animalmak
animalmak
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- animalmak
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Doctor or Spirit. They're the ones that always make me laugh, and I hands down imitate them every time. (Okay, I also imitate Trapper and Myers but I don't find theirs as funny.)
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I would love this as an option. All the perks (even teachables of Survivors/Killers you don't own) are already unlocked, so why not let us try the killer's powers too?
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I don't actually know all the meta perks, but I've been running We'll Make It, Spine Chill, Urban Evasion, and Balanced Landing on my Nea recently. Really loving that combo.
Another build I like is Iron WIll, Quick & Quiet, Windows of Opportunity, and whatever 4th perk I feel like tossing on (We'll Make It or Adrenaline usually).
Iron Will, Resilience, Balanced Landing, and Adrenaline/We'll Make It is another one I run.
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I was just talking to my friend about this the other day. Affects survivor side as well. The momentary freeze of a killer getting bloodlust has killed me mid-struggle even though I didn't miss the button. Definitely needs to be looked at!
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It really varies per match because sometimes I'm just messing around but...
Best: Doctor. If I'm trying to get BP and pip up, I play him. Freddy may get added to this list (played as him first time on Wednesday and got 4ks in most of my matches).
In the middle: Legion, Ghostface, Plague, Myers. I'll have some incredible games with them, but then sometimes I get absolutely rolled.
Worst: Nurse but I love her.
Note that I don't play often enough to be actually consistently good, and I'm playing at like Rank 15-16 usually.
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I love that each game is different! Even if you're versing the same killer or spawn on the same map or play with the same friends, there's always SOMETHING different about each trial, and I think that's what keeps me coming back. I still get scared sometimes too! Which then makes me laugh, but it's all in great fun.
The option to play either side is great, too, so if playing survivor /does/ start feeling repetitive (it's the only part that might imo), then I can switch to killer and try out different killers and builds. Even on survivor I can just switch up build and playstyle for variety.
Also mori animations. Mori animations are really cool.
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Hag. Deathslinger is close second.
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I don't mind slugging when it's being used in a smart way: slugging the person off the hook to avoid DS but not let them heal/do gens, slugging to make used of a perk or power (Oni, T3 Myers, Haunted Ground, etc.), or slugging because you can see the person with the flashlight ready for the save and it makes more sense to slug and risk losing that survivor and go after clickyclicky. And usually this is how I see killers slug (myself included), so I'm not bothered at all. It almost always seems like a solid strategy.
Very rarely do I see people just slugging at the beginning of the game to win or slugging and then letting everyone bleed out. I see a decent amount of slugging for the 4K, but that's almost always when my friends and I are going against a Rank 1 killer and they basically need it to not derank. Annoying to go against, but I get it.
So yeah, not a huge issue with slugging? Mainly because it's rare that I go against slugging that becomes just a bleed out simulator.
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I love smacking survivors out. I'll take those extra BP. Even had a BMing Nancy the other day wait too long at the exit gate, I smacked her, she didn't have enough time to crawl out. Ty Nancy for the kill. And sometimes I will go for the obnoxious survivors for those score events. Other times I go around to find the hatch to shut it last second or I see if there are pallets I forgot to break to get points that way.
But I definitely agree with you. As a survivor I'll linger at the door if someone went down and I'm not sure if they're on death hook (and if they're not, possibly enact a save), but otherwise I usually open the door and leave. Especially given how often I've gone against NOED recently.
Overall, there's no reason to stay until last minute other than to make the game go longer than needed. There are no score events for surviving a certain amount of time; the only time that duration is applicable to emblems is if you die.
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1448185#Comment_1448185
Join the rest of the forum. We've been asking for new stats since november when they released last stats and we get ignored
Oh I don't really care about overall game stats as much as I'd love the see my own personal stats. I don't even know how many hours I have in the game because PS4 either doesn't show it or I just can't find it.
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In general, I would love some sort of automatic 'game stats' sort of thing: duration, kill/escape results, ranks. It'd be cool to look back on what was played and how it went without having to always record it.
But having a timer, even if it was just in the end screen to be like "this trial lasted 8:42" or something would be interesting!
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I think right now on Legion I've got Mad Grit, I'm All Ears, Sloppy Butcher, and Iron Grasp.
Iron Grasp is my default killer perk because I hate the jerky wiggle movements.
Sloppy to help slow the healing down, of course. #wastesurvivorstime2k20
I'm All Ears is my FAVORITE looping perk.
Mad Grit because it's fun.
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Please no. Having sat on a gen for almost that long only to maybe finish half of it because of Thana and DL, I really don't want the base time being longer. That means slowdown perks could potentially make a single gen with one person on it take five minutes. I honestly almost DC'd in that situation and when the killer found me, I barely tried to escape. There are other ways to balance the timing of a match (requiring x number of totems or something else to be found before gens can be worked on) than making the most stationary and boring part of the match longer.
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Yes. But please let it light the corn on fire.
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I support this idea. I'd like to know at least if the report was viewed.
Adding to that, I'd love there to be notifications if someone thumbs-ups a player! I'm too lazy to send messages on PS4, so I'll thumbs-up killers that give me hatch or were fun to verse and survivors that were good teammates, and it'd be cool if people got notified of that.
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I think it's fine. It requires a skillcheck (which can be missed by plenty of players), and there's only one time to use it. Countering it involves not going for that person who might have it or just slugging them OR you can always eat it early game if you're that worried about it. If someone's getting in your way because they want to use it, smack them and leave them alone. They can't bodyblock on the ground, and if they have Unbreakable and use it, then that one-time thing is out of the way too. I play at lower ranks in killer, but it's super rare that I actually get hit with DS because I play around it.
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Tenacity all the way. Nothing makes me laugh harder than getting slugged and going on a nice slug stroll across the map to where the killer won't find me. One time I almost made it out the exit gate after crawling halfway across Yeehaw Town during EGC (only to make it like 1m away before EGC ended r i p).
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I rotate a lot depending on who I'm feeling, and I have most survivors (that I own) to level 50 at this point. But my favorites tend to be Steve, Tapp, David, and Adam, though I've recently been playing a lot of Nea!
Iron Will, We'll Make It, and Balanced Landing usually have appearances in my builds because I love them best.
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I'm absolute trash at Nurse (okay, killer in general lmao BUT I TRY), but I always have fun trying to play her. It's my killer goal to get really good with her. Loving the plaid flannel add-on!! Training wheels or not (I like that you called it that because my friend said the same), I think it's really useful when starting with the distance perception of blinks. She's definitely difficult, esp bc I play on console, and I've heard that's even harder, but 100% agree that she gets more fun as you play her.
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I've been sitting at 7-8 this month, but because of a string of bad games I'm very close to depipping back to 9, where I was for the couple months before. I feel pretty comfortable in high-purples/low-greens.
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PS4 had a sale on the Prototype duology, so I got those and started playing again! Other solo games I've enjoyed are LEGO games, the Infamous series, and The Witcher. Finished Until Dawn a while back and enjoyed that as well.
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I enjoy playing as her, but I have to entirely be in the mindset that I'm not going to get a lot of BP or even pip as her. Even at low ranks, it's just so difficult to get enough done to pip, and if people are constantly cleansing, it's even harder. I get really excited whenever I go against her because it's rare, and I just love that different playstyle to work around!
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Iron Maiden. I literally put it on for giggles because hearing random screams is so funny. Even as survivor I get a good laugh of walking out of a locker and screaming.
Mad Grit also makes me laugh. Just constant stabbing with no cool down, I love it.
Pebble. I never use it correctly, but I love having it.
Tenacity. Because SPEED is fun. I love running it and going "tenacity awaaaayyyyy" if I get slugged.
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You know that hole in the ground next to the temple of purgation? Was trying to be heroic and save a friend, and I fell right into it. Could not stop laughing for five minutes.
T-Bag conga line with my 4-man SWF and Ghostface.
Played a clown that had a mori. Post-game received a message with a screencap of me (shirtless David) getting mori'd. Caption: "Souvenir". #dead
Played another clown with a mori on temple map. He carried EVERY SINGLE PERSON to the center of the temple for mori sacrifice. 😂
There are honestly so many more, and I really need to start just writing them down because I feel like I spend more time laughing while playing this game than I should.
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I second this. Would love for him to have dress blues or something!
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I definitely feel bad! I won't sacrifice myself to a killer just because - like someone mentioned earlier - I don't want to give them the safety/pip if they didn't actually get it, but I for sure feel badly. But I also think context is important? A couple of examples:
1) Went against a clown that got his first hook, found me, started a chase, hit me, I stunned him, and he just shut down. Like stopped mid-chase and stood in that one spot for the rest of the game. I immediately realized this was someone new who got discouraged, so I just tried to get people to do gens to end the game (some teammates were standing there blinding him, so I was trying to wave them off). I felt badly because he was clearly newer to the game and realized he was outmatched, and that sucks. Turns out he was like R19.
2) Went against a PH recently that I ran for the last 4 gens. He got a single hit on me during that time. I was starting to feel bad because I genuinely am not the best looper. I have my days, but this was far better than I expected I'd do. I was starting to feel bad here, but then later saw he was green ranks. Could have been new to PH, but a green rank killer should have known to cut that chase WAY sooner. So I stopped feeling bad.
So yeah, TL;DR - if I can tell it's a true grey rank killer that got f'd over by matchmaking, I feel bad if the team is trucking over them. And I feel bad if my teammates BM them (again, I've pointed at people to just gtfo the exit gates if they're sitting there waiting to tbag/blind before escaping). If it turns out to be someone that should have had better game sense, I stop feeling bad.
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Agreed. Recently went against a Legion who was running Thana, Dying Light, and Coulrophobia. Coulrophobia came into play only when I was trying to heal myself, but I kid you not, I sat solo on a gen for 90 seconds and got half of it done. I was ready to find the Legion and just give up lmao. Even just having Thana alone is punishing, but coupled with Dying Light? Wanted to cry.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1402739#Comment_1402739
Hmm, I'm not entirely sure how to respond to you, mainly because it seems out disagreements boil down to you perceiving this change as inherently detrimental to your fun in SWF and my perceiving this change as something that would allow me more freedom in my builds and playstyles, views that we both don't share. While you may not change your loadout depending on the survivors you face, I do. The difference between add-on-less no tiering up Myers against a solo group vs an SWF comms group is tremendous, and I'm unwilling to have the limitations I put on myself for fun to be undermined by comms.
The only possible way for your feelings to change on the matter of reducing at bare minimum one perk slot in any SWF group is to have the change be implemented as part of a PTB, much like how the devs tried out a version of self-care a while ago. It was received badly and was not put into the game, but if it had been received well, we might have had a very different perk on our hands today.
Both of us agree that we dislike being limited in our builds and playstyles (my issue is with information depriving perks such as Insidious and Third Seal and yours is with potential survivor builds (do you have examples to discuss? This would give me more insight into the reasons behind not supporting this change)), but the solution I see to my current issue appears as a potential threat to you.
Since the suggestions we have put forth don't appeal to you, I should probably ask your opinion. How would you suggest the devs (or I) should deal with the fact that using perks such as Third Seal or specific things such as tier one, add-on-less Myers is so much less effective, less fun, and less rewarding (by a significant margin) against a group with communications versus solo players?
It definitely seems like we just have different ideas of what's fun in the game, and that's totally fine! But also if you're playing add-on-less no-tiering-up Myers, you should expect a challenge in the game, so I don't see how going against any variation of squad will change the fact it'll be a challenge. Half the players run Spine Chill now anyway, so there are counters to that without having access to comms.
If I could test it out in the PTB, maybe, but I play on console, so I don't have access to the PTB.
I still don't understand the argument about Third Seal though because that can just as easily be cleansed in the first 30 seconds depending on totem and survivor spawns. Hex perks are always a big risk to run. I cleanse them all for the points tbh. And hidden in the correct spot, I've gotten jumped by an Insidious camping Bubba even while playing on a 4-man. In general, it feels like (and I could be making a huge assumption here) that you feel SWF are always giving each other exact coordinates, and while I can only speak from experience, the best "location" I've really been able to relay to my team is "I'm petting the horse."
I can never think of super specific builds off the top of my head, but I have one that I've been wanted to run forever: No Mither, Iron Will, Tenacity, and Resilience - aka the "I'm always injured but I'll be fast af while doing it" build. If one of those perks gets removed, the whole build doesn't work the way I want it to. But in general, I just like fiddling around with a combination of perks, and some synergize really well, so I want to be able to make the most of having leveled up my chars to get 4 slots.
As to your last question, my opinion is that fun is too subjective for actual changes to be made. What's fun for one killer isn't for another, and what's fun for one survivor isn't for another. Trying to balance it to appeal to everyone is virtually impossible. And the changes here might help killers facing 4-man red rank squads, but it definitely does not help me and one friend clowning around and getting stuck with two other solo queuers (the likelihood of one being absolutely useless too....). I see more 3-4Ks (on both sides) with or without decent matchmaking than I do anything else, and while 'winning' isn't necessarily everyone's definition of fun, it seems that most arguments based around nerfing SWF (and their fun) stem from wanting to win more (and increase killer fun).
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1402648#Comment_1402648
I usually can't tell until it comes down to who's saving whom on hooks or other specific scenarios, so like you, I base my pre-lobby preparation on guesses as to who's SWF.
I'd like to support your second paragraph, but I can just as easily and rightfully so say that I paid for a horror experience that gave me the ability to have effective, diverse builds without worry as a killer but that SWF often ruins that. So, in the game's current state, I am being forced to limit my builds and playstyles from what I PAID FOR all because of an outside comms program with which I have no way to deal. I don't fully agree with the logic behind that statement, but it uses the same argument you pose, which is why I would dissuade you from making the "you can't change it because I paid for it" (*cough* some people with the DS change *cough*) reasoning. As for your chase situation, if I have Bond or Empathy as a survivor, I'm much more willing to sit on gens in front of killers' faces if I know someone else is being chased, and that in and of itself often leads to more gens getting done in addition to a decrease in the tension I feel in the trial. If I can have that kind of knowledge through comms without bringing in Bond or a Key or whatever else, that's an incredible advantage, and it's up to me whether I use it or not just as it's up to me whether I effectively use Bond or not.
I agree that 1 perk slot for four survivors is excessive, but two perks, which is not too far off, is where the debate should begin imo. What I would wish to see is a 1,2,2 perk reduction, but I would settle for the bare minimum of 1 across the board in a heartbeat.
Losing a perk or two shouldn't mean the difference between having fun in messing around and not having fun. I'm sure plenty of survivors have enjoyable games even if they only have one, two, or three perk slots with perks equipped. I've been doing a lot of one-perk solo survivor games for the crown cosmetics, and they haven't been necessarily any less fun than games in which I have a full loadout.
I don't change my killer builds based on my lobby. I play the killer I feel like playing with the build I feel like playing, and the only time that really changes is if I have a challenge to complete.
I don't really understand the argument from the other side, though. Some perks run the risk of not being used - and this is on both sides - and it's the game mechanics that allow for those to disappear. Whether it's SWF or not, if you're running Ruin or Devour (for example), someone will try to cleanse those once they know. I love running Deliverance, but it's just as easily nullified if I'm the first found/hooked. But the point is that I still have that option to run it, knowing the risk of potentially not being able to use it. I really don't think there's a limit in builds and playstyles on either side because of all the options; it's player's choice to run whatever they see fit, but that's the whole point I guess I'm trying to get at. I want to choose what build I run because I purchased the game. As it stands, literally no one is being forced to limit builds and playstyles, but this proposed solution does.
I have also played games on fewer than 4 perks, but it was my choice to do so, not because I was forced to because of SWFing or whatever. And I think that's what really makes the game exciting. I can alter my playstyles to challenge myself or to meme or to try something different.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1399883#Comment_1399883
https://forum.deadbydaylight.com/en/discussion/comment/1398379#Comment_1398379
So, I agree with the OP, considering that I've also made posts about this topic, and I thought I should do my best to perhaps give you a logical argument convincing enough to change your mind.
Briefly, the issues that arise with SWF are due to communications otherwise impossible between survivors. There are several perks, items, and add-ons (Bond, Blood Amber, Aftercare, Gold Token, Empathy, Kindred, etc.) that come close to being as powerful as two players talking to one another, but nothing in-game can be as impactful. I say, "can be", mainly because as you two point out, many SWF parties don't utilize their outside advantage to its full extent. However, something as simple as telling another survivor without any killer-detection perk that a cloaked Wraith is coming his/her way can be enough to sway the course of the game. Side effects of this may manifest as survivors being boosted out of ranks appropriate for their skill level.
Even the knowledge of an SWF group changes how I play the game. I will not run perks such as Third Seal or Insidious because I know that voice comms will "cheat" around the game's structures and reveal information the survivors shouldn't have. I'm wary of running totems in general simply because I know that even if I chase one survivor off, voice comms have revealed it to at least one other survivor.
In short; SWF survivors, whether they use their potential knowingly or not, have immense power equivalent to at least six different survivor tools and power enough to negate/diminish several killer perks and abilities, and it would make a lot of sense to try to compensate for that fact in some way.
If "taking away" perk slots doesn't appeal to you, it would probably be better if there was an "SWF comms" perk in the game that would be automatically equipped in the last available slot on any character chosen when in an SWF group.
A simple description could be: "Enables the user to connect to other survivors by means beyond the Entity's reach, replacing several other information perks". I would love to have this effect scale for each survivor added to an SWF, but that is probably too hard of a pill to swallow for some right now.
I hope this comment has given you some insight into the reasoning and logic behind suggestions such as these.
I'm well aware of the issue people have with SWFs. I'm also fairly convinced that most people cry SWF if they're outplayed. Now I play on console, and genuinely I cannot tell if I'm going against a SWF or not (save for instances of like 4 P3 Claudettes already in the lobby). There's probably a way to do it, but I literally could not care less if people are SWF-ing against me because there's always another game if it goes poorly for me.
But the proposed "solution" literally forces people to give up part of the game THEY PAID FOR. It limits builds. Having the benefit of knowing killer location is not worth three perk slots. It's why I could see the argument of removing the one (because comms are like built-in Kindred). Because honestly, any GOOD survivor is going to know how to respond to killer location on the map even if someone's not telling them. I don't need my friend to tell me they're in a chase to know that I should be doing a gen outside of the terror radius. That's just common sense. Knowing if my friend is being camped, however, is useful, and that's something that Kindred would give, so exchanging the one slot (which could just be assumed as Kindred) for the comms makes sense. Limiting people to 1 perk because they're playing with 3 friends is still excessive.
But like at the end of the day, my friends and I die all the time, and we're a mixed red/purple squad, but we just mess around for fun with the game and still get enough done to safety/pip up usually. 🤷
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As a survivor, I tend to go by pipping. I don't escape a lot, but if I did enough to pip up anyway, I consider it a win. And if I safetied, then it sort of depends on how the rest of the match went if I consider it a win or not.
For killer, I'd consider a 2k a win if I hooked all 4 survivors. 3-4k also wins. But like I've gotten a double pip merciless killer on Legion with a 3k before because I got everyone and that guy was on death hook, so like, even the 4k doesn't matter. As long as I got 2+!
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I'm rank 8 survivor on PS4, and this is how our games started looking this evening as well. Not sure if it's timezones or what, but I notice that earlier in the evening, we'll have mostly purple/green games, but then later in the evening is when it's not as balanced, which is probably just to get people playing instead of waiting more.
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I could see the argument for capping perk slots at 3 for any number of SWF players for slight balance, but forcing people just playing for fun to have only one perk slot is excessive. It takes away the fun of curating different builds for varying game experiences.
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Most killers are default faster than survivors.
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I think the perk itself is perfectly balanced. It grants the unhooked person a second chance at escaping a chase if the killer refuses to leave the hook area. They still have to mend (I've seen people drop for not mending), and I can't count the number of times that the killer still goes after the unhooked person, even after the BT hit. All it does is buy a little time; it's not always a get-out-of-jail free card.
People being dicks and making dumb plays to act like that doesn't mean it's not balanced.
But I definitely think it's worth a perk slot if that's the sort of build you're going for. I don't run it in all my builds because it isn't always necessary for what I'm going for.
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Getting that first fast stalk and down on Ghostface before a gen pops.
Pallet-stunning T3 Myers and avoiding being downed.
Choruses of T3 Madness screams in the background while playing Doctor.
Finishing a heal right before the killer comes back so now both people have two health states to play with.
Landing a M1 attack mid-drop.
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100%! It’s good for that first bit of information to get there and get a good Frenzy off, but after that, I feel the same as you. I get that feeling of “if I don’t abandon this chase for that gen, I lose it,” even if staying in the chase is the smarter move.
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Iron Will and Adrenaline are pretty consistent in my builds. I run We'll Make It a lot too; it lets me save my MedKits for self-healing in a pickle, and it makes healing off hook so fast that if someone lets me do it there, I can usually full heal before the killer returns.
I also LOVE Tenacity, and I literally almost escaped a trial crawling across Yeehaw Town during EGC using it. But in general, just the ability to move and recover at the same time and also move faster if the killer goes on a slugging spree is great. I wish I had it on more chars.
Honorable mentions: Balanced Landing, Kindred (if Solo), Resilience, Deliverance.
On Killer side, I fairly consistently run Iron Grasp and Unrelenting. I'm All Ears is also a favorite, and Mad Grit just cracks me up. I tend to run Thrilling Tremors or Corrupt Intervention as well, depending on what I have on the killer. I'm still toying with builds and don't have tons of teachables unlocked on this side.
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"They Can Hold Out Well, But Mistakes Happen" and "They're Alright, I Feel Supported & Can Somewhat Depend On Them" were potential other options, but I went with this one. Too often I have people abandon gens that are 90%'d we me bc the TR popped up, when we easily could have finished the gen together before the killer got there. Same with healing. I'll occasionally get good teammates who don't farm me off hooks and who run the killer well, so it's not like 100% bad experience, but I do find that for the most part people will try but not commit more than anything.
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My main issue with getting tunneled off hook is wait times and lack of opportunity to earn BP. I'd call it unfun, but not unfair; it's a smart move to tilt the scales in killer favor when you're playing killer.
It also depends on if I'm playing solo or with a friend. It SUCKS getting tunneled when I play with my friends because we do our best not to do ######### saves, so getting tunneled means the killer is truly tunneling for wtv reason and not just tunnel by chance (it happens), but then the person who got tunneled out in the first two minutes just has to sit there and wait for us to be done, after we've already waited a decent time for a lobby. Sucks to be that waiting person. But if I'm playing solo, I'm not as bothered because I can just leave the game and hop right back in the queue.
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A lot of the time I don't end up getting the chance to use it, so I've stopped running it. I'd rather run something else.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1393123#Comment_1393123
no I mean the link of the freakshow here in the discussion
Oh I hadn't seen that response! Just clicked though and that looks super cool! Would definitely be a neat and scary design for a killer.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1392741#Comment_1392741
Did you look at the sketch?
From when it was submitted to win the contest? I don't think I saw it. I started playing the game in the middle of that Tome I think.
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Mr Puddles!! I didn't get the whole cosmetic from the rift it was in, but if I play Clown, I put the head on (mostly bc I don't like clowns and don't want to see his face lmao).
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I've had the same happen to me from both sides. One time had a Mike try to give me the hatch but after literally carrying me around the map like 3 times gave up because he couldn't find it. I've done the same with survivors - tried to give someone the hatch but couldn't find it and just hooked them and felt bad about it. These were both when there was only one survivor left so it should have spawned and been open, and I wondered if I was just bad at finding or if it really wasn't there.
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Learn when it's okay to cancel your power instead of running through the whole timer. It takes a while for the gauge to refill (and you lose some if you land a basic attack), so if you're in Frenzy and no one's popping up on killer instinct, end Frenzy so it doesn't take as long to reload and go after the last person you hit with it.
Also it's really easy to lose line of sight in Frenzy (can't see scratch marks), so try not to go into the power unless you're basically right on top of a survivor and can land that first hit. Killer instinct helps with tracking everyone else.
Lastly, even though the power doesn't down people, use it as often as possible. The point of Legion's power is to keep people injured, so they either have the option to waste time healing (not doing gens) or stay at just one health state. If you can only find one survivor, sometimes it's better to use them to get an idea of where everyone else is than to try downing them.
And then just stick with it! Legion can be tough to get the hang of and get a lot of kills with at first because of the nature of Frenzy, but once you get used to how Frenzy works, even a 2k can be a very high BP game. I'm at lower ranks with Killer because I'm inconsistent playing that side, but I find it pretty easy to at least safety with Legion because of all the Chaser/Brutality/Deviousness points you can get just through using his power.
Good luck!
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@ggezbaby said:
https://forum.deadbydaylight.com/en/discussion/comment/1384454#Comment_1384454
People who play like that are usually swf. It punishes the whole team, not just the one guy.
It just especially punishes the one unlucky guy. Feels real bad to end a game with 4k BP because you were unlucky first and then tunnel-mori'd. Also I know not all SWFs are the same, but my friends and I don't just BT save for the hell of it. Usually we go for that save if the killer's not leaving the hook or it's EGC. Like actual strategic gameplay. Unless you're playing survivors who are just playing crazy chaotic for the hell of it, usually the ######### saves are from solos. (Speaking from experience of frequently being farmed by solos - BT or not.)
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@ggezbaby said:
I mori off the first hook if they unhook in my face. Even if they use BT. I will tunnel through BT to punish the action.
Why punish the person who had no say in being unhooked?
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Unsafe hooks don't make people lose BP or emblem points, but they won't gain BP either. They technically get 10 emblem points for the unhook, but that just nullifies the -10 emblem points from someone getting hooked in the first place. But for actual Benevolent emblem points toward pipping, they need to be safe unhooks.
I genuinely don't understand why people do it either. If you unsafe unhook AND don't take the protection hit, you're losing out on 700 BP right there. Maybe people aren't being altruistic for the BP but it seems weird to me. I get angry AF at people who farm me off hooks because I don't run DS.
