Avatar

TheClownIsKing

TheClownIsKing

About

Username
TheClownIsKing
Joined
Visits
0
Last Active
—

Comments

  • @NomiNomad said:

    Did you achieve your dream when everybody was running Ace's perks for his rift?

    Nope. I got into just one match during that tome where one other survivor was running it, so I had 52m Bond. That was very nice.

  • You still didn’t read...

    I already know to stop if it’s a 32m TR killer.

    Anybody else means it’s already too late by the time the TR is heard.

  • @IMhereRUN said:

    cough

    Inner Strength

    Distortion

    cough

    Yes, sick of Nurse’s. But more suck of Adrenaline, DS, BT(only the people that abuse it to tunnel themselves when a bad teammate rushes hook while in chase), I mean...one or two meta killer perks I can handle as opposed to 12 or so survivor metas as a killer.

    Edit:

    Distortion will inform you IF the killer has the perk, allowing you to play around it afterwards. If you make this mistake repetitively after learning the killer has it, on you IMO.

    I already said that the only way to play around it is if being lucky enough that the killer has 32m TR. otherwise they’ve already seen you by the time the survivor knows they’re coming.

  • @Ryuhi said:

    might as well call the perk "blendette's uselessness" while we're at it.

    You could always just run inner strength, but that would require actually doing bones of course.

    Yeah, I’ll just run inner strength and get injured Jeff to jump into the locker with me...

  • @IMhereRUN said:

    cough

    Inner Strength

    Distortion

    cough

    Yes, sick of Nurse’s. But more suck of Adrenaline, DS, BT(only the people that abuse it to tunnel themselves when a bad teammate rushes hook while in chase), I mean...one or two meta killer perks I can handle as opposed to 12 or so survivor metas as a killer.

    Edit:

    Distortion will inform you IF the killer has the perk, allowing you to play around it afterwards. If you make this mistake repetitively after learning the killer has it, on you IMO.

    You didn’t read...

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767354#Comment_1767354

    If your Killer struggles with loops, then adjust your perks accordingly my guy. You don't have to run Ruin+Undying if it means you waste even more time in chases than the regression gets you. And don't feel bad if 3 gens go by immediately, you need to know how to adapt your patrol and how to pressure smaller sections.

    Bamboozle is real nice if your Killer isn't ranged to help against longer loops/force pallets. Spirit Fury can give you value from those dropped pallets from Bamboozle and help close out chases or force even more early pallets (since survivors will be more likely to drop early if they know you have Spirit Fury). You don't have to use both, but at least Bamboozle is a good choice. (And Franklin's can be a good replacement for a perk if you see a lot of Medkits in the lobby).

    Bloodlust isn't necessary, since if you're getting to the point where it activates (especially T2 or T3), you're spending too much time doing too little on one Survivor, and circuits that 'need' bloodlust NEED to be fixed, not given a temporary pseudo bandage. Bloodlust masks these issues and inadvertently makes bad plays the norm.

    Do I think a well coordinated 4-man is capable of stomping similarly ranked Killers? Absolutely, and the Killers that sit in these loops of pain waiting on Bloodlust really help with that. Countering these types of groups is certainly a challenge, but that is more of a general balancing issue. Bloodlust doesn't help with it at all, though it may seem like it.

    -------------

    And if you want to swing dongs at each other and measure them, I'm Rank 1 Killer and Survivor on PS4 most of the time, and typically play with a sweatlord 4-man when I do play Survivor. I've got about 900 hours on the PC version, and I know I've played nearly the same amount, if not more, on PS4.

    Applause.

    Pretty much my thoughts.

    • SWF are challenging, but they’re usually predictable.
    • A chase should never reach BL T2 or T3, and many times shouldn’t even reach T1. Either they’re ignoring too many pallets that should be broken, poor judgement on which chases shouldn’t be committed to, or they totally need to rethink their chosen killers power and relearn exactly how it’s meant to help them save time in chases OR make the survivors waste their resources.
  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767389#Comment_1767389

    Yeah, funny that. Imagine not being able to stealth on Blood Lodge.

    Edit: As a 105 killer. Whose entire power is negated by there being no walls.

    I think I would have just sat in the main building and tried to drophit someone. Personal victory.

    The spin off game “Dead By Blood Lodge”

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/207855/something-i-think-many-survivors-misunderstand-about-self-care-saboteur

    I think needing a toolbox for sabo is very map dependant. On the larger maps if you manage to hide yourself or hide behind the hook until they are close enough you can either force a drop or get a save if they try to recover from it.

    On smaller maps with similar hook amounts nothing short of a double stacks sabo speed toolbox and breakout will help you. Dead Dawg is a good example as 3 or 4 hooks can spawn within 8M of the main building.

    Well that’s the other thing worth pointing out. If taking in just Saboteur without a toolbox, even if successfully sabotaging a hook the killer was intending to hook a survivor on, there is then nothing you can do about an alternative hook the killer will try to reach because of the cool down.

    Like I said, Saboteur is purely for the aura reading to better predict which hook the killer is heading towards, and to kick in when a tool box runs out of charges mid Sabo. After that it’s purely for “in a pinch”. The perk isn’t meant to be used on its own straight out the gate.

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767357#Comment_1767357

    So far yeah, it has taught me more in 1 weekend than a month in playing, also, plus I didn't relied on bloodlust sure I've hit bl1 but I don't think I've ever gone above unless I was trying some racecar memes.

    Actually I need to try clown addonless, most of the time I use 1 faster reload and that's it since I'm not a very good clown player.

    https://forum.deadbydaylight.com/en/discussion/comment/1767359#Comment_1767359

    Thanks, I know many are having issues with no bloodlust but having extra tests help more players improve.

    Remember how people relied a lot on old ruin? When it got removed a lot of players lost their ranks, I think this is the same so it's not that bad.

    https://forum.deadbydaylight.com/en/discussion/comment/1767361#Comment_1767361

    And damn, I actually didn't think of a daily, this sounds more than a challenge than heal 3 survivors or by your hand kill survivor with x killer.

    When you play killer without perks or add ons, it really changes your perspective on how their power should be used.

    It can sometimes highlight how someone thinks the power should be used now no longer actually works well that way without a build, and can help relearn what is going wrong and how to get better.

  • @MadLordJack said:

    I would have preferred Midwich. But I like SMM on indoor maps, it actually feels somewhat balanced

    It’s fun for the jump scares. It’s not totally unviable. But this poor Myers was clearly banking their success on using the build on Midwich. He couldn’t get the jump on any of us on Blood Lodge.

  • Oh an in regards to your question, it’d be great if this popped up as a daily ritual challenge.

  • Oh and kudos for giving it a go and having a positive experience from it.

  • I think more players should do this.

    I’ve done it periodically as well.

    I think it teaches better habits, and it debunks the stubborn held belief that many killers are add on dependent.

    I very often do games with Clown where I want to farm BP and so don’t want to burn through my inventory.

    Clown is perfectly fine without add ons, or without perks, or with a meme build.

    I sometimes put on just Zanshin Tactics, and that perk only just for my own amusement.

  • @dezzmont said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767222#Comment_1767222

    Sure. I mean I run self care. Again I am an old crusty and mistrust my teammates at all time because I am from a different age when 'If I suspect these people are potatoes I am just gunna do 2 gens and search for the hatch' was a meta way to play. We are talking 'pre-SWF' days.

    Self Care is good if your REALLY in it for yourself. Most perks have some viable play state, especially outside of SWF. Its just if you want to be 'maximum sweaty' you wouldn't run it in a million bajillion years. But who wants to be max sweaty?

    I’m not saying Self Care is terrible. I’m just pointing out that putting it in a build without a med kit is pretty foolish. Ideally it should be BK+SC+Med Kit. That way in the event of the med kit running out a self heal can still be done in a reasonable amount of time, instead of the same amount of time it takes to bicycle around the entire continent of Africa.

  • @dezzmont said:

    I am an old crusty who was playing back when Trapper was the only killer, so I have a huge soft spot for self care, but I do agree its probably not optimal.

    Self care wastes a LOT of time, so if your playing stacked or at a high level with other survivors you can trust to not be air-heads, its probably not ideal to run it anymore. It isn't worthless, unlike Otz I wouldn't be mad seeing someone running it, but it is very solidly off-meta because there are much better ways to recover health. Healing with self care 4 times without a medkit requires 32 seconds, so if you do it twice you just wasted an entire minute of the game.

    If you use charge addons, you can get 4 uses out of a medkit without self care or Botany. Are you really going to get hit 5 times in a game?

    Probably not, but the speed at which the combo I mentioned allows one to heal themselves, and heal others can’t be understated.

    Sometimes 1 quick self heal, and 1 or 2 quick heals of teammates can be exactly what turns the game around.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766920#Comment_1766920

    I would also like to say that Self Care + Built To Last + yellow medkit is a good combo, because you run out of the medkit about 2/3 of the way through the second heal, finish with SC while BTL is recharging the kit, and when you're done you have 50% of a medkit, which is still a heal and a half. So it's actually better than Botany Knowledge if you feel like foregoing the blanket bonus to speed.

    I like Botany Knowledge, Built To Last, Self Care, Street Wise.

    It makes med kits VERY powerful.

  • @jerakal said:

    So it's better, don't get me wrong. But the survivors being able to take your power hostage for 45 seconds before they're revealed is not much of a buff. The locker change is VERY welcome, but still doesn't do much to help this struggling killer concept.

    I'd say the survivor should be revealed after 10 seconds and if they don't remove Victor after 45 seconds they should be downed, timer paused during chase.

    I’m curious as to what factors the devs considered that led them to decide on 45 seconds?

    I mean, I agree with everyone. 45 seconds is way too long. Why do the devs think 45 seconds is ok? Not a criticism. I just want to understand their reasons.

  • If Sony weren’t so over protective of their IP, a Forbidden Siren chapter with a Shibito as the Killer would be cool and unique.

    Power - Sight Jack. “Tune in” to a survivors view to see what they’re seeing (and thus know where they are). I.e. temporarily change the killers view to a survivors view.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766110#Comment_1766110

    That's fair, considering the loops currently are not nearly as bad as they used to be back then. I think this was when double pallets would spawn on like every other loop. Like I said, I have no idea why this wasn't implemented, it's entirely possible it was abused in a different way. Still, I really don't think Camaraderie is that good and this is a good change. Hell, all of Steve's perks could use reworks or buffs. That's coming from somebody who plays him exclusively on the Survivor side of things.

    I actually really like Babysitter.

    • I can know straight away after I unhook someone whether it’s safe to heal at the hook, or we both need to leg it, and I try and lead the killer AWAY from who I just unhooked.
    • It may not be as strong as BT when the killer is quite literally face camping, BUT it still gives that survivor a hell of a good chance to disappear if they use LoS blockers, and they’re running Iron Will or Off The Record, and I try to do my best to distract the killer with my aura.
  • @Sunbreaker7 said:

    I never thought about it that much until I began experimenting with Camaraderie perk, but the everlasting hot topic of dbd has always been Killers who camp the hook, so Camaraderie was like a god's gift from the heaven for the players to win extra time both preventing to be sacrificed and work on gens, except its overall design made it quite forgotten trash perk which almost no one uses ever.

    The perk requires that you are hooked and someone else is near you in order for the hook timer to pause for 34 seconds. While this can buy valuable time for the team, it does not discourage the killer to leave the hook area.

    If you really want the killer to have a good reason to leave the hook, make it that Comaraderie activates when the killer remains near the hook for longer than 30 seconds or something, also remove the requirement of a teammate nearby. Also, make it go overtime for as long as the killer remains near the hook area. If the killer re-enters the hook area right after leaving it, Comaraderie does not reactive but continues where it left off. This is to prevent killers countering Comaraderie by dipping outside the hook zone to reset the perk activation timer.

    I seriously believe this would become the perk to counter hook campers once and for all. But hey, let me know what you think and if you have a better idea, let's hear it.

    It’s supposed to allow teammates more time to punish the killer (do gens), and allow more time to coordinate a save.

    The problem with the perk is it’s poor implementation. It can work great in a SWF, but in solo your team mates will never know you have it.

    I wished Camaraderie gave a global icon when on the hook, like Kindred and Open Handed and other team perks do. That way solo’s, even if they dealing with a camping killer, can know to attempt getting close enough to trigger the perk, and give more time.

    It would be great if it could also work up to 2 times, allowing the timer to be paused in first hook phase. So annoying when a save occurs the micro second after the struggle phase starts, and now I’m on death hook.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766916#Comment_1766916

    There was a nancy in one of otz's videos that was using self care. Especially funny considering nancy comes with inner strength.

    Ever since then I've seen an uptick in videos and posts about self care. I just find it all pretty [BAD WORD] funny.

    Ah ok.

  • @Heartbound said:

    Sloppy Butcher? Check.

    Coulrophobia? Check.

    Exposed Status? Check.

    Oh yeah. It's self care time.

    Yeah, first two instances it’s dumb when still self caring.

    I can understand someone still healing even with exposed simply to mitigate the noise and blood trails. Still dumb if it’s just Self Care on its own though.

  • @MadLordJack said:

    Self Care + Botany + yellow medkit. That's the way to go. 2 medkits heals and Self Care/Botany once it's done. Mmmmm.

    Exactly.

    It allows self sufficiency, but it’s still a load out that’s very helpful to the team.

    Self Care on its own without a med kit right from the get go (not because a med kit ran out) usually causes more problems than it solves.

  • @MadLordJack said:

    I would actually consider running it just to avoid those absolute prick skillchecks that trigger as you let go. Also it's nice to hear gens at a larger distance. But, I am addicted to healing and altruism at the moment and I do not see that going away any time soon, so...

    I usually prefer altruism builds too. Usually, or info builds.

    I’ll tag you in what happened to me today, whereby Technician prevented my mood from being completely ruined today.

  • ...unless they’re like me and run Botany Knowledge, Desperate Measures, Self Care, and WGLF (with a med kit)

    • always heal myself fast.
    • Always heal injured teammates fast
    • always unhook fast
    • always revive slugs fast
  • @CustomerService said:

    I love how chill and relaxed your matches seem to be people. I must be playing a different game. It’s either la Spirit, a Bubba or a Nurse every game and failing a skill check is the least of my issues.

    It’s still an issue against those killers.

    It’s so annoying against Spirit when accidentally flubbing a skill check and then immediately hearing the big loud vacuum cleaner.

  • @RaSavage42 said:

    Were you playing survivor or killer?

    Survivor.

    Shouldn’t I be able to audibly notice a difference? Just like when the survivors can immediately know when a killer is running Stridor?

    I definitely could hear the difference as survivor when using old Technician before the visual/audio gen reworks.

    Cannot hear the difference now.

  • @PLChameleon said:

    My friends tell me that certain characters such as Yui are faster than most survivors without perks and Dwight is slower

    From what I understand, no survivor is faster than the other, BUT the female survivors have a smaller collision model than the males, so they can hug loops slightly tighter, meaning they’re running less distance around a loop compared to a male survivor or the killer.

    This is probably why the BL test this weekend has been divisive. Expert survivors can mitigate a lot of the killers faster movement speed by hugging a loop very tightly as they run around it.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766540#Comment_1766540

    y'know @TheClownIsKing , I like you. You remind me of someone else who sadly left these forums named DudeDelicious, who I used to agree with pretty regularly, and was also this forums resident Clown expert. With him gone, you'll probably take that mantle.

    As for Technician, even before it's change, it was a huge help to me when I decided to start playing survivor, and while I now feel pretty decent at the survivor role, I still think the changes they've made to Technician make it worth the perk slot in every way for both new and seasoned survivor players. Even if you are a seasoned player who nails their skillchecks every time in regular play, there come times where something unexpected happens and you're going to miss one, but New Technician is there for you like "hey man, it's all good, I got you covered." It's just a damn useful perk! Meta worthy? probably not, but still you can't go wrong picking it, which I feel is how the majority of perks should be designed.

    Wink wink 😉

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766494#Comment_1766494

    TBH, the "extra regression" amounts to about 0.5 second added on to the time it normally takes to make up for a standard failed skill check, which is around 7.5 seconds, so its barely even noticeable. Whereas the lack of gen explosion and audio notification to the killer for failing the skill check is Hella Noticeable. If I'm playing survivor on a friday or saturday night with my friends and we're just goofing off while innebriated, Technician saves our asses every time, Otherwise if playing sober, its still very handy in the situations OP mentioned, as well as against Overcharge, Unnerving Presence, Lullaby, etc, and a FANTASTIC tool for new survivors who need to get used to nailing skillchecks. Overall, the perk is a win/win in any build, with a downside that is barely game worth mentioning.

    Oh yeah, and it still quiets the sounds you make when repairing a gen by making them audible in only 8 meters of it instead of the normal 16... I've had so many killers completely shoot by me while repairing a gen because they didn't know I was there and repairing it. So, "Gen ninja" became an endearing term among my friends.

    A perfect example happened in the very last match I just got out of minutes ago.

    Spawned in Haddonfield, in that basement that has the double staircase and gen. I tapped the gen to test if Ruin was in play. Technician immediately prevents a noise notification because a skill check had come up immediately upon tapping the gen. I also shortly afterward hear the TR as well.

    I calmly walk to the back where the lockers are, and the TR fades away, presumably because they couldn’t hear any repair activity on the gen.

    That would have otherwise been a terrible way to start the match. Technician gave me a HUGE sigh of relief in that instance.

    @MadLordJack

  • @Bootlegmoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766479#Comment_1766479

    So instead of 50/50 is it now 100% no check but extra regression?

    Correct. If you fail a gen skill check, the killer will never be alerted. But it’s at the cost of 15%/14%/13% regression instead of the normal 10% regression.

  • @[Deleted User] said:

    And I can tell you as a Killer with a Headset, on some maps, that sound reduction (if it works, not sure if it does), can be the difference between me checking your gen or not on a patrol route.

    It’s still buggy. Sometimes it doesn’t work.

  • @RaSavage42 said:

    Oh... I just thought.... what about adding Poised

    Silent gen repair then no scratch marks when finished

    That sounds pretty damn good actually.

  • @Bootlegmoth said:

    What's the difference between new and old technician? Asking for a friend

    Old Technician didn’t give the extra 5/4/3% regression on a failed skill check. All it did was give a 50/50 chance whether a failed skill check would alert the killer or not.

    It was too much of a gamble, and would often still alert the killer anyway.

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766446#Comment_1766446

    Plus it takes away the notification the killer gets

    so instead of missing then running away you can take a breath and get back to it

    I do like it

    Pretty much.

    There’s no worse feeling than almost completing a gen, flubbing a skill check, and the killer immediately comes and chases you off before you can fix the mistake.

  • @RaSavage42 said:

    I liked it before... Now I might run it if I feel I'm going to miss skillchecks

    It totally alleviates a LOT of stress of getting gens done, other than the lost time if a skill check is flubbed.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766288#Comment_1766288

    The Clown's menu music sounds good, maybe they could make something like that.

    Also he will hopefully be getting one in his rework that comes in the next mid chapter.

    His menu music is fantastic, but it isn’t sinister or imposing. All the chase music needs to be tense and moody.

    To be able to tie in a circus theme and it be dark and threatening will be tricky.

  • Mine is pretty obvious

  • I love an all info build.

    Bond, Open Handed, Visionary, Windows of Opportunity.

    • always easily find teammates
    • know if a chase is coming your way
    • know if a chase isn’t even remotely near you
    • better coordination
    • avoid a 3 gen
    • finding gens on indoor maps is a breeze
    • never run into a pallet dead zone ever again, and can better plan pallets and vaults to link if a chase starts due to the extra 8m of aura reading.
    • Any teammates running aura reading benefit from open handed too, especially Kindred.

    Sometimes i’ll swap out open handed for Wake Up. This perk is often criticised but I’ll give my reasons why I use it.

    • sometimes I’ll be in a chase when the last gen pops, or some other chaos has occurred. By the time that’s over I have completely lost track of where the gate notifications where. Wake Up helps me avoid this. Especially at crunch during the last moments of EGC.
    • It’s a life saver if for any reason I’m the last survivor left. Quite often the killer finds the hatch first. Being able to better plan an approach to a switch because I can always see them, and subsequently open one faster helps heaps.
  • @gamblor6 said:

    I’ve just been thinking for a little bit and spies from the shadows might be better than whispers I wanna test it out but I just wanna hear from you amazing people

    You can use both together for quite precise tracking, in the same way Spine Chill and Premonition can give a survivor precise tracking.

    Survivors are much more likely to not expect Spies. That in itself can often give an advantage.

  • Clown.

    Although it’ll be challenging for the musicians to come up with something thematically fitting of Clown, but have it also sound scary/menacing, rather than silly.

  • If it eventuates that BL gets permanently removed, it’ll be curious to see what changes they make to BoP.

  • @GoodBoyKaru said:

    Yes, it's been ######### atricous! I can't use Beast of Prey!!

    bLuRsT oF PrEy

  • @megswifey said:

    What is 'RQ?' And for me, I have been having terrible MMR and it's actual de-pip palooza over here ugh... I hope things get better, because all I have had is hardcore slugging and terror camping which I usually don't mind, but again, MMR!!!

    Rage Quit.

    I.e. Disconnect.

  • Well there’s the logic of HOW the survivors are communicating this if they’re not close by to each other.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764255#Comment_1764255

    no. Blaming "muh animations" is why billy's camera is STILL broken after all these months. Its why Blight's belt buckle functions as his eyes. If animations are constantly the problem, then the product is not ready for release, especially when the track record of fixing things post release is factually abysmal. You are correct in regards to release dates, but you are not correct in regards that the consumer should be ok with this. The game industry is notorious for the horrendous conditions it puts its development teams through to fix less egregious mistakes. And while those conditions are inexcusible, calling the "we'll fix it at some indeterminate time in the future" approach while not even addressing all of the issues, only one is also inexcusable. Give us a date, say one month from now. Have some form of accountability for a massive mistake before tricking people into buying useless content. They're nerfing one of the twins perks, even though its one of the worst in the game ffs. Charging money for this content in its current state is. not. ok.

    I didn’t say the consumer should be ok.

    I’m just pointing out why logically a delay in release wouldn’t be financially acceptable.

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/207559/my-experience-so-far-with-no-blood-lust

    It's not a problem for veteran killers, it will be problematic for newer killers. Whether it's a problem for you shouldn't be the primary concern in my mind.

    I think that the biggest issue that everyone should be concerned with is that you didn't buy a game that was in a beta test, or warned the game was in early access. If you're going to affect a product in this fashion, you should be providing your players with some incentive, because you're essentially making them work for you. Sure, they could just remove Bloodlust, but they obviously don't know if that would be a good idea at this point, hence the testing. But did you pay to test a game? Hell no. Should you be compensated for your time, hell yes! Why is it not a big deal to provide an incentive? Because they're the developers, they create the incentive out of thin air, and you paid for this game to play it in the working condition it was in when you bought it. I mean, anything at all - it's the thought that counts, if they want to be stingy about it.

    "But it's only for three days!" The point is that this sets a precedent for the future; you shouldn't ever accept this kind of treatment from a company you've paid for software.

    This is a poor analogy.

    Its not like BHVR have access to a tried and tested manual called “how to make an asymmetrical multiplayer horror game”.

    They’re (for all intents and purposes) still doing something that nobody else is doing. Which means they’re constantly venturing into uncharted territory. There are bound to be speed bumps in the pursuit of bigger, better, and improved.

  • @[Deleted User] said:

    This is my mood in solo queue. Even people at red ranks are allergic to gens. I have so many games as killer at rank 1 where I 4k at 4 or 5 gens without slowdowns. Survivors have been impossibly bad lately. You can not possibly power the exit gates and escape as a team without working on the generators. Do the generators. It absolutely blows my mind that games can last for 10 minutes with only 2 gens done. Why are people even queuing up as survivor? I guarantee you healing through Sloppy for the 6th time will not progress the gens at all.

    I’m constantly in games where when someone is chased, another survivor will do NOTHING ELSE but chase behind with their flashlight. (I see this with Bond and Open Handed).

    Its such a complete waste of time. Do the objective. Attempt a save IF the down occurs NEAR you. Sometimes the chased survivor keeps the killer occupied for so long, that the flashlight “hero” wastes upwards of 5+ minutes.

1 … 75 76 77 78 79 … 110