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SilentPill

SilentPill

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SilentPill
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  • 715C48C8-BF98-43EA-BA37-1555F64BE137.png 7F3D51F7-D804-4A82-B459-C8A5AC42AD0F.jpeg 737B420F-1870-4297-BA96-834740721253.png

    Sleeping on this OP combo!

    1/4 games you will get a mori or two off and the other 3/4 you will have 2 perks!

  • You were taking the turns super wide, the survivor was hugging them tightly.

  • @danielmaster87 said:

    Hacker.

    This guy is literally claiming to have 3 “sus” matches in a row. Don’t you find that a little odd?

    It’s very possible to spawn extremely close to the survivors. On maps like coal tower I have taken 3-4 steps and seen survivors

  • @siren_sorceress said:

    Thank goodness there are people like you who can say it better then I ever could.

    The new survivor movement is absolutely awful. If they wanna make clunkier surv gameplay please just make dbd 2 and leave this one alone. If I wanted to play a clunkier version of dbd I'd be on F13 rn. Ugh. After 5k hrs I never thought THIS is what would actually make me stop wanting to play lol.

    It’s sad. I was thinking “the twins update was the worst this game will ever have” and then they trump it with this patch.

    On the feedback section over 90% of people hated the new UI but we still have it.

    I play games as killer and hope the survivors don’t ragequit from the hitboxes issues.

    The new movement is a joke and has been bested by games from 15+ years ago.

    The only thing I can say is good is the core chase gameplay, when it’s not ruined by hitboxes.

    I hope they revert most of this patch as soon as possible. I have played DBD for a very long time and this “update” really does make me consider moving to another game.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/225523/im-missing-old-clown

    Clown has gotten a massive buff. First of all, he reloads faster. The new bottle is actually extremely potent, but it has a steep learning curve. In a way, the new Clown is a lot like Nurse; his power is complex and requires pinpoint timing and planning, but once you master it you are going to be an absolute MONSTER. The loss of the Exhaustion Add-On was worth faster reloads alone. If you have any doubts, watch Otz play around with the new Clown. He uploaded a video of it during the playtest to demonstrate how to use it. I tried it too, and it works.

    There is very, very little reason to use a 10% speed boost over a 20% bleach slowdown. You can throw it max range ahead of yourself and enjoy a mediocre speed boost without addons.

    The only buff I enjoy is his reload speed. But it is almost countered by how the bottles don’t instantly break anymore. It can take a second to work, which is critical. I enjoy the clinking bottles and smooth visual updates, but it is very offset by the strange survivor movement and UI downgrade.

    DBD used to be my favorite game.

  • I got a pallet dropped on me and just teleported across it for an easy bit. Enduring is the new meta for sure.

  • Not really. The HUD is one of the worst I have seen in a game. The new animations are janky and weird. I literally feel like I’m playing a cheap mobile phone game.

    The clown feels worse to play because of a long period where the bottle needs to explode before it slows people.

    Back 4 blood can’t come sooner.

  • @DarKaron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1929066#Comment_1929066

    If that awful mess was intentional, I will be pretty damn surprised.

    Everyone told them it was junk in the PTB, and yet here we are.

    I just had my first game since the update and I felt like I was playing a beta.

    Not only was the map full of bugs and fat shames, but the new UI was so bad I just minimized it and tried to pretend it didn’t exist.

    I really hope they update it to be something less terrible because it’s basically non functional as it stands

  • Poor survivors getting tunneled off those generators

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1925357#Comment_1925357

    Your right that is what I am saying , I am saying that my 2 months (50/50 split) of experience, cannot possibly compete with the 2000+ hours of survivor experience that i'm being put up against.

    Your arguement on the other hand is that you are too good to have to put up with one perk, even though it can be countered you cant be bothered to counter it, and want it to be nerfed/removed.

    Your also not even getting into the survivor perks that it is a direct counter to (adrenaline and hope), so please explain to me your idea for changing NOED and balancing out the other perks as well

    There is a big difference between NOED and Adrenaline / Hope in that Adrenaline is a reward for success and NOED is a reward for failure.

    That’s why I am much more OK with a perk like Deliverance, which requires you to do something, instead of a perk like Unbreakable, which is “I went down but who cares I have a perk”

    I’d scrap it entirely or make it on a token system.

    @Terro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1925357#Comment_1925357

    As I said, it's basically hatch for killers but with less finality. Sometimes the RNG favors you and sometimes it doesn't.

    The big difference being that as a killer the match is entirely in your hands. Solo Q survivor? Absolutely not.

    Killers at this point still have a ton of significantly more broken things to use than survivors, who have keys and a few busted maps and that’s about it. You think these top killers, who are going on 50-100+ win streaks, are doing it because the game is survivor sided? I doubt they would be pulling more than a 2-3 k/d in a game like call of duty. It’s too easy to stomp solo Q teams if you know what you are doing. That’s why I support the hatch.

    You could be the best meta looper in the world and the killer can just....chase someone else, and then swing by to pop your gen until your team is dead and they can commit to you. There is also slugging for the 4K which is pretty easy to do.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1925330#Comment_1925330

    When it comes to matchmaking your actually creating an even bigger arguement for NOED, because killers get screwed over all the time too. Im a green rank killer and get matched up with red ranks all the time, NOED makes for a great equalizer especially combined with blood warden.

    That’s literally you saying “I’m not good enough to win so I crutch on these perks” which isn’t a good argument.

    @Terro said:

    U could just do the totem that spawns noed so instead of doing 5 you just do 1.

    https://forum.deadbydaylight.com/en/discussion/comment/1925312#Comment_1925312

    A lot of ppl don't even think undying needs a change. The big difference between undying and noed is that undying pairs with hex perks. The main goal of hex perks is that they're powerful so they can be removed but undying gave too much of an RNG safety net in the dev's perspective. Noed being super powerful takes up a perk slot that doesn't do anything for most of the match. It can also be removed before it activates and even after it activates u only need to do 1 totem. It's basically hatch for killers, except weaker, can be removed before it activates and takes up a perk slot.

    It’s just not realistic. On some maps where they spawn in the open sure. On huge maps, indoor maps, or maps with really good totem spawns it’s just not happening. Especially if the person going on the hook is at second stage and there is only 1 minute.

    The killer gets a free kill or more for pretty much doing nothing except failing.

    It has the same problem as DS/Unbreakable/Dead hard in that you are expected to play around it even though it might not exist. I don’t think perks should be that powerful to begin with. I never use NOED and I’d be happy if people wasted a ton of time doing dull totems in my matches.

    Door spawns can easily be so close it’s impossible to open them without someone eating a NOED hit.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1925312#Comment_1925312

    If your making it to that point with dead teammates then maybe you should have taken your share of agro and been hit earlier to help keep them alive.

    I’m sorry with matchmaking the way it is that’s not worth the time. I can be at red ranks and get literal rank 18 teammates. There’s nothing you can do to save them when they are going down in around 15 seconds to M1 killers.

    And “do bones” still isn’t realistic because they are borderline impossible to find on some maps, and in solo Q it won’t even help unless you yourself go be worthless for like 5+ minutes finding them in case there “might” be NOED. Meanwhile the killer has no hex perks and you left the team in a 3v1 the whole time.

    There is a reason undying is being nerfed, nobody has been able to tell me why doing 3-4 totems because of undying is being nerfed but having to do all 5 in case of NOED is not.

    “Just bring a map or perks!” is like telling me “Just bring calm spirit in case it’s Doctor!” and is irrelevant. You should not need to be required to bring perks or items to counter anything in the game. There’s too many perks and abilities for that.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1925298#Comment_1925298

    Well then just dont get hit, you went through the whole match without getting hit getting through 1 more minute shouldnt be that hard.

    Pretty hard if the team is scraping into the endgame with a member or two already dead. Doors can easily spawn in ways that it’s impossible to open them without someone taking a chase, and many of the pallets will probably already be gone by then.

    Tell me why that logic can’t be applied to Undying. I really wanna know.

  • I don’t know how the devs will take the stance of “do bones” when they are gutting undying because “doing the same hex 2-3 times in a row is too much” even though NOED is effectively the same thing because all 5 totems need to be cleansed for it to not come into play.

    There’s still nothing more annoying than playing the entire match, the killer is getting dumped on, then you take your first hit of the entire game and hey it’s NOED and you are in solo Q so you die on first hook from one attack.

  • Had a game today where during my first chase some Dwight was sandbagging me, I just DCd and hopefully got him killed cause the killer didn’t have to stop to hook me. Didn’t stay to watch though.

  • @Ryan489x said:

    https://forum.deadbydaylight.com/en/discussion/comment/1924684#Comment_1924684

    If someone is making and AFK build why are you playing the game in the first place?

    Because I play killer when I want to try hard, I play survivor when I want a chill game. Survivor is AFKing on generators half the time anyways so might as well go full potato on them

  • The healing build can be super annoying to deal with as a hit and run killer.

    Botany, self care, desperate measures, and then maybe built to last or resilience along with a purple medkit has them healing up in like 7-8 seconds or something ridiculous; making spreading damage impossible.

    Power struggle can be super annoying since if you are slugging it essentially can turn into a reusable unbreakable.

    Immersed survivors with urban / balanced landing / etc can also be really annoying but thankfully most survivors are not that good at stealth play.

    And finally deliverance can be such a middle finger near the endgame, no other perk robs me as hard as the last guy deliverancing off the hook when I’m trying to camp out a 1k

  • I love spine chill and it’s easily my favorite survivor perk. Spine chill + sprint burst is a great AFK gen warrior build and both of them combined is usually a huge deterrent to being chased.

    I think the game would be too lethal without it. Indoor maps against any stealth killer or killers running stealth perks would be a death sentence.

    Plenty of maps don’t give you much to work with in terms of looping, and having an undetectable killer start a chase right on top of you is crippling.

    Especially if it’s some of the more deadly builds like a monitor deathslinger or maybe a tinkerer Bubba running up on your gen from behind a LOS blocker.

    Killers have whispers, survivors have spine chill. I don’t really see any issue with either.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1924045#Comment_1924045

    BBQ has easy, common counterplay. Thrilling Tremors doesn't, either the killer sees you or your gen takes another 16 seconds.

    The survivor can just let go of the gen if they don’t want you to find it. If 2-3 gens are being worked on at once it won’t slow the survivors down much more than people going out of their way to get inside a locker for every hook. It also has a massive cooldown. I will take the double BP.

    I know running strong addons every game contributes more to my success than slightly more accurate pop kicks.

  • Definitely up there on my most hated map list. People always say Haddo is the worst but you rarely find people who can actually run the houses of pain correctly.

    But literally anyone can loop the disturbed ward god windows

  • @MadLordJack said:

    Here's a better, more realistic example? Pop, Corrupt, Sloppy Butcher, Thrilling Tremors. Probably on Freddy, Nurse or Spirit. Honestly, kind of a disgustingly strong build. Early game slowdown, late game slowdown, permanently slow healing, and the good pop/thrilling combo that means either 16 extra seconds or 20+regression.

    Not too much reason to use thrilling over BBQ, it can help be a bit more accurate but they are both so similar you might as well get the double BP.

    I usually do corrupt pop BBQ on Freddy and the 4th perk is a luxury. I’d probably rather have a minute or two of ruin over sloppy.

    Though I almost never run another slowdown in the 4th slot; I usually run something more interesting because it’s not like Freddy really needs 4 slowdown perks.

  • I would dump aftercare for bond, empathy, borrowed time, iron will, or spine chill.

  • @Volcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1923770#Comment_1923770

    I just had a match pretty much similar to yours. Vs Ghostface. I did the only 2 gens possible and in that time, 2 of my mates died b/c they sucked in chases/everyone was dive bombing. 3rd one was left slugged so the killer could find me. Could not find me so hooked them. Player didn't struggle and died, and killer found me right as the hatch luckily spawned on me and I was able to get out.

    Get to end game lobby, teammates were a 9, 17 and 13. My rank is 1. I shouldn't match up with these people but I do.

    Hate the matchmaking system.

    I used to be at 1 as survivor but just don’t play it enough anymore.

    I played one survivor game yesterday and it was exactly like this one, brown rank teammates, red rank killer. Someone dead within a few minutes of the game starting. An absolute slaughter where my best option again was not saving the last guy on hook and waiting for hatch.

    I really have a hard time not just running super selfish builds in solo Q. I used to run the meta all the time when the game actually gave me decent teams to play with and not literal babies.

  • 72C9C6C0-02CD-4E3C-902F-C8518D71106C.png

    I just waited like 7 minutes for this match. Literal rank 17 teammates who were dead within like 3 minutes.

    Then I got out with my left behind key, which is exactly why I run it.

  • Meh. IF will only work against bad players, and Myers can lose enough gens early that unbreakable can lose him the game immediately if he attempts slugging.

    The difference between 16m and 8m almost isn’t enough to justify an entire perk slot.

    Id run corrupt and 3x chase perks to make up for the fact he is a garbage M1 killer with a weak early game.

  • Prestige 3 Pyramid Heads

  • @Triforcer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1918342#Comment_1918342

    If you don't reach the endgame (because of a 4K or 3K+ hatch), then by definition you didn't need the two perk slots anyway. If you do reach endgame, those two perks can turn around the game. I've had very, very few intermediate situations where I thought "oh, they never would have reached the endgame if I had picked sloppy instead of BW". If I am at 0 or 1 when gens blow, its because the team was far far better than me- but BW/NOED gives you a very good chance at a 2K, and maybe even a 3K or 4K if they are arrogant and stupid enough.

    Ok? So why would I want to play the majority of my games with 2 perk slots when I could play them with all 4?

    Theres tons of extremely impactful perks that will help you all game every game.

    With wraith? I’m thinking things like bamboozle / enduring / corrupt / pop / etc.

    5-6 pop goes as well as shutting down all jungle gyms and the shack sounds infinitely better than getting run at the same tile for 2 gens and ~maybe~ getting a pity kill out of NOED blood warden if the team is dumb at the end because they have gotten cocky from dunking on you all game.

  • The fact you are dedicating half your build to a situation where you have already lost the game is why you are getting trolled and bullied, just FYI.

  • It’s where you hook someone, run completely across the map, and hook someone else.

    Then you come back to the first person working full health on a generator and get DS’d. Should not have tunneled noob.

  • Killers are only good if they run garbage perks and play by the rule book

    Survivors though? Run BT/DS/DH/Unbreakable all you want; you are amazing at the game

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916834#Comment_1916834

    How often do you really have those maps and a killer running Agitation?

    I play way more than the average person and have zero issues of getting stuck in the basement for a snowball. I also don't run any of those second chance perks including DS. How is it not an issue for me in solo queue?

    I play almost exclusively killer and any time I get an early basement hook I think to myself “gg”. Especially on a 1 shot killer. All you have to do is camp a 3 gen nearby. The only counter is a meta perk stack and even then they will probably only be trading. This change will make the basement even more of an auto win.

    I guess I will take it as a killer main but I do think it will make basement wins even easier than they already are.

    I don’t run second chance perks in solo Q either but the majority of the time my team is getting slaughtered so I’m usually immersive and selfish.

  • @Pig_Is_Pog said:

    Okay so hear me out, 99% of the time the only way the killer sees your aura is with bbq.

    Im confused on what the point of object would actually be, if the killer hooks someone and sees you with bbq that means you already know where they are anyway, there obviously gonna be at the hook so it kinda just seems like a bootleg version of kindred.

    You are reading it wrong. It says “any time your aura is revealed” which would include the 30 second intervals that object itself reveals you. So you both see each other every 30 seconds and also any time the killer gets an aura read on you through perks

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916782#Comment_1916782

    In other words you're are wanting it for anti-momentum, aka the exact reason for it being changed in the first place. If you're unhooking someone else, you aren't being tunneled.

    Your counter play to the basement is to just stay away from it, it's supposed to be a scary place. There's a reason the strongest pallet in the map is above it as well.

    I mean it’s pretty hard to stay away from it on plenty of maps. “Just stay away from the basement on wreckers yard” and if the killer has something like agitation you are probably in basement range for like 50% of the map.

  • Looks good but idk about unhooking disabling DS.

    It’s one of the few ways to actually stop a basement snowball. The basement is already pretty strong and you borderline need a stack of meta perks to escape it if the killer is hanging around.

    Object change looks great.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1915764#Comment_1915764

    Bro since you're so cracked let's see some video of you in Solo Q. I'd be willing to put my left nut on the fact you're the type of player to sit and let your team die while you hide in a corner.

    I do that. My typical solo Q build is always left behind and a key. I play killer like 95% of the time though.

    I played one game of survivor yesterday. My teammates were rank 3, rank 12, and rank 16 respectively. I’m currently at rank 5 because I don’t play enough survivor but have been rank 1. The killer was a rank 4 hag.

    The rank 16 was dead in under 3 minutes, the rank 12 followed shortly after. She was trying to hide behind bushes while injured with no iron will.

    The killer had ruin undying so barely any gens got done as I was crouching around saving people.

    The last guy got found and hooked and I just let him die and grabbed the hatch out.

    Absolute garbage matchmaking and I can hardly stand to waste my time playing borderline unwinnable games. I’d rather just play killer.

  • 3 kills and up as killer

    Surviving as survivor or running the killer so long they threw the game to kill me

  • https://m.youtube.com/watch?v=WuTZi7YKicM

    Recommended viewing, how to win almost every game with stock Myers.

    The basic idea is to never M1 in tier 1 and 2, and only attack once you have tier 3 ready.

  • @Yamaoka said:

    The community-opinion about Pyramid Head being one of the strongest killers annoys me a bit as I still don't see it.

    Yes, I do occasionally down (bad) survivors in around 15 seconds with him but good survivors rarely get hit by the shockwave and zoning good survivors for the M1 hit prolongs the chase extremely since he slows down when planting the knife, while pulling the trails and again when canceling the attack.

    I faced Exlelite and his tournament team (again) playing Pyramid Head and when I watched the match from his POV afterwards I saw him literally dead hard shockwaves that would have hit him through the wall.

    So basically perfectly predict his movements through the wall just so the strong survivor can dead hard and hold W again. What a strong power !

    And tunneling someone out of the cages isn't strong either when half the team can just bodyblock you allowing the tunneled survivor to get away while the 4th survivor is still chilling on gens.

    Against good and aggressive survivors Pyramid Head doesn't excel at anything in my opinion.

    He is decent don't get me wrong, but nowhere near as strong as people say he is.

    Then again they 4-man escape against 99% of all killers they face even including rank 1 Nurses with Ruin, Undying, Tinkerer, Infectious Fright.

    So considering this my 1k was an ok-ish performance I guess.

    His chase music is OP though.

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1914899#Comment_1914899

    During all this time though two other survivors minimum are doing gens, probably one has popped in this time, the pop is helpful but it would only really be effective if you had all seeing spirit and that could take you too far from hook to get the free hit or grab

    Not really if corrupt is still up. You hook someone, go disturb a gen, pop it, and then go back. That’s 3 people off gens during that time.

    Ideally you get a slug before the unhook happens and that will basically force the entire team into your hands.

    If you don’t want to use gen control perks like corrupt pop I would just go full chase build and tunnel someone. Tunneling someone out of the game is the best source of pressure available if you do it quickly enough. It’s pretty easy to win a 3v1 because you can start slugging heavily and it’s hard for the survivors to recover without multiple unbreakables.

    The other solution is to play a better killer than wraith. I usually only play him after dumping some blood points into him from playing someone better; so like 95% of my wraith games are using his best addons. I don’t feel like suffering through a brown / yellow addon wraith game at red ranks.

  • I usually do Corrupt / Pop / Enduring / Sloppy on wraith.

    I always do a windstorm addon. That along with sloppy enables a hit and run playstyle which is significantly better than committing to long chases.

    You definitely don’t want to follow the survivor rule book on a weak killer either.

    I usually hook someone, go find a nearby gen to pop / get a sloppy hit, and then go straight back to the hook. You always get a free hit during an unhook.

    If you ever get DSd as wraith you can just assassinate them later by smacking them straight as they come off the hook, ignoring BT through stealth. Then instantly finish them off.

  • I wish it was like 4 extra chests or something super significant. Just loot everywhere to distract the survivors from gens and make it more viable as a tracking perk.

  • When your head trap gets activated on hook and you realize there are 5 boxes to search

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/1913058#Comment_1913058

    Thats not the point... You could have said: "Or you know you can stop playing the game" or " Or you know you can go Amish". Both scenarios would solved the problem just like yours.

    You also act as if I care that they do that or that i consider it a problem.

    That’s not even close. Not having a brief, optional, dialogue at the end game screen isn’t equivalent to not playing the game at all.

    If it bothers you, like it clearly does for the OP, there’s very reasonable ways to disable it without having to disable the option for everyone.

    Putting your steam comments to public is exactly what it says, any wacko on the internet can say whatever they want on your profile.

    You are just bringing up other alternatives which can also be easily circumvented

  • @Jejune said:

    My steam account is public, which means people ######### in the end game chat and then in the comments in steam profile... So my point is if there is a will there is a way.

    Or you know, you can turn comments to friends only and disable the end game chat. Problem solved. It’s really that easy.

  • I kinda wish it was like call of duty ghosts. Where you had a certain number of points to spend on perks and the dumpy perks would cost less.

    So maybe the meta perks would be 4 points of 12 and would get you back to where we are now; but you could have 6-7 crappy perks instead.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912705#Comment_1912705

    Without going into much detail. Azarovs Resting Place for example, three survivors will spawn on the opposite side of the map while 1 will spawn the same side as you. This true at least 9/10 time.

    And yet with whispers I can be sure or not, because I’ve definitely seen people not spawn there and they spawn in the middle instead.

    A map like rotten fields? You have no idea where anyone is.

    The difference between whispers or not is many times the difference between me getting into my first chase in 15 seconds of the game starting, securing my first hook and clearing out multiple pallets near a 3 gen, and delivering a pop to the 4th gen. Then I’m in a great position to secure a half state on the first hook and also a victory.

    Or I just waste time searching for ghosts, lose out on an entire minute+ of corrupt. The gen I didn’t find anyone at gets completed, I’m taking my first chase out near corrupted gens, and I’m moving onto the corrupted 3 gen and could be in a very bad situation.

    It’s not required but it fits my playstyle enough I always try to find a spot for it. It can be useless on super small maps but a life saver on the massive ones.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912681#Comment_1912681

    Whispers is strong and spawn locations are not as random as you would think.

    It’s map dependent. If I load into Hawkins I usually know they either spawned upstairs or they spawned in the portal room.

    Azarovs resting place? ~Maybe~ someone spawned across from me.

    Suffo pit? ~Maybe~ some spawned across from me.

    Sanctum of wrath? ~Maybe~ someone spawned across from me.

    Load into a map like fractured cowshed? They could be literally anywhere.

    It’s the only perk that will let you know for sure.

  • @[Deleted User] said:

    Survivor tracking perks are all QoL perks. You can do without them if you're experienced and playing killer optimally. A lot of killers, 99% probably, never develop good game sense because they crutch on BBQ, Whispers, Nurse's, etc.

    Whispers is terrible. Survivor spawns are static relative to killer spawns. You can gain 90% of Whispers through basic spawn knowledge.

    BBQ is nice for points, but look at it this way: you probably passed by a gen or two during your chase. Were they being worked on? Hook the survivor by another gen and look at that one. Is it being worked on? Where are the other gens? Should you even be patrolling all of the other gens you don't have intel on? Probably not. That leaves one or two places that you even care about. What good does BBQ do at that point?

    I could go on for every tracking perk, but the gist is "learn to track without them and run perks that actually do things"

    Whispers bad? You are crazy. There is no other perk in the game that will tell you with 100% confidence if a survivor is in the area or not.

    Plenty of maps have relatively random spawn locations. Especially on a 32m terror radius killer, you could check a gen at the start you “think” someone might be at and then wander off only for a survivor to immediately start on it because they were hiding behind some debris.

    When you have corrupt intervention, every second counts and every second you are not in a chase is wasting your perk slot.

    No other perk in the game gets me into my first chase as quickly, as well as giving me critical information such as “should I even bother kicking this gen?” Whispers is off? It’s worth stopping to kick it.

    No other perk secures my 4K as often. When I close the hatch with whispers they are almost 100% dead. If I want to slug for the 4k to spite some annoying survivors, whispers is the best perk in the game to do it with.

    There’s a reason tons of streamers such as Ohtofu and Otzdarva consider it an extremely strong perk.

  • Nah I don’t get a ton of value from it beyond the blood points most of the time.

    It’s only really good on high mobility killers, other than that it’s kinda meh to me compared to other tracking perks

  • Alchemist ring blight is amazing when you are not getting screwed over by collisionless objects

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