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Sonzaishinai

Sonzaishinai

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Sonzaishinai
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  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405479#Comment_3405479

    Killers doing the types of camping most often complained about do not care about pips or emblems or bloodpoints.

    I know.

    What i'm saying is there is already a system in the game that detects if a killer is camping for no reason they can use for anti camp mechanics

  • @Ghoste said:

    I don't expect to see Billy get more love. I mean they just tried to nerf his best add-ons for no reason.

    As for Leatherface, if he were to receive any buffs, they'd need to nerf his camping ability. Not sure how they'd go about that.

    I wonder if it would work if Bubba goes in tantrum when he hits endurance.

    Still would be strong at camping and forcing hook trades but it wouldn't be the 2 for 1 special that makes going for unhooks against bubba so pointless.

    With dead hard this wasen't really a option before but now that it's nerfed it's a idea. Food for thought

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405248#Comment_3405248

    I hate this mentality because literally only one thing was ever tried, six years ago. That didn't work, so now everyone's just collectively shrugging their shoulders going 'Well, good try, gg no re'.

    Have the hook timer slow down dramatically if the killer is by the hook and ALL other survivors are on gens. Bam. Done.

    Killer isn't by the hook? Hook timer works as normal.

    A survivor is baiting the killer by the hook? Hook timer works as normal.

    Killer is chasing someone? Hook timer works as normal.

    Literally only camping gets gutted.

    Yeah I would have to agree.

    There even is already something in the game like this. The killers chaser emblem gets penalties when they are around a hook and no other survivors are near

  • Community really didn't like her. Especially before her change.

    It also is worth noting that this lovely community decided to reviewbomb every dlc cause of the changes that were tested in the ptb.

    I've learned a long time ago that steam reviews aren't worth anything

    To be fair though. Even though i like her it isn't hard to see why most wouldn't

  • I think it's fine. CoH saves 8 seconds in total per heal. If it takes more then that to travel to the totem spot then you didn't really gain anything.

    I feel like swf are most of the time better off just grouping up where they are.

    Sorry but this prediction feels like a self-fulfilling prophecy.

    Be fully honest here. Did you actually come to the conclussion that swf is strong with it or did you just choose the result you wanted.

    Do you know for certain that the survivors that beat you with CoH were in swf and weren't solo players who can actually coordinate heals on a somewhat simular level now thanks to the new aura reading of CoH?

  • If you are brave enough they also usually post patchnotes and dev updates on twitter

  • @Pulsar said:

    I don't find it to be particularly OP or anything.

    It's just sort of boring. No interaction from the Killer or Survivors.

    Yeah that's kinda my problem with it too.

    It's such a equip and forget perk

  • I'm not trying to bait dead hard, i'm trying to ask you what's up

  • @LeFreezy said:

    Same goes to the repressed alliance?

    i would guess so. I don't think it matters how a gen got blocked

  • I would argue the easiest a killer has ever been was 5 blink nurse but overall killer isn't in a bad spot now.

    Remember when survivors used to have a free dead hard for distance at every pallet? Shiver

  • No i don't

    In my experience hard tunneling is simular to projectile spamming in fighting games or zerg rushes in strategy games.

    Easy wins against bad players but pretty much a autolose against good ones that know how to deal with it.

    But if it works for you, then you do you.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402820#Comment_3402820

    If it does, it's a bug

    The devs have said on multiple seperate occasions that if a generator is blocked, it does not lose progress.

    I always thought Jolt was the feature.

    How does it work with eruption?

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402086#Comment_3402086

    Back when pain res used to have a loud noise notification,i had never seen it go off on my deadlocked gens.It might have gotten changed,i might be missremembering things idk.

    https://streamable.com/ic759l i even got a video for you mate.The burden of proof is on you at this point.

    Just tested it with a friend

    So first of you were right. The blocked gen did not lose progress cause of pain res.

    The interresting thing is that the next highest unblocked gen did get hit. I had no idea it worked like this! Pain Res looked for the highest progressed gen, saw the blocked one, skipped it and when the the highest progressed after that

    I have no idea this is intended or not but it is kinda a funny interaction. Thanks for letting me learn something new

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402319#Comment_3402319

    Hasn't MatPat made like 30000 vids on FNAF?

    That's hardly a neutral stance.

    The video he made about scott is neutral.

    It's been a while but in it he stated the facts and didn't pick a side.

    I'm not going to say Scott didn't do anything wrong. At the end of the day he did give money to people that could have been very hurtfull to LGBTQ

    Just reminding people that they shouldn't only listen to black and white statements but atleast attempt to find the truth that's in the grey zone inbetween before making judgement

  • Not really, people aren't telling the full picture here.

    He donated to people in power who happen to be anti lgbtq but that was not the reason he donated to them.

    Sadly enough Amerika has such a terrible system that if you support someone on one thing you can't finance it without financing everything those people support. He wanted more attention to the military as he was afraid of terrorist that were still a treat at this time. And you can probably guess for yourself who had to support to make that happen

    Not going to go too in depth as that's not really the point of these forums but there are enough video's explaining it. Matpat's is a good one as he stays pretty neutral.

    People often fail to mention he donated over 25.000 dollars to lgbtq. It's not Scott's fault he lives in a country with a broken system

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402086#Comment_3402086

    Back when pain res used to have a loud noise notification,i had never seen it go off on my deadlocked gens.It might have gotten changed,i might be missremembering things idk.

    https://streamable.com/ic759l i even got a video for you mate.The burden of proof is on you at this point.

    I'm sorry, i don't understand what you were trying to prove here

    You hooked someone while a gen is blocked on the other side of the map. How does that video prove if it was affected or not?

    If you were looking for a loud notification that hasen't been in the game for a year now.

    I'll see if i can get a custom match with one of my friends to test it. If it doesn't work then i'm reporting it as a bug. There is zero reason why jolt would work and pain res wouldn't

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402079#Comment_3402079

    I know jolt works on blocked generators,but as far as i know pain res doesn't.Interesting point if it does

    It does, you can test it if you want

    It does tie in nicely with my earlier hot take that the community is not as knowledgeable about the game as they think they are.

    DbD is a surprisingly complex game. I check in with the wiki constantly and i still get loads of stuff wrong from time to time

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402069#Comment_3402069

    You cannot regress a blocked generator by any means.I'm bringing up deadlock because its the strongest and most consistent perk remaining for killers to slow down the game,not running it in favor of scurge hook is straight up sabotaging your chances of winning.

    Most survivors do not split on 3 different gens at the start of a match unless they spawn separately, at which point it's the same bad luck as shack window facing a strong tile,good luck dealing with it.Its also not a good thing to lose a gen,and have another gen at 90% after your first chase.That almost half the objective completed right there.

    Hard tunneling is dumb,but you still need to find an opportune moment to tunnel.If you get 6 hooks and no one is dead the game is either over,or you are playing bad survivors.

    You are wrong about deadlock

    A blocked gen won't regress at a rate of 0.25 charges per second but any other form of damage still aplies.

    Things like PR, Jolt, Eruption will damage a blocked gen when they trigger

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402053#Comment_3402053

    You are talking about scurge hooks as if they are a hinderence,and not having to go to one is a good thing.

    If you are tunneling someone you only get one scurge hook prock ,and if you are unfurtunate enough for the first gen to pop before you make it to your first hook,the second most progressed gen can get blocked by Deadlock and now you get nothing.This also applies if 3 survivors teamed up on a gen(which you may or not may know).Losing your only proc /person is a huge hinderance.

    On top of that you cannot trigger it while tunneling,and if you chose to spread hooks you may not make it to a hook,or get value out of it(blocked gen,recently completed).

    If you chose to save them for the end,you have 3 procs of 75% vs 6-9 of 15%.Which isn't a big difference however keep in mind,if you chase a previously scurge hooked person you no longer get the regression,and this gives the survivors an opportunity to pop the last gen.You are also taking a huge risk in not using your procs as quickly as possible,as the game might take an unexpected turn.With the current pr you don't have to worry about any of that and you still keep your procs for the endgame.

    Now don't get me wrong,i don't think the perk is dead or anything,i just believe it will undoubtedly be worse as it now longer rewards you with regression for each successful chase,instead its a scuffed old Pop(walking to a scurge hook wastes time same as walking to a gen to pop it,you don't chose the gen to pop,you get significantly less regression 25% of progress,you don't get it every hook)

    In my opinion people will just run deadlock,and maybe pair it wil jolt,corrupt,thana or DMS depending on the killer and synergy and the rest will be endgame,chase and info.Gen slowdown is dead

    Ofcourse scourge hooks are a hinderance. How is go to a specific hook vs pick whatever hook you like not a hinderance?

    Yes, if you only go after one survivor it's worse but as i said before in my hottakes going for only one survivor is something that wins the game on it's own against bad survivors and loses you the game against stronger ones. All it takes is a single (!) Hook on a second one to bring it back on par

    You also keep bringing up deadlock and i don't think you realise how it works. The deadlocked gen will still lose 25% of it's progress.

    And while it is possible that a gen pops right before a hook and the next highest progress is less then 25% but that's a good thing. If that happens the survivors aren't doing the optimal strat of spreading out. If survivors play worse to counter your perk it's still a win for you

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402018#Comment_3402018

    Pain Res is nerfed,due to its inconsistency and requirement of mixing hooks.Spreading hooks is sadly not a good strategy,it's almost always a mistake to have one hook on each survivor,before someone is dead.You also need to keep in mind while spreading said hooks,that you need to make it to a scurge hook,there needs to be an available gen to hit(not blocked by deadlock,or popped recently,or a gen you don't care about defending).You also can't trigger it over and over again and have a very oppressive last gen defense.

    Skull merchant with her purple addon,paired with STBFL / Bamboozle is indeed slept on and very strong.

    4 slowdown on most killers is indeed weaker,but i would argue it depends what killer you are playing.Blight for example,doesn't need anti loop and he is the info perk due to how fast he can traverse the map.Other great examples include the doctor,and artist(if you are not using her hands addon).

    Depends on what you mean by hardcore tunneling.If you hook a survivor,and 2 seconds later they get unhooked,going for them is not a bad play.Camping for them,or going across the map to find them however is a different story.

    And there is the number one pitfall people make when judging the new pain res. Who says you need to spend all your tokens before someone is dead? It isn't like Grim embrace where nothing happens untill everyone is hooked.

    It is also more consistant. With old pain res every scourge hook you miss is 15% you will never get. With the new one if you miss the first hook but get the second you still get full vallue. I haven't even talked about the time you save from not having to worry about scourge hooks once you got your token from a survivor

    It's also very unlikely you will have to kill a survivor on a scourge hook so that ups the consistancy too. Very rarely will you have less then 4 scourge hooks

    Here a example

    Hook survivor A: 25% regression (10% more then before)

    Hook survivor B: 50% regression (20% more then before)

    Hook survivor A again: 50% regression no scourge hook needed(5% more then before)

    They make a mistake and you're able to tunnel A of hook: 50 % regression no scourge hook needed and thus not lost (10% less then before)

    First dead at hook 4 so not spreading your hooks at all, ahead of current PR except at the very end and you needed to find only half the scourge hooks you needed with old pr. Sidegrade, arguably a buff.

    By hardcore tunneling i mean loading into a match with the idea of hooking the same survivor 3 times first no matter what. If survivors give you the oppertunity to get someone out asap you obviously always take it but it's just that. A oppertunity you look for. Not something you try to force.

  • Not sure, the faster healing will make the rng of getting stacks harder in an ironic twist. I've learned the hard way that Autodidact doesn't like healing speed

    I do agree if rng is on your favor that it will work very well

  • @Maperson said:

    Chucky would fit better than most killers we already have.

    I second this! Biggest licence we haven't got so far.

  • Pain res change is a sidegrade and arguably a buff, not a nerf

    It's not the devs but the community that is clueless and out of touch with the game they play. The amount of times the community was wrong and still pretends it knows better is mindblowing.

    Chase/macro oriented skull merchant is fun to play

    No matter how many hours you have or how good your winstreaks are you can't tell how a new perk will perform without actually playtesting it. Overcome and Bloodrush are perfect examples of this. Everybody went nuts over these perks untill it went live and they were never used. Ties back to the community not being as smart as they think they are

    4 slowdown perks is weaker then 2-3 with a info or chase perk. No amount of slowdown will help if you don't find/down survivors

    Hardcore tunneling, as in first 3 hooks on the same survivor, is not the most effecient way to play the game. It's a cheese strat that gets shut down if the survivor team knows what to do. Most of the genrush complaints are cause of killers who tunnel at the wrong time. Kill by hook 4-5 and tactical slugging are the most effecient strats. If you watch any streamer and you'll see that more often then not they slug for pressure atleast once if not more in their close matches

  • What is and isn't cheap is relative ofcourse but where i live 5 bucks is like half a meal at a fast food place

  • This is a glass half full, half empty moment.

    You compare legendary skins to survivors and say they are overpriced. I look at survivors and see how cheap they actually are.

    A company needs to make money, and i much more prefer it that their most expensive things are optional skins you can buy if you want to support bhvr rather then the actual gameplay elements

  • People before explained it well. Watching someone crawl out for 40 seconds knowing you can't do anything about it is not only frustrating but a waste of everyones time.

    Basekit BT already means that if you are within 44m of the exit gate you escape no matter what.

    Real question here is how you got downed again while you should have 3 other survivors to bodyblock for you?

  • I don't understand why so many people bring up hook rng for pain res.

    It's less of an issue with the changes. With the current one every scourge hook you miss is vallue lost forever. With the new one you only need to get 4 to get full vallue.

    You don't even need to sacrifice scourge hooks anymore for vallue.

    The hook rng is way less of a issue with the new one

  • Mostly just ignore that phrase. Same for people who state how many hours they have. Doesn't matter in the slightest

    I do get alarmbells if they call others survivor/killermain.

  • You've probably seen this already but there is a very detailed clown by Arinad

    You can find it in the discription of this video

    https://youtu.be/n-WDryzXabo

  • The changes i would like to see is

    1) remove the recoil. It just makes it a nightmare on console to play him and makes it frustrating to play him well.

    2) throwing a single blade deals double lacerarion. Make it based on a certain distance so he can't just use it point blank.

    This would help him in those tall loops where you can only get 1 or 2 blades in each loop and make it a bit more appealing to go for long distance shots

  • You want to take the 106 killer perks we have now and make 3286 variations of them?

  • @devotedDBDenjoyer said:

    i fear for the dbd community. this person's obviously trolling how do you people fall for this

    Maybe i'm just really experienced in seeing troll post but it was painfully obvious for me too.

    Some people seriously need to take a step back when it comes to DbD. It looks a lot better if you look at it with a clear mind

  • Hi Unicorn! I remember you, good to have you back.

    Surprisingly hard question cause i don't usually focus on negatives too much but if i had to pick probably hag.

    More of how little the avarage soloq teammate knows about her then hag herself but yeah.

    Nothing more agrevating then crouching to the hook for the unhooked person to instantly run and trigger the trap resulting in you getting make your choiced

  • I think many people severely underestimate how much of a powerboost a 5th perk slot would be.

    The fact that you acknowledge that BHVR would have to limit it somehow says enough.

    If your solution demands more solutions it probably isn't that good of a solution

    Also not going to gatekeep you from any perk you like but Lightborn hardly is a staple. Pretty much every way survivor can blind can be countered or ignored. More of a feelgood perk then anything

    And lastly on the note of variation with 106 killer perks and 4 perk slots there are 119.224.560 number of possible builds.

    With varrying succes ofcourse but still

  • @Katzengott said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399602#Comment_3399602

    Do you think killers enjoyed using the same 4 slowdown perks almost every game? For me they're just clusterfixes against teams who actually do gens. I know it's hard to believe, but it can happen in lit every match.

    Just one thing about Corrupt... Played a match vs. a Plague on RPD last night. I noticed she had it, ran right into her and she got her first down within 10 secs. What she didn't know is, i went down on purpose. Luckily a aware Tapp flashlight safed me and boom, bye Corrupt - it lasted like 30 secs.

    Yeah sorry that's a killer mistake, says nothing about corrupt.

    If that Plague was a bit more aware and found the would be flashlightsaver you would have been in a situation of one slug one chased and the rest of the team having to clean up your mistake.

    All of your early pressure as survivors that's so strong would be thrown out of the window.

    Try going down on purpose against corrupt for the next 10 games you face it and tell me how it goes on avarage

  • Hook counter per survivor for the killer to aid those with bad memory pls

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398870#Comment_3398870

    I’ve been playing since 2018, and I’m pretty sure I’m at high MMR considering my win rate. My experience has been the opposite: the nicer I play, the more likely I lose. Nurse lets me play more for hooks, but you have to be defensive with most other killers.

    Big difference between playing nice and ignoring all but one survivor

    All it takes is a single hook on another survivor and new pain res is more of a side grade then a nerf

  • 15% to 25%. Don't know how people keep ignoring this. That's a 66% increase

    Only 4 scourge hooks needed for full vallue where with the old one every missed scourge hook was vallue you lost forever so less hook rng

    It is pretty much around the same or stricktly better in most scenarios.

    Only times it's "nerfed" is past scourge hook 7 at which point does it really matter? Or if all of your first 3 hooks are on a single survivor at which point you pretty much win against bad survivors and lose against really good ones anyway

    I sincerely don't see the mind gymnastics people do to say it's dead

  • Even if the entire community held hands and sang kumbaya together they would still be the most toxic community out there.

    The way they treat the devs alone is sad beyond belief.

    I agree that most of the "toxic behaviours" in game aren't really toxic and the intent behind most of them is just winning the game but when people really talk about toxic community of DbD they talk beyond what happens in game

  • @maximo99ac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399222#Comment_3399222

    nobody gives a s h i t about pips and base bt is an antitunneling mechanic

    Also a anti camp mechanic. Not being able to down somebody the second they come off hook does make camping weaker.

    That said i do agree with you, especially with perks like deadlock that passivily slow genprogress the hooktimer really could use a extension.

    Doing gens isn't a counter anymore if the killer brings the right build

  • Another victim falls to the dreaded Demogorgen 3 gen. How many more people must suffer before this rampage ends.

    Nerfing Demodog out of the store was a good first step but maybe further action needs to be taken.

    I suggest adding a 100 auric cell pay everytime you want to queue up as demogorgen

  • @Crowman said:

    It's weird people keep trying to blame survivors for trying to live against a broken addon

    They are not trying to live though. Jumping in a locker to try and force a hook is resulting in you dying either way.

    If i'm one of the last 2 survivors i always give it to myers. Every person who gets that achievement is a person that has a reason less to use that stupid addon.

    All the people who deny it did is waste time and ensure another survivor group has to deal with it.

  • Play with your food is very underrated for m1 killers. Even 1 token makes a huge difference in how you chase

    Coup de grace while i wouldn't call it good is very fun. Hitting one of those extended lunges just feels so good

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398758#Comment_3398758

    That’s not my experience. I win almost all of my killer games by staying close to the hook/a gen spread. The “spreading pressure” thing is a losing strategy.

    I can't speak for your experience but i know from mine that hard tunneling can backfire massively against good survivors.

    And it's the same for pretty much every person i watch playing at high level too. None of them go into the game with the mindset of having their first 3 hooks on the same survivor.

    They'll do it ofcourse if the survivors hand it on a silver platter but they know it's a trap against good swfers.

    Otz mentioned this on his video when he did the no tunnel experiment i believe. Against the highest level survivors hardcore tunneling doesn't work.

    Also i'm having a bit of a deja vu here and i'm not the best with names so sorry if i'm mixing you up with someone else but i remember another convertation with someone with a nurse profile picture.

    Obviously this doesn't apply to nurse, she can do whatever she wants. It's not the same game she is playing

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398528#Comment_3398528

    My point is that if you are playing to win, you will be targeting one survivor and will get a maximum of 25% regression, if you’re lucky with hook placement. Once it’s a 3 v1, it probably doesn’t matter if you get more scourge hooks since the game is over.

    That's playing to win against weaker survivors, against stronger survivors that's playing to get genrushed.

    If you are not getting a down while the first survivor is hooked against good teams that don't rescue asap you are already losing. If they leave people on hooks for 45 seconds per stage and you stand there waiting to tunnel them out you'll look at having 1 or zero gens left by the time you are done

    Ideally you want to get a kill after 4-5 hooks and pain res is pretty much the same or better when you play like that

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397752#Comment_3397752

    The perk is absolutely dead. It has always been rng dependent and now you are severely limited in its usage. It will die for the same reason that grim embrace never took off: hooking all 4 survivors isn’t optimal play. This patch especially will ensure that killers tunnel someone out immediately. Killers who try to hook everyone will be playing for a 2k against a good group, or against a bad group would win without the perk anyways.

    Here is a secret many people don't seem to realise while playing with these kind of perks.

    The perks do in fact not deactivate when someone dies. You are in no obligation to get all your tokens out before killing someone.

    You can have someone dead by hook 5 and be ahead of current PR all the time with less hook rng.

    You can have someone dead on hook 4 and only have one hook you are behind current PR to then instantly negate it on the next hook.

    Comparing it to Grim Embrace is silly, Embrace does nothing untill everyone is hooked. The new Pr does.

  • Killers won't change that much either i think.

    No more overcharge and CoB which will probably be replaced with deadlock and maybe some kind of anti heal perk or franklins as medkits will still be the best choice overall when it comes to items

    PainRes is going to dip for a week cause this community sees any change as a nerf only to come back to about the same after they realise it's practically just as powerfull as before, if not more powerfull

  • A challenge in the next tome is going to be

    Make survivors cream 10 times in one trial

  • The only killer perks that got nerfed were overcharge and CoB

    PR is a sidegrade at least and in a lot of scenarios stricktly better then old PR so i would almost say it's overall been buffed.

    First hook (which is the most important as killers are at their weakest early game) is stricktly better by 10%

    Second hook if you do anything else the straight tunnel is better by 20% in total. Which means you can safely go for the first survivor again and still be better of then old pr

    4th hook on a third survivor means you're 15% ahead of old PR which again means you can go kill of the first survivor and still be on par with old PR except a hook sooner.

    It's also less hook rng dependent now. With old PR any scourge hook you miss is 15% regression you'll never get again. With the new one you only need to get to a scourge hook 4 times to get full vallue.

    Which on top of that also means that you don't have to break your scourge hook by killing survivors on them which means you'll pretty much always have 4 scourge hooks up.

    Where with the old PR to get full vallue you had to break your own scourge hooks reducing the chance for future ones.

    So in total less hook rng and more bang for your buck earlier which is better in a game where the killer is at it's weakest in the early game.

    I can see some arguments that there are certain situations where it's worse, but anyone who says the perk is dead isn't thinking straight. A side grade more then anything

  • A hook takes anywhere from 5 seconds to 21 seconds. (3 second pickup, 2 second hooking, 0-16seconds of walking)

    If the other 3 survivors are on gens, which in the early game is very likely means they can do between 3.33%-14% of completing all generators.

    If you slug and chase right away you suddenly reduce the number of people on gens from 3 to 1 instantly, as one is on the ground, one is chased and one has to pick up who is on the ground. If you can down the other survivor before the first one is picked up you can safely hook without having to worry about losing a ton of gen progress

    This is how you create pressure, and for the survivor it makes practically no difference. Hanging on a hook doing nothing or laying on the ground doing nothing is pretty much the same. Except you are not closer to being out of the game. So it's a win win for both sides if not taken to the extreme

    It is the way for killers to still play to win without instantly getting someone out of the game. It's the least toxic effecient strat there is.

    Ofcourse when you down all 4 and then don't hook them then that's bm cause it serves no purpose other then to waste time.

    But as far as slugging to go for another chase goes it's the nice way to play to win

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