators that are 50% or higher with Insidious and Dragons Grip, which I pair with Tinkerer/Overcharge or Pop/Overcharge, especially on Wraith, Doc, or Hag.

    But with this new change to Mori's, Insidious hook camping, especially when using Make You Choice, is now essentially a death sentence for any of those teams that have the annoying savior habit. If anything, this change confirms that the devs support camping as a viable play strategy and just made it stronger and more obnoxious.

    Thoughts?

    No, that's just you.

    And might I say you should try out for the Olympics. You'd be amazing at Gymnastics, a gold medalist for sure. Mental Gymnastics.

  • The camp is strong in this killer.

  • @danielmaster87 said:

    If you've been playing SWF like me, you have been sheltered from the horrors of "the solo experience". When you see a good teammate, you promptly congratulate them, because they're a diamond in the rough. Every one else is the most boosted assortment of players you've ever seen. DCers, immersed players, selfish players, clueless players, Self-carers, pallet wasters, etc. They're a dime a dozen and there's no escape from them. You will see them in all ranks, from grey to red. Your job is to carry them because they're little babies, or play for yourself and get chewed out by them. You can do a 5-gen chase and usually no more than 1 gen will pop. You can take a protection hit for them, and they'll go down 5 seconds later. It's mismatching at its worst.

    All of this happens because there's a) not enough ranks and b) no MMR system. All it takes is a little play time and a few carries, and you're in red ranks. Beginners are getting matched with veterans, especially after every rank reset, which makes no sense because everyone gets rank reseted at the same time, but it happens.

    Solo is an unviable mode to play in if you want to win, because your teammates do not, but the killer does. That's the problem, and until it's solved, the competitive player base is gonna be FORCED to play SWF and/or meta perks.

    Too true, Solo Q is not something you play because you're trying to win. It's something you play to have fun.

    The people playing Solo Q aren't "boosted" per se it's just that the ranking system is crap and doesn't work. You don't need to survive to pip. You just need to do stuff. So tons of people who get killed can pip easily and get to Rank 1, it's not even hard.

    Rank needs to be based on killing and escaping. Doing otherwise renders rank pointless.

  • @Aztreonam78 said:

    Also I forgot to mention she brought Balanced Landing and Haddonfield map. Very good manners.

    Balanced Landing hasn't been a problem since the Stranger Things DLC. They nerfed the hell out of it so it's not a problem anymore.

  • They are just practicing their squats. They are trying to reach the 1,000 pound club so they need to work on squats, benchpress and deadlift.

  • @Milo said:

    Or let Appraisal do it, instead of the chest searching speed, you see auras of openned chests within x radius.

    I'd still rather let Plunderer have it. I like using opened chests as landmarks, especially useful on maps like Lery's.

  • @GoshJosh said:

    Your post concerned me. You need to edit your thread title to say unopened chest auras (also, it is Plunderer's). It would indeed help the perk compliment Appraisal.

    Actually it's Opened Chest Auras, not Unopened, if you want to get technical about it.

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