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YamamuraVideoRentals

YamamuraVideoRentals

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  • @XombieJoker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764122#Comment_3764122

    or could it be that a survivor without a brain gets caught going for the rescue cuz they think the killer is blind and they make a poor decision to go for the unhook anyway. Thx for proving that survivors don't even have a 2nd braincell to rub with their original one to produce a thought by scoffing the response as a "us vs them"

    Makes me wonder, have you even played survivor at all? The way you viciously attack "survivors" sounds like you haven't got a single clue.

    Do you know how hard it is to sneak up to something that someone is fervently guarding? It's pretty damn hard.

    I play both sides of the game, but even when I try to play survivor intelligently and not just blatantly run at the hook, trying to be stealthy only gets so far.

    Killers who shamelessly camp know exactly what they are doing, and they are hoping, or expecting, someone to come to one exact location. When this happens, and the killer is just hard proxy camping, the best that stealth ever really gets you is a free hit for the killer AFTER the unhook, whereas "not having a 2nd braincell" means the survivor going for the rescue gets hit before the rescue, and then it's just a completely losing trade.

  • @XombieJoker said:

    Simple answer…. they won't do a damn thing because anything they do implement will be abused by survivors. Players will always abuse mechanics if it can favor them.

    When Decisive Strike got a change to last 60 seconds after being unhooked, survivors would work on gens in the killers face because if he downed them and picked them up, free escape. They could also jump into the locker and force the pick up and if the killer waited out DS, then 3 other survivors were free to work on gens (obvious DS is different today but still holds for example).

    Not enough? okay, how bout base Endurance off hook, this is meant to give the unhooked survivor a period of safety to try and run away from the killer, BUT you will most likely find survivors body blocking the killers path because "I can tank a hit for free, it's good strategy". Okay well then tunneling you out is good strategy too. "No that's not right or fair, you are suppose to hit me and leave me alone, it's the rules". Then proceed to throw a tantrum when they get tunneled out

    Crouch tech…

    All players will exploit things if it means "fun for me but not for thee"

    That's so weird though. Why is that unhooked survivor going so far out of their way to harass the killer and body block?

    Oh, wait. The killer was right there at the hook already. And most likely, they already hit the survivor coming in for the save.

  • @vol4r said:

    I am not doing gens for 120-130 seconds. Especially with the amount of regression perks killer have.

    I lose most of my games anyway, because of how many bad players I am getting because of MMR. It's issue for SWF aswell, if we are playing on discord servers we don't get 4 good players in a team most of the time, SWF players come in different skill levels too and I want to remind you that 1 bad player in a team is enough to lose a game for all surviviors.

    Just a reminder:

    If you are getting a ton of bad players, you are probably in low MMR. If you are in low MMR, you won't be seeing 120-130 second gens. Literally what I suggested was: survivors at higher MMR get longer gen times.

    And I know SWF does not automatically mean you're gods at the game, but the instant communication you all have is a huge advantage that does warrant a MMR adjustment.

    Just think about how incredibly helpful it is to call out that the killer is on you, or left you, or when someone says they are going to save, rather than all three survivors leaving their generator and running at the hook. And calling out what perks and addons you think the killer has. It's like three free perks for everyone.

  • The totems just need to be better hidden, for the most part. They shouldn't be in plain view near generators, or otherwise out in the open easily visible from far away, and survivors should not spawn right next to them…

  • I think these generalizations about how players behave at low MMR and high MMR are plucked completely out of thin air.

    And by the way, I never said that people would not camp and tunnel if gen times were extended. But my point is that these strategies ALSO need to be nerfed, in addition to making gens take longer to complete.

  • When I switch between different characters to level up their bloodwebs for a perk they just learned, I'm actually having some trouble finding the character that I want to play in lobby and switching to them.

    At the very least, all the characters I have yet to purchase should not be mixed in with the ones I currently have that are playable.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763011#Comment_3763011

    Well I mean that's the point of the Deadlock+No Way Out Build. You can simply feign that you are playing normally long enough that it no longer becomes possible to have more than 1 person escape. Also if the first down is quick enough, you don't even need to fake it.

    The raw gen time is 5*90s, or minimum 450s, this can be extended further by hooking the 2nd Survivor near a partial gen, or 0-89s extra added, for an average of 45s, now up to 495s. Deadlock adds an extra 25*4s, for 100s extra, and sets us to 595s. Finally with No Way Out, it will add minimum 36s from 2 hooks. That brings us to our final total timer of 631s.

    From 631s, 3 Survivors get to work the first hook uninterrupted for 90-120s each, depending on if they genb4fren or check for a rescue. That subtracts an average 105s*3 for 315s from the total timer down to 316s. Then the 2nd Survivor is camped over 120s, giving the last 2 Survivors 120s*2 240s (assuming now they learned and the Killer doesn't leave), giving us 76s remaining (36s of which is NWO). The third is now hooked against 1 Survivor, which can't rescue against a Bubba. It is either a trade, or a double kill. The only way for Survivors to beat this is by running juicy toolboxes, or hitting a metric ton of Great checks.

    This isn't even taking into account making the 3v1 a death spiral, where Bubba downs and hooks the 3rd Survivor by the time the 4th Survivor rescues the 2nd. This makes all the Survivors either die to hook stage attrition, or by having 2 on hooks at the same time and the final unable to pump gens fast enough.

    In my soloq experience, any Bubba intentionally camping gets a minimum 2k. That is like you said though, (restated my way) because people have basic human empathy and want their fellow players to enjoy the game.

    Now part of this camping strategy uses tricks like going after the 'stealthy' Survivor from Lethal Pursuer, (the one who crouches behind a rock on TR) by walking diagonally nearby until they are effectively deadzoned. Bamboozle ensures no chases (be it a failed start, or subsequent chases) take meaningful time. You also don't literally facecamp (or chokepoint camp now) from the onset, you fake it being a real match to lure in a rescuer or two, making it seem like you are only there because they are. All these tricks combined ensure a minimum 3k in 99% of matches.

    It's not 5*90 seconds. Three survivors can all be working on different generators while one is being chased, which means 90 seconds to compete three generators. And I'm not even counting the time when the 4th person hasn't been found yet and could be working on a generator too!

    After those three survivors complete their generators, they can move on to others, and potentially crank out two more in another 90 seconds. Imagine, the game being over in 180 seconds! It's never quite this short though, because it takes some time to find and travel to the generators, and then there's of course slowdown perks and the killer running up to disrupt.. and then the time it takes to unhook and heal.

    Then again, I'm not accounting for speed perks like deja vu, prove thyself, and toolboxes….

    But yeah. Let's say a match could theoretically end in 200 seconds if the gens are cranked out fast enough. When they fly by that fast, it's no wonder killers think they have to camp, tunnel, and slug extensively. But, if we could not only extend the time it takes to complete generators, and also cripple the camping and tunneling strategies, overall dbd would be better off, and I think both sides would have more fun.

  • @Choaron said:

    People like OnePumpWillie have proven for years now that you can reliably get Sadako moris every match against half-decent teams. It's against top level teams that you can't and no, you pretty much never go against those.

    This has only really been true in her second iteration.

    I main Onryo and it can be a real struggle to do anything. Typically, against a good team, maybe you find one person in the early match. Then the TVs turn on. You can either continue chasing them, or drop chase to start teleporting around. Either way.. maybe one lucky teleport puts you near another survivor working on a generator (but surprise, they're already long gone by time you get your vision and movement back) or by the second teleport, they've turned off the TV near them and continue working on their generator. In this latter situation, you're nowhere near any survivor, unable to teleport near any of them, and unable to build up any stacks. Effectively no power.

    I've also played against quite a few Onryos as survivor. Never once have I gotten condemned (unless it was intentional) and most times I've kept the condemned meter very low. I do what most competent people also do, which is grab a tape near the generator I am working on, maybe turn the TV off again if it comes back on before I finish, then turn TVs off on the way to my target TV. I disable a lot of her TVs, then deposit my tape and still have 0 condemn. Now, if I was actually good at looping, I'd probably never die, but unfortunately I just tend to run into dead zones and go down quickly, which is the main reason I die.

    Obviously it's still very possible to condemn mori people, but this is 90% of the time one person making really dumb mistakes and ignoring the TV mechanics.

  • Yesterday, I ran into a bubba who ACTUALLY used insidious and camped.. Guess what? It was an easy 3k. This will happen pretty much any time everyone is not on comms.

    Another time, same day, a blight tunneled me out of the game. Didn't really do much aside from cleanse some hex and have one good chase. And from then on, they hit me immediately off hook and then lethal rushed me again before I got a chance to get anywhere else. Trash teammates just farming me right in front of the killer did not help either but still.

    I don't care if these strategies are "necessary" to win. They're bad, they're not fun, and it's very telling that the game needs adjusting.

  • Boop a pig's snoot and escape from the trial.

    Escape from a trial with Cenobite's Lament Configuration.

    Walk from one opened exit gate to another with a flame turret.

    Escape a trial vs Freddy without sleeping for more than a minute.

    Escape a trial vs Trapper without ever stepping on a trap.

    Escape from a trial after sealing 4 Demogorgon portals…

    Relight all 5 totems at once with Hex: Pentimento

    Things like this seem like they would be fun and challenging, but the problem is there's like 35 killers and you can't choose who you're up against. Maybe they're better for steam achievements…

  • Guys.

    The camping and tunneling is a problem.

    So are the generator speeds going too fast.

    Fix these problems simultaneously and the game will actually be in a much better state.

  • I had a game where I was running Fired Up. Only 2 survivors left, and I had the gens on lockdown mostly it seemed. No way they'd be able to finish them all.

    Then the last guy manages to pop one gen, and the exit gates powered. Fired Up only had 4 tokens…

  • Also confirming for me and another friend who play on PC.

  • Yeah, the character select screen does seem extremely cluttered now. When I go to look at charms, the currently selected charms block out the top row.

    And yes, almost every single character has a red { ! } plastered on it, and I don't know why. If it's just a marketing thing, I really don't care for it.

  • It seems the OP's wish has been granted but…….

    The last 115 levels in the rift are all just 5k blood point fillers. Every single one. Like come on, really?

    5k blood points is pretty much nothing. There could have been some really old cosmetics in there from previous rifts, or other more exclusive badges and backgrounds, a few more iri shards.. the ability to even directly give your characters white wards, black wards, and sacrificial wards would be kind of cool too.

    Even changing up the numbers might have been more interesting, ramping up to a sizeable amount of BP for those who got really far. But with things as they are now, I can't be the only one who thinks this was just lazy copy and paste?

  • I have gotten this bug too. Seems to happen when tabbing at just the wrong times, like something in the menus or endgame interface is being loaded.

  • Wild idea: have the perk reduce the time it takes to bloodlust by X seconds.

  • Fixing remote hooks:

    1. Requires 50% wiggle progress from the survivor for it to even be an option.
    2. Has a maximum range of 20 meters.
    3. Never can go to basement hooks.
  • @Ohyakno said:

    Addons are obviously not equivalent to items.

    Oh, you're right. So the killer would lose both their power AND addons…. brilliant!

  • @Jean_Cobra said:

    You guys are incredible. You complain about Weave Attunement for being too op, but behind that, I remind you that when MFT was available you played it ALL THE TIME during the 7th anniversary event, and you were probably one of this type of player who said "MFT is not op lmao".

    Can we also nerf Distorsion please ? This perk is too strong too for survivors. WOO too please. Because if Wave is nerf why not them, particuly distorsion ? :)

    Don't make assumptions about other people like this. All this is is ad hominem and whataboutisms.

    When MFT (aka Paid For This) was fresh out, I was playing killer 95% of the time and dealing with this garbage constantly. And I smell garbage once again. Franklins is busted, and Weave is busted.

  • The biggest problem with Weave is that many times it's so hard to even find the item that's revealing you. Like, you'll see the icon, but often times the item is hard to see, and its location is hard to pinpoint for one of many different reasons. All the time wasted just trying to find a dropped item is massive value for the killer.

    The range of Weave is also too large imo. A few well-placed items can cover a huge area and provide invaluable intel.

    And even then the idea of dropping items at the edge of the map feels rather absurd. I mean, I've done it as well, but you have to think about it.. it also wastes a ton of your time. And then let's say you've got a toolbox you want to use at a gen, and there is a now-depleted flashlight right there as well revealing your aura at all times… So you're telling me the solution is drop my box, pick up the torch, go all the way to the edge of the map, drop it, then go back to the gen and pick up my item.. Not only has my aura been revealed all this time, and not only am I oblivious for like a minute, but I've also wasted all this time just juggling the items when I could have been working on the generator.

    It's just god awful. I've just given up on bringing items, because I am so sick and tired of dealing with this perk, and cancerous Franklins which also just eliminates your item anyway.

    Not bringing items and running plunderers isn't a "counter". It's a desperation measure.

  • To be fair, in a 2v1 situation, hiding from the killer and waiting for the other survivor to die is pretty typical…..

  • I'd say the event has been fun (despite dying over and over again ad nauseum on survivor) but one thing that really stands out as broken to me is the Remote Hook ability. It's just completely, absolutely broken, and whoever thought of shipping this out as is must be completely insane.

    The biggest issues with remote hook is that it makes getting a save impossible. All the killer has to do is pick up a downed survivor and then press Q as fast a possible. Even if someone gets a save, it feels like it glitches out and the survivor still gets hooked. They also can't even use decisive strike, as the skill check takes longer than mashing Q.

    Then followed very closely behind impossible saves are remote basement hooks. I've seen killers go into the vicinity of where basement would be on purpose and remote hook above basement. Survivors have literally been transported three stories down at times straight into the basement. Not only does it save a ton of time and put the hooked survivors in a very vulnerable position, but all possibility of saves and body blocks to prevent going to the basement are impossible.

    SO: while the idea was cool, we need to add a few caveats to this ability next time around.

    1. You can only activate remote hook once the survivor has obtained 50% or more wiggle progress.
    2. Remote hook never, EVER sends survivors to the basement. They are excluded from this ability.
    3. Remote hook still has a maximum range, of.. let's say.. 16 meters? 20? 12?
  • If the survivor does not do anything meaningful in 3 minutes, start giving them crow. They need to do 20% of a generator, heal another survivor, or cleanse a totem.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418227/singularity-does-not-deserve-a-buff

    Finally, someone else that understands.

    His chase power is A tier at worst. It's honestly a skill issue if a singularity's chases aren't 30 seconds or less. EMPs do next to nothing in chase for someone's survivability. In fact, the only situation where an EMP is useful is preventing him from cross map slipstreaming when he's protecting generators. Good singularities don't bother setting up pods before their first chase. They set up one good pod in a central area, but place pods in chase because marking a survivor is almost instant, and the penalty for coming out of pod mode is nonexistent.

    The biggest issue I have is that when a pod is disabled, he can recall the disabled pod and can immediately place another down. That entire time a survivor spent going out of their way to either print off an EMP or grabbing an EMP to help a teammate in chase is useless because all the singularity has to do is this: click the pod to destroy it, click again to place another, use pod, within half a second mark the survivor again. All of that can be done in under 2 seconds. So his only counter, EMPs, are effectively useless in chase.

    This same design plagues other killers like skull merchant as well. The survivor counterplay involves going out of your way to disable the power, but the killer can immediately turn it back on with next to no time involved. And on top of all that, adding "quality of life" changes, which realistically should be called "training wheels" changes, to autoaim to the nearest survivor only means that we have yet another killer with low skill/high reward gameplay, which will make already good singularity players that don't need the help that much more effective.

    Pretty good breakdown of the situation.

    If EMPs used within Hux's vicinity at least just disabled his power for like 10 seconds, that would at least give them more use in chase.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718506#Comment_3718506

    Why do you feel her current kit needs this much of a complete rework again rather than just changes to the current design? I think her current design concept is good, it just needs some improvements.

    I explained this at the very beginning of the OP.

    So at this point I'm assuming you just didn't read anything at all, and are just against change for the sake of never changing anything.

  • @Blueberry said:

    This takes Onryos skill ceiling which is quite higher than most people think and puts it on the floor. This removes so much skill from Onryo and makes so much of it is just passive. On top of that your timers are so extremely safe that most my matches we’d have the gates powered before even doing a single tape and even one tape drop off is no time at all. So she would now have basically zero map slow down and almost never get a condemn kill either.

    Current Onryo design concept is fine, it doesn’t need a rework, it just needs a few tweaks here and there and an addon pass.

    The idea with this rework is that if you want survivors to build up condemn, you HAVE to pressure them and stop them from returning tapes. This rework gives Sadako a lot of her map pressure back and an actually viable stealth ability.

    It is very possible to have matches last longer than seven minutes. Maybe if you actually try to chase people and pressure gens, rather than spamming M2 CTRL M2 CTRL M2 CTRL, you might make the games last a bit longer.

    Either way, some of these exact numbers can be adjusted. Even game mechanics can be adjusted. For example, breaking tapes on hit. However, most people felt that was far too oppressive. And it probably is, considering the timer doesn't pause when you are being chased.

  • I usually don't slug for the 4k, although I have when I thought the team was really annoying, or needed more hooks or kills for challenges…

    Generally though, it does get really old for survivors. I totally get it when they know where the other person is already and it's just a matter of winning 1 or 2 chases, but it does feel really dumb extending the game for like 3 more minutes just waiting for the person on the ground to bleed out.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717715#Comment_3717715

    I don't think that is too unfair to dodge that way... If the survivors want to send the killer to eyrie or garden of joy or the game or whatever stupid map is currently broken or unfun then they cannot really complain if the killer does not want to be bullied... Or remember some time ago where people used garden of joy just to hold the killer hostage by going outside of the boundaries of the map... In that case you are forced to DC anyway, so might as well do it before loading in...

    What you're talking about is overall game and map design and exploits. That is an issue for devs to rectify, but otherwise shouldn't have any relevance to map offerings.

  • I don't think there's anything wrong with map offerings. Of course people might want to take advantage of certain maps because they are running a particular build, or they are trying to collect achievements.

    Honestly, if you don't want to deal with map offerings, you should bring sacrifical wards.

    A bigger problems with map offerings is people who dodge during the loading screen though. It's to the point where all offerings should just be secret, or revealed AFTER the game has started and there is a penalty for DCing. It's really not fair to unplug your router while the game is loading over an offering and make everyone queue up again.

  • It's not just as simple as doing gens. The killer patrols gens and will find you and instant down you.

    And the more time you spend running around the map looking for totems, that is time you could have been healing your team, doing gens, unhooking… basically everything is lose lose.

    Just because maybe a hardcore SWF team with 20,000 hours between all of them can sometimes deal with devour demo, that doesn't mean it's balanced in the slightest.

  • Let killers grab survivors who are busy healing a teammate. 😀

  • Or Ashley could just be her own unique survivor with her own perks…

    Who would like a 3rd chapter for Resident Evil released?

  • This is not the way to go about this. If anything, angry people who lost would rate badly, and trolls who are griefing would also just downvote for no reason.

  • The one thing that is absolutely true is that flashbangs shouldn't function through walls.

  • Yeah. We can probably debate about the strength of effect on the totems and how numbers should be tweaked until the end of time.

    But the objective fact is their placements are absolutely horrible. Not all the time, but it happens often enough that it has never felt worth wasting a perk slot on a hex totem to me.

    From my experiences, seems like 70% of the time if you are running a single hex totem, it's on the other side of the map nowhere near you when you spawn in. 90% of the time it's not really hidden at all, and perhaps 70% of the time in plain view of a generator. In a small percentage of games, like 10%, survivors have spawned next to them and will be on them immediately, usually breaking them before the killer can even cross the map to get to them.

    The situation is just horrendous. Maybe boycott hex totems, and after a couple years of the devs scraping together data and realizing no one is running hex totems anymore, they'll fix the problem we have complaining about for forever.

  • Wouldn't stop tunneling honestly. Just go after the injured survivor. Every. Single. Time.

  • I think a part of the problem is the chase mechanic simply not working. Even up close it can be buggy and break chase or not even start the chase properly.

    If you could be following a survivor's scratch marks like bread crumbs and be considered in chase to start racking up bloodlust earlier, that would help. And of course, fixing the blatant bugs in regards to the chase mechanic would also be a big help.

  • delete this. It's a double post.

    First post got eaten apparently and did not show up until over an hour after I had tried writing it.

  • Okay my feedback: I've generally hated every single game against the unknown. Killer aesthetics are god awful, even the sounds. Creep/disgusting factor is through the roof.

    As for the powers and actually trying to play against it, I find most matches to be miserable. The ability to put down teleports pretty much wherever you want, and they take so long to dispel (as opposed to taking just one second to turn off Onryo's TVs) is extremely powerful. You can compare the teleport power to several other killers:

    Freddy: can only teleport to unfinished generators, and there is a massive tell, giving survivors ample time to run away. At the start of the game there are only seven fixed teleport locations. At the end game there are only three, or ZERO once they've all been completed.

    Onryo: also has seven fixed TV spawns, and while most generators have a TV near them, they are often such a distance away, at such a facing angle, and with obstacles in the way that you also do not get any value out of trying to teleport to survivors on generators, as they have ample time to get away. So the TVs' purpose feels more like spreading condemn, and map mobility, however, this mobility only usually gets you into the general area of survivors and you can rarely ever land hits coming out of TVs. And the TVs are way too easy to turn off now.

    Hag: can put down traps anywhere she wants, and they are often hard to see, so she also isn't usually fun to go against. However, this one singular power is all she has, and she is very slow to compensate.

    Unknown: knowledgeable killers can charge their UVX to delay the placement of hallucinations. Thus they have a lot of control of when and where to put them down. The hallucinations are not hidden, and survivors can see their auras, however this is only within a certain distance and doesn't always seem reliable. The teleport is INSTANT, and the action to dispel the hallucination is quite lengthy, with a penalty for canceling and massive animation lock.

    The second major aspect of the unknown is their ranged attack. A lot of people complain that it's too weak, but I disagree. Aside from just saying "git gud lul" there is a lot of versatility with the ranged attack. It can bounce, it can hit through walls, and it can hit multiple survivors at once. There is not even a speed penalty while charging it up or after shooting. So it's a very strong attack, the only problem is that you need to double tap with it. Some people say there's not enough time to do that but again I disagree.

    Combined with this killer's teleport ability and various other stealth perks and addons, a skilled killer can reliably get snipes again and again, harassing the survivors, coming out of freaking nowhere. And because there's no speed penalty to charging up the attack or shooting, this just lets the killer close in even easier as the survivor is trying to not only look behind them to get rid of their weakness but also juke the shot. They will lose distance or even catastrophically run into other obstacles trying to evade it.

    All in all, when I look at both the ability to teleport around strategically, and a powerful ranged attack when executed properly, I think this killer needs a nerf. You would think such high map mobility and ranged threat would equate to being a 110 killer, much like hag, huntress, or deathslinger, but apparently the devs thought 115 was fair and balanced.

    Oh well I guess that's the common trend with online games like this. Make the new thing shiny and very strong, which incentivizes people to buy it, then after months of complaints, finally nerf it after everyone has cashed in. 🤑

  • Still having issues with this bug, and there are many closed duplicate threads about this. I had a game earlier today where I tried to go into a locker to avoid Wesker's dash attack. I guess the servers desynced or something, because then I was glitched inside the locker and couldn't do anything, and there was a transparent model of my character standing to the side of the locker and Wesker couldn't attack it and left. This issue did resolve itself when another survivor tried to hide in the locker, however.

  • I don't really know what to tell you, only that tunneling is an issue that affects all survivors unfairly. It isn't anything specific to onryo, and in fact, in its current state her power is stupidly easy to counter.

  • But to be fair, it's arguably better for the whole rest of the survivor team (aside from the one do-nothing hider) if they get crows. The killer is attracted to the survivor who is literally doing nothing, so that would actually give a chance for the others who are trying to be productive to get something done.

    We already have a mechanic where crows start circling around you if you have been afk a minute. I think we could add something to that: if you haven't done anything significant for 3 minutes, you also get crows. I'm talking about repairing like 10% of a generator, cleansing a totem, healing a survivor 50%... this timer can also we waived or paused if you're in the killer radius and racking up bold/stealth points.

  • In those dark sense challenges, you just have to be there working on the generator when it completes.

    But yes, I do notice that the earlier tomes are much more expansive and take much, much more effort to complete than the newer tomes.

  • Might want to try some games as killer before you come here asking for wiggling to be buffed...

  • I think offerings at least help you accomplish certain challenges or get certain achievements if that's what you like to do.

    But otherwise, all offerings should just be hidden until end of the game imo.

  • It's definitely weak for a hex perk.

  • @Dreigonix said:

    Skill issue. If you don't wanna be tunneled, run OTR and DS.

    You realize simply throwing on perks isn't "skill", right?

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661203#Comment_3661203

    I mean if we're going this far, why not make a rule that once you're hooked the killer has to run from one side of the level to another and if they dont get there in that short amount of time, you get all your health states back. I mean, it's not easy enough already, why not make it even easier?

    Ah yes, let's take a sensible argument, turn it into a strawman, and then sacrifice it to the entity. That will surely get you more blood points.

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