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THE_Crazy_Hyena

THE_Crazy_Hyena

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THE_Crazy_Hyena
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  • Right there with you guys. Still a ways to go, but my Sable just hit P45

    p45 sable.jpg
  • @Brokenbones said:

    Let me paint a picture

    Doctor in 2v8.

    8 Yun-Jins all in madness tier 3.

    Eardrum status = gone.

    Just wait until the day you see 8 Lisa Garlands.

  • @GeneralV said:

    Extend the OG mode to October of 2017 so I can have my favorite killer back and I'll gladly support this idea.

    I'd say make it go back to around 2018-ish, like when the Spirit came out, but on the 2.2.1 patch, that fixed Huntress' hatchets tiny hitboxes.

  • @smurf said:

    I'm surprised how many people here say that MMR doesn't work. It really does it's job as intended, but it's paired in the matching algorithm with a factor that also prioritizes matchmaking speed.

    I wonder if it would be feasible to make a matchmaking update that lets players have a slider in the settings menu that increases or decreases the weight of MMR vs matchmaking speed in the matchmaking algorithm.

    If I had to program this myself, I'd probably assign each player an MMR score and an associated available MMR pairing range (i.e. outside that range, you can't be paired with them), then put them into a matchmaking pool queue with a timer that periodically updates their matchmaking MMR range. The longer the wait, the more their MMR range broadens. Likewise, upon creation of a lobby, the lobby gets an average MMR score and an MMR range which similarly broadens with time, perhaps averaging out the MMR pairing ranges of players already in the lobby. Then, each lobby pings the player queue pool, running through all possible matches and checking whether their MMR range overlaps with the lobby MMR range. If they overlap, join lobby.

    I'm sure it's more nuanced than this in order to make additional balancing considerations, but here you can imagine the problem: if the MMR weight is too high, players could wait ages to have their MMR pairing range overlap with a lobby. If the MMR weight is too low, stupid matches will occur. No sugarcoating that, stupid things will happen. But I could see allowing players to make small adjustments to their MMR weight by allowing a slider in the settings menu to adjust the MMR weight in a small range.

    I made a big comment about MMR last month, where the game feels like it has flipped a switch, and you are suddenly matched against comp level players.

    Referring to a video that was posted on Youtube by a certain Choy. Picture a player who just got out of the "let's say Silver tier", and hit the treshold of the "gold tier" at around 1400 ELO. The matchmaking algorithm will then only match you against other players within this tier, that ranges from 1400 ELO, all the way up to 2100 ELO, or the best players in the game. The longer the matchmaking drags out, the more likely you are to go up against players that are WAY above your skill-level.
    These players are often 4-man SWF's with full meta builds, powerful items and add-ons, and will absolutely gen-rush you to hell and back. On the flipside, if you as a soloQ survivor search for a match, you will be matched with other players around your own skill level, but your opponent will be picked from the tier which the highest rated player is in. This often ends in a very one-sided game that ends at 4-5 gens. And I am talking about versing players that probably has between 5k and 15k hours in the game, while you on the other hand only having maybe 1000 hours at best.

    Personally, I think actual ranks needs to return, or a better matchmaking system that also takes player hours into account.

  • @TotemsCleanser said:

    It's not going to stop the tunneling, it will probably be abused by SWF, and I don't really agree with these patch-like solutions that require you to run a perk. Tunneling should be discouraged by basekit mechanics, not by perks. The same applies to genrushing btw, killers shouldn't need to rely on a trillion slowdown perks for the gens not to fly (kinda unrelated but I'm mentioning it before anyone jumps at me and accuses me of catering to survivor mains or whatever lol).

    So, make gens take 100, or even 120 seconds to solo (120 charges, to also make toolboxes less effective), and give survivors perma-endurance if the killer doesn't hook anyone else. Fair trade.
    That would be the go-to solution to stop both gen-rushing and tunneling.

  • There was a new map on the PTB, but it was set in the Ormond realm. Ormond Lake to be more specific
    An abandoned mine of sorts.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832338#Comment_3832338

    This perk is mathematically terrible and not worth using.

    If you spend 60 seconds on the invocation and even pull it off, you get 50 seconds off of usable gens since you only need 5 gens complete. Let's round up a ton and call it 70 seconds even though the last 2 gens never matter.

    That 70 seconds costs you 60 seconds of invocation time, time finding and traveling to basement, and you lose half of your chases automatically if you're successful. And if, at any point, you're interrupted, you have wasted all that progress that literally drains away. And you're "best" off using the perk early, which means you're literally sitting doing nothing during the point in the game where survivor is the strongest, and making the game 3v1 for the killer, with a good possibility of the perk doing nothing.

    On the other hand, you could spend 60 seconds on a gen. Which is not quite irreversible, but regression isn't nearly instant like the invocation. And finishing a gen is 90 seconds of irreversible gen progress (not 70). Costs you far less travel time (7 gens instead of 1 basement). And you get full chases the rest of the game. Oh, and it's base kit, so it doesn't take a perk slot.

    You're objectively better off on a gen instead of using this perk. This is a killer perk, even after the buff to invocation time.

    It is terrible, don't get me wrong. But if it is used correctly, with a co-ordinated team, it can be quite strong.
    For soloQ/duoQ, it is not worth running at all.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832282#Comment_3832282

    It’s a trap of some sort. The worst survivor perk BHVR has ever produced and that is saying something.

    I mean, it does come with a trade-off, that you end up perma-broken. But on the flipside it adds a BNP to every gen on the map.
    So, let's say that the survivor using Invocation is cracked, and knows every little trick in the book, on how to mind-game the killer. Then it might become a problem, since now, all gens are essentially in the pre-nerf state.

  • You can also use the Xbox Game Bar in a pinch. It records in good detail, but it is limited to 30 fps.

  • @TotemsCleanser said:

    I don't even know why BNP are still a thing. As survivor I never run them because they seem unfair af to me, even after the nerfs. They should be reworked into a completely different thing imo. I would love it if they just awarded you a quadrillion bloodpoints for sitting on gens. But I understand that not everyone is a fan of bloodpoint rewards, so maybe they could be changed in some other way.

    Why bother with 4 BNP's when one survivor can equip the invocation perk, and BNP every gen on the map after 60 seconds.
    Put Invocation on the best looper/mind-gamer, where one other teammate leads the killer away from the basement area for the time being. The other two survivors are equipped with good toolboxes and gen-focused perks, to get maximum value out of them. Then, after 60 seconds, they would have the gens at around 90%, meaning that as soon as the Invocation pops, two gens will be instantly done, and the other two survivors will be on their way to the next two gens.
    Then, the player with Invocation takes up the mantle, and gives the third player time to work on a gen. And since the rest of the gens only need 80 charges to complete, the time-save would be incredible.

    This means that all gens could be done in less than 3 minutes, if everything goes according to the plan.

    To OP: What I am going on about here is that you can never fully limit an SWF when it comes to being efficient, since there are always workarounds for them to exploit.

  • I had a similar bug about a year ago, where EAC would prevent me from launching DBD, and PUBG (which also uses it).
    Now, there should be ways to fix it
    One possible solution could be this one:

    1. Go into the easy anti-cheat program files, delete the .sys file, restart the game to regenerate the file, and then restart the entire PC.

    Alternately, disable any monitoring software (i.e. MSI Afterburner) and try restarting the game.

  • Impossible Skillchecks, with Coulrophobia and Mangled (i.e. Sloppy Butcher)
    Doctor or Wesker can really abuse this.
    Especially Doc, who boosts his TR to 54 meters when using double Calm and Distressing.
    Also, slap on Unnerving or Merciless Storm if you really want to terrorize the survivors

  • @MrDardon said:

    You're mistaken. It's not Survivor-sided, it's swf-sided.

    Solo is probably the most miserable role right now, after that Killer while swf floats a 1000 metres in the air with all their advantages. They can either nerf swf which is the easiest and most logical way or buff solo so much that they're basically swf in strength while also buffing the living **** out of Killers to make up for it, which seems like unecessary work, but they started this path and stopped right in the middle for some reason.

    Let's see what the new HUD improvements will look like.

    Let me re-phrase that:
    It's 4-man SWF-sided

    As someone who plays duo and trio just as much as Solo can definitely tell that this is the case. The random players are often well below your own skill level, they simply want to troll your group, or just give up the moment the killer sees them.
    Though if you DO get competent teammates, you will tend to win more often.

  • killer rankings - fun.png

    Personal take, but this is usually how I rank my matches against these killers.
    Yes, I know I ranked Victor separately from Charlotte, but that little devil is the definition of toxicity, alongside Trickster.

  • Rin Yamaoka (Spirit), most definitely.

  • @TheSubstitute said:

    It isn't survivor sided at any level and any attempts to claim it is are either disingenuous or falling prey to a sample size fallacy. Even in the highest levels of MMR a 4 person SWF can't break a 50% escape rate on the average.

    Attempting to say it's because 'survivors aren't that good' is being in denial of the fact the current game mechanics favour Killer.

    There is the MMR again. I posted a comment in another thread talking about the current flaws of MMR, and why games tend to be so skewed towards one side, especially in the highest bracket.

    Picture this: You have been on a decent win-streak, causing your MMR to just dip over into the top bracket (let's say it is the Gold bracket, where the MMR ranges from 1401 points, all the way up to the 2100 point cap). All your games up to this point has been pretty chill and feeling even, or maybe a little on the easy side (since the silver bracket ranges from 950 - 1400 points). Then all of a sudden, you get matched against a comp-level team, or a one-trick killer who knows every little detail about their character.
    Something feels very wrong, but then you realize that the Gold bracket is very wide, spanning 700 points (compared to the 450 points of the silver bracket). And since you only get matched against players within your MMR bracket (instead of a range around your own points), you have now been matched against the sweatiest team / killer you can imagine, who is sitting at the top of the bracket, just because the matchmaking wanted to save you some time. This in turn causes you to get absolutely demolished by players who likely have 10 times the amount of hours put into the game, compared to you.
    This is why it feels like there is no middleground between chill and extremely sweaty matches.

    Ergo, it is not so much the balance in the game that is wrong, but rather the matchmaking system being so loose, when it comes to MMR-brackets.

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830664#Comment_3830664

    I have to disagree, I feel like the number of basekit changes + perk buffs targeted towards newer players makes going against SWF miserable

    Read the edited post. That is why SWF is miserable to face against.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830646#Comment_3830646

    because devs balance killers in-between "swfs" and "solos" you can have much more casual and fun games in between.

    Killers have been more balanced against SWF's, and good ones at that.
    Solo survivor is a nightmare.

    For me, at least, that is not the experience (as much as I want it to be) there are never really any close games anymore where everyone is on the edge of their seat seeing what will happen. It is usually me destroying the survivors because the game hands me solo potatoes/ semi decent chill SWF players or me getting annihilated by a cracked team.

    I have noticed this too when playing killer. Either you get a soloQ team / chill SWF, or you end up with a comp-level god-tier SWF who does all gens lightning-fast, and are ultra-cracked at chaining loops. There is no middleground there.
    This is sadly due to how the MMR brackets work, and the highest bracket spans 700 points (1401-2100 MMR). So a player who is around 1400 MMR, can face players who are around 2100 MMR, due to this. The matchmaking does not discern between the actual MMR numbers (which would be much more fair), but instead prioritizes matching you against players within your bracket, to reduce queue times.

  • First-person moris (for both sides) would be awesome.
    I really don't get why they changed moris to be "cinematic" in the first place.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830182#Comment_3830182

    I saw that video and yeah, thats a big culprit of why the matches can range to wildly in quality and sweat. If the killer faced three seal teams in a row they might not backpaddel when the MMR throws them a group of whelps that just barely made it into 1401.

    Yes, I saw your post last night, and it is a perfect example, showing how flawed the MMR system really is in this game.
    I too noticed this when I was playing killer, going from mostly chill matches, to all of a sudden getting the most co-ordinated teams, playing like it was a comp game with $1 mill on the line.

    There was nothing in between.

  • About MMR. I stumbled upon this video, that a certain Choi made:

    https://www.youtube.com/watch?v=6ie4ND-HLp8

    I have a feeling that it will help understand why having a large bracket in the upper MMR range is truly a bad design.

  • @Jock21 said:

    It'd still be garbage.

    You sure about that? Wouldn't you like to get Old Ruin back in some way?
    Plus it incentivices spreading hooks. Win-win!

    @Royval said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829707#Comment_3829707

    the current version is a shell of its former self. It’s trash compared to.

    Yes, the current version is just BAD, and there are plenty more and much better options for gen slowdown in the current game.
    It takes a generator 360 seconds (or 6 whole minutes) to regress at 100% speed (0.25 charges/sec.)
    At 200% speed, this gets cut down to 180 seconds (or 3 minutes).

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830027#Comment_3830027

    Thanks friend, maybe I will send myself to Yamaoka tonight to see if I can find it.

    It tends to spawn somewhere around the edge-map, so look out for any weird looking objects. You know it when you see it though.

  • You sir, you just showed everyone how wholesome the community can be if we put aside all competitive mindsets and just have fun.

    Last evening, I had one horrible session after another (as survivor), with hard-tunneler after hard-tunneler, so I switched to killer, and demolished a few teams, before going back to my more laid back style of play, where I gave everyone the opportunity to just have fun.

  • @TragicSolitude said:

    I think gen slowdown should've always been basekit and tailored to each killer. No generator perks. Gen speeds and slowdown could've been used to help balance each killer individually. Perks get tweaked and changed constantly because they're too strong on this killer or that killer while they were just fine on a lot of other killers, but perks are usable on all killers which is where a lot of the problems start. Generator speeds are there to help determine match length, and some killers have slower gameplay while others are faster, and gen speeds and slowdown should've been tailored to each one individually to balance all that out.

    That's how I personally feel about it, anyway.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829721#Comment_3829721

    I think this would be a decent band-aid in situations where too much times passes with no killer-survivor interaction. A little icon pops up telling the killer that Whispers is in effect, and it sticks around until he finds a survivor. Not too short of a time period, but not so long the server's about to shut down the match anyway.

    Whispers was extremely helpful back when I'd run it and survivors would hide and do nothing else. Sometimes I consider putting it back on… but I hate using a perk slot to counter one thing that doesn't happen every match and shouldn't be happening in the first place. I'm stubborn enough I will stand around and let the server kill them. They're wasting their own time, not mine, I don't have to do anything while they have to move around to avoid birds.

    A conditional basekit Whispers would be nice.

    I think gen slowdown should've always been basekit and tailored to each killer

    • This is a great idea, and could help weaker killers without map traversal (like trapper) to better pressure gens.
    • It could also help balancing the game more, so that more killers become viable picks.
  • @Senaxu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/431179/lets-discuss-hex-ruin

    I really like this approach. So basically you only earn one token if you hang different survivors. And tunneling is less attractive and ruin becomes a useful perk again. A good suggestion.

    Yes, in theory, this is exactly what I had in mind. Making Ruin good again, and actually rewarding killers for hooking unique survivors (a.k.a. spreading hooks), would be the best incentive to curb the current tunneling problem.
    Kinda similar to how Grim Embrace works in fact.
    And since a totem does not light up until the first survivor is hooked, the old problem of Ruin getting cleansed before you got any value from it would be completely eliminated.

  • @JPLongstreet said:

    Monto references. Love it! 💗

    Well, since Monto is back at making videos again, I figured a reference would be quite fitting 😉

  • @tjt85 said:

    Solid list. I wouldn't rate Gabe, Jeff or David that highly though (I think they are C tier).

    I think Yun-Jin only has one good perk (Smash Hit), but it's still better than everything that Ash has, so I'd move her up 2 tiers.

    People are often sleeping on Fast Track. Quite the underrated perk to be honest, and can provide a massive boost to gen progress.

  • Personal take - No specific order of ranking within tiers.

    killer rankings personal.png

    Context of tiers:

    • Nurse-tier: Absolute monsters in the right hands, with the highest skill ceiling.
    • Great-tier (S): Amazing potential, and great killers in skilled hands.
    • Good-tier (A): Has good potential, and can provide good pressure.
    • Average-tier (B): Can do pretty well against certain survivors, but are more likely to tie the game, rather than outright winning.
    • Below average tier ( C ): Unless you do very specific builds, you are very likely to lose games with these killers.
    • Unhealthy-tier (D): Unhealthy for the game in their current state.
    • Freddy-tier: Just bad in their current form, and need a serious re-work to be considered viable again.
  • No heartbeat builds can be super-fun to run.
    Throw on perks like Tinkerer, Trail of Torment, Unforeseen or Dark Devotion, and sneak up on unsuspecting survivors. Getting those gen-grabs is really fun. Granted, you will need at least one slowdown perk too, otherwise the gens will fly too fast.
    Agitation is almost a must-have as well, when you get the inevitable jumpscares, and want to make the most out of your time, so getting to the hooks faster can be really helpful.

    Certain killers comes with add-ons as well that can make you Undetectable, or suppress many of the noises you make.
    Some of my personal favorites here:

    • Silent Demogorgon. Red Moss (iridescent), and Vermillion Webcap (purple). These two add-ons gives you a decently long duration of Undetectable when you emerge from portals, as well as making the teleportation sound silent.
    • Scratched Mirror Myers. Can't beat the classic.
    • Jumpscare Knight! - Town Watch's Torch, and either the Dried Horsemeat, or the Sharpened Mount add-ons to make the guard hunts longer, or delaying the flag spawns. The torch add-on makes the Knight Undetectable when a guard is actively hunting a Survivor. The amount of people you can catch off-guard with this build is quite staggering.
  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828421#Comment_3828421

    I have been wanting a system like that for so long. This way I don't get paired with toxic killers or teammates again. Plus it might motivate people to play in a healthier manner if they can see their abysmal score.

    Like a honor system, akin to League of Legends or Overwatch, where players can give good ratings to other players they'd enjoy playing with or against.

  • @MechWarrior3 said:

    The ping works horribly for both sides. You're getting hit by hits that never should've touched you and they are also missing hits that should've hit you multiple seconds ago but you are already at the next loop. Either way there should be a fix.

    Like the lunge attacks with 10 meter range, which clearly should never hit you.

  • A perfect use for the TAB key on PC.
    I would love to get a usable tome-tracker, or a daily ritual tracker when I am in-game

  • @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829297#Comment_3829297

    the game needs that many pallets cause there is maybe 3 windows in the whole map all on the bottom floor. The freezer and 2 jungle gyms.

    Not to mention all the breakable walls, that creates dead ends.

  • To be fair, the most balanced event has to be Chaos Shuffle, since no one runs their meta builds all the time on either side. Plus, you get to switch up your playstyle to get value from the perks you are given.

    Now, I didn't play much of the Lights Out mode to really get much experience, but from what I heard, it was killer's paradise.

    2v8 was really fun, especially playing killer with a friend. Survivor was kinda "meh" in that mode, not gonna lie. And that was reflected in the 5+ minute queue times for killer.

    The April Fools mode (My Little Oni) was interesting, and fairly balanced.

    And finally, the dreadful Haunted by Daylight mode that we currently have.
    Unless you are a 4-man SWF, don't expect to have much fun as survivors, unless the killer is just goofing off.
    What really kills the fun are the ranged attacks that the killers have access to (Haunts). Makes for many unfair hits.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828000#Comment_3828000

    Not to take away from the sentiment, but Puppers had ALS, a motor neuron disease.

    That said, I lost my father to cancer when I was 13. Diagnosed on February 14th, and he was gone on March 21st. I think I was just a bit too young to really grasp what was happening in the moment, but 11 years on and I’ve come to understand what he must’ve gone through. Suffice it to say, it boggles the mind how people can use the word as a swear so carelessly.

    I want to add more, but I struggle to find the words. My condolences, and, to the best of your ability, take care.

    My bad about that. But regardless, it is horrible, no matter which kind of illness that will slowly end someone's life like that.
    Sorry to hear about your father, though it is interesting to hear how fast it must have spread, considering that it took just over a month.
    I really hope that cancer will be gone in the future, so that no more people have to suffer through it.
    I know enough people who has battled cancer.

  • I typically play for 8 hooks as the killer, and just try to have fun with the survivors afterwards. I can't believe how easily I am getting to 8 hooks at times. Without deploying stategies like proxy-camping, tunneling or excessive slugging.
    I might slug a survivor if they deliberately bodyblock after being unhooked, but that's their own fault. I just slug them and leave them alone (as a time-out for them). Granted, sometimes survivors does give up, or wants me to sacrifice them, and that's on them.
    So, more often than not, I get gg's or nice feedback in the end chat.

    As survivor on the other hand, I get subjected to the worst of the worst killers. Tunneling, slugging, camping, the whole 9 yards. One out of maybe 20 games, I might get a killer who is genuinely trying to have fun with the survivors.

  • I really wonder why BHVR made flashlight saves so easy to pull off. I mean, back in the day it used to take skill, knowing the correct timing for the flahlight+add-on combo you were running.

  • Yes, cancer is horrible.
    In the DBD community, one of the most known cases was that of "Puppers" or Max, which was his real name. He was a well known DBD streamer who sadly lost the battle against cancer.
    However, the devs were pretty awesome, and chose to honor him with the "Warrior Puppers" charm, which is available for both survivors and the killers.
    Unlock it by entering "WARRIORPUPPERS" in the Redeem code box in the store, and display it for the cause.

    I too have lost people close to me to cancer, so I know how bad it is.
    I always support the cause to fight cancer, so I gues you can say that I got your back!

  • I find both Coldwind (all variations) and Haddonfield to be exceptionally killer-sided.
    Too much dead-zone, bad loops (waist-high) and unsafe pallets, which strong killers (like Dracula) can exploit to its fullest.
    I made a little document where I did a personal take on some of the maps, to make them feel better overall, and as for my Coldwind and Haddonfield segments, this is what I suggested:

    Coldwind Farm - General:

    • Map sizes increased by 15%
    • Re-added the foggy atmosphere.
    • Changed to night-time.

    Coldwind Farm - Rotten Fields:

    • Doubled corn density, and added some trees close to the shack to provide better line of sight blockers.
    • Added a few additional pallet loops, to avoid getting too many dead-zones.

    Coldwind Farm - Thompson House:

    • Added two pallets within the main building tile
    • Added more trees within the map.

    Coldwind Farm - Rancid Abbatoir:

    • Re-added a few safe loops.
    • Added more trees within the map.

    Coldwind Farm - Torment Creek:

    • Added more trees within the map.

    Coldwind Farm - Fractured Cowshed:

    • Added more trees within the map.

    * Coldwind maps used to feature a lot of trees in the old iterations, and without the trees, the maps feel "naked" in a way.

    Haddonfield:

    • Increased size by 20%
    • Tweaked generator spawn logic to never allow a 3-gen situation within the Myers House tile.
    • Added 3-4 more safe pallet loops.
    • Added back a lot of trees around the street.
    • Added a Killer Shack in a custom form to look like a house on the street.

    Haddonfield is way too small, making it incredibly easy for any killer with a semblance of map-traversal to patrol the entire map in less than one minute.

  • I saw a 100% yesterday when I was playing (PC)

  • @I_CAME said:

    It feels like you're still better off just bringing a cake instead. That's how it subjectively feels in my matches. I find this entire event to be very underwhelming for bloodpoints. Hopefully the next one is a bit better.

    Yeah, me too. It felt very underwhelming, considering how much of a time-waste the void really is, for either side.

  • The M1 + Haunt combo was being exploited, and made killers WAY TOO STRONG, and took away any form of counterplay from the survivors.

    That is why it got fixed! Thank God it did.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826930#Comment_3826930

    I think you quoted the wrong post. WoO doesn't give you any items. 😅

    I think he meant that he felt blinded by all the yellow auras

  • Because bat form lets you catch up to survivors quickly, and pretty much hit them right out of transformation.
    That is why it is overpowered. Good Dracula players abuse the hell out of this.

  • If anything, they should probably change Pharmacy to be ACTUALLY useful again.

  • Survivors' Rulebook for Killers - 8.3.1st Edition.

  • Scratched Mirror Myers - Love playing as him, and I love the tense games against him.

  • @joel84 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823291#Comment_3823291

    leave it alone ? excuse me but,

    I respect your opinion, no problem, but whether you like it or not, WoO is used to drag out chases unnecessarily and therefore hurts... and SoloQ is just used as an excuse for many things. That's my opinion, don't be mad.

    It can help survivors extend the chase.
    Just let survivors have SOMETHING that helps them. Most of their perks got nerfed to the ground.

  • @PuddleOfBludd said:

    The PC perk … and what I mean by this is those lovely players that have access to six or more perks in a game, or just permanent aura reading because you know, they have to cheat.

    Ran into this three times last night. They don’t even try to hide it. Perma aura reads with no aura reading perks equipped. Or my favorite, when they run corrupt, bamboozle and thanataphobia and yet still somehow have three or four hex perks as well. Like, we can count my guy. Ah yes, the “perks” of being a PC player 🙄

    Sounds more like the cheater perk to me. It's not exclusive to PC

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