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TheSubstitute

TheSubstitute

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  • @RoastedGarlic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220788#Comment_3220788

    This is generally how I play as well, I rather lose because of it than win.

    Exactly, I have more fun losing trying for 12 hooks than I would winning a game where both sides were toxic.

  • There was a study done in 2020 that talked about how toxicity was common in DbD at the lowest levels and, unlike many games, was most common at the highest levels.

    Toxicity is a relatively new concept when it comes to describing behaviour and communication practices. It is now widely accepted as a denominator for aggressive and abusive interactions or relationships, both online and offline. However, toxic behaviour in videogames remains an elusive topic.

    People that do things like the OP described may call other people trash but the reality is that they're self-describing.

    I play for, ideally, 12 hooks with nobody dying before the 6th to 7th hook. It's more fun and helps keep me away from people like that.

  • Unless you have STBFL, you have enough time to insert the tape between hits. I've seen it done. If you're healthy but Condemned and Sadako is on you it's probably your best chance to not get moried

  • When playing solo, I play through as normal. Quite often we get squashed but sometimes we still escape. It's worth a try.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219936#Comment_3219936

    That all sounds good in my book.

    The only addition I would wish for is that bhvr sits down an work on a system that reliable can detect if a survivor loudly screams tunnel me.

    I am for every possible tunnel nerf in the world as long as ds otr basekit BT and God knows what all turn of if the surv is running straight at the killer to block a door or take a hit. In that case you are not being tunneld so you don't get protection

    What I think would be easier to deal with would be collision turning off during basekit BT duration, while Endurance is up or whatever. That way the survivor can't bodyblock the Killer and has to use the perk for its intended purpose of getting away and also Killers can't bodyblock survivors to prevent them from reaching a loop while counting to 10.

    Imo, I think that's fair to both sides.

  • In my opinion, you're partially correct and partially not. I do like solo queue myself, survivors have a lot more tools to counter camping and tunneling than before, and more of my losses are due to either me or any of my teammates making mistakes than the Killer trouncing us. In my opinion as well, I think a lot of the 'solo queue is unplayable' comments, not all but a lot, come from people who either aren't looking objectively at their performance, don't have the experience to see the mistakes, or are attributing their team's mistakes to something the Killer did.

    That said, solo queue survivor does need more buffs. Considering the delta between SWF and solo queue there is no reason why solos shouldn't be able to tell basic info such as in chase, on a gen or going for a save.

    Ideally, I would like to see the following in order of importance:

    (a) status icons that show what each survivor is doing

    (b) Basekit Kindred without seeing the Killer's aura

    and as BHVR has now demonstrated that it is willing to shake things up to encourage healthier play

    (c) Reassurance getting buffed to about a minute duration per hook stage and it's range increased and

    (d) any combination of DS going back to 5 seconds and it working on both hook stages.

    (e) Possibly giving a Dying Light similar effect after to Killers or a BBQ and Chili effect basekit to Killers

    The first two suggestions would only have an effect on solos vs SWF as it would give some much needed information to solos and perk variety. Part of the reason I like 6.1 so much is because my choices of viable perks is greatly enhanced thus improving the fun factor.

    Suggestions 3, 4 and 5 I'd like because I believe the game is at its most fun and healthiest when a multiple hooking playstyle is encouraged. After achieving this, BHVR could make balance changes as appropriate if needed.

    However, while what you say has a lot of truth I don't find it representative of the whole picture and that's why I still think solo definitely needs buffs

  • I loosen up on the pressure and let them reset. I still have 100s of flans left so it gives them more BP

    If someone asks for mercy because they have a Tome Challenge, want the BP or are just tired of people playing like their family is held hostage and will die if they don't 4K that game then I'll just farm. It's more like counting coup though since I'll two hook and then slug repeatedly while always leaving someone free for the pickup until either all the gens are done or they're too close to death at which point I stop farming. Then I let them go or, while someone is doing gens, I let them slam pallets on my head until we're out of pallets or the EGC is nearly over.

    If someone doesn't like it they can always gesture at a hook and I'll sacrifice them but that's pretty rare; nearly always the survivors try to get the gens done and leave.

  • It's polite sportsmanship. There's nothing wrong with it.

  • This is the most mind-boggling tier list I've ever seen. Trapper A tier? Wraith on the same tier as Nurse? Demogorgon behind Clown? Bubba weaker than Deathslinger? Seriously?

  • I asked and nobody responded...😥. Truly, this injustice must end.

    @TheSubstitute said:

    The talk about whether BHVR is definitely Survivor sided or Killer sided has, fortunately, calmed down. Yet there is one mechanic that has not even brought up in all of these discussions that proves definitively that BHVR favors one side over the other and it's a travesty of justice it hasn't been mentioned and the community is not clamoring for a change.

    What is it you ask? How is it, that after all this time, people haven't brought up that only Killers can mori Survivors?

    Have you not had a game where you wanted to rip that locker Dwight out of a locker and beat him with a bat like Oni does? What about sneaking up on the Claudette self-caring against Sloppy Butcher in a corner and stabbing them from behind with a katana like Spirit? Or, while you one hook, mustering up your rage to wreak vengeance on the survivor 10 meters away working on a gen who couldn't be bothered to unhook you even though the Killer is on the other side of the map like Sadako?

    Why is it that only Killers can get the sweet catharsis of taking the 'Doing gens, you?' person and doesn't touch a gen while you get chased by the Killer for a few minutes and stab them repeatedly while they futilely try to get away? I ask, nay, I demand that survivors have an opportunity to get that sweet rush of endorphins that would come from hacking your teammate that just sabotaged your game to pieces.

    Stop considering just the mental health of Killers BHVR. Do better. Be better. Implement Survivor on Survivor Moris now.


  • It took me months to get that challenge done since I would play normally. It is possible to do without sandbagging your team but it's difficulty level is insanely off the charts in comparison to the other challenges. It could definitely use a rework.

  • @Lobos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216509#Comment_3216509

    And yet camping and tunnelling have only gotten worse, not better by any means.. None of those perks really counter anything when the killer comes directly back to unhook site, hits the unhooked survivor and then tunnels them.

    Many useful survivor perks have been either nerfed or are locked behind a pay wall.

    If Solo Survivor is so improved, how about you play Solo Q games for a few weeks and record it to show us all how it goes for you.

    Killers have it so easy now, most experienced killers can go on ridiculously huge win streaks and get bored because of it. Survivors shouldn't have to form highly experienced SWF teams to have a decent chance of escaping only 50% of the time.

    Matchmaking is a complete joke so that queue times can be faster.. How is losing 75% of the time and de-pipping most games a fun experience?

    Ever wonder why so many people (Especially popular and experienced DbD players) avoid playing Solo Survivor and always bash it? Your killer sided bias is clearly showing.

    I don't agree with comments like the OP's so I did record my games from Ash IV to Iri IV. This September actually. Here you go.

    @TheSubstitute said:

    AKA A semi-competent rise to Iri grade

    I have no idea if anyone is interested or not but there is a lot of discussion on the forums about whether or not solo queue is playable or not. I'm in the camp that says solo queue feels fine. However, it's hard to know why someone says what they do unless you can see at times. As such, I made a list of 75 games and recorded them as well. I used both meme builds and serious builds as that's how I normally play.

    My escape rate was 45.33% so a bit lower than what it feels like normally but still in the ballpark. An average of 3.85 gens were done per game (not all me obviously, this was by all survivors) before I either escaped or died.

    Please keep in mind that I think, but have no way of verifying, that I'm mid MMR as a survivor. It felt a little bit rougher this month than others but part of that could have been that I rushed for Iri grade instead of taking my time as I normally do. I'm also not claiming that anyone else should feel their games are fine but a good question is why are they not fine? Expectations? MMR? Region? Strategies?

    The list of the games is right here. It also has the video title and the start time in case anyone is interested. If you just want to see the raw data it's right here.

    https://us.v-cdn.net/6030815/uploads/X41QEFY9HMOA/dbd-stats.xlsx

    If you want to see the videos keep in mind there's no editing as I've never shared public videos before. Also, I have some good plays but you will also see me make a lot of mistakes, panic at times, and completely misplay the situation. As I said, I'm not a streamer, I don't claim to be good and I consider myself a middling solo queue survivor. Realistically, so are the majority of players and if anyone does want to see a realistic view of what survivor looks like for me take a look.

    I'll post a link to the first game I was recording and you can just check the others from there. The build descriptions are in the info section of the videos and they are the only public videos I have so they should be easy to check from just clicking on the icon for my YouTube.

    (1553) Dead by Daylight Stop the 3 gen! - YouTube

    If somebody finds it useful it'll have been worth the effort but, if not, it was entertaining to do anyway.

    While there are issues with solo queue hyperbole does nothing to solve said issues. Also, for some people, such as myself I'm having more fun in solo queue post 6.1 than pre 6.1.

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216432#Comment_3216432

    Whatever dude lots of what ifs. If they beat me proper id have less of an issue with it. End of the day I got my last down and hook I earned that. Base game mechanics took it away seems like hand holding to me.

    You did earn your last hook. You didn't earn an endgame kill. The survivor got hooked but earned an escape.

  • Why did you not pick up the other slugged survivors? You sound as if you're throwing the match so you can try for hatch after sacrificing your teammates.

    Also, why did you wait until both other survivors were dead before Deliverance was used instead of getting into the Killer's face and disrupt their momentum by saving someone on death hook and then using Deliverance to break the Killer's momentum? Keeping other survivors in the match when you can afford a hook increases your chance of escaping.

    You say Killers are exploiting weaknesses but it sounds like you're sabotaging your chances of success. There's a reason SWFs hook trade and pick up slugs and that's because it works. It's not as near as efficient in solo but perhaps you'll find better luck if you try those strategies.

  • You do have a counter; hook them far enough away from the gates that 10 seconds won't get them out. Unlike pre-6.1 DS, you're not stunned and can count to 10 and can hit then.

    You can also hook grab rescuers. You have nothing else pressing to do if the exit gates are open. Also, if they're on death hook, it doesn't matter.

    If the survivor ensures they have to be hooked by the exit gate, still has Deliverance active at the endgame, or survivors coordinate so one unhooks and then the other bodyblocks for the rescued and rescuer you just got outplayed, sorry.

    If they just kobe'd off, well, RNG sucks and most times it hurts the survivor but if he just got the 4% chance, well, it's still weighted in favour of the Killer and bad luck (for you) sometimes just happens.

    On the other hand, if someone hasn't been hooked and then doesn't have basekit BT, the Killer just got a kill on someone they didn't catch all game. That sounds unfair to me.

  • The core issue is that camping and tunneling has a much lower skill floor than how to counteract camping and tunneling. It is counterable even in solo queue but it requires the average skill level of the survivors in the match to be much higher than the Killer's skill level.

    It also contributes to Killers that do camp and tunnel feeling they need to always camp and tunnel (as opposed to select, strategic usage by Killers). It puts Killers in a higher MMR bracket than they could obtain with healthier gameplay so they have underdeveloped chase skills for the MMR bracket they're in.

    The low skill floor required versus the skill level needed to counteract it is just unhealthy all around.

  • Outside of the pure malicious ones I would say the teammates that intentionally throw. The ones that urban evade around too scared to try for a save so I hit second stage or die I get frustrated by but they're new so I get over it. The teammates that DC or try to die on first hook, though, are just as bad as the actively malicious ones.

  • I play both sides roughly equally but leaning towards survivor. Here's what I do:

    (a) Keep a streak in perspective. Sure, I may be getting squashed today but yesterday I felt sorry for the Killers since they got 1 to 3 spread out hooks in total.

    (b) I experiment with different builds

    (c) Tunneling and camping Killers tend to come in streaks for me. As such, when I get tunneling and camping Killers a lot I play a lot of Game, Lerys, Coldwind and Midwich offerings (I do well on Midwich as survivor). That makes it not as frustrating (for me anyway).

  • Even if you're not going for straight condemned kills Iri Tape is necessary to make the survivors feel any pressure from Condemned. Without it, most of the time you can just ignore Condemned and escape without even touching a tape. Ring Drawing is what makes the slugging playstyle viable and that'll be gone with the anti-slugging measures.

    Once the anti-slugging is in place Sadako needs a strong buff to her ability to use teleport or TVs applying passive Condemned stacks. Otherwise, the entire Condemned mechanic can just be ignored many matches.

  • It depends. Is there any possibility that my staying will have some benefit? Is the Killer camping? Is anyone going for the rescue? Were people on gens? Then yes. Even if the game is totally lost but someone is coming for the save I'll wait so they can get unhook BP and then play like we had a chance so we can get more BP.

    On the other hand, if it's obvious that nobody is coming then I might get the struggle BP if I played a BP offering that affects it. If not, I'll just go so I can get into the next game.

  • Oddly enough, I have a good kill rate there as Killer and a good escape rate as Survivor. It's not like the Swamp where I love it as survivor and think my past lives must have kicked puppies to get it as Killer. For some reason, Midwich just works for me.

  • Tunneling and camping aren't nooby when you know when to do it. It's nooby to always do it but not if you do it strategically.

    Nor is tunneling and camping necessary.

    You will have to do it to at times to get into the highest MMRs but you should also take a look at the Venn diagram for you between winning and having fun. The more they overlap the more you're going to end in situations where you tunnel and camp.

    I don't camp and I don't tunnel. I also lose some games I could have won but, if I did tunnel and camp, everyone would have a worse time (including me). I don't want my fun to be drained by being mentally exhausted from sweating all the time which is what raising my MMR would do if I did tunnel and camp strategically. So I lose a few, big deal. It's a video game.

    I also have fun and I encounter very little toxicity. If you agree with that attitude OP, just don't tunnel and camp and your games will put you with survivors you don't have to do either to win. If your fun demands you win, sorry, you'll have to wait awhile to BHVR to change things.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212869#Comment_3212869

    I do not.

    Our games usually either end in 4E or 4K's with little variation.

    That sucks, sorry to hear that.

  • @Pulsar said:

    It was better for me as Survivor but worse for Killer.

    As Killer, I did not get fair matches and would go on large winstreaks.

    As Survivor, I got semi-competent teammates. Better than what I get now.

    That's kind of how I thought it would be. It seems MMR is better at generally matching Killers with survivors but my impression is that a lot of people get teammates that don't have a basic understanding of what to do for some reason.

    Most likely, as @dugman stated, lobby dodging and queue backfilling is creating more issues. Before, an iri or purple ranked Survivor teammate would have guaranteed at least a basic understanding of what to do and I don't think a bronze Survivor would have been queued against a purple or Iri Killer (or I hope they wouldn't have been anyway).

    Now, maybe it's worse due to population and MMR bracket issues in some areas? I'm fortunate to get good teammates the majority of the time but that could just be my region and the times I play.

    If that is the case, do you think having your MMR affected by how many survivors escape would make a difference?

  • @dugman said:

    No, the MMR system is actually a better estimate from what I can tell. Evidence for that also came up when they did their big batch of MMR tests earlier this year, the closest matches were the ones where the algorithm most strictly followed the MMR to pair people up and was worst when it followed MMR more loosely or used Grades (which are the same as the old emblem system).

    P.S. That's not to be confused with the matchmaking algorithm as a whole. MMR is the underlying rating every player has for survivor and for each killer they own. The matchmaking algorithm is what actually pairs people up. It tries to use the MMR as a guide but there are a lot of situations where it can end up ignoring MMR because of time constraints and lobby dodging and swfs and such and that's where you get most of the mismatches you might see.

    I think it's definitely better at matching Killer with Survivor. I'm just curious if it's working as well with matching survivors with other survivors of similar skill levels. It should but some survivors are amazing and then some others are obviously learning. It's an eclectic mix at times.

  • I like the idea of having the visually beating heart I saw on DbD Mobile when a terror radius is around you as an option instead.

  • @RuthlessDecay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209945#Comment_3209945

    Even if that was implemented the community will find something else that’ll be considered to be “toxic”.

    As a example people consider spamming “What a save voice prompt” in the Rocket League to be toxic….

    A lot of the toxicity that people complain about in games is actually quite silly in retrospect. If people get upset over a repeated crouch animation, a flashlight click, or a voice prompt spam. There is a good possibility those people are being a delicate flower. Imo

    I disagree. Why do people get upset about a middle finger? It's just a finger. That's the same meaning as teabagging in a video game when it's meant to convey an insult.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211119#Comment_3211119

    I understand your point. I don't believe that's OP's opinion though. I believe what they're trying to say is, they don't care that flashlight clicking is getting changed. The change doesn't bother them. What bothers them is that, in their opinion, BHVR's reason for changing the clicking is disingenuous. If I understand correctly, OP believes the change is not about accessibility but is instead intended to benefit Killers by making timing flashlight saves more precise.

    It is possible the OP is paranoid and thinks it was done for a different reason. My comment wasn't solely directed at the OP though. Most of the people upset about this seem to be people who just like having fun at other people's expense and don't care it's an actual health issue.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210042#Comment_3210042

    I just want to clarify something.

    "I don't care for" means "I don't like (something)." (ex: I don't really care for mushrooms. I don't like their flavor).

    "I don't care about" means "It doesn't matter to me." (ex: "I don't give a damn about my bad reputation.")

    Well, it's an accurate usage if you say that the people arguing against the flashlight changes don't care for the change and they don't care about people who could suffer from seizures. That looks accurate to me.

  • I'm happy about it. Now, just put a cooldown on successive crouches and between that, flashlights and the upcoming Unbreakable most forms of BMing will have been removed.

  • It's not frequent but sometimes people have secondary accounts as well for legitimate reasons. As an example, Dowsey's Hardcore Survivor Challenge series could not possibly meet the rules requirements if they had to use their main accounts.

    Sometimes people also transfer from one platform to another. You also don't know if the avatar with one yellow perk belongs to someone who has P100'd a different character and has now decided to prestige a different one.

    Prestige entails game experience but it's not the only factor. Once you see someone play you have a better idea.

  • Later at night, and especially on weekends, it'll change to +100% Killer on NA West. That completely makes sense as that's when SWFs are more likely to be able to meet up and the percentage of Killers in queue would drop to less than 20%.

  • If I see the Myers has already killed someone and still is in Tier III (meaning Tuft is in play as well) I won't go for an exit gate or hatch and I won't hide in lockers. If it's both Iris I know they're going for the achievement.

    If it's just Tombstone piece I'll play extra stealthy and use lockers. My assumption is that they're just using Tombstone piece as a normal part of game play.

    The issue, as mentioned above, is it's terrible BP and, most likely, a depip if you're still pipping up. It's harder for survivors than letting survivors get Left For Dead is for Killer, which I also do as Killer, as Left For Dead entails I've already killed three survivors so, at worst, I'm only getting a pip instead of double pip and I still have a lot of BP.

    Maybe you'll have better luck on Halloween? I was lucky enough to get it last year on Halloween on my second try. It's thematic so people might be less reluctant to have it happen then.

  • Solo queue does 100% need information buffs. If BHVR were to balance for solos then SWFs that know what they're doing would make Killer extremely difficult. If solos get more information then BHVR can justify balancing for SWFs and solos would still do better than now if they know what they're doing.

  • @brokedownpalace said:

    They're getting out of their systems while they still can unfortunately

    It does kind of feel like that today. Normally Saturdays are pretty chill but most games today are camp, tunnel, slug. I'm playing map offerings a lot to offset that.

  • @bm33 said:

    Agreed. Survivor side should just have a pool of everything, they're just skins so there's no reason to keep everything under one survivor. Killer side offerings only since the add ons obviously can't be shared.

    That's what DbD mobile does if I'm not mistaken.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203752#Comment_3203752

    Nice to see. I've found that If you start a non-reactionary post it usually doesn't get much activity.

    Thank you. Unfortunately you are very correct about non-reactionary posts.

  • @[Deleted User] said:

    Yes, there has been a lot of doomers carrying on like two bob-watches but I also don't see an issues discussing it in a civil way. Unfortunately there are some on here that seem incapable of that.

    I tried to start a civil discussion on the changes. I didn't really get that big of a response.

    https://forum.deadbydaylight.com/en/discussion/347826/speculation-on-changes#latest

  • Twins, Hag, Freddy, Clown, Billy and lately Spirit. I, oddly enough, do run into Demogorgons more consistently than the six Killers I mentioned above (which is strange to see more Demogorgons than Spirits).

  • @shiroo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202686#Comment_3202686

    So you’re saying that you prefer to have 2 people sitting on gens rather than just one?

    if you go back to hook you have 2 ppl on gens,

    if you go for someone else, you have one on hook, one rescuing and one in chase and one on gen.

    No, if the Killer doesn't go back to hook there are 2 people on gens soon to be four since it was specified 'if I can't find someone else'. Nobody is in chase in that situation. The only opportunity the Killer has in that situation to keep up the 3 occupied one survivor on gens model is to chase the rescuer and then get a '1 in chase 2 healing 1 on gens' situation.

    If the Killer doesn't it becomes a '2 healing 2 on gens' soon to become a '4 on gens' scenario if someone isn't found right away.

    There's nothing cheap or bad about returning to chase the rescuer. The recently unhooked person still has a chance to play as much as can be expected in any asymmetrical game format and the rescuer now gets to go into a chase (which is a very fun part of the game).

  • If somebody is not in chase already and is nearby the hook why would they not return and go for the rescuer? They're not tunneling by going for the rescuer and, if they do leave the area but just return, they're not camping. Not returning would be letting the survivors reset. The Killer might do that but that's pure generosity by the Killer.

    I really don't understand complaining about Killers that leave the area but come back to the hook. There's nothing cheap about that.

  • I almost never do the first gen I spawn by. Fortunately, I have enough map knowledge by now to know where the most likely 3 gen is and I go to break that first.

    When a new map gets released I run Deja Vu a lot to immediately identify the 3 gen and go to break it. As well, I get a feel for the gen spawns as well.

    As well, the other mistake that is commonly made is grouping up on gens. Grouping up is for breaking 3 gens, hitting an essential gen location quickly and Prove Thyself (although a decent toolbox gives better results than Prove Thyself).

    Until you're down to 1 gen or have to break a 3 gen separating on gens is almost always the better move.

  • @sizzlingmario4 said:

    Agreed. I think hooks should still break for a little while after a sacrifice, but it should not be permanent anymore. If a survivor intentionally runs to a hook deadzone there won’t be anything you can do about it.

    Definitely. I run to those zones for that reason. Right now, it feels fair as a strategic move and it requires another survivor to pick me up, which is a significant time hit but if I can just pick myself up multiple times in an unhookable location that feels cheap and not fair.

  • I'm glad that slugging for the 4K will be greatly reduced. There are some parts that may be problematic. When I'm moving up in MMR as Killer I quite often get coordinated groups where I have to down two or three survivors to get one hook (or else I'll be sabo'ed or hit with a beamer) and the cycle repeats.

    45 seconds shouldn't pose an issue but 22.5 seconds may not give enough time to pick up someone and get them on a hook versus swarming SWFs.

    I'd prefer that Unbreakable still only reduces the time to 22.5 seconds for one self pick-up and then 45 seconds for the rest (with the increased recovery time making it easier for your teammates to pick you up). Exponential can be snuffed, No Mither is, well, No Mither but there is no way to counter Unbreakable in the situation I described.

    I think that would be a fair compromise as UB is still buffed, less slugging to prevent hatch but the potential for abuse is lessened.

  • @Rulebreaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201530#Comment_3201530

    Let they swim in the lies, it makes everyone feel better

    Definitely the most tranquil and probably wisest of the options

  • It's the Internet and people looking to justify their positions instead of examining the problem. As an example, the nuanced takes I see generally get very few likes while someone who writes "Solo Queue is Trash!!!" or "Survivors are totally OP" get tons of likes.

    Ironically enough, once the people actually start trying to explain their hyperbolic positions they get pushback but the position that is based on hyperbole gets a lot of support as long as it doesn't explain their faulty premise.

  • It's not unplayable. Hyperbole doesn't help address any of the actual issues.

  • I'd rather be slugged than camped. I can move if I'm slugged.

  • The other item I almost forgot is that hook spawns and the hook breaking permanently will have to be revisited. I completely admit I use this strategy but if a Killer sacrifices someone by a corner then when I'm about to go down I run for the corner.

    I can generally wiggle out after. The counter is to let me lie there and bleed. I don't mind if I bleed out there; it's 100% one of the risks I take by doing that.

    However, if I can just pick myself back up continually, the risk almost disappears and, once a SWF figures out which corner, they'll just all run there.

    This would not be fair to the Killer. Either hooks should stop breaking on death or they will need to come closer. I prefer not breaking as moving hooks closer together is a nerf to the Boil Over Flip Flop builds.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200385#Comment_3200385

    Ghostface 10 times??

    I've seen more Twins than ghostfaces since the midchapter that buffed him.

    I don't know if It's a quirk of my MMR or region but, for some reason, I always get a ton of Ghostfaces, Shapes and Wraiths. But, yeah, a lot of people never see Ghostface but I see one every 7 games or so. I even see more Ghostfaces than Huntresses and Huntress is one of the more popular picks all around.

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