Avatar

Thusly_Boned

Thusly_Boned

About

Username
Thusly_Boned
Joined
Visits
5,944
Last Active

Comments

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115365#Comment_3115365

    A better suggestion would be not caring because merciless storm is a terrible perk.

    Yeah, it'd really only be worth running on a mean Doctor build, maybe.

  • I have a few PH builds, all include I'm All Ears. For me, that's the essential perk on PH.

  • @MrDardon said:

    None, I want all of them. Being a completionist sucks.

    But I regurarely buy chars with shards. Especially now since there is no point in spending shards for BP anymore.

    I'm the same way. But if I were forced to choose, it'd be Twins and Trickster. I only use them when there's a related challenge.

  • @JakeCannon said:

    So if a team absolutely destroys me , and I get literally 0k I'll just open the gates for them . However 9/10 times they just tea bag and run in circles literally forcing me to smack them out of the gates . I get it it's only 2 min of the game where I can just go and break pallets or whatever but I'm ######### done with it . I wish there was some type of forfeit thing where I can just leave endgame early (without a penalty and to where the surv still get all the points they normally would) so I can move on to the next match quicker without as much frustration .

    Use the Deathslinger, lol. Nothing quite like pulling an injured teabagger back out (or off the hatch, which is a chef's kiss moment). You can also hit exit gate lurkers through the walls with Pyramid Head and Artist without giving them the satisfaction of being seen, which is really all they want. Mommy didn't pay these people enough attention, apparently.

    But seriously, just push them out if you can, especially if there are survs still in the map. Not everyone waits there just to teabag. I've seen killers lose kills because they didn't push survs out when they had the chance. I never (okay, very rarely, and only when it is richly deserved) teabag at the gates, but I almost always wait until everyone else is out to leave, just in case I can still make a play.

  • @GoshJosh said:

    Two minutes usually becomes like, 30 seconds, if you force them out. Just saying. The reason a killer can’t force the match to end is because survivors would be denied their Rift challenges - especially those pertaining to the end game.

    Now tell me what a slugged survivor is supposed to do, if the whole team is slugged and no one has an anti-slug perk equipped. And that’s up to four minutes.

    How often does that happen, really? I think I can count on one hand the number of times I was intentionally slugged to death. Most of my bleed outs were the result of me crawling too far off and the killer not being able to find me.

    I'm not really bothered by exit gate tbaggers (I usually just drive them out), but they're in like 80% of games you don't 4K.

  • I've run into one of these afk bots once to my knowledge (in over 1K hours), so I don't feel like it's an epidemic. Sounds like OP has just had crap luck.

    I remember the one I saw was a Freddy and we did all the gens and took turns getting hit and healing, and then left. Not fun, but not like getting waterboarded, either.

    And as with any afk killer, you can power through the gens and get out really quickly.

  • @Dead_Harder said:

    Yeah, dude didnt know what floods of rage did. Got accused of wallhacking lol. But they were prestige 10+, playing as SWF etc, not exactly new..

    Also sometimes when i do too well i get friend invites on steam, im guessing thats because my profile is private and being friends lets them see if i have any bans or something? Either way having private profile is like an invite for people to call you a hacker in this game lol.

    Yeah, and in addition to pure aura reading perks, there are literally dozens of perks and add-ons that have aura reading effects that aren't even their primary effect, and many perks as well (Hex: Retribution is one many survs either forget or are unaware of).

    If someone rarely plays killer, odds are they're going to be totally unaware of many or most of these, unless they do stuff like watch Otz's 8 hour perk and add on videos

  • @not_Queef said:

    Yes, a lot of survivors are really not very aware of how loud their breath is, or how much noise they make when they move through grass.

    This leads to not only accusations of hacking, but camping. If your teammate just got hooked and half your team is instantly waiting behind objects right around the hook, the killer probably can hear you, and probably won't leave, nor should they.

    I've had this happen more than a few times.

  • @MikeyG1137 said:

    A friend and myself were talking about this one evening. We even came up with a perk for said survivor. We named it “What Have You Been Eating?!”.

    Basically, if you vault a window within 1-2 meters of a killer in chase, you create a fart cloud that stuns or disorients the killer for 3 seconds.

    Anyways, just thought I would share. We got a laugh out of it.

    That's totally immature, but ngl I just laughed harder than I should have at the thought of that combined with the sound Myers makes when stunned, because that's what immediately popped into my head

    EDIT: and if such a thing were made, you'd have to make it a full on stun and not just disorientation, because humor

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113787#Comment_3113787

    I'm talking more about the people who don't understand they make noises in lockers or that crows and scratch marks exist. Because yes, figuring out your opponents' perks based off of their behavior and discerning the line between good guesswork and straight-up uncanny knowledge of survivor locations is totally a thing.

    Back before I disabled chat I had a surv in total apoplexy because after a hit they jumped in a locker with Q&Q and Lucky Break, but I had I'm All Ears. They insisted I was cheating, and even when I tried to explain it they wouldn't listen. This is just one example of people not seeing why something might have happened because they have only a fraction of the context.

    Another thing you touched on that a lot of people don't want to accept is that virtually all players are predictable to varying degrees, and with enough time you can make fairly good educated guesses about that they're going to do. We all fall into muscle memory patterns to some degree, and no one's tactics are original.

  • Not sure if I could pick one, but it would probably involve getting Blood Warden-ed

  • I have chat/messaging disabled so I never hear anything from other players, but I have had ppl DC right after I found them in a locker. Some folks seem to not realize or forget that scratch marks, blood trails, and aura perks exist, and that they are not totally silent in lockers. I can often hear an injured surv in a locker through my TV speakers from 6 feet away.

    Auras in particular lead me to survs in lockers, but most survs never play killer, so they aren't aware of all the ways they can be seen.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112020#Comment_3112020

    That's exactly what shouldn't be the case. Bt had to be basekit as it was as perk. Nothing else. And the perk needed a complete rework afterwards.

    I think this is a perspective thing, I never interpreted basekit BT as a replacement for other anti-tunnel measures, but as a supplement to them. Should they buff it a bit? Absolutely. But I don't it was at all meant to be a solution on its own. If you're relying on it as your sole anti-tunnel measure, you're gonna have a bad time, but I don't anyone needed to run calculus to see that.

    But that's just my take on it.

    And Perk BT isn't all that much different than it was before, and if you combine it with the basekit BT, it's pretty strong.

  • On its face it looks bad, but with the new prestige system I feel like people need to use the shrine less? That's just my perspective, and I'm looking at this from the perspective of someone who already has all the perks, so the SoS has been kinda dead to me for a long while.

    Also, the conversion rate on shard>BP via the shrine has always been terrible, I can rack up a mil to 1.5 mil BP (at least) in the time it takes to earn 2.7K iri shards. But we're supposed to see some value in trading that many shards for like 1/10th of that? Not remotely. Shards=time, and time is the scarcest currency.

    And I like cosmetics, but don't much like spending $15 on an outfit, so the shards are of value to me.

    I really wish there was some way to earn more shards via challenges or the like, or the option to trade BP for shards.

  • It's usually pretty smooth sailing until you get to iridescents, and then it can bog down, especially if you're playing solo survivor.

  • Solution: people should be running regular BT on top of the basekit. Not sure why more people aren't doing this.

  • I don't know about the voice lines, but if there's not a boulder to punch somewhere, I'm gonna riot

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111883#Comment_3111883

    Yes 😂

    The game was really fun back then, I will admit. No one knew how to play or abuse those things, so they were fine. Going back would be terrible, but I can understand the nostalgia.

    I bet. With the mountain of info/vids on strats, techs and exploits so available now, going back would likely be a very different (and horrible) experience for all involved.

    I watched a vid the other day of some peeps running a six year old build together (it was a new vid, so must have been archived on a local network), and it was something else, for sure.

  • @AnchorTea said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111913#Comment_3111913

    That's really interesting. Dbdtubers should try this.

    https://forum.deadbydaylight.com/en/discussion/comment/3111907#Comment_3111907

    Don't blame you. It's okay if killers feel powerful but it sucks when matches become completely doomed. There's gotta be changes to have survivors get hope. BHVR may be losing money from this.

    I think Dowsey may have done this for a while when he was going through some health stuff, and had his BPM on screen during his streams.

  • @JakeCannon said:

    This must be like a crude joke or something. I have played meat plant countless times and every single time I end up having to play around 20 diff pallets all next to eachother and countless windows. Just redo the map please. I understand there needs to be a balance for how small the map technically is but cmon lmao

    Yeah, it's pallet central for sure. Definitely tedious for most killers.

    On the survivor side, if I have one of those "stun the killer x times in a single match" tome challenges, I'll play a Game offering, ngl.

  • @AnchorTea said:

    My mental health/anger problems get worse after playing killer. I'm gonna play again when Wesker releases.

    Yeah, it can do that, it's def more stressful than surv. Back in early 2021 I had to wear a heart monitor for a few days, and when I was reviewing the results with the doctor, they noticed the my heart rate was significantly elevated during time periods when I was playing killer a lot. I play late at night and the doc asked if it was...certain common nighttime activities, but I just laughed because I knew exactly what it was.

    It's actually what got me playing a lot more survivor.

    Like you, I am also going to step back a bit until Wesker drops.

  • I've been playing a lot more actually (I played soooo much during the event, and because of the quick queue times, a ton of of surv since the patch dropped), but I think I'm coming up on a burnout cycle, probably gonna take a break and start chipping away at my backlog soon.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111869#Comment_3111869

    Actually, when moris could do that it wasn't a very big issue, because infinites existed and the game was a lot more busted back then.

    That's right; I've watched some vids of those crazy loops. Things were really kinda wild back then, not sure why anyone would actually want to go back to that. Didn't BNPs also finish gens instantly?

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111803#Comment_3111803

    We're talking about old mechanics, not current ones. Hatch used to spawn when the number of gens remaining was less than the number of survivors. So for example, if you killed one person, hatch would spawn at two gens left and the remaining survivors would get an easy escape without any real counterplay.

    Moris used to work as soon as you downed someone, but the iteration I'm talking about is the one most people think of when they think of moris. Moris used to be able to kill a survivor after they had been hooked once.

    Both were incredibly overpowered and unhealthy, and they countered each other, so one couldn't exist without the other being a massive problem.

    Yeah, I remember when there was outcry because they changed to Moris to only working on death hook (making them pretty much only entertainment, or at the exit gate), but waited months to address hatch.

    Having 3-4 survs just dip through the hatch in the middle of a winnable game was...not amusing.

    I actually think the old mechanic encouraged tunneling and camping, because if you played "fairly" and evenly distributed hooks, you could have 8 hooks and still lose 4 survs though the hatch mid match (with three gens left). There was a high level of motivation to keep the number of living survs below the number of remaining gens, and once a couple a gen or two popped, you pretty much had to start removing people.

    I didn't play yet when you could mori someone on their first down, but I bet that was a hoot.

  • The only time I truly hated RPD was during the Boil Over fiasco.

    Other than that, I really haven't minded it.

    EDIT: I also do not enjoy it with Huntress, but I manage

  • Anything that would allow multiple survs to escape in the middle of a match is a big fat hell no.

    The hatch change is one of the best and most justified changes made since I started playing DBD.

    The old system was the motivation for the only times I've ever immediately targeted and tunneled people out: seeing a key in the lobby.

  • My survivor games feel different, but not really much harder. More DCs/suicides/throwing than normal, but not to an outrageous degree. Escape rate feels a little down, but I really attribute this mostly to people feeling out new builds, and being less efficient.

    I haven't been playing nearly as much killer as I normally do (loving the surv queue time), but I feel like surv MMR must be busted right now, because I have been going against clearly inexperienced survs a lot more. I'm getting more 4Ks, but this feels to me clear like a function of a drop in the level of competition. Like teams so green I almost feel bad killing them.

    Either that or <puts on tinfoil hat> a lot of people are playing, but just flat out aren't even trying, or throwing.

  • Auto aim blows. I can't how many times I've lost a hit/down to it, definitely more than I'd care to count. It's certainly given me more than a few hits, but often not the ones I was trying for. Or lands a hit on a random piece of geometry, which is usually how it goes.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3110105#Comment_3110105

    I would argue that killer is actually worse if you're experienced with only a few killers. For example, if I main Nurse, I'm going to have SUPER high MMR, right? Well, if I switch to Wraith, who I've never played, then I'm still going to have basically the same MMR on him.

    Killers don't have separate MMR, your highest killer sets an average. At least that's how it seems to work, as my Nurse will face a team, I'll switch to a different killer after, and get the SAME team. Doesn't matter who I'm playing.

    Other than that, I agree. Escaping isn't even a factor in determining skill, as survivor games are completely dependent on teammates.

    I think Killer mmr is pretty forgiving, at least enough.

    For example, I think I have about half a dozen killers that are high-ish MMR, about 6-8 I am just okay with, and the rest I don't use.

    When Dredge released, I got about 10-12 easy 3-4K games against low MMR potato squads before my MMR snapped up to the median. I had the same experience with Sadako, and other killers released recently.

    And I mean I think that's pretty fair since with the exception of a small handful of killers, if you're really good with one killer, you're going to be at least decent with the others. If you've got thousands of of hours in killer, there's no reason to need to start from the bottom of MMR with any of them.*

    As for survivor, I tpyically employ a pretty altruistic playstyle, and will often go against the odds in late game to get people out, often giving myself up. It's not unusual for me to die but 2-3 of the others out, yet I still had the most points. It's just the way I enjoy playing; I love the against the odds challenge of it.

    But if I play really well and help get potatoes through the gate at my own expense, I don't think it's fair that I get no positive mmr bump there.

    Clearly surv MMR has to be more nuanced than it is.


    *I would say Nurse, Billy, and Blight might be the exception there.

  • If nothing else let's appeal to people's sense of economy. Let's say you're 7-10 minutes into a match, and you're downed, only one other surv alive, killer slugging for 4K. Now is it worth losing all the points you'd get to get out a couple minutes faster? That time is already sunk cost, why get nothing for it? The game will be over soon regardless.

    I am opposed to any non-hacking related DC, but I can at least see the reasoning behind some early game DCs (though they are selfish).

    DCing late in a game is just nonsensical. Crawl to an open space and go get a drink or something.

  • @PapiFelixPSN said:

    This is why escapes and kills shouldn't be the only factors. Counting above 30k BP as a win would fix this.

    Yes, surv MMR criteria are awful. You absolutely can't measure how well a surv plays on escapes, and trying to do so only encourages poor, selfish gameplay. For killer it's actually not nearly as bad, though far from perfect.

    @ThanksForDaily said:

    They don't do nothing about solo. Literally they wanted this to happen with a statement.

    Also MMR. They also said "We sacrificing players equal skill for faster q times."

    Teehee

    Why would BHVR intentionally alienate the largest section of their active player base? It's nothing so insidious, it's just incompetence/laziness.

  • @Wewantjason said:

    https://forum.deadbydaylight.com/en/discussion/338641/my-thoughts-on-conspicuous-actions

    I would assume you are in a low mmr. Every killer in the game can ignore base kit bt. Frankly base kit bt does absolutely nothing and is encouraging unsafe unhooks, thereby encouraging camping. It either needs buffing or removing.

    Basekit BT is best used as a supplement, not a replacement. It stacks wit things. Run regular BT on top of it, that's actually pretty strong.

    It should probably be buffed, but why would you want to remove something that's only additive? Out of protest?

  • @Kzzortney said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107986#Comment_3107986

    The only reason DS was abused is because it was the only successful perk to counter tunneling. The fact that there has never been a punishment for tunneling/ camping is insane to me. It’s overused because of the number of Killers who are toxic. The fact is, even when DS was the way it was, Killers still polish you for using it by continuing to camp you and they catch up quicker because of bloodlust buff, decreased stun time & Survivor recovery speed.

    I understand how frustrating it is to have DS used, but the bottom line with my frustration is that there continues to be an absence of consequences for tunneling/ camping gameplay.

    It didn't frustrate me personally because I don't tunnel. But because it was so widely used, you had to assume everyone had it, which made the smart play to re-down someone and pick them up so they use it and make it unavailable in the late game. So in an odd way, it also contributed a bit to the problem it was trying to solve. Now with it shut down in end game (good change) that isn't an issue, but we got the stupid stun duration nerf.

    And again, being able to get unhooked and just do anything with impunity for 60 seconds isn't acceptable. It's a non-starter.

    What I would do to DS now is keep the conspicuous actions trigger, and not just restore the stun duration, but increase it to 7 seconds. Beyond that you're only affecting tunnelers who are gonna tunnel you no matter what.

    And I know people are sick of hearing it, but there is no punishment strong enough to keep someone dedicated to the tunnel from tunneling. If someone decides they want you gone and will throw the game to get it done, there's nothing for that.

    Like now, if you're running BT on top of basekit BT and the killer tunnels you through that, you're not talking about someone who is going to be dissuaded by anything BHVR can realistically add. Unfortunately tunneling and camping are more of a player problem than a game design problem, and there's not much you can do to really clamp down on it without busting the game.

    I'm not saying nothing should be done, because something should. But I think buffing the DS stun duration probably going to be as effect as anything is ever going to be, because there's a line beyond which it simply won't make a difference what you do.

  • @NerfedFreddy said:

    4k definitely should be an accomplishment not a basekit like it is now

    Hard truth: 4K is only "basekit" against low level teams. This was true pre-patch, and is only slightly less true now.

    People out there getting 4K rolled match after match by low-mid tier killers are playing at or near the bottom of the MMR barrel. Sucks if you're solo stuck in mmr hell, but that's still what it is. Feels better to blame it on killer being OP, though.

    Conversely, if you're stomping team after team with, say, Legion, you're not going up against good survivors.

  • Yeah, if they think the Dredge is OP, that shows where they are coming from. The Dredge is great for stomping noobs and low-mid level teams, but against better teams Dredge is middle of the pack.

    As for the topic, you can't really say a killer should need to play a near perfect game to 4K because which killer you are using is a huge variable. If I am using Spirit or PH and play a perfect or near perfect game against a good (not great) team, I'm gonna mop the floor with them.

    If I make as few mistakes against the same team with, say, Clown, I might get a 4K, might get only 2. Or none.

    In the same vein, I can make a fair number of mistakes with a top tier killer and still 4K, but more than a few mistakes with a lower tier killer might get you a 0K.

    How good is the killer, how well did you play, how good was the surv team, how well did they play, the map, RNG, MMR (especially survivor MMR, which is dog water) all are variables that make it impossible to create a balance in which only a near perfect game will get you a 4K (or a 4E, from the other perspective).

    In an ideal world where DBD was even in the neighborhood of the ballpark of being balanced enough, with a precise and consistent matchmaking system, sure, having to play your best to get a 4K would be great (or the surv team would have to play like a well-oiled machine to get a 4E).

    But in this reality? Yeah, that's not a remotely realistic expectation.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107524#Comment_3107524

    For Killer, I think is fine, but for Survivor, it definitely needs to be reworked.

    It needs to calculate the result of the whole team, instead of the individual result. A 3man escape shouldn't result in -MMR for the Survivor that died

    Yeah, I really like playing the team game, even in solo. I leave a lot of escapes out there because I will run back in to help when could just leave. I give myself up a lot, even in games where I played really well.

    It's just the way I enjoy playing survivor; I could play for escapes, but that just isn't as compelling to me. Then sometimes I end up in MMR hell and have to grind/immerse to bring it back up, and that's not fun.

    And you're right, killer MMR works a lot better, because there are fewer variables. I can pretty easily work it to end up where I like to be, and stay there.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107855#Comment_3107855

    It does not feel good either that good nurse has her power all time.

    Well no, but in other news fire is hot.

    Nurse is her own busted bag of feral cats.

  • I hear you, but on the other hand it was the offensive use of DS that led us to this place. Survivors shouldn't to just be invincible and able to do objectives right in the killer's face. It pushes beyond the realm of "anti tunnel". I think that running/being healed/self healing being the only allowable actions fits with "anti-tunnel".

    Maybe actions could be allowed again if you reach a certain distance from the killer (like the other side of the map)? But to be able to get unhooked and drop right on a nearby gen/totem/etc.? Yeah, no. It's to help you get away, so get away.

    I also don't think tapping gens should be a thing. Gens are not a game of tag; I think stopping regression should require at least a few seconds of interaction.

  • Yeah, my thought was that they are looking away and letting it ride while people get their kicks with the armored titan skin

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107903#Comment_3107903

    In a word? Unforeseen consequences. It would make defending the hook nearly impossible for one - and while camping/tunneling need a look, unhooks should absolutely not be free.

    Another scenario - as a killer, I could manipulate this to make unhooking very. very difficult by bouncing people around the map right before the unhook.

    Do most people play solo? I'd have to dig up the quote, but if I recall, BHVR said that most people outside of complete newbies at least dabble in SWFs.

    My problem is that you're making statistical claims without any sort of data, and basing an argument around it. The burden of proof is on you to prove your claims, not on me to disprove them.

    Ping spamming in Apex...just Google it. So many complaints.

    Yes, it would be simpler to just treat solos and SWFs as different matchups and balance them differently, but BHVR have emphatically said that they won't ever do this, so that discussion is completely moot.

    Yeah, the teleporting hooks idea isn't new. It looks good at a quick glance, but quickly falls apart upon analysis for the reasons you mentioned. It would make defending a hook nearly impossible (and some hook defense is absolutely necessary), and if the killer can see the hook location, they could make life miserable for teams trying to save (can you imagine a Sadako or Dredge? the hook would in constant motion).

    And I think the numbers I saw on solo v. SWF was something like 50% pure solo at any given time, a smaller percentage of 2 person SWF, 3 person swf lower still, and 4 person at the lowest rate. So at least some randoms in the vast majority of games going on at any given time.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107694#Comment_3107694

    Game changing? Sure. But it doesn't do THAT much. Not enough to Killswitch.

    Not enough to killswitch, but I haven't seen BHVR even acknowledge it, though I may have missed that.

    And against a good Oni, them being in their power pretty much constantly doesn't feel good, to say the least.

  • @Midori_21 said:

    Clown throws bottles with his left, and huntress throws hatchets with her left. They might be left handed.

    Clown is probably left handed, Huntress is probably ambidextrous, I'd guess.

    Huntress throws overhand with her left hand, but holds her two handed weapon the way a right handed person should. Also, I am ambidextrous and that is precisely the way I would do it naturally, so I may be projecting here.

    With when throwing with one hand and using the other to wield a one handed melee weapon, you'd expect the dominant hand to be doing the throwing, so that's why I'd guess Clown is a lefty.

  • @neb said:

    OOOGA BOOOGA MY SIDE GOOD YOUR SIDE BAD OOOGA BOOOGA

    That about sums it up.

    This is the most partisan game fanbase I've ever seen. It's absurd.

    Like 75% of all posts are the lunatic ravings of people with no general perspective on the game.

  • @SuzuKR said:

    Give her some muscles of steel. I think Nurse being a ripped hot tomboy would make her gameplay experience better for both sides. Another improvement after that would be making her Mori using said buff thighs to crush the survivor's skull instead.

    Ah yes, the old crush and smother.

    This change would probably move some copies of Hooked on You as well.

  • @ThatOneDemoPlayer said:

    A working SBMM would be a great start

    Yeah but hockey

    But seriously the way they calculate surv MMR is warm dog water

  • #2, #3, #5, and #6 would make a world of difference.

  • In all honesty, if I had the hypothetical choice (in the killer mindset) I would choose to revert everything but DH rather than revert DH but nothing else.

    DH needs to stay as it is now, it's perfect.

  • @RedCloud said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107356#Comment_3107356

    I really dont get your mentality, either more people run OTR or more people run BT which is more superior, because you help 3 people instead of only yourself. So you can equip BT to help your whole team and thereby increasing your own chance to survive. Thats why I personally run BT even in solo queue

    Yeah, honestly people complaining about how basekit BT is worthless and solo queue tunneling is out of control but who also aren't running BT with it don't make sense to me.

    Stacking BT with basekit BT just seem like the obvious thing to do, especially in solo queue. It's especially necessary in egc where it can be the difference between getting out or dead.

    My other surv load out has changed, but BT is till entrenched in all my builds.

1 … 40 41 42 43 44 … 66