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TheButcher

TheButcher

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TheButcher
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  • I have had 9 games as survivor and only been hit twice. It's laughable. Mind you I am also out of Haddonfield offerings, and moved onto Autohaven offerings.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764199#Comment_1764199

    imho there will be no drop at all: inexperienced killers, the one that benefit the most from bloodlust, won't even know bloodlust was changed (yep, nobody reads the news, aside for the few hundreds in the forum), while experienced killers won't care anyway.

    In fact, one could expect more people trying killer this weekend to see if they notice a difference.

    ...honestly I hope they'll do more tests like this, and much, much edgier as well:

    • disable keys / mori
    • disable prove thyself and/or increase gen speed penalties with multiple survivors
    • halve DS timer / disable DS after certain actions
    • disable NOED...
    • PUT A "SWF ALERT" IN THE LOBBY FOR 24 HOURS...................

    oh dear, I'm drooling.

    They won't do anything like this if it's detrimental to Survivors - so don't give your hopes up. As an experienced Killer I can tell you that Bloodlust was needed to face against competent survivors. When the game is built that the survivor is untouchable if they perform everything right. The only way to get a hit in when in a map that loops are too close, and to deal with long loops on every map. By removing Bloodlust they have effectively made experienced survivors entirely immune. It doesn't even need to be "tested". It's just how it is in the game. Like you even watch streamers dedicated to teaching you the game, and our so called "pros" one of the biggest things they mention playing survivor and Killer is "Now the Killer has bloodlust, so we play this", or "Soon we will have bloodlust so the Survivor will have to either change to another loop, or taking a hit". Experienced players completely understand that Survivors are immune in these situations without Bloodlust. They are just going to abuse the long loops, and maps with little to no distance between loops. Experienced Killers already know what this test proves, and it's not worth the abuse to be BHVR's guinea pig, especially if there is no compensation.

  • @TWiXT said:

    Bloodlust:

    For every 15 seconds a killer spends outside of a chase or not attacking survivors, gain 0.2 m/s movement speed boost, and All effects of bloodlust are lost once the killer enters a chase or attacks. Bloodlust is no longer gained if there is only 1 survivor remaining in the trial. This way, bloodlust is repurposed for aiding killers in traversing the map to find survivors, and doesn't assist them during chases, as well as keeping it from becoming unfair in the game of finding the hatch or patrolling gates against 1 survivor. The way I see it, Gaining bloodlust should be more about the anticipation of drawing blood, and for a killer to go more than 45 seconds in a trial without chasing any survivors, they would be frothing at the mouth to satisfy that itch. This change would also help Trap setting killers like Trapper and Hag to make up for the time they lose setting traps in the beginning of the match by giving them extra movement speed until they start chasing survivors. This also makes the large maps easier for avg-low mobility killers to traverse between far spread out generators.

    What this means for Beast of Prey:

    This Perk remains the same, but due to the proposed change, it makes the killer go undetectable if they are having trouble locating and chasing survivors, which gives them a slight edge when survivors don't know they are coming, and allows them to initiate a chase easier. This is particularly good for M1 centric killers or killers who move at a lower than average speed.

    Overall this proposed change just inverts how you gain bloodlust from gaining it while in a chase, to gaining it while outside of a chase, and allows killers more mobility so they can initiate a chase sooner. Bloodlust used to be a band-aid fix that helped killers eventually defeat broken or infinite loops, but since the majority of those are gone now, and the devs feel safe testing shutting off bloodlust, there still remains a problem the game has always had and still overlooked: Early game Gen Pressure. On small maps this isn't a problem, but on medium to large maps, especially with low mobility killers, it's really difficult to apply gen pressure in the early game when it takes 30 seconds to get from one end of the map to the other without encountering a single survivor. With this change, that wouldn't be as much of an issue, and would allow the low mobility killers a healthier amount of time management to get the game rolling along.

    What do you guys think? Is this an idea in the right direction for bloodlust or will it cause problems I haven't considered?

    But without any kind of movement speed increase, how are Killer's going to counter survivors abusing long/long loops. Also how are killer's going to even have a fair playing field on maps where the loops are all close together?

  • @siren_sorceress said:

    https://forum.deadbydaylight.com/en/discussion/207388/bloodlust-disabled-not-playing-then

    Blood lust was always a bandaid that would eventually come off when they felt maps had been more fairly balanced for killers. The game has buffed killers immensely since bloodlust first came around. The fact like YOU dismiss all that the devs have done for killers tells me you do not care at all for balance, only easy games for yourself. Time to get good. Maps are in a far more healthy state now. Time to adapt or quit. I could care less what you do.

    @Supernaut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764017#Comment_1764017

    Oh dear.

    Anyway....

    Inexperienced killers get destroyed on "infinites" while games with more experienced players get that extra survivor boost.

    But still g3t r3kt b4byy k1ll3r l0lz

    Right? It's comments like Siren's that always makes me wonder exactly how good at Survivor they are. Like are they really that bad that you think Killer's are strong at all? Sounds like someone needs to get better at survivor, and actually learn the map layouts before telling someone to get better at Killer. The game is literally designed that if you do everything right as survivor - you cannot be touched. Period. Doesn't matter how well the Killer play's. The Killer has to get the most out of the survivor's mistakes.

    All the while the Killer is supposed to be seen as some kind of imposing threat? The only imposing thing in my games is the sound of my ass cheeks clap, when I am twerking at the exit doors.

  • If they can remove Bloodlust as a test, can we remove SWF as a test too?

  • @Emeal said:

    This whole Community is exploding right now, and I ask you to relax.

    We all knew it was coming, Bloodlust has been contentious ever since it was implemented. So its no surprise BHVR wants to put it to the test, even tho many of us feel Bloodlust is part of the game now. Regardless of how we feel, We must engage in this test and play as we would normally. This is for the good of the game, For Balance.

    I have always been a fan of Bloodlust, it was necessary and sometimes its a genuine help. BUT..

    If BHVR sees a reason it should leave the Game because its causing problems or all maps are now balanced, as some players claim, then we should at least allow them to test it properly and not throw a fit. You can always tell BHVR what your opinion is afterwards. I plan to do that, but this comes after the test, NOT BEFORE.

    Come on now, lets see if the game really would be better without first and report back to BHVR, ok?

    Terrible time to do the test. Maybe if they actually gave the power role back to the Killer first, and then tested without Bloodlust, but really they are just shooting an injured dog while it's down. I completely understand why people will avoid playing this weekend.

  • @Boss said:

    At least this got people talking about it.

    Last i heard about Bloodlust was: "Crutch from old times, should go away."

    If it's not broken, why fix it?

    That's why no one was talking about it.

  • If Bloodlust is a crutch, then how can 2 door / hatch strat be justified.

  • @Gay Myers (Luzi) said:

    The intention of it being on the live build is to get more data than on the PTB.

    1. Only a small friction of people play the PTB which would result in a small pool of data being collected.
    2. Matchmaking has also been disabled on the PTB.
    3. A PTB is usually done to test multiple things, so this could have potentially caused other things to not be as tested as much.

    The data being collected specifically is intended for Bloodlust and that's the main intention - having it on a PTB with other factors would cause that it's not a live enviornment test, which is a important part of testing. Hence why things like MMR and Hit Validation were enabled on the live build and not PTB.

    Well their only going to get a small friction of people testing Bloodlust, all the killers are just not going to play for the weekend. At least the ones needed for high rank games. I can play another game for the weekend - that's no problem. I'll see ya'll Monday.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763586#Comment_1763586

    That's not what I'm suggesting, and your point is exactly why people play killer. If the removal of Bloodlust is going to cause the kind of imbalance, gameplay or fun-wise, that you're concerned about then playing now and showing that might make it show up in stats BHVR would, in theory, use for their later decisions on the matter.

    Nope. I'm not BHVR's guinea pig. IF they give me a paycheck for game testing for them - sure, but not going to go through the stress and abuse otherwise.

  • @E_Lemon_Ation said:

    Bloodlust is a flawed mechanic, what I am upset about is why bloodlust. This is a game with some really oppressive meta perks, moris, and keys. I love that they want to fix some bad mechanics to make it more fun, but if they want to maximize fun, get rid of things that make the game really unfun

    Agreed! Make mori's only work after second hook phase, and remove Key's (or at least don't let them spawn in chests)

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763629#Comment_1763629

    You are the one changing the subject after I proved you wrong. You are the one forming opinions on builds you have literally never tried then arguing about them like you have.

    I used PWYF like 3 years ago, because I know being a 130% movespeed killer is incredibly strong. It's the only anti-loop you need, it just takes too long to build on anyone without a 1 shot. You don't need it with Enduring whatsoever.

    When I saw Nemesis, that combo is the first thing I thought of. It's the first thing I thought of when I saw Furtive Chase too, but Furtive Chase is trash. I don't need to be spoonfed obvious ideas. Maybe you do.

    I won the discussion on movement speed. Just because you're a broken record player doesn't mean you won anything. I continued to give you more reasons why trying to substitute PWYF doesn't work, because it's apart of the discussion. I didn't change the subject.

    @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763604#Comment_1763604

    Let's just add more then - can't take pop, bbq/thrilling, or brut for your build. So can't find survivors, can't stop gen speed, can't damage gen's quickly, can't break pallets quickly. Just to barely move faster - when you could just use Bloodlust instead.

    I don't need to use 3 perks to know the build is garbage, and you're the one who has no idea what they are talking about. Get lost. Go watch another Tru3 video

    (if you didn't know he was the one who made the whole Nemisis/PWYF combo popular, but stopped using it because he learned it doesn't work as well as he thought. Youtubers like to keep making videos with it though, because it looks cool. You seriously already dug yourself a hole you can't get out of).

    And the same time, responding to you, and first hand getting to deal with that entitlement and lack of knowledge I had talked about previous - again - first hand. Just made me, and from what I can see many other Killers just want to play the game less. So thank-you for making yourself an example.

    I am pretty much at the point of thinking you're actually just trolling now.

  • Don't play Killer. Period. The role is a job. I've been playing Survivor so far today, and been having a great time.

  • @thisgameblowsmajord said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763610#Comment_1763610

    You sound very killer biased. i feel like you are talking more about SWF. they are known to be very toxic. in solos i have seen a lotttt less toxicity.

    No I play both equally. Every Survivor game I have to tell other Survivors to stfu. Every Killer game I have to just say "gg" and close the chat, because win or lose - they are going to tell me to kill myself anyways.

    The main difference is. I am too high of a rank to play against "friendly" or "casual" players anymore. I am also only "killer biased" because Killer's are greatly underpowered in this game, and because the game is so easy for Survivor. People don't see or care about that.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763593#Comment_1763593

    You have never used the perk. That is very clear.

    "Every time you chase your Obsession and let them escape, you receive a Token up to a maximum of 3 Tokens.

    Each Token increases your Movement speed by 3/4/5 %."

    Hmmm, what's three tokens times 5%? You have no idea what you are talking about.

    Let's just add more then - can't take pop, bbq/thrilling, or brut for your build. So can't find survivors, can't stop gen speed, can't damage gen's quickly, can't break pallets quickly. Just to barely move faster - when you could just use Bloodlust instead.

    I don't need to use 3 perks to know the build is garbage, and you're the one who has no idea what they are talking about. Get lost. Go watch another Tru3 video

    (if you didn't know he was the one who made the whole Nemisis/PWYF combo popular, but stopped using it because he learned it doesn't work as well as he thought. Youtubers like to keep making videos with it though, because it looks cool. You seriously already dug yourself a hole you can't get out of).

    And the same time, responding to you, and first hand getting to deal with that entitlement and lack of knowledge I had talked about previous - again - first hand. Just made me, and from what I can see many other Killers just want to play the game less. So thank-you for making yourself an example.

  • Because they have it easy. They also have the majority. Think of school, a bully doesn't normally just be alone. They move in a group, seclude 1 person, and then make fun from that persons expense.

    Take Dead by Daylight. It's 4 survivors VS 1 Killer. The game is catered to survivors. They have an easier time playing. They have a less stressful game. It requires less work to achieve their objective, and less work to achieve their games goal. They are even rewarded success in most cases when not completing that objective. They have every incentive that they feel protected to be able to make fun out of the Killer's expense.

    That's why there is so much toxicity in this game.

    @kolosovski said:

    It happens in pretty much every pvp game. Do not take it personally.

    No it doesn't, especially not to this extent.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763549#Comment_1763549

    Spoken like someone who has literally never used the perk.

    https://deadbydaylight.gamepedia.com/Bloodlust

    Here's the numbers straight from the wiki. A 115 Killer movespeed is 4.6, so with bloodlust 3 you get to 5.2.

    5.2 / 4.6 = 1.13 or a 13% increase so it's actually LESS than play with your food, which is 15% at full stacks. I assumed it was 5% per stack since that's what I heard at some point and that's what it felt like ingame anyways.

    I literally provided the links in my post. PWYF is only 5% at full stacks. It goes from 3%/4%/5%.

    5% is only +0.2 on base Killers.

    Bloodlust doesn't go up in percents. Period. It's +0.2/+0.4/+0.6.

    Meaning max PWYF is only 1 phase of Bloodlust. If you get a 45 second chase. Then you are moving triple the speed you could get from PWYF.

    Dude you are embaressing yourself at this point.

  • @Zeidoktor said:

    It seems to me that this is the worst time not to play if you have strong feelings about Bloodlust. If the devs want data, you're better off playing so they have a much as possible. If you're thinking you're going to lose because of the lack of it, isn't this exactly the time to demonstrate that?

    https://forum.deadbydaylight.com/en/discussion/207492/avoiding-stress-as-killer-this-weekend#latest . It shouldn't be the Killer's job to make the game fun for Survivors. The game should be fun for killer's too. There's literally 0 incentive to play this weekend as Killer.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763512#Comment_1763512

    I don't get your point. Bloodlust is 5% per stack, up to 3 stacks. PWYF is 5% per stack, up to 3 stacks. You don't use Nemesis for tracking, you use it to get an obsession quickly so you can build stacks immediately.

    Bloodlusting is always a terrible strategy. You will use 45 seconds for a single M1. PWYF is the same 45 seconds and you keep the stacks after, especially on an instadown killer. The fact you don't know all this makes me question if you really are rank 1, especially if you claim to be using it regularly.

    🙄Play With Your Food . Bloodlust .

    If you are using - Trapper. Then full stacks of Play With Your Food is +0.2 movement speed. Blood lust is 3 stacks, each 0.2.

    Play with your food at full stacks is 1 stack of Bloodlust. Sure you get slightly faster with a faster killer than Trapper, but still 2nd level bloodlust tops anything PWYF can give any Killer. And it's also a very minor difference between a fast Killer and Bloodlust.

    It's much more effective to drop PWYF, Nemesis, and Eduring for 3 perks that you REQUIRE to face competent survivors. If you are good at Killer then you don't need enduring. You can force pallet drops. You know the loops. You know the map layout. You know which way to push Survivors. You don't need 3 perks for a 5% movement speed buff - that you only need for like 3-4 maps, when you can just use 1 stack of bloodlust.

    To be fair. I could of gone, without correcting you, and everyone with half a brain knows you shouldn't have to use 3 perks just for a slight movment speed buff.

  • The data is going to be incredibly skewed, but I don't care. It's not worth the stress and abuse you would get playing this weekend. See you all Monday.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763457#Comment_1763457

    I almost don't believe a rank 1 killer is in here complaining about bloodlust being removed. When do you ever need it?

    Nemesis + PWYF isn't reliable? You eat a stun, and 45 seconds later you are a 130% movespeed killer. If you can't keep track of the survivors I don't know what to tell you.

    And you don't need enduring against good survivors? The loops will be run so tight your only choice is to eat pallets half of the time. Unless you want to respect, and let them get extra loops on you. It's a feel good perk and not needing, but I eat pallets all the time as killer because I don't want to waste time respecting. I only respect if they are making clear indicators they are going to drop the pallet.

    And you just said "5% movespeed isn't that special" but here you are with a thread complaining about bloodlust. You know, a 5% movespeed increase per stack.

    And that's why tinkerer is run with discordance. You can make it to most tinkerer procs if it's a solo player but if it's a discordance tinkerer you know not to waste your time going over to it unless you are really close; you would have had to respond to the discordance earlier.

    Bloodlust is needed for specific maps because the loops are too close together, and have too many long loops. It's 5% per stack, not just 5% like you get from PWYF. Keeping track of survivors is easy, you don't need Nemesis.

    You're literally suggesting 3 perks just to increase your movement speed a little bit (1 stack of bloodlust) - I shouldn't have to put so much effort into explaining why this build is actually garbage. Stop using youtube to think it's how you play Killer effectively. When playing Killer you require; At least 1 regression perk, at least 1 information perk, at leasat 1 perk that synergizes with your perks or killer/power, free slot.

    Like jeez, here we go again 🙄

  • "Play Killer better"

    "Take a break"

    "Not all survivors"

    "You deserved it for camping" (Even though the timing was appropriate)

    "It's just how it is, move on"

    There now that I got some of the dismissive comments out of the way. The Dev's seriously need to make the amount of abuse in this game a top priority and start sentencing harder punishment to players that bully other players.

  • They should just let Charlotte cancel the power and have Victor return to her.

  • @thisgameblowsmajord said:

    I love no bloodlust, it finally feels fair on surv side. I hope to god they keep it this way.

    My point exactly

    @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763410#Comment_1763410

    Bro. I'm a rank 1 killer that curb stomps pub's that don't understand the game. I don't need to use perks to teach me the game anymore, I run what I need to balance the game against competent survivors. Likewise. I literally run meme perks on my Solo Survivor because I know enough of the map layouts to be immune from getting downed anyways - even when I end up in games of what this community considers our "top players" on stream. I run meta perks on my survivor when I play with certain players when they need me to, and I play with no perks when in a SWF.

    This is the problem, when someone experienced at the game see's something unbalanced with the game. They are dismissed because the majority of survivors were all brought up on this game being easy. They never learned how to be good at survivor, so they assume Killer's are balanced because they never have to put in the effort to learn the counters, actual map layout, spawns, or other basic details. Then when they start facing stronger killers back to back it's suddenly "Freddy, Nurse, Spirit" OP - when that survivor doesn't realize those Killers are only playing those three Killer's because it's the only way to even meet par against a team of competent players.

    You named off perks that are completely unreliable against competent survivors. Nemesis, and PWYF. You can't risk taking a stun just to see the Survivor - you are better off running I'm All Ears at that point, but the CD isn't reliable on that either. PWYF is unreliable because against a team of competent survivors - you can't give a survivor a chance to escape most times. That loses you so much time. When you only got 2 mistakes tops before you lose. You're entirely better off running a different perk than PWYF. By the way a 5% movement speed increase isn't that special (and NOED is a joke).

    Don't run Spirit Fury. Brutal Strength is better all around. If you're good at reading loops, you don't need Enduring you can force survivors to drop pallets. You're good everywhere else with what you've said. Be careful relying on Tinkerer's 75% though. Competent survivors cover a quareter of gens in no time.


  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763347#Comment_1763347

    Any killer can become practically unloopable with Nemesis+PWYF, or Spirit Fury/Enduring/Bamboozle/Brutal etc. It's only a matter of do you need those perks, or can you stack slowdown / information perks instead.

    I used enduring / bamboozle on blight for weeks until I felt confident enough with his power to switch them out for tinkerer and discordance. Sometimes I still can't land good hits at jungle gyms or the shack, but tinkerer / discordance / blight's mobility give me plenty of opportunities to ditch a losing chase and find someone out of position instead.

    There's no reason to commit to any chase on a high mobility killer. And if you don't feel confident with a low mobility killers power in chases you should use chase perks until you do.

    Bro. I'm a rank 1 killer that curb stomps pub's that don't understand the game. I don't need to use perks to teach me the game anymore, I run what I need to balance the game against competent survivors. Likewise. I literally run meme perks on my Solo Survivor because I know enough of the map layouts to be immune from getting downed anyways - even when I end up in games of what this community considers our "top players" on stream. I run meta perks on my survivor when I play with certain players when they need me to, and I play with no perks when in a SWF.

    This is the problem, when someone experienced at the game see's something unbalanced with the game. They are dismissed because the majority of survivors were all brought up on this game being easy. They never learned how to be good at survivor, so they assume Killer's are balanced because they never have to put in the effort to learn the counters, actual map layout, spawns, or other basic details. Then when they start facing stronger killers back to back it's suddenly "Freddy, Nurse, Spirit" OP - when that survivor doesn't realize those Killers are only playing those three Killer's because it's the only way to even meet par against a team of competent players.

    You named off perks that are completely unreliable against competent survivors. Nemesis, and PWYF. You can't risk taking a stun just to see the Survivor - you are better off running I'm All Ears at that point, but the CD isn't reliable on that either. PWYF is unreliable because against a team of competent survivors - you can't give a survivor a chance to escape most times. That loses you so much time. When you only got 2 mistakes tops before you lose. You're entirely better off running a different perk than PWYF. By the way a 5% movement speed increase isn't that special (and NOED is a joke).

    Don't run Spirit Fury. Brutal Strength is better all around. If you're good at reading loops, you don't need Enduring you can force survivors to drop pallets. You're good everywhere else with what you've said. Be careful relying on Tinkerer's 75% though. Competent survivors cover a quareter of gens in no time.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763332#Comment_1763332

    If you think that playing Killer is a Job and not playing a game, why do you play then?

    I read that so often that Killer is SO stressful and not enjoyable, still I have decent queue times as Survivor.

    I still play Survivor 😂, it's stress free and easy. Also friends with certain people that I stick around in the game for, but for confidentiality sake - I'm not naming them.

    @Orion Another prime example of the dismissive comments. "Dont' bother playing" - the whole "Take a break", "Play something else", "No one's making you play". Instead of fixing the issues with Killer. They are expected to just leave the game and come back fresh to work again later.

  • @Orion Prime example. Any skilled player knows the importance of bloodlust for countering maps that have close loops, and long loops. Then we got players like this that just go "oNlY bAd KiLlEr'S uSe BlOoDlUst". The entire dismissive comment that just assumes "the killer is bad" Survivors don't even understand the basic's of the game anymore, since it's so easy and stress free. There's 0 point for Killer's to stick around and deal with added stress of a test that's inaccurate for it's terrible timing in the first place.

  • @Orion said:

    The whole point of this experiment is to see if it's still necessary and how it'll impact the game. By not playing, there will be less data, so the conclusion is more likely to be inaccurate. They couldn't test it in the PTB because people would mostly play the new killer. The devs need data pertaining to killers that players already know how to play (to various degrees of skill).

    Also, this:

    when anyone voices anything killer related they just get dismissed

    is just not true. Some ideas get dismissed regardless of whom they're from or for. If I were to make a thread saying that there should only be Bloodlust 3, I'd rightfully get my idea shot down and mocked, for example.

    For year's Killer has been the most stressful job in the game - and the only "job", because playing Killer is more of performing a job than actually enjoying a game.

    Then when people came to the forums to complain, every single thread is responded to with just a bunch of people copy/paste the same dismissive comments. "Just deal with it and move on" "but mori's exist" "all killers tunnel/camp" "you're just not good enough at the game" "SuRvIvEr'S hArDeR" - etc.

    Unfortunately this is the game right now. They are not ever going to get "accurate data" taking more from the most stressful role to play in the game, people would sooner just not play when there are other games they can be enjoying more right now. Killer's already left, and are leaving making even less data. Players leaving because they don't want to deal with the added stress of BHVR's "test". Even less accurate data. There's 0 point to it all, and they've made a poor decision trying this test at this moment.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758670#Comment_1758670

    I did not say you should not go back. I am not saying tunneling is always a bad decision. But you do have other options than going after the injured or stay in a corner.

    You must not play against many high rank players. If the the healthy survivor hides - why in any situation would you go "I am going to waste the time looking for the survivor, then injuring the survivor, exhausting the survivor, and downing the survivor" when there is a perfectly good already injured survivor right there in your sights?

    It's moronic to not go for the unhooked survivor at that point. It's completely the survivors fault for not protecting them, or making themself look like a better option to chase than the unhooked.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758662#Comment_1758662

    I am playing killer. But when I tunnel I don’t act surprised for getting called a tunneler.

    Oh right right. As a "killer player" you know that when you hook a survivor and don't find survivors anywhere else you should stand int he corner of the map and stare at the wall~ /s

  • @Mooks said:

    Yeah that healthy one should have stayed under the hook and let you hook him/her! /s

    they could not have known you were coming back, and why would you? There are gens to patrol after all. It’s not their job to entertain you all the time with a chase. Stealth is just as a viable strategy as tunneling is.

    Do you even play Killer? Yeah - patrol the gens. Then what do you do after? Obviously go after the only survivors you have a known location for - if the savior hides too then guess buddies going back up on the hook for round 2.

    It's called learning how to perform safe saves. Know the whereabouts of your team, the same as the Killer. Go for the save when you know it's safe. Take a protection hit if need be, and try to start a chase. (Don't just take a protection hit and run away).

  • But what they are doing they can go from 900k on a new Survivor for all the unlocks. Then use the saved Archive Bloodpoints to get back up to the 900k BP again to unlock the perks on their mains, or level the Killer - etc.

    That's from what I am understanding anyways. Basically using the Archive as a way to save more Bloodpoints above the 1 000 000 BP cap.

  • Finally an actual challenge. Please tell me that all the challenges are more like this, and not just "kIcK 12 gEnS" or "hEaL 12 tImEs" , because those are dumb af.

  • @Fuzzels said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758400#Comment_1758400

    Youre misunderstanding. They complete every challenge but dont actually collect the BP reward right away. They have it ready to be collected, but wait until they need them. This way they can have 1mil stocked, use it all up, then collect these rewards to instantly be back up at 460k~

    Ohhhhhhhhh. I see. Good idea.

    I just always have over 700k BP. Then when I get to 900k, I use the BP on my Characters to 700k again. Then the day before a new chapter I just max it to 900k+ again.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758376#Comment_1758376

    I don't really see the point of blaming the killer if the killer did nothing wrong and just play the game. Its the survivors fault not the killer for capitalizing on the survivors mistakes.

    @Kjetrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758376#Comment_1758376

    Yep. Happend to me a couple of times. 'It is your fault I/my friend died, because you didn't run this or that perk/didn't bring a med kit/didn't bodyblock/threw a pallette earlier'

    I am not kidding guys I have an extremely hard time believing you. Every match in the end game chat the survivors all just beat on the Killer calling him anything but a white person because their own mistakes lost them the game - and the Killer just played right.

  • @Knighty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758350#Comment_1758350

    Some people like to save up bloodpoints for prestiging a character, especially when there is a new chapter on the horizon, I personally want to prestige my main survivor, so I'm saving my rituals and my tome challenges, so I can level her up immediately after spending a million bloodpoints.

    ... You get more bloodpoints by completeing the whole Archive?

  • Onto you? Wait you get games where survivors blame each other, or themselves, and not the Killer? This is mind blowing news. Can I play with you?

  • ... Why not just do the whole page? They are easy.

  • "Killer tunneled me" = "I got caught for making bad plays"

  • @ReverseVelocity said:

    This is a good suggestion, but how about we add something for the killers who are having a good game? If the hatch opens, the killer can jump through it and get to the campfire. Someone brought a key? Just chase after them!

    Even better you see your killer running away with the same "Escaped" message survivors get, and then the killer you escape with is sitting with the survivors at the campfire screen.

  • I sometimes play Killer poorly, because I get sick of having to sweat every game. So I take a game just to auto-pilot one chase till I get the first survivor I find hooked. Then auto-pilot on the next survivor I find. Sometimes I get 1 sac, sometimes I get none. Then it's back to the grind.

  • The new Object of Obsession. Can we also give the Killers the ability to hook themself next update too. Just to put Killer's out of this misery?

  • I play both sides. That's why I can tell that Survivors are horrifically overpowered. Solo survivor sucks - yes. Though a good solo survivor can still escape every time because the game makes survivors immune if you know how to play. Killer's. Make Mori's second hook not first.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1757864#Comment_1757864

    A friend of mine from work has recently specced into completely locker based build and is convinced its the greatest perk build of all time, despite how often it gets him killed. He's very excited for the new Elodie perk.

    That sounds beautiful. Pump that one up! Head on and prosper!

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/1757910#Comment_1757910

    1. I don’t know if you play rank 20 matches with friends. Solo queue against only Spirits, Pheads, Bubba’s, Freddy, Iri head Huntress, Nurses and Onis, yeah you have to sweat.

    2. Pallets have only been reduced and looping nerfed since release. It has only gone in a decreasing curve, the strength of looping. So saying things like “it’s now only looping” / “survivors don’t need to conserve pallets anymore” doesn’t make any sense. If anything, they could easily not conserve pallets in the past and now they have to.

    3. Play against me (or against any red rank sweaty tryhard killer) in solo queue with your diversion and you’ll be put out of the game in 2 minutes.

    Infinites exist, that's the whole point of breakable walls. Pallets have been increased acrossed all maps. They've only reduced the pallets on Lery's and to make up for it they increased the distance between hooks, and reduced the amount of hooks. I only run this build as solo and do just fine thanks. I probably stomped you plenty of times if I faced you by the sounds of it.

    Honestly getting sick of the liars on the forums. Survivor mains got nothing left to try and gaslight players into getting more buffs since BHVR started doing more communication with the public - they are now retoriting to just straight up lying to the community hoping we don't follow streamers, news feed, and bhvr updates 🙄 . Nice try buddeh

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756861#Comment_1756861

    That’s not true. Another guy over here who only plays one side.

    You have to tryhard as killer and you have to tryhard as survivor. You gotta sweat in both roles.

    And if a Killer ever breaks an unbreakable wall - that's a gold mine for me and the infinite loop they just opened up.

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756861#Comment_1756861

    That’s not true. Another guy over here who only plays one side.

    You have to tryhard as killer and you have to tryhard as survivor. You gotta sweat in both roles.

    I play both actually. I literally run Deliverance, Diversion, and Head On - on my survivor because I don't need meta perks to do well. I just have to loop the Killer till everyone else finishes gens, and if the other survivors are not doing gens. I just hide and wait out hatch. It's not hard to learn how far your scratch marks are, or learn the Killers fov. With friends I just don't run perks at all, or I run no mither because why the f@#$ not~

    For Killer you require to take perks just to balance the game, and even then you have to sweat because the game is grossly unbalanced with map layout. Too many pallets, survivors don't even have to try to conserve pallets anymore. Everything is about looping now, there is no unique chases for Killers anymore. Steadily maps are being updated to no longer have mind games - it's just if the Survivor knows to run the loop right or not, and if you know the loops - you're immune.

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