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Whoudini

Whoudini

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Whoudini
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  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108812#Comment_3108812

    1) I do consider cleansing against plague worth it in some situations, depending on what teammates are doing, fountain locations, how the killer is playing...dropping a debuff from 20% to 6% would definitely be worth considering

    2) You probably have lost at that point yeah, which makes large slowdowns afterwards extra depressing. Long periods of holding M1 on gens aren't exactly fun anyway, but doing so when there's not really any hope of survival is worse

    Why are you still playing if a team mate instantly quit?

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108813#Comment_3108813

    I disagree. I personally think that Dredge is A tier as well, right above Sadako. And that's your issue, you're trying to CHASE with a hit and run killer. You don't chase with Sadako, you hit someone and leave unless they're so far out of position that you can down them quickly.

    I'm not going to deny that Dredge has better mobility, but he's not a better version of Sadako.

    Hit and run in a boon and medkit meta?

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108214#Comment_3108214

    She's not the best killer in the game, sure. But she is the best hit and run killer, and I do well with her almost every game. I consider her A tier.

    Sadako is a worse dredge and he is widely agreed to be around B tier. His locker tp is outright better and he has a chasing power.

  • @Aneurysm said:

    2 things I like about the thana change, assuming legions and plagues actually still run it which I'm skeptical about

    1) Solo teammate who insists on constantly healing against legion or cleansing against plague is actually achieving something for the team, even if entirely by accident.

    2) if a teammate DCs or lets go or is tunnelled out at 4/5 gens the rest of us no longer have the pleasure of doing the rest of the gens in a game that's already probably lost 15% slower, plus whatever other slowdowns they have.

    1. Agreed but cleansing against plague to remove thana is never worth it
    2. If a team mate quits that early you have lost anyway against any killer unless that player is very bad.
  • You played at rock bottom MMR, your not playing bubba. The survivors were not doing gens and mostly feeding it to you. I do this with bubba and am on a 23 win streak. But easily over half the games peps tried to save in my face or not do gens therefore guaranteeing the win.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081551#Comment_3081551

    90 second gens, plus slowdown plus Pinhead's Box means, actually, he can totally do this viably.

    Chain hunt had not started yet and it only takes 1 surv to get the box. 2 gens had been done and u were on first hook so even with deadlock if they all did gens they would have been fine.

    All of that aside though, the correct play was to do an exchange as Jake had taken no hooks. But this all worked because your team either lurked around the hook or were healing and did not save and only started gens when u were nearly dead, therefore of course this killer is going to camp and win, blame your team here.

  • That does suck, no one is doubting that. But why did your team mates leave you there? He is not a bubba they could at the very least do an exchange.

    Camping is not effective if the team mates do gens whilst peps do exchanges etc.

  • @Dionysus42 said:

    Nobody plays her and only the Rin fanatics futilely attempt to argue in her favour. Here is what needs to occur:

    Completely remove the phase sound. Have a single sound effect when she starts and ends phase that can be heard within the terror radius to prevent standing still since it makes people so hysterical. That's all that was ever needed.

    Revert the addon changes with the blockheaded meme effects nobody ever uses.

    Make her 115% (110% killers shouldn't exist in the first place)

    And then she will be good again. Cry all you want...

    Spirit is fine, she does absolutely not need to be 115. It would break her.

  • @Youhadabadday said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903440#Comment_2903440

    Alright. I'm sorry for bursting out like that. I was just extremely frustrated by the situation. I'll try to keep this in mind, your own stability and patience really helped me calm down.

    Glad you chilled out.

    This kind of highlights the problem with the forum, people angrily suggesting things which quite frankly are not needed.

    It then clouds Behaviour who do read these forums with unnecessary suggestions, preventing them from seeing the actual good ones which can make the game better.

    But overall glad you saw this and apologised, game can be frustrating as we all know lol.

  • @AngyKiller said:

    Before looking at camping, tunneling, slugging, or anything else; Gen speeds should be the priority. Think about it:

    In the first chase, 99% of the time, 2-3 gens can pop. Now let's assume that 1 chase led to 1 hook:

    1. That's at worst 2/6 (counting opening the gates) to at best 3/6 (1/3 to 1/2) of the Survivor's objective done.
    2. It's, AT BEST, 1/4 of the Killer's objective done. At absolute 'hook everyone once' BEST, the Killer JUST BARELY keeps up with a Survivor's AT WORST scenario.

    Let me repeat that:

    AT BEST, the Killer gets 1/4 of his objective and the Survivor gets, AT WORSE, 1/3rd of theirs.

    But more commonly: The Killer has to hook everyone AT LEAST twice, leading it to be 1/8th of his objective. And the Survivors pop 3 gens, leading it to being ONE HALF of their objective.

    You wonder why Killers camp? It's because their BEST CASE SCENARIO JUST BARELY keeps up with a Survivor's WORST CASE SCENARIO, and falls behind more often than not.

    Imagine that time crunch out the gate: 1 hook (out of 4, minimum), and 2 or 3 generators pop thanks to SWFs, toolkits, perks...

    NOW you know why Killers camp and tunnel and slug; they have such a time deficit to make up not 80 seconds into the match. They NEED to get a kill ASAP. Not spread hooks around and make Survivors feel good. Not 'play fair'.

    If they want to win, and winning is the expected outcome for EITHER SIDE; they have to 'sweat' to make up for the fact that power creep has rendered gen speeds lightspeed, and the devs have not done ANYTHING about it.

    I am going to agree with most others here and say its not gen speeds, its maps and spawns which are the issue.

    The fix is simple, shrink maps, make survs spawn together and add a secondary objective (nerfing gen speeds will just make the game more boring as well, I personally do not want to sit on a gen for an extra 20 seconds or however long).

  • @Faulds said:

    I love the idea behind Huntress lullaby... but in most games you lose the Hex before the perk hits its full effect (and before that, its effect is negligible). Devour Hope has a a token system because insta-downing and morying survivors has the most powerful effect there can be. Making skillchecks more difficult is more on par with the effect that Ruin is providing. And if Ruin doesn't have a token system, and is on full effect since the start, i don't see why Huntress lullaby shoudn't get the same treatment.

    This. I have no idea why Lullaby is how it is now. Forget the fact that ruin does not need tokens, it also is just a much stronger effect and is just active with no tokens. Lullaby needs tokens for a weaker effect. Compare it to devour as well, again tokens but devour has an effect you actually want.

    In short I agree, just make the effect at full 5 stacks. Even then its worse than ruin for sure but maybe it can sneak its way into a build or two maybe.

  • @[Deleted User] said:

    Map design was its best in the 3.7.0 update imo. Safe loops got looked at, maps got shrunk, more skillful plays were encouraged. Then breakable walls were added to maps and ruined everything.

    Agreed, I remember when this update came out it was glorious. I think breakable walls do have some design room but their placements have been pretty unreasonable so I agree with this to.

  • I actually love the idea of this (not for corrupt but just as a basekit thing). You could keep the totems spawns as is but just block them like a pentimento with 5 stacks or the plaything mechanic for like a minute or something. It would guarantee hex value which is great and would remove a lot of feels bad rng.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2802057#Comment_2802057

    Stop lying dude. This is why I am going to start recording gameplay, starting today, of every Bubba I play against, and create a youtube compilation for the community to see.

    Being able to TURN HARD CORNERS and getting instadowns from the 1st minute of the match with NO Prerequisitie (stalking, or whatever), is broken.

    Just play around windows, I have only ever been downed by Bubbas who either catch me in a deadzone because they got through the pallets or forced me there or if they do a good play like a mind game etc. Bubba is a good killer but he is not op and his chainsaw takes some getting used to. You can even play around lockers if you know the timing (I have the timing nailed and they are also really strong against him). He has ample counter play and does not need a nerf like this, it would put him down to bottom of C because you could just loop him around a tree lol. Yes he is a good camper and arguably too good of a camper, but that's a separate issue, nerfing the chainsaw is also not a solution to this.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894977#Comment_2894977

    I agree. But some perks don't need hard nerfs, just slight mechanical tweaks.

    Hex: Ruin only starts after 3-5 seconds of being idle.

    Dead Hard is not an exhaustion perk, but makes you Broken for 60 seconds - cant be used until restored to full health again.

    DS is an exhaustion Perk, BT has a cooldown.

    Echoes Of Pain doesn't make survivors scream, Pop has a cooldown.

    Meta perks can get love taps to cut them back down to size.

    In truth, you don't need to do much. If you just make lame perks actually work well - they'd at least be contenders.

    Oh absolutely.

    IMO, I actually find the map to be less at fault than the flow of the game itself.

    The current meta is based off 100% off of a time economy.

    Distance is time.

    Map design could be upgraded to make time a less prominent investment to traverse these maps.

    However, Behavior could just as easily tweak generator values in order to make each realm sport a different size and overall different time economy.

    The problems you see are that the time economy itself has not changed, but the distance of the map strains the economy of everyone - most notably the killer.

    In the end, everyone feels the need to run 'strong stuff' - and that's my point.

    Very few things in the game feel as 'strong' as DS.

    What if Second Wind/Revitalize guaranteed a free health state mid-match when you needed it the most?

    What if you could rely on Dance With Me to bamboozle the killer every time you use it?

    What if Windows Of Opportunity allowed you to vault through Entity Blocked windows once?

    What if Deliverance worked on 2nd hook stage as well?

    What if Hysteria could spread to healthy survivors and, conceptually, have an unendiing up-time?

    What if Hoarder stacked mounting debuffs on greedy survivors that could be used to iniitiate deadly chases?

    What if Predator was an actual perk?

    What if Furtive Chase made chases fun?

    Killers NEED strong perks to contend with strong survivors. Survivors NEED strong perks in order to contend with strong killers.

    In the end, there are only 17 actually STRONG perks in the game. You may see some funny guy try to make a niche perk work - or take the occasional No Mither for a meme.

    But at the end of the day, if you want to have a fun time playing killer on Mother's Dwelling - don't rework the map, rework the perks.

    No child cares about the candy store if it has pitiful morsels and bitter tastes within.

    Again I agree with a lot of this, but your point on Mother's dwelling I think I still disagree with. As a killer even if survs had no perks equipped I would still hate the map (perks or no perks I could still lose 2/3 gens b4 the first down just because of spawns and size, especially if im a low mobility killer, yes prove thyself could make this worse but out of all the meta perks none of them cause this issue, its 100% the map in this example).

    I think those buffs you mentioned are fine to, I like them. The only one I disagree with is deliverance. The perk is already a very good perk and does see comp play, buffing it to that extent would be too powerful. In a swf you could co-ordinate it and make it so that you can just free yourself twice whilst the other 3 stick on gens which is incredibly strong especially in a time economy. I have lost games because of the perk and getting hit twice as much would hurt a lot, but I like the sentiment.

    I think overall though doing some number changes which would be incredibly easy to do to buff some underused perks would be great. You can even keep the meta perks as they are, maybe nerfing them a bit like you suggested but the other perks could be considered in this case.

  • @Notretsam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889309#Comment_2889309

    Yes it would resolve the issue but it would come at the cost of variety in maps, I value variety in maps over resolving corrupt purge issues.

    No, I don't agree on mother dwellings being too big, it's the biggest map in-game for sure but there SHOULD be big maps, there should be big, mid, small maps, this gives us variety, which is why I still think how Corrupt Purge should be changed to how I suggested.

    Hopefully, devs at least get rid of Plagues chanting alongside the new Ghostface chase music.

    I don't see how having a map as big as Mother's dwelling adds anything. As a killer going in, you know that no matter how good the survs or how good you are, your chance to win just dropped a lot because of a bad roll. It can even screw over the survs. We can have plenty of variety without this sizing issue. Just look at the Haddonfield rework, that map feels incredibly different and has been shrunk in terms of loop spacing and gen spacing.

    Remove the chanting for sure, but other then that I don't see any other issue. Plague is a strong killer with huge build variety and a multitude of strong addons. Honestly the variety she has is what we need to aim for with all killers.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/317625/map-design-is-a-problem

    Map design is pretty bad overall. There needs to be a serious font of creativity that overtakes the studio and inspires them to make things a little more... creative.

    I've seen amazing forum posts that make the game sound like it would be a colorful place of rainbows and fun if I could play the game with different types of vaults and pallets, different obstacles and objectives. But the best we've seen in the past 6 years are breakable walls... laaame.

    IMO 40% of the game's issues is the game's focus on matchmaking (and a very under intelligent approach to it) and 50% of ALL problems (if not MORE) is only trash perks.

    Not even kidding.

    If perks were not so poorly designed and such trash, this game would be in a golden era.

    I'd rather see busted survivors and killers with hundreds of perks and thousands of amazing combinations and interactions than the same 5-10 meta perks being taken on each.

    When's the last time you saw someone take Territorial Imperative? Monstrous Shrine? Beast Of Prey? Third Seal? Did you even remember that Bloodhound was a perk?

    When's the last time you saw someone take Buckle Up? Up The Ante? Technician? I bet you money you forgot Sole Survivor was a thing that existed.

    There are 104 survivor perks, but only 17 of them get any actual screen time.

    For each 'good' survivor perk that you see in just about every match, there are 6 bad ones. 6. SIX.

    One 'meta' loadout holds its equivalent weight of 24 'lesser' perks. THAT IS ENOUGH TO EQUIP 6 SURVIVORS WITH INDIVIDUAL PERKS.

    The next time you see a room of 4 survivors running 'meta' perks from the pool of the top 17 most used, that means that that lobby is worth its weight in 96 'lame' perks.

    The lack of value in these garbage perks means there is so much lacking variety. You're missing out on amazing combinations and exciting plays. All of the good stuff in the game hasn't even been made yet, because it's still in the dead tissue of the lost and forgotten perks. Beast Of Prey could become a super good perk on killers and make chases intense. Buckle Up could make risky saves into an unexpected thrill-ride. But no, we are trapped with mediocrity.

    The maps are not great, but they're mostly 'meh'. They are but the playgrounds.

    To hell with the playground. Let me play with the toys that you have yet to create. For even the lowliest of playgrounds can be made interesting with the advent of good toys and a bit of imagination.

    I agree with this lol, though I think if we were gonna buff some perks like this we would need to nerf the meta perks. Since no perks will actually be used over the current ones unless they were better (lets be honest do you really want a perk stronger than DS or DH?). So we could have a meta like this if the current strong perks were toned down and it would be awesome since I love running goofy builds.

    As for the maps ig it does not seem like as big of a deal but you just need to see the stats on WRs for these maps. Its a big gap between the worst ones and the more killer favoured ones. Some killers just cannot win on huge maps with survs who knows what to do (Especially with spawns, some spawns mean no matter how well you play, you will lose like 2 gens at the start). Ig strong loops aside the problem for me is some map's size. Like lets be real, Mother's dwelling does not need to be that huge lol.

    Some perks do see occasional play, but I get what you mean. You could get away with less strong builds but I think it does come down to the survs feel like they have to run strong stuff (I run DS simply because it feels so bad to be tunnelled when I don't have it and I am not someone who tells the killer off for doing it since tunnelling is an effective strategy).

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889918#Comment_2889918

    Shack is an infinite. That's the whole point. Once the pallet is dropped, not even Bloodlust 3 lets you catch the survivor. There are several pallets like that on Haddonfield.

    Its a god pallet, not an infinite. An infinite involves windows which the killer cannot deal with and the survivor can loop until they block. Pallets can be broken which means that loop is no longer an infinite. As far as I know Haddonfield did not seem to have many of these god pallets, but I could be wrong (I just have yet to see them I know some of the pallets are strong but they r not god pallets).

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889312#Comment_2889312

    I have yet to see a weak pallet, and have seen maybe 2 weak windows. There are multiple infinites created by the street pallets and the garden pallets. There are god loops in the houses justified by breakable walls. The map is at least as strong for survivors as it was before.

    By that logic, shack is an infinite because shack pallet is so strong. The map has weak pallets and lot of deadzones outside, with stronger stuff inside the houses. It is defiantly weaker for survs, for starters the fences are gone and the fence vaults and also balcony vaults. Also house of pain has no strong windows. Regardless of if the map is balanced or not which I dont know yet, I do know it is defo not as strong as before.

  • @danielmaster87 said:

    The house loops are always badly designed, especially the reworked Haddonfield ones.

    Have not tried Haddonfield too much. The fact house of pain windows are closed and the fences and fence vaults are gone seem to be great changes. Are there any super bad loops in the new Haddonfield I am not aware of?

  • @Notretsam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886549#Comment_2886549

    I don't agree with the map issue, I like the variety in the maps, there should be large and small, the only fix needed is Plagues Corrupt Purge.

    If the maps were made smaller this would address the corrupt purge issue. Plague is an A tier already very good killer, with some unfortunate rng like this and if the maps were smaller (you have to agree that mother's dwelling is way too big) then it would address the issues a lot more. Maps can be different sizes but there has to be a size limit.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2885890#Comment_2885890

    So a perk that requires a hook and you kicking a gen, which gives any survivor that was working on it a free lead, and doesn't do anything if the gen gets done in your face or there's one that's 5% progressed, needed its window of use reduced by 15 seconds? Those things don't make the perk fair, they make it weak. 25% of a gen gets undone in no time at all. So DS can still be used offensively, makes it to where a survivor gets out for free in endgame, and lasts 60 seconds, and that's all fine because of the assumption that we're getting a base regression buff in the future?

    Pop is still one of the best perks in the game, and DS goes away after you touch a gen etc, so it being 60 seconds is fine.

    Pop is fine bro, I used to use it a lot and did not feel the 15 seconds difference much at all. Even if they did boost it to 60 seconds, it wont really achieve much or fix the problems in the game.

  • @JoaoVanBlizzard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2884661#Comment_2884661

    a surv could break the hook or give flashlight save, smart of you, huh

    The perk is not op first and foremost, I disagree with that statement. However, it would just be annoying, and here is why:

    First of all any scourge hooks you had would become useless for the first minute, so any builds relying on them would be worse for no reason.

    Secondly, it might lead to the surv appearing near a team mate, which would lead to an insta save and would hurt your pressure, especially on slower killers or on bigger maps (these killers have it hard enough as is). In fact this would make killers like blight and nurse even stronger since they are the best candidates to get across maps to the save.

    Thirdly, camping and tunnelling is more effective towards the midgame where you hopefully have enough pressure to where this strategy is viable. Killers who know what they are doing are going to simply ignore the main intent of this perk. In these cases (and in most anyway) you would probably just want to run DS and BT to deal with tunnelling/camping.

    I like the intent behind it, but I feel like the design would not be fun and it does not really tackle the problem you have designed it for.

  • This is not necessary.

    Sure remove the chanting because it is annoying. However, the whole pool thing is a map problem rather than a plague problem. You could kill 2 birds with one stone if you made the maps smaller in this case.

  • Its not that big of a deal. Just tab out and watch a video.

    If it bothers you that much just bring soul guard or unbreakable.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879932#Comment_2879932

    hmm that's interesting. I remember when he was first released that he was able to stalk multiple survivors at once before that was changed to single survivors. It was a different game back then though.

    If your still reading this discussion then I would suggest the following:

    The core issue is his early game compared to his payoff, a direct comparison would be a killer like Oni.

    Oni only has to get one hit to start building up (and he moves at 115). Once he gets his demon form, he can move at incredible speeds and make a lot of loops unsafe. At the same time though he does have weaknesses in that survivors can make it hard to get that first hit, but that is just fine.

    Obviously if you guys do decide to change the shape you will have your own ideas in mind but I think doing something along lines like these is a good focus point:

    Make it so that in Tier 3 he gets brutal strength or an effect like it. As well as other effects as you see fit, because again with the Tier 3 payoff compared to the weaknesses it is simply not enough in most cases (unless you bring addons to increase its duration or similar). Survivors especially good ones with strong setups can waste most of the tier 3 (and you cant dash to gens like Oni can, so abandoning a chase is much more punishing).

    Make it so that Tier 1 is less punishing (something like boosting his speed to 110 would help this). I would also suggest making the stalk speed increase with further distance. This would help flavour wise but also help out his early game.

    I hope you read these points or points others have made in this discussion as we only want what is best for the game, as do you guys.

    Thanks

  • @ad19970 said:

    In my opinion, it's either map design, or survivors objective time, and not both. If map design was much more balanced and fair, far less people would complain about gen times.

    Maps need to not be too big, and have a lot of pallets, with many of them being mindgameable however. But after the last new map we got, I am not very optimistic we'll see good improvements to existing maps.

    I think gen speeds are ok. Part of that issue is actually the spawns on some maps. If survs spawn spread out on mothers dwelling, even if your blight you probably cant stop them getting done even if gen speeds were at say 100 seconds instead of 80.

    I do agree though a map like mother's dwelling is not only big but has some pretty solid pallets. But as you said I also doubt we will get improvements, but maybe someday.

  • @killer_hugs said:

    when i play killer i often wonder, "when does the fun start?"

    sure, it can be fun to have someone run into a trap or to get a nice hit with a hatchet but what about the other 99% of the time when you're just stuck running the same loop you've run a million times that you know will just end in a dropped pallet and then onto the next loop which will just end in a dropped pallet, and then 2 gens pop and maybe you get a hook (or not, maybe you're blinded, body blocked, sabotaged and all that time was wasted and against good survivors the time lost from a single event like this will lose you the game).

    in theory perks like plaything should add a lot of fun to a game but good survivors just ignore it. rush gens, laugh at killers futile efforts (unless they are a strong nurse or blight), and teabag your way out of the exit gates and then harass them in end game chat for thinking they even had a chance.

    You can force plaything to be cleansed by running other totem perks, its like complaining about your haunted grounds staying up and you don't give them a reason to cleanse it (I have had times where my team have agreed not to do totems because we find 2 glowing and no ruin is up etc so we assume haunted).

    I think in general blinding and saboing is fine. They are not doing gens whilst this is happening and you can play around it (I cant even remember the last time I lost to a sabo etc).

    The core issue with the game being stale is definitely the way the meta has evolved. But one of the big core issues with balance is actually map design. If the too big maps (Mothers dwelling) or the maps with just way too strong structures (Badham) were toned to actually be fair for both sides then killers would have a much less harder time.

  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2884315#Comment_2884315

    yeye ofc! I would not give kills to someone who is new bc it would disrupt the learning process! Making mistake and losing is the best way to learn how to play! But i will explain the example that brought me here to write this:

    I was solo q playing vs a player who was playing the artist, she never camped a hook and only went to defend gens. she chased me the first time and she outplayed the hell out of me. The second time, since the artist is one of my favourite killers, i started playing around her weaknesses and sadly i went for a good 5 minute chase and at some point i fell under a pallet and randoms saved me and i was like: "bro i'm so sorry!" I was so close on standing still and giving the hook but there were still 2 gens left so i had to keep going till she eventually lost me and went back to def gens... At the end just meg died and i was at the door, left the item and told her to kill me. Ofc i left a +rep on his/her profile because the game was veeery enjoyable for me, but for the killer must have been so frustrating and annoying :\ These are the exact matches where i gladly give kills because i know those are kills that will make the killer think: "this player knows i worked my a** off for this and i practiced hundred of hours and i still didn't get rewarded for it"

    Yeh I understand, I have even had killers do the opposite and just let us go if they did not do so well lol.

    Wish more peps would keep this in mind tbh. I think for me as a killer all I would want is for the survs to just leave and try not to drag it out or teabag at the gates. That said though I do not mind tea bags or clicking during a match since its a blessing cuz gens are not being done (again more peps need to keep this in mind).

    If someone gave me a kill (which I don't think anyone ever has come to think of it) I would probs refuse on the basis it would not be satisfying given I did not earn it. But that's just me. That Artist u talked about reminds me of when I first properly played back in 2018/2020 lol.

  • IG needs a buff or a rework if anything else. The perk is pathetically weak and gets outclassed by agitation.

    If we look at the pure numbers behind it, it essentially adds like 1 second to the wiggle timer. Yes you basically don't get moved around by the wiggle but eh.

    At the end of the day a killer will get a million times more millage out of just running a tracking or gen slowdown perk. Even if killers faced a sabo meta; IG is so bad at what it does, it still would be super weak.

    Agitation sees play with starstruck or pain res because both of its effects have synergy. The whole wiggling prevention is just a nice bonus on it at this point.

    So a nerf to IG to make it add like 0.5 seconds to the wiggle timer or to make it stop you swaying by 25% instead of 75 is not warranted and it may as well be deleted from the game at that point.

  • As a killer who often gives hatch or will just get 3 kills and go AFK I can see the thoughts behind this.

    I made some rlly gr8 friends playing killer because I gave hatch, I wish I had recorded those games (I met so many great peps through this).

    I have rarely given kills to goofy Myers builds b4. I guess I personally don't really think about giving kills to new killers (in the back of my mind I think of the learning and expectation they will have for future games ig.

    This said though its a nice thought I will try and do it more.

  • @Itslat3ncy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883902#Comment_2883902

    Sorry but not everyone agrees as in this post it proves its more of a 5050 split.

    Overall DH is a better perk. I have used both SB and DH extensively and ever since validation I believe DH is superior (Before this I would have said SB).

    Simply putting it, its just more flexible. Its even better when ur in a 4 man comp team (which I tried both in this setting as well) and when you basically know where the killer is at all times you don't need SB as you have plenty of time to prepare for a killer's approach.

    In the wispy tournament basically no one ran SB which sells me on it more. But overall I see way way more DHs than SBs in normal play since even in a non-comp setting on average (especially with the higher tier killers being seen more) DH does better in these pub scenarios (unless ur running into a bunch of bubbas or hillbillys).

    As a killer I would much rather face 4 SBs than 4 DHs since I know I don't have to wait a lunge and there is even a chance the SB might have been used up just moving across the map (even really good SB users wont be walking everywhere and will have it expended sometimes).

  • I often get confused about the stigma surrounding tunnelling.

    If a killer tunnels due to them losing, or a bad map etc. I wont complain since they basically have to or they will just lose.

    That said sometimes when I tunnel I do feel a lil bad because I know how unfun it can feel at times.

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