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Xendritch

Xendritch

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Xendritch
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  • Because it feels like you never have any downtime against them. You can lose them but they can down someone else and then be on you again very quickly.

  • Nurse, Blight, Spirit, Wesker, Billy (yeah I said it) and Myers.

    Really I just don't like the high mobility always on you killers cuz they're stressful. Myers is just because they're always running tombstone or infinite t3 nonsense, you hardly ever see a Myers run anything else.

  • Most of them are not too bad but cowshed competes with eyrie and garden as the most survivor sided map in the game.

  • Are you running into a bunch of MYC basement Demos or something?

  • Rumors say Tuesday but rumors have also been a bit off lately so we'll see.

    I will say double xp until Tuesday give me some hope they're correct this time.

  • I have a theory about Eruption being used mostly at low MMR. Because when I play solo I see it about half the time and the other 3 perks change a lot. But whenever I play with friends none of which play this game anywhere near as much as me and don't escape very often. It's Corrupt, CoB,Eruption,Pain Res every. single. game.

    My theory is less skilled killers have no confidence so they take as much slowdown as possible to cover that up. Where as higher skilled killers will still take slowdown but maybe they have a 1-2 perks not slowdown related cuz they know they can get away with it.

  • Empathetic Connection should just read as "plz sandbag me" as far as SoloQ is concerned. Empathy is also hard to get value from just because of lack of communication people just won't notice you half the time if you try to run to them. That being said some healing perks are good even solo.

    CoH-Run this for yourself and if it benefits your team that's nice too.

    We'll make it-People will most often let you heal them under hook. Doing that faster is nice against back to hook killers.

    WGLF-Can be clutch or do nothing it's basically you giving people Unbreakable so it works and fails in all the same situations.

    That being said I'd only ever run one of these at a time. Making a build around it is basically the same as trying to be a people pleaser IRL. It's tiring, nobody will appreciate it and you'll never actually get anywhere.

  • After the AoT crossover I find any "it doesn't fit DBD arguments ridiculous. As for FNAF it totally depends on the copyright holders I think if BHVR could do it they will as it would be the biggest chapter on par with Resident Evil and no shot BHVR would pass that up.

    That being said the movie coming out doesn't mean anything, people where certain Candyman was coming around the same time the new movie was coming out and uuhhh I don't see any Candyman. These deals often come as a take it when you can get it kinda thing so I wouldn't be looking for any signs of them trying to line things up like that.

    Also nobody talks about it anymore because there's really nothing left to say especially after the Hellraiser teasers where a lot of people thought it was FNAF early on. BHVR knows a lot of people want FNAF and I'm sure they'll try to go for it but that alone doesn't guarantee anything.

  • Considering BHVR makes most of it's money from cosmetics this suggestion seems like financial suicide.

  • Map offerings are one of the worst things left in the game and is basically akin to attempting to rig the game. I don't know what they could change them to, maybe they could add a bunch of possible map effects and tie them to offerings to transform the random map you get in certain ways? That might be too much work but either way map offering have got to go.

  • I just run Lightweight + Off the Record now. You can try to tunnel me sure but I'm going to make so hard you have to throw the game in the process.

  • As survivor: Mindbreaker since I run a lot of SB + Vigil and it counters me.

    As Killer: Flip-Flop funnily enough. I know the real core of the build is Boil Over but Boil Over doesn't bother me that much on it's own it's only when you think you've accounted for everything and then they get out anyway cuz they went full meme with Boil Over/Flip-Flop/Unbreakable.

  • @solarjin1 said:

    stake out terrible and mainly a gimmick. Unable to gain stacks consistently on most killers without just flat out following them all game and throwing. Hyper focus is good but rarely use. This is the boogeyman combo that killers are so afraid of but almost never see. Scott and few other big youtubers keep this "hyper focus broken" narrative alive. Almost nobody use it.

    Hyperfocus is broken if you can get to 3+ stacks where you're taking 20-25 seconds off a gen solo I just think you don't see it that often because a lot of people don't want to pay for Rebecca and at the end of the day most people don't like doing gens so bringing gen perks isn't that appealing compared to second chance or chase perks so with the choice between doing thing you like doing better or doing thing you find boring better most choose the former.

  • I see 2-3 Proves every game but I only see Hyperfocus every 5 games or so which I wonder about and my only guess is because it's a licensed chapter and people don't wanna pay for Rebecca.

    The most common build I run into is Adrenaline/Dead Hard/Prove Thyself/Unbreakable although Blast Mine, Windows of Opportunity, Non-DH Exhaustion Perk of your Choice and Circle of Healing are also all very common perks I run into as well.

  • Hyperfocus/Prove Thyself- These perks go a long way in making killers feel regression is so necessary. I already thought Prove was the most broken perk besides old DH before the meta shakeup and now everybody else is waking up to it. Now we have Hyperfocus which is the more cracked out version of it. These need heavy nerfs so we can nerf regression perks as well and head towards the golden promised land of a chase meta on both sides.

    Literally any Med-Kit that isn't brown- Besides Gens healing an injured survivor is the most powerful thing a survivor can do, this is usually balanced by it taking two survivors to do or it taking 10,000 years to do with Self-Care (Yes CoH exists but that's actually only efficient after the first heal although that should be slowed down a bit too) but having multiple fast solo heals just murders killer's ability to spread pressure and the entire playstyle of hit and run.

  • @Tsulan said:

    Looking at the comments i´m probably alone with this opinion. But no, i don´t think that it needs a nerf.

    First of all, killer has to continuously kick generators. Giving survivors a head start in chases or even breaks the chase before it begun.

    Second, the 25 second stun is probably just an annoyance and more or less the same time the killer needs to clean his weapon, pick the survivor up, walk to a hook and hook. All in which only the survivors that were working on gens he previously kicked are bound to do basically the same: walk to the hook.

    Third, most of the time the effect only affects 1 or 2 survivors at once with a total of effects that combined usually won´t pass the 2 minute mark during the whole match.

    Fourth, this just reminds me about the Undying Ruin nerf discussion. Where everyone claimed that they have to cleanse 5 hex totems alone and that no gens get done during a passive effect that only works when no one does. Erruption took the place of Undying Ruin. A different perk (combo) will take the place of Erruption if it would get nerfed. Are we ready for something that could be much, much worse? Because as far as Undying Ruin goes, most people seem to agree that it was a lesser nuisance than Erruption.

    We have so many counters to totems now that bringing back old undying I think would be 100% okay. Granted I never thought Undying should of been nerfed in the first place considering survivors had been asking for a new objective since forever ago they were given one and then complained about it lmao.

    Eruption is a serious problem though and it's pretty much all because of incapacitation. I'm thinking about it and keep all the numbers what they are right now but switch incapacitation to either exhaustion or oblivious and I think the perk is fine because I agree with whoever said incapacitation should be restricted to killer powers. You still get the regression and a strong status effect but the survivors can still play the video game.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312610#Comment_3312610

    "Trying to outlive the other Survivor" is not trying to win, it's just stalling out the losing. Do. The. Gens. Do not squat in a corner and hope the person actually advancing the game dies.

    Also, two people, who could be anywhere in a huge map, most of which you can't see, on the other side of walls, and the ability to silently hide in any one of dozens of lockers, and as long as they're not too still the game won't point it out, and you're claiming it's a "skill issue" if you can't find them? Hm, yes, find the person who's not doing gens (no gen noise or progress to narrow it down), running (no footsteps or scratch marks to find), hastily vaulting (no noises or loud notifications), or standing out in the open away from cover (therefore low-visibility even without the crouching)... gee, I wonder what skill someone's meant to use in that position. Are they supposed to smell the Survivor? Seeing through walls at all times and echolocation aren't in the game. Only one side constantly gets a clue if the other one is close to them and, hint, it's not the one doing the searching here.

    It's called making a grid and it's not that hard.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312439#Comment_3312439

    If no matter what you do you can't win (because the game will end) and you're too busy playing prisoner's dilemma with the other Survivor, then yes: I expect you to give up and die.

    Because what you're saying is that you don't think you can complete your objective if you take part. You're hoping that either the other Survivor will slip up (and the Killer, who is trying to play the game normally, gets them) and you can get hatch, or that one of the other two players will outright quit, thus letting you win.

    Not dying is not trying to win. I expect you to try and win even if it's impossible, much like I'm still going to try and kill someone, even if there's 1 hook at 0 gens left and I have no endgame perks.

    If actually playing the game when you're losing is too much to ask, go play a singleplayer game. Don't waste an hour of someone else's life and free time because of some stubborn inability to accept defeat.

    Playing to survive actually going for the objective. I'm not talking about a duo trying to stall the game as long as possible, I'm not talking about exploiting glitches, I'm just talking about trying to outlive the other survive and escape. If the game goes down to 2 survivors in about 8 minutes and the killer can't find and down one of the other two survivors in 52 minutes after that that is literally a skill issue. Realistically it shouldn't take longer than 5 or 6 minutes if the killer has any competence at all.

  • @Xendritch said:

    You could bring rickety chain to activate it faster. Is this faster then just getting the hit, reloading and getting another hit? I have no idea but it's an option.

    So I tested it and I understand why it's useless now.....

    That being said Rickety Chain + Cigar is actually legit so I still learned something today.

  • @SmolBlob said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312381#Comment_3312381

    You can run once you see/hear killer approaching. But you are required to attempt to actually progress generators. Tapping for a split second and going back to hiding does not count.

    I expect them to follow the rules and attempt repairing. Why should it be a viable path for escape? Half of their entire team has died before the survivors have finished their objective. The killer is in a position of overwhelming advantage.

    It’s the exact same if it turns out killer has 3 total hooks with no one on death hook and gates are open. Is it probably hopeless to get more than 1 kill max if the survivors have half a brain? Yep. Does that mean the killer is allowed to just give up and AFK then? Nope.

    If you aren’t willing to play out a game you’re behind in, don’t queue up.

    This literally just translate to yes you expect them to just give up and die which just isn't reasonable and reads like entitlement. It's not comparable to killer because killer always has a chance to get one kill especially with end game perks like NOED, survivors don't have an equivalent other than maybe sole survivor which is still a D tier perk.

  • Actually if your other add-on is bayshore cigar it could be a fun meme build, I might try it lmao.

  • You could bring rickety chain to activate it faster. Is this faster then just getting the hit, reloading and getting another hit? I have no idea but it's an option.

  • @SmolBlob said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312361#Comment_3312361

    Again, not comparable. At all.

    Expecting people to give up slots just in case the other side literally breaks the rules in a bannable manner is stupid and unreasonable.

    Slugging is a part of actual gameplay tactics as the killer continues to play looking for the rest.

    So should the last two survivors just let themselves die? Like what do you actually expect to happen? And don't say do gens because you know full well if there's more than one gen left that's not a viable path for escape for two survivors.

  • @SmolBlob said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312111#Comment_3312111

    What happens if they just tap the gen for a split second every 3 minutes and then go back to hiding?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312142#Comment_3312142

    It is stupid and unreasonable to expect someone to bring perks just in case survivors decide to literally break the rules to take the game hostage.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312162#Comment_3312162

    You are required by the rules to attempt to progress generators.

    You can bring Whispers and still have room for Eruption, CoB and Overcharge so I don't think it's that unreasonable. If survivors have to bring Unbreakable to avoid slugging, killers can bring Whispers to find immersed survivors.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312083#Comment_3312083

    1. You won't find them. That's the goal. They won't have AFK crows, and will be in a random locker at a random point on Asylum, or hiding in a bush, almost invisible. And it's almost always done as a duo - not to sacrifice someone else, but to stall the game out. Once again - no idea why you are defending this crap. It's obnoxious to play against and really just wastes everyone's time.
    2. Shrug. Mandy literally replied to me as I was responding to you, which is why I edited. Unfortunately, time is linear. Regardless, it's definitely on their radar. And again - 4 minutes is not 30 minutes.
    3. Eh. Think of it like this. 3 people remain at 2 gens, with 1 survivor on each gen and the killer chasing the third. Currently, the third gets downed, hooked and then the killer might have time to push one of them off the gen, or they'll come for the unhook. Under your proposed buff, that third survivor could DC after being picked up, which would guarantee that the other two would finish their gens (50% is absurd).
    1. Bring tracking perks. Also again this is assuming the worst from survivors not every team is a SWF sometimes it's just two solos that don't wanna die and they are perfectly in their right to not throw themselves at the killer.
    2. Okay
    3. Escaping with 3 people is still preferable to 2 and I'm not married to the 50% number that was just a starting point obviously change it to where it feels the most balanced but at least it's something to encourage more interactive gameplay and have survivors still have a chance to win. Because at the end of the day I don't want this situation to be occurring as much as it does but I actually wanna find a solution that feels good for both sides rather than your stance that seems to be well if I have 2 kills I'm automatically entitled to the other 2 because the survivors should no longer prioritize their own survival.
  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312046#Comment_3312046

    1. Yeah, it absolutely is. What else would the purpose of hiding and avoiding AFK crows for 30 minutes be? You're not going to survive if the end timer hits, you're just making it impossible for the game to progress, wasting the killer's time to try and make them DC - because there's literally no way for them to end the game. Really not sure why you're defending this - it's basically like saying 'well, walling a survivor in so they can't do anything is trying to win, so it's fine' or 'using level geometry to make yourself unhittable is perfectly okay because it's letting you survive'.
    2. No, that's just BM. The game will end shortly. Also - it's going to be changed. While we don't know the exact form this will take, BHVR are definitely looking into it. Also also - whataboutism.
    3. Hahaha what? No, they absolutely aren't. If the killer is playing to win, someone DCing before like...2 gens is an autoloss unless matchmaking pooped the sheets.
    1. The goal isn't to hit end timer though? Just to outlive the other survivor so you can get hatch or doors. Like your entire point here just seems like trying to argue in bad faith and assuming the survivors are trying to grief rather than just trying to win. Also again if the killer can't find anyone in that time that's on them.
    2. With how poorly basekit unbreakable was received there's no guarantee we will get it in any form and BHVR has said as much so this is just you spreading misinformation. "Shortly" is relative and again not a reason for one side to throw the game.
    3. but if there's 3 people and 2-3 gens that's not a reason to DC? Like that's difficult but still winnable so I don't understand what you're talking about. Granted some people will still DC in that situation cuz RIP soloQ but a new mechanic would not change those numbers much. 3 survivors is still better than 2 survivors with faster repair speed depending on what the number is. So I don't know where you think this will encourage people to DC or how that guarantees escapes.


  • Doesn't excuse eating Maurice.

  • Killer: Basekit shadowborn as just a general QoL thing.

    Survivor: The Ability to do totems in the dying state. I know this sounds kinda pointless but it gives survivors something to to do while slugged either get a hex/boon to help the team or just collect points cuz why not. Would make exponential real interesting as well.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311915#Comment_3311915

    1. You can't really talk about playing hide and seek without talking about that exploit. Either way, it's completely different to slugging - because the goal of slugging is to kill everyone, while the goal of hide and seek is to try and force the killer to DC or AFK. And if it was easy to patch out, it probably would have been already. Again, hide and seek is more analogous to walling someone into the poop room on The Game.
    2. Yeah, that's a big if. But regardless, 4 minutes is not 20-30 minutes.
    3. Sure, but the last thing we need is more DCing.
    1. The goal is not to make the killer DC it's to survive which is the objective of the survivor. If the killer can't find either of them that's on them.
    2. It's not that uncommon with how often tunneling happens usually someone will be dead with someone else not having been hooked yet. Again it's 4 minutes minimum in that situation and if the killer is fine dragging things out for a 4k they should be fine with survivors dragging things out to survive. To suggest only one's sides objective is valid and the other side must cave to it if they're behind is ridiculous.
    3. I mean agreed but I don't even think it would lead to anymore DCs as games are still very winnable with 3 people most times.
  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311595#Comment_3311595

    It's...not exactly rare.

    There's a trick that's been around for a while that allows you to literally never get AFK crows. Somehow, this has finally caught on so I've had a few games recently where they've 3genned themselves, and the last two survivors will basically go and hide in a locker somewhere and attempt to stall out the game until I quit.

    Technically against the rules, but I cannot even find an anecdotal example of someone being banned for this.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311863#Comment_3311863

    1. Yeah, it kind of is. You aren't trying to do gens. You're literally abusing a glitch to circumvent the AFK crows to stall the game out for 20-30 minutes in the hopes that the killer DCs. By this logic, walling someone in as killer is 'just trying to win'. I had a game on Myers where they literally 3genned themselves on Asylum (which...actually takes some doing) and after I killed the Dwight, an Ash and a Meg did this for about 25 minutes before we get the timer and they died. Postgame, literally: "Lol why do you need to win so badly, just let us do the gens or we hide". That's literally taking the game hostage.
    2. It's not even close to slugging for the 4k. That's annoying, but it ends within a minute or two. The AFK trick can go on until you hit the timer cap.
    3. The problem with adding mechanics like that is suddenly you make losing someone a powerful tactical decision - and you'll see situations where folks deliberately DC/suicide to give the other 2 a guaranteed escape.

    1. I'm talking about stealthing around not abusing the item glitch to avoid crows. The glitch should probably be patched out.

    2. It's 4 minutes if the person hasn't been downed before and then it depends if the two people try to pick each other up. It is definitely not 1 or 2 minutes lol.

    3. That's not a guaranteed escape and people already D/C like crazy so that wouldn't really be any different from what happens now.

  • @HugTheHag said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311863#Comment_3311863

    I do agree that something has to be done to make 2v1 less of a complete condamnation, but it has been said before by the devs that this situation is indeed considered hostage taking.

    The survivors are not trying to progress the game by any means, and only hiding around.

    In the case of slugging for the 4K, it's unpleasant, but at least the survivor has a timer after which they're dead and hatch appears. So slugging them is still progressing the game.

    I don't say that I think it's fair, just, that's how it works.

    That's kinda dumb because at the end of the day survivor wincon is escaping it's just gens are how you do that 95% of the time. Asking survivors to throw away thier chances of winning for the sake of the killer is silly. Yet another reason this MMR system is terrible.

  • You will get salt no matter what you do. I literally got salt the other day playing killer for not slugging for the 4k and letting the last survivor get hatch because I don't like dragging games out. So it's not really you people will complain about anything, best to ignore it and go next.

  • 1. It's not taking the game hostage it's literally the only viable move for survival if there's more than one gen left and it's a 2v1.

    2. Killers drag games out all the time slugging for the 4k. I don't see how this is different.

    I agree I'm not a fan of it occurring but BHVR should create a new mechanic for 2v1 situations. Hatch is too powerful with two survivors left in the sense 4ks would never happen but maybe give survivors a mini sole survivor where they do gens 50% faster so there's a chance doing gens is actually viable with two people? Maybe 50% isn't the number but could be tweaked until the right number is found.

  • @indieeden7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310568#Comment_3310568

    Literally any other slowdown perk is fine in pretty much anyone's eyes.

    Just because people want a broken perk that happens to be in relation to gen progress nerfed, doesn't mean that pretty much all gen speed perks on the survivor side need nerfed in response.

    I really wish people would stop acting as though Eruption is a killer's only option for a good perk, there are plenty of perks for killer that help combat fast gen progression aside from Eruption.

    Okay 1. It be real nice if people didn't pretend taking 30 seconds off a gen was healthy for the game. They increased gen times for a reason.

    2. Eruption holds the entire gen kick build together. Call of Brine is fine but Overcharge is a joke because a good team will rarely miss the skill checks and it actually causes less regression unless you camp the gen for a bit and Pop is mediocre.

    So get rid of Eruption and we are literally going back to the old meta of Pain Res and DMS which pretty much only works once unless the survivor team is braindead and nowhere near as strong. So we have weakened gen regression but gen progression kept the strongest it's ever been. Doesn't sound like the path to balance to me.

  • The thing about eruption is it does need to be nerfed but that patch is going to need more than just an eruption nerf it's going to have to address bnps, hyperfocus, prove thyself, etc because rn gens are balanced around eruptions being a thing. Take eruption away and what's to stop survivors from blitzing gens anyway? Except now the regression is much less and it'll be even easier and games will be over in 4-5 minutes.

    So it doesn't surprise me it's taking a while to nerf because there's way more moving parts to this than just nerfing eruption. BHVR unfortunately let the arms race go on too long and it's gonna take a while to untangle everything.

  • 1. Nurse

    2. Blight

    3. Spirit

    4. Artist

    5. Plague

  • It's a good change overall but encourages slugging for the 4k which I'm not thrilled about.

  • They generally don't release perk changes during chapter releases as they want those PTBs to focus on the new killer and survivor so next midchapter at the soonest.

  • POG Nurse music, I am curious what it'll sound like since it isn't really like Hag where you expect the swampy tribal beat she got. If it's good between that and the nerfs I might actually like seeing Nurse which I never thought I'd ever say lol.

  • Still the best killer in the game just much less BS although I imagine this will have the spirit effect of all the Nurse "mains" suddenly vanishing even though the killer is still strong. Expect a lot more Blight now.

  • I play on PC but use a controller and I would say I probably hit them 60-65% of the time but I also don't actively try to hit them unless I'm using fogwise then it's probably around 75%.

  • Besides what we've seen? Maybe Twins rework but that's it.

    Meta change would make sense since it's been 6 months but probably better to temper expectations.

  • @Heytherebigguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308206#Comment_3308206

    they're the only perks that make you lose distance or ditch chases in order to kick gens, it's better to run dms+scourage with info perks to get them out of the gens for dms to work(if they know the counterplay) than to rely on these unhealthy perk combo that was never seen before and soon will never be seen again.

    Pop used to be the meta and it's the same thing lol. I don't know why people act like killers never kicked gens before, they did it less sure because Pop was the only real reason to do so but Pop was very popular not that long ago and it's still not that bad and I'm actually surprised people go with Overcharge over Pop more often.

    Also you only need to kick the gen once to apply it and only if it has significant progress you don't just kick the gen over chasing every single time lol.

  • @Heytherebigguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308193#Comment_3308193

    what do you mean learn chase? you mean by ditching a chase to kick a gen? LOL.

    I love these comments that act like killers don't have to chase and down survivors just because they're running gen regression. The regressing gens don't put people on hooks lmao.

  • I actually big disagree with this for a couple reasons.

    1. Will it be nerfed at some point? Probably yes but there's no way to know when, you mention dead hard but that took 4 years for anything to happen. Should people actively weaken themselves because maybe someday the meta will change? Take this logic to other games and nobody would think this was good advice. Oh don't play the top deck in Hearthstone because they might nerf it and it will leave rotation at some point. You'd be laughed out of the room for ever suggesting anything like that.
    2. Going back to dead hard....yeah.....still 2-4 every single game. It was overall nerfed but it's still very strong and what's to say if CoB or eruption get changed they won't still be strong. That's already happened once before for killers with ruin. It was deemed too strong got completely changed but that version was still very strong and was the meta for a long while even after the change.
    3. I would actually encourage newer players to run these perks to give them more time to learn chase without getting discouraged. These arn't NOED where you fail all game get to end game and then one shot people because they weren't expecting it. You still need to actually chase and get downs and hooks to win with these perks and these just slow the game down for newer players that otherwise would likely get overwhelmed.
  • This has always been a thing and was never an issue until gen kick meta came and buffed what was already the strongest strategy out of proportion. Nerf Gen kick perks but leave gen spawns as they are otherwise you may as well delete killers like Trapper and Myers from the game because all you're gonna do is punish the low tier killers with no mobility while Nurse and Blight wouldn't care one bit.

  • Time for half the survivor base to play "D/C at the slightest annoyance any % speedrun".

  • @Okonar_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307604#Comment_3307604

    MMR win condition is purely based on kills and escapes, therefore if you play to win (which most people do) all you have to care about are these 2 things, regardless of any nuance. With emblem system at least there was an attempt to keep the game all arounded rewarding multiple things, when the goal was to pip (or at least try to escape/4k with as close to pip as possible).

    But is the goal no longer to pip?

    Hypothetically you can play tombstone Myers an entire season get a bunch of kills but never make it past bronze and barely get any BP when the season changes. As much as MMR has it's defined criteria for moving people up and down you really still only get tangible benefits from getting pips. Cuz the thing is even if you care about MMR more you can't see it so you can't know what it is so I don't see what the incentive is as far as MMR is concerned.

  • I don't know what you mean by reward in this context. You don't actually get anything for being high MMR the point of MMR is just to find games the matchmaker thinks will be balanced. Where as emblems still determine grade which does reward you with BP at the end of the season so not sure what you mean here.

  • Would be nice if it actually did something even if they wanna keep what it does at least add to it to effect chest loot to up your chances of getting purple or Iri tier items.

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