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Zeidoktor

Zeidoktor

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Zeidoktor
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  • @jamally093 said:

    He is so boring and annoying to play as.

    He barely has map pressure and most of his add-ons use the antidote which by the way I rarely see Clown players use because what's the point survivors get a massive buff plus all you get a speed boost to movement speed while also not getting a boost to anything else.

    I stopped playing Clown and only used him for his archive other then that not a single other time because out of every killer including Skull Merchant his power is just...boring it was good at the start since there were some good add-ons but now he just sucks.

    Honest question: What does "old self" mean in this context? Because far as I know the only significant change to Clown was the addition of the Afterpiece Antidote, with no change to the Afterpiece Tonic that I can recall. What's achieved by "reverting Clown to his old self" that isn't by just not using the Antidoe?

    Clown change log from the Wiki.

  • @DrFrozen said:

    After all this nerfs I think Hex: Ruin should not be a hex. If survivor spawns right at the totem you loose it instantly. It does not grant as much regression as I was and I think it should recieve some love.

    Honestly I don't think the reason is much more then "because it's a Hag perk, and Hag introduced totems", much like how Myers' and Laurie's perks are mostly Obsession perks

  • @Exerlin said:

    I don't get it. We get some cool perks and a neat killer, but everyone's just complaining about it. Did you want a perfect update or something? A lot of y'all are so blinded by your reactionary disappointment that you can't see that we have some fun new toys to play with. There doesn't seem to be anything to warrant such an outcry in this update, it's fine and didn't break the game

    "What are we going to do this chapter, Brain?"

    "The same thing we do every chapter, Pinky. Complain on the forums non-stop!"

  • @lifeisstrange said:

    I wish they change his gun reel to a special attack like how they did nurse, its stupid he can still noed after reeling and yet piggy cant do that with her ambush attack.

    In Slinger's case I've always seen it as the spear itself is the special attack, since it can damage even if it can't down, while the follow-up is an M1. So it's more like a Trapper bear trap or Legion's Feral Frenzy

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452201#Comment_3452201

    I even forgot that the update comes out today, it never happened before and I've been playing for 6 years now (or 7, I don't remember when dbd came out on ps). I've seen a lot of gameplay, obviously time will tell if it will be at least an A tier killer, but in my opinion it will suck and it will be an better version of the Skull Merchant. It doesn't have a power that is useful in chasing, on the contrary it seems even more useful for camping a 3 gen. If devs put even just that the biopods shoot automatically it would already be a crazy improvement, in chase it would become quite phenomenal and strategic (the way I like it)

    It's not entirely true its power isn't useful in chase. If you shoot a Survivor with a biopod on them you'll teleported to them and enter Overclock same as if you did it by camera.

  • Speaking for myself I almost never even notice the FOV changes.

  • @Goodgirlkara said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451747#Comment_3451747

    incredibly sad but i didnt think it would have anyway. was just hopeful that killers would have another unique instance of a power working in tandem with a perk, which is always cool in my opinion

    Yeah. If I dislike one thing about the removal of Lightburn, it's that it removed such an interaction with Wraith, since Lightburn could trigger Hubris.

  • @Ricardo170373 said:

    I enjoy a lot Skull merchant, but, yeah, i hate the 3 gen strategy. Its a boring a lot, its exhaustive gameplay style. Its not fun to play AS and AGAINST. I use a lot of differents combos with her ADDONS, PWYF, Superior Anatomy, Dark devotion and other fun stuff. I REALLY hope BHVR look to SM enjoyers, and dont kill her completely with her rework recently announce. I really hope SM will not nerf to the ground and put her in Tier F. I hope JUST 3 gen strategy will be.

    I like to go Totem Defense myself. Devour Hope + Thrill of the Hunt + Drones makes it very hard to get a cleanse off uninterrupted.

    I also have a trap Hex build of Undying, Retribution, Haunted Ground, and either Devour or Blood Favor (a Hex survivors will want to be rid of, sending them into the traps). With Undying you're guaranteed 2 procs of Retribution, and possibly 2 of Haunted

  • @katoptris said:

    I usually run dark devotion and hex face the darkness. Endless screams for everyone

    I enjoy Dark Devotion on Doctor myself, though my current build is Hysteria w/ Plaything, Pentimento, and Retribution. Static Blast can hit Oblivious Survivors.

  • @Metronix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448820#Comment_3448820

    You underestimate my irrational desire for honor and my stubburness.

    I'm with ya. I play Skull Merchant with totem defense over gen defense. One game I played with her I kicked-and-droned only one gen, and it was neat enough completion to justify. Still got a 3k by the end.

    I focus drones on defending Thrill of the Hunt and Devour Hope.

  • @solarjin1 said:

    well that was a bunch of nothing

    It's not nothing. It's victim blaming.

  • @JustAnotherNewbie said:

    Devour Hope first and Blood Favor second. I know it definitely is annoying to face and I will try to find it.

    I did get some value out of Blood Favor when I tried it (I hadn't used it much before then).

    Devour Hope is increasingly looking like the choice. I'll give it a go and see how consistently I can get 3 stacks worth this build. Worst case, on thinking about it, is redundancy with Haunted Ground, but that's a small price to pay if it works, and there's always the chance of HG either going off before the 3 stack or after Devour is cleansed.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448214#Comment_3448214

    Most hexes don't have immediate affects anymore. The last big one was Ruin in the old days. You could run thrill or I think Hex Plaything

    Ruin goes away on its own and Survivors are as likely to power through it as hunt it down. May be worth a test run or two though.

    Plaything wouldn't work here since they're won't be enough totems to go around. Thrill is definitely good on Skull Merchant in particular.

  • @Pulsar said:

    If you want to lock down totems for 45 minutes using her power, Devour is the way to go.

    In this specific case I don't want to do that. I have a separate totem defense build of Devour/Thrill for that sort of thing.

    @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/378171/most-immediately-dangerous-hex-perk

    Yeah probably should just focus on devour. If u really gonna protect the hexs and not the gens than add thrill of the hunt. it will be impossible for them to take down your drones and cleanse before u get there as thrill make it take forever. Just copy the hex demo build and you're be golden.

    I have a Devour/Thrill/Iron Grasp/Flex Perk build for that. Iron Grasp is to allow hooking away from the totems/drones

    @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/378171/most-immediately-dangerous-hex-perk

    Devour is best value overall, but if you have the patience and luck Pentimento can be strong, but that isn't remotely an instant threat.

    Yeah. Penti has the downside of requiring totems be broken first. If Survivors realize the totems are traps they can just ignore them. For this build I want Survivors to seek out totems. For that I need something they'll want to go after no matter what. It's sounding like Devour is the way to go. It lacks the immediacy I want, which means it'll hurt my early game, but once it's going Survivors are going to seek it, so I may be better off aiming for the mid-to-late game.

  • @hygcat said:

    I dont understand why people who have never been hooked disconnect after they fall to the ground. Lately, I've been encountering players who play like this, and I don't understand why they're doing it. I'm not camping or tunneling, I'm not doing any of those, so why are they behaving like this? Isn't it interesting?

    Have you also encountered such people? What do you think?

    Excluding the odd instance of someone having system or internet issues at that moment, I usually just assume today Survivor wanted something from the match, failed to get it, and D/C'dv in the process of their hissy fit at being foiled.

    My nickname for such individuals is "one-down wuss"

  • A medkit, at base w/ no addons, allows for one full self-heal. Botany Knowledge specifically reduces the efficiency of healing items as the trade off for otherwise faster healing.

    The means Botany Knowledge is preventing your ability to use a base medkit for a full heal.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444945#Comment_3444945

    That also works. I used that combo on Skull Merchant the other night, it's risky but effective slowdown.

    There's still plenty of avenues to get your slowdown, you just normally have to think about it more and get most of it through spreading pressure naturally.

    I use Devour w/ Thrill over Undying on my Skull Merchant. Thrill's totem slowdown + Drones make it much easier to potentially interrupt a cleanse.

    For OP, I'd offer a reminder that pressure is not slowdown alone. Pressure is anything that keeps Survivors off of generators.

    Heals slowed down by sloppy butcher is pressure. Slugging one survivor to immediately pursue another is pressure, forcing extra objectives like totems, Pig traps, or cleansing Wesker's infection is pressure.

    If slowdown by itself isn't working, maybe see what other strategies you can incorporate.

    Myself and jesterkind note how SM can defend totems. My Sadako uses Gearhead and Face the Darkness for accurate teleporting, which can often interrupt gens, I've had success with a stealth build on the Doctor of all Killers.

    If slowdown isn't working maybe stalls lot Corrupt Intervention, Dead Man's Switch, or Deadlock will be more your speed. If your feel your best is getting someone out as quick as possible, focus on early game perks that allow you to find/down people fast.

    Synergize with your own playstyle, as well as your chosen Killer(s).

  • @JustAnotherNewbie said:

    Alternatively you can use Lethal Pursuer to find your first survivors, bonus points if you go and disrupt all the ones teaming up on a generator (oftentimes it can be 3). This really disorganizes survivors as they have to move around for a bit and you also get free hits in at the start. SO now they have to look for a different gen. Either go at the other side of the map to be safe, or in the middle of the map where you'll probably get to interrupt them again during your chase with the first survivor.

    At least that's how Lethal goes in my games.

    You don't even need lethal, though obviously it helps.

    A little map knowledge plus an awareness that survivors never spawn within a 3-tile radius of you goes a long way towards reliably finding someone early. Though I will concede Lethal Pursuer is more reliable for your specific scenario of disrupting a gen team up.

  • To me, the simplest way to mitigate the tunneling potential of the perk is add "This perk does not affect Survivors with the Endurance status effect" to its description. This reduces the tunnel potential on a hook trade significantly.

  • @InvadeGames said:

    Clown is one of my favorite killers and one i am actually fairly good with even with him generally being considered weak. however I never use afterpiece antidote because i never see any situation where it holds value. you have to throw it, wait a solid 1 to 2 seconds for it to even activate, then stand in the cloud for another 1 or 2 seconds for it to even affect you just to get a minor speed boost for a few seconds. on top of this it boosts survivors too.

    It seems to me that you dont gain any use or its so incredibly niche as far as its practical use it could be removed from his kit and i doubt it would impact clown performance. am i missing something? Never once as antidote ever done something that i felt improved what was happening for me in game other than using it to guide a last surv to hatch or something

    One common use I've seen Clown players use the Antidote for is after downing a Survivor. Down the survivor, throw a yellow bottle on them, and it'll be active by the time you've picked up that Survivor, basically giving you a basekit Agitation.

  • @HugTheHag said:

    Interesting !!

    Doc is a favorite of mine to go against, it's a really neat detail you've just shown me. =)

    If you want to give it a go in matches, my build to utilize this fact has been Hysteria with Hexes Plaything, Retribution, and Pentimento.

    Pentimento's more flex perk, there because it's slowdown that best complements both Plaything and Retribution. Everything else is there to inflict Oblivious one way or another. I'd been using Discipline as one of my add-ons for reasons already explained, they're perfectly flexible too.

  • To me the simplest ways to fix the change might have been

    1. Cages get basekit BT, even if other hook perks and effects don't apply

    2. Torment can not be applied to Survivors with the Endurance effect, protecting the rescued Survivor from simply being re-Tormented as soon as they were free.

  • @[Deleted User] said:

    I never use steamers at all, all my survivors have loads of them.

    Too many games I brought them just for the killer to either tunnel me or a teammate at 5 gens, so they just collect dust in my survivor inventories now.

    I’m hoping that one day they make a Bloodweb shop so that you can trade in stuff you don’t want for BP.

    I'm more inclined to use them on Killer over Survivor. If only b/c I worry if I use them on Survivor I'm guaranteeing myself a Killer who will end the game in three minutes.


    As Killer even a bad game w/ BPS or an equiv will my worthwhile.

  • My own thought is more actual blindness. Like a reduction in FOV or a black border effect like when you're hit by Knock Out.

  • @Phantom_ said:

    I'm quite curious to know if there are any players still using Mettle of Man after all the changes. And do you get any value out of the perk? If so, are there certain perks you prefer to combine it with?

    I'm an occasional user. I consider Mettle of Man a "for fun" perk. Not powerful but fun to get value from.

    First time I used it I was going through characters using point offerings and MoM was the only Obsession perk my Dwight had, so I used it and actually got value from it in the match. From there I was hooked.

  • Darn. We did just miss it.

  • Found my other favorite Puppers video, besides Jump Scare Myers is Home, linked earlier. It is because of this video I imagine the Hillbilly speaking like Portal's Space Sphere

    https://youtu.be/cx-KzthPjvE?t=417


  • @Xyvielia said:

    For anyone who doesn’t kno, Puppers is beyond a beautiful soul and a Lovely human, and he’s actually more of a DBD legend than most ppl who’ve gamed with/ vs him understand…

    Max lost most of the function in his hands to the extent where he used a special foot controller.

    So yeah, to those who weren’t aware, he was looping killers with his feet, like a boss!

    Peace to Max, his family, and all his friends and followers💜

    For anyone interested in seeing this firsthand... er, foot

    https://youtu.be/stG6msX0ghk

    I'm also looking for the video where he met a Space Billy.

  • @Gylfie said:

    Thanks for sharing this news, I wouldn't have otherwise known about it. I'm absolutely devastated. He was one of the first DbD Youtubers I started watching and I had to stop watching because seeing him decline the way he did was just too painful.

    I hope his last moments will be filled with love and comfort and that he may go peacefully. 😔❤️

    Same. Jump Scare Myers Is Home is one of my longtime favorite DBD videos

  • @JustAnotherNewbie said:

    I haven't seen this that often, but I have come across it recently. Killers running full hex builds with Pentimento as core.

    Could this be the new slowdown meta? When I've played against this strategy in solo we hardly ever finish those gens, since there comes a point where we have to look for totems. (bring Devour Hope seems to change the objective for survivors as they HAVE to cleanse totems, they can't really just rush gens).

    Your thoughts.

    I've been using a couple Hex builds, though mine are Doctor with Plaything Retribution, and Pentimento with Hysteria. With Skull Merchant I just use two, Thrill of the Hunt and Devour Hope.

  • @Mallagar said:

    Does perk Hex: Plaything Senobit perk?

    If I take this perk and the perk to increase the radius of terror, it will work on the hex target. That is, will the trumpet run with an increased terror radius

    A Survivor Oblivious due to Hex: Plaything, will not hear the Terror Radius at all. They will still see the red stain, and hear chase music, but no heartbeat.

    An Oblivious Survivor is unaffected by abilities that require the Terror Radius, such as the Legion's Feral Frenzy or perks like Infectious Fright or Unnerving Presence.

    The primary exception to this is the Doctor, as his shocks negate Obliviousness and work regardless.

  • @NoHookDC said:

    Now they can stack BNPs on purple toolboxes, then just get their charges back to stack on the last gen.

    So Survivors get:

    • Basekit BT.
    • Now a free unhook if the Killer 'camps' within 16 meters.
    • The visual terror radius.
    • And now they can genrush even better than before.

    Killers get:

    • Regression perks nerfed.
    • 'Camping' punished for the Survivor overlords.
    • Nothing in the last last update, and Killers will thank their Survivor overlords for playing against them.
    • Oh yeah, and an FoV slider would 'ruin the balance' too much. Because balance is too important for Killer comfort, but Survivor comfort is more important than balance!

    Just more proof BHVR literally could not care less about Killers. They 'fix genrush' by adding 10 seconds per gen, then turn around and give Survivors a new perk to literally invalidate said fix! 😂🤣😂🤣

    I think what you mean is "Oh Boy! Survivors Could Recharge Toolboxes For The Last Two and a Half Years!"

    What is Scavenger but a toolbox specific Built To Last?

    Also Scavenger only works once per game, a point I can't help but wonder if it's being missed/ignored. So it's not like survivors are recharging toolboxes all the live long day.

    Finally I imagine people making regular use of Scavenger will already be running a gen rush build of some kind, this just gives a different means for it.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436782#Comment_3436782

    I have characters that have not been prestiged yet that have access to the Automatic Purchase, likewise I have characters that are Prestige 3 and also do not have it either.

    It's a stated aspect of the feature. Non-Prestiged characters don't get the center button, whole bloodweb auto buy. You can still do the "pick a node and it will auto buy the nodes en route regardless of prestige, but the center button auto buy should only exist on characters P1 or higher. If a non-Prestiged character does have it, or a P1 or higher character does not, that's something you should screen shot for a bug report.

  • @Iron_Cutlass said:

    https://us.v-cdn.net/6030815/uploads/9KYG47CCMV9K/image-2023-05-23-230654663.png

    https://us.v-cdn.net/6030815/uploads/KFG8RJK2R2Q3/image-2023-05-23-230804092.png

    I guess DBD just really does not like Pig because the Automatic Purchase just isnt there for her, there are a few other Killers that do not have access to it either despite being Prestige 3 or so.

    Automatic buy only kicks in once a character is at Prestige 1. Note how your Pig has no prestige but Plague is P3.

    You'll notice the same is true of any characters you don't yet have prestiged at all.

  • @GrimReaperJr1232 said:

    That... will never happen. The devs have actively gone back and made Sub Basic attacks such as an Ambush count as Special attacks for consistency. With Nurse's Nerf, I'm not sure how many confirmed exceptions are left (if any).

    Deathslinger, kind of. I tend to regard the spear itself as the special attack, but it's similar to Nurse in that using it to facilitate M1s his primary way of downing survivors.

  • @Mooks said:

    for example, if the killer is not within a radius 16 meters of hook, then the survivor dies faster

    so it’s okay to punish survivors for -let me check- nothing in their control instead of making a boring playstyle for everyone in the match - killer included - less rewarding?

    really, facecamping doesn’t need to be defended this much. In EGC collapse it still works the same and otherwise it needs adjustment. Also we haven’t even seen the actual implementation which comes on a PTB to test and where we can give actual feedback.

    Right. The main time face camping remains viable is the one time everyone agrees it's acceptable

  • @LeFreezy said:

    Crybabies, sir

    I call them "one-down wusses" (or "one-hook wusses")

  • Con Air Cage to Silent Hill Legion: "Why couldn't you just put the bunny back in the box?"

  • I think DBD has as much chance of dying at it did all the other times people were sure it would die.

    I honestly just don't take such concerns seriously anymore. If it dies, it dies, and nothing will stop that, so no sense worrying about it until it actually happens.

  • Questions for clarification:

    In its current form Spine Chill lights up when s Killer is in range of a Survivor, a la Whispers, correct? I know the cooldown indicator moves based on Terror Radius but this is specific to stealth killers so I'm not worrying about that.

    How do SWF teams use this beyond calling out killers' location?

    Is it powerful despite, or because, it's less precise than before (since its previous form it lit up only when Killer looked on your direction)?

  • I remember playing Twins and receiving a complement in the form of remarking on me not being a camper

  • To quote myself from another thread

    @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/375045/killers-should-be-punished-for-tunnelling-and-not-rewarded

    The problem lies in punishing them in a way that (a) they actually care about (will they care able BP or Emblem penalties?) and (b) catches as few people playing legitimately in the crossfire as possible (see the various "in punished with DC penalties because my internet is crap" posts)

    Not sure what can be done, though I think incentivizing playing other ways may work better overall.

    The problem lies in punishing [campers and/or tunnelers] in a way that (a) they actually care about (will they care able BP or Emblem penalties?) and (b) catches as few people playing legitimately in the crossfire as possible (see the various "in punished with DC penalties because my internet is crap" posts)


    Not sure what can be done, though I think incentivizing playing other ways may work better overall.

  • @sulaiman said:

    Hi there, my main killer is the dredge. Just now i had a survivor in the lobby with a name like (but not the same, to avoid namecalling) "Boon:die in endgame", and i decided to change my usual build to an endgame build.

    I used Insidious, noed, and blood warden (dont even know what the last one was), and then teleported to a locker near the exit. I can only guess that insidious works while sitting in a locker, however, just as planned when all gens were done one survivor (even the one with that name!) run to my locker, tried to lock it , and i grabbed them, and put them on a hook. The rest of the survivors swarmed the hook, and thanks to noed, they all went down. Endgame had already started, because the survivors had opened the gate.

    then i hooked them all, and they all died in endgame. To me, it was really funny seeing how that worked. OF course, the survivors weren´t amused. While 2 were obviously salty because i got them, even though the exit gates where open (which is the time to teabag, not to die), one was arguing that it has been boring because no chases happened.

    So, i dont do that regulary, but i like setting out this small traps once in a while and meme, but that means i dont play the game as it meant to be played.

    Is that a problem, if you just do it sometimes? I know not participating in normal game play is bannable, however, seeing that i got a 4k, it was just a new approach.

    How do you see it, is it a problem (as long as its not a regular play style).

    Also, just for other dredges, because i at least didnt know that: it seems like you build nightfall as long as you stay inside a locker after teleportation. I dont know if thats on purpose, but it good to know.

    If setting a trap for survivors was wrong the game's mascot wouldn't literally be called the Trapper.

    Personally, any annoyance I felt on encountering such a build as you describe would be offset by fishing it hilarious to see happen.

    I need to check this Insidious thing surrey Dredge.

  • @HexBooba said:

    @AverageAshEnjoyer I have tried that meta, I've tried sprint burst, lithe, balanced landing. Out of all of them the best is sprint burst but it hasnt done me much you know. It gets me to safety but it doesnt stop a killer from tunneling me. Dead hard used to be the only perk that I could run the killer effectively on and if i slipped up i would have to time my dead hard perfectly and they would have to swing for it to even do anything. It used to be very time reliant and you would have to juke it for it to even work beceause most klilers used to wait it out. Now, every killer just immediately swing knowing theres nothing the survivor can do and you have no other option but to die and then get tunneled out the game and this has been a HUGE chunk of the games i played since the update. Nerfing dead hard like this is just promoting the killers to tunnel more people out the game since they cant do anything to counter play anymore.

    Screw the meta.

    If none of the other Exhaustion perks work for you, try a whole other build.

    I tend to default to healer builds, I generally don't use Exhaustion perks at all. While there have definitely been times I wish I'd had one, I've also had my fair share of solid chases with no Exhaustion to my name.

    I tend to favor Lithe or Balanced Landing. I love the idea of Overcome, but first few times I tried it I got Plagues and one shot killers, which spured me on it a bit.

    I've actually recently developed a liking for Smash Hit. Not the most reliable but awesome when I pull it off.

  • @PyramidHACK said:

    Alrighty, I guess you have to space the drones a little bit to be able to deploy more than one at a time. Honestly, I played one game with no add-ons and her ability to guard the last 3 generators is unparalleled lmao.

    I go for Totem defense personally. Thrill of the Hunt + Devour Hope, guard with drones, one goes down, Thrill buys you time to get there to stop the cleanse.

  • In-game Moris and sacrifices are considered the same unless specifically differentiated (ex: Rift challenges that state "sacrifice survivors to the Entity" vs "Kill Survivors by any means", or the Mori dailies).

    For the purposes of tracking achievements, I imagine it's similar. An achievement for sacrifices likely requires hook deaths.

  • This is one reason I like Iron Grasp and/or Agitation on Skull Merchant. If you have a well placed drone you're less likely to have to sacrifice it for a hook.

    I'll also toss out that, along with recalling a drone your can also reactivate one (make it change from radar to the red field). Your power cooldown is based on that.

  • @MoNosEmpire said:

    Title says it all.

    The problem lies in punishing them in a way that (a) they actually care about (will they care able BP or Emblem penalties?) and (b) catches as few people playing legitimately in the crossfire as possible (see the various "in punished with DC penalties because my internet is crap" posts)

    Not sure what can be done, though I think incentivizing playing other ways may work better overall.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420726#Comment_3420726

    Yeah all the ranged ones need lots of fine tuning, even Pyramidhead imo. The dead zones on the sticks gimp controller killers and survs alike too.

    Except Huntress. So long as she can launch homing Franklin Stoves at me, she gets nuthin.

    Giving new meaning to Franklin's Demise.

  • Pips aren't based on Bloodpoints, so your 25,000 BP are mostly irrelevant.

    Pips are based on actions taken in various categories. How you did in chases, how often you went down, if at all, if teammates were saved or left to die on hook, etc.

    Without knowing how emblems shook out I can only guess what happened there. For all I just said your BP is irrelevant, a high score nonetheless implies a solid pip-earning match, unless there was multiple Bloody Party Streamers or something.

    This spookyloopz vid was just before the change from Ranks to Grades, but I think the info on what affects pips are still good.

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