amazing_grace
amazing_grace
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@shelobster said:
https://forum.deadbydaylight.com/en/discussion/comment/2998147#Comment_2998147
Well it's been feeling pretty damn impossible. I don't normally escape almost ever either but it's like after I equipped this challenge i dont even get the 1 escape a day I usually manage.
Out of curiosity, how many hours do you have in the game and what perks do you usually run?
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@shelobster said:
https://forum.deadbydaylight.com/en/discussion/comment/2998125#Comment_2998125
I've tried all of rhe above except swf because all of my friends quit DBD a long time ago.
You can try looking for a group on the DbD discord. There's plenty of people there and even though this community is rough, I'm sure there's people you could get to play a couple games to help you. Even if you guys aren't a pro squad, having others on comms and knowing you just need to escape, it should be easier.
Your other option is trying to find a key from a chest and bringing a hatch offering. This is highly unlikely though and you can't guarantee it.
To me personally, this challenge isn't difficult to complete. Sometimes hard if you get a bad string of games, but it isn't a challenge that should feel impossible to do.
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Here are some options:
1: Find a swf to play with to get the challenge
2: Bring perks to play efficiently (prove thyself, meta perks, other perks that help awareness)
3: You can try to do the selfish play and run clairvoyance (better version of left behind)
Although this challenge can be annoying, it shouldn't be that impossible to get. Sometimes you have to play a little selfishly to guarantee the escape, but you also have to make sure to save your teammates and make good macro game decisions. If you are stuck at low mmr and get bad teammates, then all you have is either find a swf to play with or hope to get lucky.
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@MrMori said:
It takes 12 seconds to open a door. I dislike that they can be 99ed but that's just me. I can understand regression being received poorly, but at least have it regress like 3 seconds or something you know?
This is wrong. Doors take 20 seconds to open without any perks. Just wanted to make sure you knew this so you didn't spread it to others as well.
@Witchubtet said:
Is it me or do the doors feel super quick to open? I thought it was 60 seconds but it almost feels like 30.
And what are peoples feels on regression for doors, like if a Survivor pops off it at the 99% mark it starts to regress?
The doors are relatively quick to open considering 20 seconds isn't a long time, but I feel like this is a good amount of time because there are perks in the game that delay or make the exit gate take longer to open. No way out will delay the exit gate from being opened by a whole minute and Remember Me will make the exit gate take 16 seconds longer to open (besides the Obsession). When I've gone against killers who had remember me or when I've ran the perk, it has a significant amount of delay and you can generally catch people at the door. You can really feel it when the gates take longer to open. There are a few survivor perks that open the gate faster. Resilience, spine chill, and wake up all make the exit gate go faster. Wake up alone takes 4 seconds off the gate opening time.
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Is the challenge just to escape?
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Survivor: I love Any Means Necessary. It's a pretty good information perk when it comes to knowing where the chase is happening and what pallets are getting dropped and destroyed. Also has the function to pick up pallets the killer doesn't break. I've gotten a lot of value out of it.
I also love Wake up. I have a tendency to be in chase when the exit gates finish, so when I lose chase I sometimes don't have any idea where they were, so it saves me a lot of time in that regard. I also have been saved by the opening speed.
Killer: Mad grit is really good to pair with scourge hooks nowadays since people will try to bodyblock the hook. I have mad grit on my legit because so many people try to body block the hook against me.
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I saw someone suggest before that they get rid of map offerings to realms and replace it with having an outdoor vs indoor map offering. This allows map offerings for the stealth killers and then also limits a certain side from dictating exactly where everyone is sent to.
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I usually try to buy the first level of perks if they keep getting recommended. I've noticed that if I don't buy any of the perks, they'll just keep showing up and not offering other ones. Luckily the DBD gods shined their light on me and gave me BBQ and No way out on dredge. If you spent that many bp on the Dredge, I feel like it would have had to give you tier 1 of the perks by this point if you are buying every tier 1 they offer, but sometimes the blood web hates us so I don't see it out of the picture. I'm sorry for your pain, it will all be resolved soon.
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Unlucky. Some teammates just want their escape and bp, they don't have much incentive to pick you up sadly. I personally always go for getting the team out and play very altruistically (I run WGLF in my main build). There are times I'll even try to get the pick up right after the killer downs them and slugs because most killers don't expect WGLF healing speed on slugs. You just got very unlucky by getting non-altruistic teammates. You can try to run some slugging perks in hopes you can escape if they dont get you (unbreakable, soul guard, tenacity).
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Yeah, midwich is really bad with hook spawns sometimes. Because of the 2 floor layout, the game will think there are enough hooks in an area, but no there's hooks on the opposite floor and not the one you want. It can get especially bad if you kill a survivor and now the hook is gone forever.
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The MMR system isn't perfect as everyone says, but I would say that my games are probably better than they were before it was implemented. I am a better player now than I was back then, but I remember I would have even more frustrating games before they implemented MMR. I would sit around rank 4/5, but during rank reset, I remember I sometimes would get caught in the purple/green rank hell of having green rank or lower purple rank teammates who didn't know how to play and I kept dying on hook. I definitely had more frustrating games back then and my escape rate was lower. With the current MMR, I would say on average my survivor games are pretty balanced.
Considering you stopped playing before the MMR system was implemented, I'm not sure what the game decided your MMR should be at the point you left. BHVR has talked about implementing a decay system for people who take breaks, but this has not been implemented yet and doesn't seem like a top priority issue they are addressing at the moment.
In regards to how MMR is affected by the games you play, for survivor side its escape MMR goes up/get killed MMR goes down and for killer kills mean MMR goes up. In theory, if there are 2 kills and 2 escapes, then the game was a draw and your mmr would stay relatively the same. Hatch doesn't affect MMR. Your MMR number (hidden) will fall into a bracket that it will matchmake you in, meaning that it sometimes will take a few games before you can see a difference in your matchmaking. You may lose MMR after losing three games, but if you started at the high end of your bracket, now you might be at the low end still getting matched with people inside of that bracket. There is a slight delay, I would suggest you record the amount of kills/escapes there are in your games to see how the trend changes over 10-20 games. (Try to play normally without unnecessary early game camping or tunneling because the idea is you want to be put in the MMR where you don't have to sweat 5 seconds into the game)
Another thing that influences MMR is the time of day you are queueing up. If there aren't many players looking for matches, then MMR will favor quicker matchmaking times over quality of matchmaking. Kind of sucks but that is what BHVR determined is higher priority. (Very few players want to wait 5+ minutes for a match)
They hid the "ranks" at the end game screen because these are no longer considered "ranks." They are called grades and are only a tracker of your playtime for the period. Now, during grade reset, you are awarded a certain amount of bloodpoints depending on what grade you ended with. Although it takes some skill to reach IRI 1 (it's not strictly playtime but does require being good enough to gain emblems), most people can get pretty far in the grade system meaning it doesn't show skill like ranks did (if ranks ever showed skill lol).
Don't mind people who T-bag at the exit gates. It's a game and they're most likely children or adults who never grew up. It can be annoying, but don't sweat the small stuff like that.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2992397#Comment_2992397
But what will they achieve with that? I mean, i have chars on lvl 50 with all perks unlocked, that i never prestiged. I don´t spend any more bloodpoints on them, because i can´t get anything worthwhile out of it. Now, with the new prestige system, nothing would change for me. I would perhaps prestige to 3, where i want the bloody clothes. But thats it.
Not much achievement really. People just like to spend blood points sometimes or like the idea of "progressing" something further. I would love them to add some reward to say congrats you did it, even if the reward was like every 5 prestiges or something. Having more customization would be cool too. Who knows if they'll do anything special with it.
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@Tsulan said:
9 - Why prestige after 3 at all?
Prestige 69 or 420
People need something to spend bp on when they reach the cap and have every perk in the game with all the items they would ever want. Especially because it's easier to blow through blood webs that are lower numbers instead of the monster big on at 50.
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I don't know. The only time that t-bagging can get annoying is when they're all waiting at the exit gate for you to watch. This is the only scenario where I get annoyed and it's mainly because sometimes I have to walk to the other exit gate to push them out, which just feels like it takes forever on some killers. People have suggested mechanics to speed up EGC if all survivors are within the exit gates but of course this can be circumvented if they stand just outside.
Although it can be annoying to have the survivor taunt you throughout the game, it's kind of at the benefit of the killer. Instead of getting more distance or playing the tile correctly, they'll t-bag or point at you which just means it gives you more time to catch up. I had a survivor who kept t bagging after they would vault, I 4k that game after having a slower start (playing myers).
On the flip side for killer (you didn't mention anything for killer), hitting a survivor on hook repeatedly also has disadvantages. I've literally been saved by someone during the cool down of the hit and then everyone escaped. So built in punishment for that childish behavior. Bleeding survivors out for no reason is annoying, but it gives you a 4 min break to get water or pee so no biggie.
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6 - Yes
7 - I presume Yes
8 - Yes
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Yeah... I went against a Dredge and then a Sadako yesterday. Dredge felt way more oppressive than her by a lot. I wasn't even concerned at all going against her. She even managed to get 4 stacks of condemn on me during a chase (I couldn't switch direction quick enough and was barely in radius to get a stack) and I was starting to freak out a little because I was 2 away from insta death (no hooks on me yet). Yeah... I got hooked and we got an easy 4 man out. That's literally the closest I've ever been to getting full condemned, most games I literally ignore it the whole time. She literally threw the game to get me that far in condemned and still didn't get it.
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I've pointed at the locker the one time when I think the Dredge wanted to be sneaky, but I was more joking around because it was my first game against him. So I was being playful pointing him out. The only reason I could see survivors clicking at a locker with a flashlight is to notify other survivors of where they think Dredge is. Other than that, he's new and not everyone knows how he works yet. (Can't wait for my friend who plays once every few months to get the sh*t scared out of him)
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Congrats on getting to Iri 1 as killer! Enjoy the bp on the 13th, very nice this month because it's right before the anniversary too.
Also, the emblem system has nothing to do with the bp you gain but instead the descriptions that pop up when you hover over the emblems in the end game screen. I would advise reading these descriptions or looking them up online to get a better understanding of how you earn emblem status. Some killers are easier to pip than others because the emblems rely on your chase time, hits on survivors, and how long the game lasts. This is why it's harder to pip on insta down killers or killers who can snowball quickly.
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They stated it in the anniversary stream. It will be the same mechanic of finding pedestals that will instead of having a crown, have an invitation to the masquerade that you interact with. The unlock of the cosmetic will be the same as recent events where it is random out of the pool.
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I'd rather they not give bits and pieces because things like that can be taken out of context. It seems like they're changing a bunch of base game mechanics to compensate for perk changes, so seeing only 2 perk changes without context will just stir the pot in a bad way I think.
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Mandy replied in a different post that they should start being delivered early next week possibly.
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I feel your pain, I've been stuck at iri survivor 3 for the past week. I keep only 1 pip and barely miss the 2 pip and then I have a bad game and now I'm net zero again.
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Dredge is fun to play. A little tricky with remember which buttons to press when using his power, but once you get the hang of knowing when to place his power and get directional orientation correct, he's fun. I've had fun playing him, though I have accidentally teleported to lockers across map during chase😅
Haddie is cool too. Her perks aren't super special, but they can introduce fun and be good in niche builds. I would say this DLC is worth it if you feel like something fresh. I personally bought it with shards though.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2991970#Comment_2991970
No, no, no rubberbands, some heights just straight up criple you in DBD for some reason...
Yeah I know. I'm saying that if you think the stagger animation was bugged then get evidence and report it. There's a stagger to falls and that's why it's a risk to do that in chase when you aren't vaulting a window falling. The stagger is quite considerable so I'm not surprised it took you by surprise, but I haven't noticed anything different within the last few updates.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2991965#Comment_2991965
The Pyramid Head map isn't that high of a fall for it to last a whole slow vault over pallet duration...
You could have had an unfortunate rubber band or just the game lagging/freezing up. If you're able to, you can try to record the falls or go into customs to see if you can see a trend or if its bugged or not.
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It depends on the height that you fall from, so maybe you're just falling from a higher building spot and it just feels longer than what you're usually used to. I haven't noticed a big difference, but I haven't been searching for a difference either.
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I've been combining Residual Manifest and blastmine for some fun blinds. Residual manifest isn't an OP perk and blindness was always regarded as a weaker effect on gameplay. I don't think residual manifest should be stronger tbh, you can get value out of it sometimes and it's fun to run. Although, that's my personal opinion. I'm in the minority of people who enjoy fun and weaker perks to spice the game up.
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Yeah... I think the players everyone would usually play would be the original characters and Bill. They have the best perks and knowing soloq, people would probably want to try and keep themselves as safe as possible.
I will say, it is interesting to think about because it would shift the game into almost having different type of characters: gen jockey, more chase oriented, or support characters. Like Quinten would be a total support character having vigil without any exhaustion perk and being able to open the doors fast.
Least played would probably be Ace (because he would be the worst support character to play), Ash (because his perks aren't great), and maybe Yoichi (probably has the worst boon and his other two perks are only ok).
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I can understand OP being frustrated with perk stacking of second chance perks, but sometimes in soloq, this is necessary if you don't want to be tunneled or left on the ground by your team. It definitely is annoying though when swf will stack them with each other, but I'd rather have 4 DS, DH, UB, and BT instead of a mix with CoH, resilience, soul guard/for the people and deliverance.
The thing about survivor second chance perks is that some of them are one time use. You can force someone to use their unbreakable and eat their DS and know that they can't do that in the future. I've learned to handle BT taking hits by just waiting out BT and hitting them, if they wanted to take a protection hit so bad, I can wait (hence why I stopped doing this as survivor unless I'm in a super safe area to loop). If they're doing this to bait UB or DS, it was only a 12 second chase, leave them on the ground, quick chase anyway.
I get the frustrations of survivors stacking perks in swf, but usually it's only soloq people not trusting everyone else to save them. I personally haven't had many problems with meta perks. Sure, I have some rough games with coordinated survivors, but I usually can avoid the meta perks.
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Haddie
She's the newest survivor and I would love to get to know her more. Ask her about her experiences with the entity. She seems cool and probably has a lot of stories to tell. Plus, indian food, haven't had that in awhile.
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You should blur out all the survivors in the lobby as well...
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@JUMPSCAREKILLER said:
https://forum.deadbydaylight.com/en/discussion/comment/2985296#Comment_2985296
Yeah ofc i want free dc it would be best cos there are facecamping bubbas and starstruck nurses and other bs like that. i que in hopes of finding normal match and if i dont get one i want out of it.
In your original post, you didn't bring up these scenarios. You just said that you didn't feel like playing anymore and wanted out. It can be frustrating to go against killers who slug for no good reason or make you bleed out, but this isn't the case in the situation you presented. If you don't like playing the game that much, just don't que up and ruin other people's matches because you don't feel like playing anymore. Also, the more you give up and die either by bleeding out, suiciding on hook, or just intentionally running to the killer, the lower your mmr will sink and the worse your teammates and killers will get.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2990846#Comment_2990846
I would personally want tier 3 to be 16 meters, so I actually have a chance of knowing where the killer is, but maybe that's just me
I think the numbers are fine. I'd rather get more info and it triggering more often than have it trigger when the killer is only super close. I've gotten a little value out of it so far when I needed to decide to greed the gen or leave.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2990811#Comment_2990811
With the little bit of time I spent with open handed I'm 90% sure that 32 would get increased to 48, but like...why would you want to see the killer that's already 32 meters, let alone 48 meters, away
To watch a knock out nurse come blinking towards you as you start to run away in fear but end up going down anyway even with this mediocre perk.
In all seriousness, I agree that even if this perk synergizes with open handed, it's probably not much more useful information. I guess it would make the perk better if you consider bigger number better? I'm still not so sure that it works with the perk just because of the wording, but hopefully someone tests it.
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That's a good question. I'm not sure because I haven't tested it, but I would like to think that it wouldn't work on Inner Focus. Open Handed affects aura reading, so the scratch marks shouldn't get extended because they're not auras. The actual aura of the killer that gets revealed is triggered by a survivor getting hit within 32 meters of you, so I don't think open handed would extend this because the survivor getting hit within a certain distance is the condition to see the aura.
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I've heard it's a bug that happens when you end the match either teleporting or in a locker.
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It definitely only works for some loops, but the loops that it does work at, it can be helpful. Loops like the pallet rock loops can sometimes benefit with this perk and other loops that are just big enough for you to mind game and force them to vault the pallet back and forth. It gets rid of those stand offs where you hit someone over a pallet and then they wait to vault back. Although, since you can see that this perk is active from the survivor side, you can just avoid it. I think they should get rid of the notification for it (survivor can count to 23 seconds if they want). Overall, I don't see this perk being useful for everyone, but it can work.
I've had one game where this perk kind of screwed me over, but that was my first game and I got trapped in the garage on Gas Heaven an got downed because of the pallet next to the car getting destroyed when I vaulted it. Although, that was my first game, so I think I was more enamored with the Dredge in front of me instead of looking at the debuffs.
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Oof, I think you are just unlucky. I got the new map so much yesterday. My first three games was the new map, so I think it definitely is increased in the map rotation (there was no offering for it).
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YAY! Another potential Artist main roaming the fog. Good luck with her, don't let the frustrating games get to you. She's all about patience and timing, but getting those cross map snipes are so satisfying.
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I would advise to just give it a little time. The map is brand new and you probably don't have the tiles or layout memorized (nor should anyone). Once you get used to how the filler pallets spawn and what objects have collision, you should be able to perform better on the map. I wasn't performing well on this map, but I didn't expect to perform well because I never saw it before. Don't be too hard on yourself for not 4k on a brand new map.
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Ehh... then it comes to the matter of them deciding what points they should assign to all their perks which can be subjective (unless they assign using pure data on how often a perk is used). I feel like it also doesn't address the core issues of why meta perks are meta. This just seems more like a band aid fix, which I think they are trying to avoid that. From what they said, they're going to make base game changes along with the perk redesign, so in theory, things should get better from a balance perspective. This change just doesn't seem too helpful at addressing the main issue of meta perks.
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Currently, it's bugged and has already been reported. This happened to me too, but on my second try it gave me adept. So it's an inconsistent bug, you should have gotten the adept.
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@cheetocultleader said:
https://forum.deadbydaylight.com/en/discussion/comment/2988684#Comment_2988684
Yeah, I was never able to get the 4 man hatch escape -- and a friend and I tried for a while, but one of the other two would either die or leave. I've been on the receiving end of that one though, so I know how much it sucks, but I really wanted it. It felt like an actual challenge, considering I rarely play with a full SWF.
I do however recognize the overall health benefit to the game but... Blargh.
Yeah... I was actually able to get it with an AFK killer, but trust me, it was difficult trying to get my team to understand what I was trying to do. I was begging them to follow me. I would place my key down and tell them come. I literally had a match where one person just didn't get it (I think it was a Meg), I was so devastated, but somehow a couple games after that the stars aligned again and I got it. It was such a great moment, but I'm glad hatch was changed, it was very cheap when a 4k was stolen from you because someone found a key.
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Back then I used to think Premonition and Urban Evasion was a great combo because I could sit on gens without getting found ever.
Now I run to center of map in the beginning of the game so I can do middle gen. Things have changed...
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I had the idea that a key can only be used on hatch once EGC has commenced. I would have rathered that due to all the old tome challenges that I need to complete still.
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@Array said:
https://forum.deadbydaylight.com/en/discussion/comment/2988558#Comment_2988558
Well perhaps they're fun but i never used any of them so can't really say, i only care to try the licensed ones for obvious reasons. I'd be willing to pay too since frankly they're all very cheap but i did the stupid mistake to play this on Epic Games, crippling myself in the process. I'm trying to find a way to migrate my progress to steam then i'll be able to buy and try all the killers i want.
Good luck! I know the process can be annoying trying to get everything moved over, but at least it's a possible task to do between Epic and Steam (just a headache). That's really annoying that Epic doesn't work with the Cells, but once you transfer to Steam, there are some nice sales for the licensed characters. (I've acquired all of them, besides the newest, when they go 50% off)
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In regards to just the PH example, the issue I see people running into is if PH puts down trails around a hooked survivor. They already have it where you can't put trails right next to the hook, but if you get far enough, you can put a circle around the hook. A survivor isn't able to get to the hooked survivor without alerting the PH that they're approaching and the unhooked survivor becomes vulnerable because they'll have to run through the trail and could get tunneled fairly easily. I don't think the PH example is the best for your argument because having to crouch through the trails wastes time and usually isn't too problematic in normal gameplay.
I do get your point though at having certain mechanics that creates "counters" for killers that might not be necessary or needs to be tweaked. Like billy overheating could take longer than what it currently takes or getting rid of the delay for slinger's gun. I wouldn't want them to take away counters for certain killer abilities where killers can exploit it so that survivors can't do anything about it.
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@Array said:
https://forum.deadbydaylight.com/en/discussion/comment/2988404#Comment_2988404
I don't give a damn about their original characters.
That's fair, but if you are bored with just the free killers the game comes with, they do have a way for you to earn new killers through playtime. Debatably, their original killers are more fun to play than their licensed killers anyway (a lot of licensed killers are weak or having "boring" mechanics). I wouldn't expect a company to give out their licensed characters for free (since they have contracts to keep).
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This also happened to me where my first time getting merciless with Dredge I didn't get the achievement, but the game following I got merciless and the achievement. There's just a weird bug that doesn't register you completed the achievement. I feel like this has happened in the past once to me with another killer, but can't remember. Annoying bug though, but at least it's still achievable.
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It's a bug.