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Thusly_Boned

Thusly_Boned

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  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171983#Comment_3171983

    Yeah, I regret my Spirit cosmetic purchases, too. Once she lost her collision while phasing, I lost the only thing that made her playable for me. I can't track via sound in this game. So, those cosmetics are total wastes, now.

    I really really really regret purchasing a cosmetic for Legion. I hate playing as them.

    I also can't track audio well at all (lateral hearing loss), and Spirit's recent changes make her exceedingly difficult to use for me. She was a little challenging for me before, now I am completely dependent on add ons with her, and tracking via prediction doesn't work with her directional sound. As a result she went from my most used to killer to an "on occasion" killer.

    It's a bummer, because I have a ton of her cosmetics, and she has really good ones.

    And agree on Legion (for the same reasons), which sucks because they have some great cosmetics.

    Beyond that, not many regrets. I am really loathe to spend actual money (especially at their prices) on cosmetics, so the very few ones I do buy, I make sure I am sure. Not much impulse buying.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171923#Comment_3171923

    I plan to get some, eventually.

    As for your second point - this is ALREADY what we balanced around when buffing killers. Killers lost most often because they played badly or faced wildly overpowered perks.

    but people just said survivor op,swf op and killer got baseline buffs that are just too much imo. they didn't need em. individual Killers and perks/items needed addressing.

    I agree that individual killers need to be balanced, no doubt about that. But that is a long term project, at least when you are talking about the whole. Starting with S-tier, and some of A.

    But what needs to happen before that is to buff solo, and reassess. It's the games against solo queue that feel easier, the games against SWF (and some strong solo teams) feel about the same as ever. MMR needs some love too, it's been especially inadequate lately.

    But again, balancing the killers on a case by case basis is a task that will take years. Adding some of the solo buffs should be relatively quick.

    Killer isn't OP, solo has just been left behind.

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171923#Comment_3171923

    Well but the community (and devs) plan to balance around swf by giving icons and stuff (which will help swf too because a flick of the eye is faster than asking for info)

    While simultabeously making "playing killer ruthlessy" more difficult and advocating to gut the top killers down to "more manageable levels ( see billy adjustment lol)

    We as community theorycraft bslance around buffing noobs to swf swat teams and gutting top killers down lol.

    Oh right:

    DH was conditioning many killers to be wary of it regardless of it being equipped or not. Not even noed managed to do that for survs lol.

    The only way to really balance around SWF would be to implement voice comms, which thankfully isn't something likely yo ever happen. The icons will be good, but still well short of voice comms. Yes, it's quicker than voice comms, but you can convey a ton more info over comms, and it's not particularly close. Some will say that communication is a skill, and to a degree it is, but it's not like an arcane art or something. Efficient yet informative call outs are not hard to learn, and in DBD info is king.

    The icons might add a little to a SWF squad, but they will be transformative for solo.

    SWF hit squads are rare, and there's nothing you can really do about them but do your best and move on.

    I'd be all for bringing killer power levels closer to the mean (but not too close), and would understand even flat out removing the Nurse (another thing that will never happen). But until that happens, you can't nerf killer as whole fairly; you'll end up making the C/D tier killer totally non-viable.

    And DH was used much more than NOED, and regardless of how much you were conditioned by it, or how skilled you were, there was nothing you could do about the distance. Old DH was the most busted perk in the game, new DH is fine.

    And I don't know about you, but I always assume NOED, and always have, even if the rate is low.

  • I have a couple thoughts after reading all of this:

    1. We'd need a large block of gameplay to review to assess anything. I see a lot of people posting about how easy killer is, and using postgame screens and unverifiable claims of how high their MMR is, and how many hours they play, as some sort of proof. Not outright calling people liars, but that doesn't mean much at all. I play pretty lax, but I could grab a few post game snaps after I fed some potatoes their lunch and say they reflect like 90% of my games, but it wouldn't mean anything either. Might it be an honest sample? Sure. Might it just be a bunch of cherry-picking? Just as likely.
    2. Yes, you can win most of your games as killer versus non-swfs if you play with merciless, cold efficiency. But is that really what we want to balance around? Is that what we want to hold up as standard killer play? Because I can do it too, but I don't want to, and survs don't want it, either. At least not every match. Killers playing to win is why the "rulebook" came to be.

    This is all just illustrative of how impossible this game is to balance. If you balance around the idea that we need to account for the fact that any given killer might may play ruthlessly, then you're going to force more killers to play that way. It's also the reason you don't want to balance around SWF; it would ruin solo queue and casual DBD in general.

    At the end of the day, how the games go is in the hands of the players, because this thing is never gonna be standardized.

  • I had that happen once, when I went to pick up, it did that stuttering thing for like 2 minutes solid. One of the survs had a ping of almost 600, so I chalked it up to bad connectivity. That said, I've only had it happen once, and I've played lots of survs with ping that bad, or worse.

  • I hated DH as much as anyone, but it's fine now. They stripped it of its cheapness, and now you actually need at least a shred of skill to get value from it.

    Just wait it out, and they're still right there to be hit.

  • @Kirahie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165253#Comment_3165253

    Except since solo q is miserable right now, SWF is skyrocketing. Just go to the discord. As of writing this there are 34 SWF just in public discord, and their are probably 10-20 times that in private discords.

    I think ignoring they are becoming more and more common is a mistake and that they aren't the outlier you belive.

    4 man SWFs comprised like ~5% of the active survivor base according to recent stats. There's a looooooooooong way to go before you get to the point where it is something to be balanced around. Keep in mind that between all platforms, you probably have ~100K players at any given time. In that context, A few hundred (or even thousand) SWFs is nothing.

    People assume that because they play with friends that most people do, but that is not remotely true. If you play much killer, you know that SWFs are very much the exception, because they stand out.

    I'd go so far as to say it's never gonna happen. If we ever get to a point where there are as many or more players in SWF than solo, that would be a scenario in which the game is effectively dead or dying.

    Solo is still the closest thing to the default experience, and solo is what needs to be the focus.

  • @Kirahie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165079#Comment_3165079

    Then killer needs several buffs to make up for the massive advantage SWF gives.

    Yeah, there is absolutely no way you balance the game around what is by far the smallest subset of the player base, especially when the primary feature of that group is something that's not actually part of the game (comms).

    If you did balance around SWF, you'd need to buff killer to a degree that would make the 6.1.0 patch look tame.

    No, you buff solo and leave SWF as the outlier.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165068#Comment_3165068

    Or they would care precisely because it was a super promising perk that got nerfed into something weak and you're proposing taking away the last decent thing it has going for it that would maybe convince you to bring it.

    https://forum.deadbydaylight.com/en/discussion/comment/3165080#Comment_3165080

    Okay, I go 6m into Bubba's basement to apply Reassurance. He chainsaws me back up the stairs, then brings me back down to continue camping. I buy 30 seconds on my teammate's timer at the cost of joining my teammate in the basement. Why did I bring this perk again?

    https://forum.deadbydaylight.com/en/discussion/comment/3165120#Comment_3165120

    More than that, it shouldn't be the job of a survivor perk to provide a carrot for the killer. That's very wacky design philosophy. Perks are meant to help you and hinder your opponents first and foremost, and avoiding the perk is the other side's motivation, just like survivors are pushed to play in otherwise inopportune ways to counter the killer's perks. That's part of why perks like Dying Light, No Mither, and Calm Spirit are so criticized.

    If I wanted to give the killer a new target, I wouldn't use Reassurance, I'd just hook trade.

    Exactly. The ability to attempt to bait a chase is something that survs have always had. What they could never do before was apply a punishment, so I think that is really the primary feature of the perk.

    As for whether or not it was intended to work between floors, every other radius based perk I can think of works between floors, so I would guess it was intended/assumed this one would as well.

  • A few days, probably. Just be glad most of them either suck or don't yet know what they're doing.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165137#Comment_3165137

    Just so we can all be completely pedantic on top of being completely pedantic........

    The whole point of the perk is to give a NEGATIVE MOTIVATION for facecamping and give the killer a new target at the same time, so the perk is both a NEGATIVE MOTIVATION for facecamping and a POSITIVE MOTIVATION to DO SOMETHING OTHER THAN facecamping.

    Obviously, I already said punishment alone wasn't as effective, and it's established that the perk has been significantly nerfed. But it should still have the same general effect.

    I personally don't feel like the killer should also need bait dangled in front of their face to stop camping. And if the punishment alone isn't enough, survs can still try to bait the killer as they always have.

    And if neither of those things work then none of it was going to work regardless.

    If you feel as a killer that it is only fair that you also get rewarded with an instant chase for the trouble of not playing like a jerk, it doesn't reflect well on you. I broke into DBD as a killer, play a lot of killer, and am very sympathetic to legitimate killer difficulties, of which there are many.

    I am not sympathetic to campers.

    Triggering Reassurance through the floor/ceiling is not an issue, imo. In fact, I think it's one aspect of it that should absolutely apply everywhere, especially at basement.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165096#Comment_3165096

    That's not a positive motivation. It's just a lack of punishment.

    Avoiding a punishment isn't the most effective form of motivation, but it is a form of motivation nonetheless.

    You see Reassurance proc, go find someone. You shouldn't also need a carrot dangled right in front of your nose.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165076#Comment_3165076

    The whole point of the perk is to punish facecamping and give the killer a new target at the same time, so the perk is both a punishment and a motivation to stop facecamping. You want to bypass the motivation part of the part, and just make it a punishment for the killer.

    The motivation is that if you don't stop camping, you're gonna lose gens. Where it is triggered from doesn't change that a whole lot.

  • @LeFennecFox said:

    Funny enough BNP skillchecks give hyper focus

    Yeah, I laughed when I saw this.

    Hyperfocus + Stakeout + Built to Last with a loaded toolbox is dirty, dirty business, especially if you are repairing in the killer's terror radius.

    And I am going to keep using it until they nerf it.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165032#Comment_3165032

    I'm fine with Reassurance telling the killer it's been used because the ideal gameplay situation was to get them to stop camping and do something else.

    Of course, after it got whacked with the nerf bat, killers... aren't actually incentivized to leave the hook anymore, even if they do notice Reassurance. So.

    Yeah, I think it would be less effective if the killer doesn't get the notification. Unless the killer is really dedicated to the camp, the notification is probably the point where they decide it isn't worth it anymore. If they're smart at least.

  • I agree that you shouldn't gain a pip automatically, but you should be guaranteed not to de-pip if anyone in the match DCs.

  • @Excalibrates said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164377#Comment_3164377

    Well, I obviously do know how killers HEAR survivors. I've been playing the game for 4+ years, killer and surv (surv main though). I am talking here about more than just detecting survs. Please explain how a killer can HEAR a survivor across the whole map?

    As for killer perks, yes I'm completely familiar with each of them. And they can't explain what I'm experiencing.

    As for lucky killers, yes, I know that too.

    You're not wanting to understand what I'm writing. I'm not complaining about killers being good, or winning more. I'm observing killers playing 100% PERFECT games. They never patrol, they never go hunting, they are just going directly to a surv REGARDLESS of where they are on the map, down them, hang them, move on to next surv with PERFECT accuracy. Repeat, PERFECT. They never put a foot wrong. Games are over in literally less than 5 minutes. Yes I've experienced short games before, but only when survs are being idiots. I can accept that, always have. But there is something else going on here.

    I was a rank 1 player nearly every season under the old scheme, and I'm iridescent 1 now for what that's worth (not much). I have never seen killers play so consistently perfectly as I am now.

    I do use the report method but we all know that doesn't count for anything. Yes I'm venting because unless something is done the game will get die. I could upload videos but in isolation people will always make excuses, as they are here - any single game in isolation could be written off as "lucky killer". It's the sheer perfection of the way they play and the frequency it's happening that is telling.

    Yes I've read "all the ways people tell me ways to find survivors without cheating", and I'm totally familiar with them, I am not a noob at this game. So yes, after all of that, I am pretty certain they are hacking.

    It's much more noticeable now in the second half of the season as the player ranks are being sorted out, same experience as last month when I first mentioned it. This is probably because all the cheating killers are now top ranked so my incidence of being paired with them is significantly greater. I didn't notice it anything like as much after the season reset.

    Play surv and get to Iridescent level. I guarantee you'll experience it.

    How long a break did you take? There's a slew of aura perks that are new to the game, and if you took a long break, it's doubtful you are perfectly familiar with all of them. Especially if you are a surv main.

    You'll have to forgive me, but what this sounds like is a tale as old as time: main of one side isn't all that familiar with tools at the other's disposal; sees everything as cheating/sniping.

    I play as much surv as killer, at iri grade (doesn't mean anything, but since you're using it as a qualifier, so will I), and I don't see much I can't explain. Certainly not any more than I see from the other side.

  • Weird. I can say it has been working fine for me.

  • @Rudjohns said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164877#Comment_3164877

    Wow, the killer gave up on camping in 30 seconds? I doubt it

    A smart killer would stop camping once it is clear the time economy isn't there anymore.

  • Yeah, tons of Weskers. The upshot is that most of them are learning and/or bad, so lots of escapes. It's been tedious, but good for my MMR.

    The fact that Wesker's bound hitbox is the size of pinhead helps too.

  • I haven't seen RPD as much as some, but I played 19 surv matches last night, and in 18 of them Wesker was the killer (I don't usually keep track of such things, but at 10 consecutive it became noteworthy).

    I was expecting a lot of Weskers, but it has been a bit much.

  • I'm not likely to have any really high prestige levels since I like to spread my points around (especially as killer), but my current leaders are Haddie (P14) and Sadako (P11). I have multiple killers at P10.

  • Many of the misses are fair, but many are laughable.

    I had one tonight where I had a Bill dead to rights between two long walls, lined him up, and passed right through him, so close Wesker could have whispered in his ear. That shouldn't happen.

    I've even missed a hit when the surv was standing in a doorway. How is that even possible?

  • @TWiXT said:

    https://www.youtube.com/watch?v=FWgFxZ0Jx7s

    While this video features Pebsie speculating the ptb version jokingly, and pushing the limits with his friends, this pretty much sums up why the devs changed Reassurance, and in only 30 seconds.

    Just imagine a game wherein you're on a multi level map, and instead of anyone coming to save you on the hook, they just keep running up under or above you, continuously trigger Reassurance all game long, and then once all the gens are done some 10 minutes later (assuming the killer hasn't gone after any of them and just camped you all game), just leave you to die on the hook.

    That sounds like a "fun" game to me! /s

    Yeah, they didn't nerf it to protect killers, they nerfed it to protect survs from other survs, which is sad.

    That said, what we're seeing here is like when a small child gets their hopes up for their birthday, but when they don't get what they were expecting, they have a tantrum and throw away what they actually got.

    Reassurance isn't what it could have been, but it's still useful, and certainly isn't trash.

  • @Alen_Starkly said:

    @Thusly_Boned @Spykitty358 Someone posted a better comparison of Chris' face here: https://forum.deadbydaylight.com/en/discussion/comment/3160455#Comment_3160455

    I find the face on the left really hard to look at, they really massacred the face. As an artist, I really notice the offness heavily. It takes a few elements to be off for a face to look very off. It also takes a few elements to fix to make it look right. I know when I draw, a lot of times a face I'm drawing looks off... eventually I manage to adjust certain elements and then it looks completely right. Chris' face is off right now, and it's fixable.

    I get that, and I'm not saying it isn't off, I'm saying it's good by DBD standards. Hell, I think most of the survivors' faces are wonky and off putting upon close examination, even some of the ones generally considered the most attractive.

    Maybe you have a particular affinity for RE, but I don't Chris' is that bad, relatively speaking. I still think Claire's is worse, though improved.

    I certainly wouldn't argue if they improved it, but there are others who I think need it more.

  • Among DBD models, I think there's a spectrum of facial "offness" from "fine" to "omfg that must be a pod person", and Chris is definitely closer to the fine end, imo.

    I think they have bigger aesthetic fish to fry.

  • It's fine, good even.

    Just don't let me catch you body blocking with it.

  • @prion11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162752#Comment_3162752

    There is good excuse though. Here's an example. Player, completely new to DBD but an FPS veteran buys slinger and trickster. Watches a view otz videos on how to play before starting. Mows through the other new players, so the system puts him against mid mmr players. He continues to get 3 or 4ks, understanding the basics of looping and gen layouts after maybe his first week playing. It would now be reasonable for the mmr system to test this player against the higher brackets, would it not? The system wants to know, is this a smurf? Or does he just learn fast? Does he belong higher? To answer those questions the system places this new killer against veteran survivors.

    I mean sure, within reason. Progressing in DBD is very much an exercise in taking a few steps forward, bouncing off a wall, realizing you weren't as good as you thought, and going back to work. But I think when functioning as intended, MMR wouldn't have you facing off against players many orders of magnitude more experienced.

    If you're a 200 hour player, going against a 1K hours player/group would be a good skill check and learning experience. But if you're a 200 hour player going against an 5K+ hour (or 10K, at which your are about as good as you can get) isn't going to be a constructive experience, unless they take pity on you.

    You learn from struggling, you don't learn much from a swift decimation. The bug doesn't learn a whole lot from the foot when they are stepped on. There has to be some nuance in there.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162752#Comment_3162752

    Thank you! I’m more than happy to not test myself THAT much lol. I know I’m good but not near that level . Should a high school freshman swimmer who’s “good” go up against Michael Phelps ? Nope lol no matter how much he practices as long as Michael is still improving you’ll never win and that’s how I feel in this

    I've shared this anecdote a few times, but when I was around 100 hours in killer and just starting to feel challenged back in like 2019 (the first time I ran into a really good 4 man SWF was demoralizing), I started watching vids to learn/improve, and there was one by Otz in which he was like "be patient with yourself, don't expect to start getting good until about 1K hours".

    I was indignant, because I had never taken even half that long to get really good at any game. But DBD is a strange, unbalanced, and ever evolving animal, and it turned out to be kinda true.

  • @prion11 said:

    If you start playing the game, learn quickly, and dominate the other new players, you will be "tested" by the algorithm against better and better players. Just think of it as the game saying wow, you learned fast! Let's see what you can really do!

    I'm sure you are getting a lot of angry responses from people here who hate the matchmaking system, but really you should take it as a compliment from the game itself. Keep getting better, and you'll beat those 10k hour people too

    Oh, while the MMR system is certainly having a moment, OP wouldn't be seeing any of these doom squads unless they were showing some proficiency, for sure.

    That said, there's no good excuse for a player in their first few months to be facing 10K hour survs (or killers). I'm at 2.5K hours and just hit devotion 10, and I really struggle with players on that level.

  • @RpTheHotrod said:

    Devs stated gen speeds are too fast, then they added a gen speed perk. Do they have different teams working in perks or something? It doesn't make any sense. Gen speeds are flying. Now it's worse.

    And when word of this gets out, killers will start running even more slowdown, and who can blame them? Not well thought out, especially given the current meta.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162697#Comment_3162697

    I don't know man. Mostly when i play killer, it is Nurse or Nemmy. And i am hardly facing with casual survivors. And i am no longer playing solo survivor. Only for tome challanges.

    I play only solo survivor, and my experience hasn't changed all that much, save for all the reactionary dc'ing and suiciding on hook of my teammates.

    I play a pretty good spread of killers, and while I run into death squads more often, the overall level of competition has dropped a lot since the patch. I've never shown so much mercy/pity as I have recently. And even when I am playing very fairly, people are bailing, which sucks for everyone. There's this mass delusion that whenever something (anything) doesn't go their way in a match, it's because of the big bad patch, and they're helpless victims of the devs.

    It's pure BS.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162620#Comment_3162620

    Probably killer mains are playing survivor for bonus bp. But even with that, i am not seeing solo survivors so much.

    Nah, it's been this way for weeks now.

    Are there less? For sure. But I think the those that have lest have left from the lower part of the middle tier, as they realized they weren't actually that good. New players don't know better, really good players haven't been affected that much.

    Net result for your average killer: more potatoes with death squads sprinkled in here and there.

  • Stakeout will continue to gain stacks if you are repairing within the terror radius. I had a few games last night where I essentially pounded out gens with hyperfocus and never ran out of Stakeout stacks.

    Granted that only works if the killer is chasing someone nearby, but when it happens, it is dirty. Multifloor maps offer more opportunities for this. Add a toolbox, built to last, and maybe overzealous/resilience, and yikes.

  • Seems pretty standard for a new killer release. The only possible exception in recent memory was the Artist, at least in my experience.

    But Nemesis? Nothing but Nemeses for like a week. Sadako? Nothing but Sadakos. Dredge? Nothing but Dredges. And yeah, rn it's a whole lotta Wesker.

  • @MikaelaWantsYourBoon said:

    Because there is not enough survivor players. Solo survivors left. They destroyed game for casual players as well. So mostly you will get sweaty SWFs.

    Actually, I've been facing more solo queue potatoes than ever.

  • Why on earth would you want it?

    I see not having it on console as a perk.

  • I am not typically a genrusher, but just to see how it was I was using Hyperfocus, Stakeout, Built to Last and using a souped up commodious toolbox last night and it was filthy. I'm sure there are ways to make it even more powerful, too (overzealous, resilience?).

  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162508#Comment_3162508

    Most certainly lies. I am sure you do the special rules, "this match does not count as someone knocked at the door" "this one does not count cause they had brand new parts" "this one does not count because I did not have this addon",etc.

    Yeah, people are always saying stuff

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162567#Comment_3162567

    I hate him. Not a single minute passes by where I wouldn't rather play Demogorgon

    Then don't play him and play Demo instead, or is someone forcing you to play Wesker?

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162308#Comment_3162308

    Personally, I would love if every single match I played was against equal or better players, so that every single match was tough.

    Not saying you don't, but I think a lot of people think they want that, but really wouldn't like it. At its heart, DBD is a pretty chill game, and if every match were a war, it would lose a lot of its appeal.

    I think you saw this when SBMM hit, and certain levels just turned into unrelenting sweatfests that even the best players tired of.

    Ideally (and this will never happen), I'd like to see a really accurate MMR system where all your opponents/teammates were very close to your level, but no SWFs, no comms, at all.

    Similarly, I don't think survs really want to face good-great killers every time out. The stew is best with a few potatoes in it.

  • @SuzuKR said:

    Am I the only one who enjoys facing good SWF players?

    Sometimes, sure. Every game would be a bit much, though.

    And I think if one were playing mostly against good SWFs, the solo squads mixed in would really have a bad time. I think it's best as an occasional "raise to the challenge" thing.

  • I don't think they'll ever institute a "buy all" button (though it would be nice), but a good compromise might be if you pick a node you want at the edge of the web, it will automatically but all the nodes in between, along the clearest path. So at least let you buy chunks at a time and still leave some of the current you vs. the entity chess game.

  • I wouldn't go so far as to say he's bad, but they definitely waaaay overcorrected on the hitbox. It went from feeling like you just had to get in the surv's vicinity to feeling like you have to hit them dead in the center of mass. There has to be an in between somewhere.

    I could still land it a good percentage of the time, but I had a ton of misses that left me in disbelief.

  • @CakeDuty said:

    So thus wasn't in an actual match but I used the build Hyperfocus, Stake Out, Resilience and This is not Happening with a green toolbox + charge add ons and I managed to finish a gen by myself in 36 seconds.

    Super crazy perk in best case scenarios, but it also means you have to be in the killers terror radius for 45 seconds (most of the time doing nothing) to get a full 4 stacks

    I've done this (well, just Hyperfocus, Stakeout, Built to Last + stacked toolbox) three live matches in a row, and it feels dirty. The "hard" (or unproductive) part is getting the initial stacks of stakeout. And you will gain stacks as you work on a gen if it's within the killer's terror radius (at least I was).

    One of the matches I was working on an upstairs gen while someone was looping Wesker around outside, and it was essentially just free great skill checks and Hyperfocus stacks. I didn't put a timer to it, but it was quick.

  • I just tried this with Hyperfocus, Stakeout, and Built to Last with a commodious toolbox, spool and socket swivel, and it was busted af. I was just burning through gens.

    Especially against Wesker with his ginormous terror radius, I was getting tokens as fast as I was using them.

  • @Sumnox said:

    The question is also, why do so many people ragequit/DC/Give up?

    Because they are babies.

    If they find the game unplayable, they shouldn't play it.

    The balance in solo isn't great for sure, but it isn't a free pass to bail on matches. They're not punishing BHVR by bailing, they're punishing other solo players. It needs to stop.

  • It is really annoying when you are the surv who ends up in chase immediately, but it's a perk that has limited use and is taking up a slot that would otherwise be used for something better.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3157895#Comment_3157895

    Interesting! Perhaps our differences are due to the quality of the equipment being used, muscle memory, or some other unknown variable. I see PC streamers moving (and doing big wide sweeping turns (it's hard to describe, but JRM is really good at them)) in ways that seem beneficial, that I can't mimic.

    I think in the case of players like JRM and others like them (players with 8K+ hours in game), it's more of the operator than the equipment. Comfortability with a tool is the most important thing.

    That said, Switch might be too much (or too little) for anyone to work with, lol

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