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bjorksnas

bjorksnas

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  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065530#Comment_2065530

    To expand on that, even if they do manage to get the keyboard and mouse support on consoles, most modern gaming mouses require a software on PC to switch the DPI anyways.

    You don't need to switch dpi to J-flick dbd uses raw input to just set ingame sensitivity high and swing for the fences with your mouse still would be better than no support at all

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065483#Comment_2065483

    Until and unless devs won't change their statement on the jflick, it will not be a mechanic, stop calling it as such

    I will call it a mechanic because its already there, fully made, fleshed out, and has been in the game for 6 months, if they are already to lazy to do something about it within that time frame they should just accept it rather than make a claim that its an exploit and leave it for the next year and a half before actually doing something about it. It increases the skill ceiling of a killer and is fun to use and watch others pull off. Unintended mechanic or not it definitly makes blight one of the best killers in the game with the most potential for both fun and competitive play alike. And if they want to move the game towards a more competitive scene with mmr I don't see why they should remove a mechanic that adds more skill to the game.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065385#Comment_2065385

    They have stated several times it is too difficult for them to add that support to the consoles, so it aint coming. They already maxed out controller sensitivity with an update about a year or so back. So this "tech" will never be possible on console.

    Sources of them saying its too difficult and never being able to increase console sensitivity options more?

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065511#Comment_2065511

    ... are we talking about stretched res or j-flick right now?

    cause for the first one, none of that is the case.

    and for the second one, no its definitely not balanced and it should not be used for balancing discussions in the slightest - due to it being an exploit.

    and even if it wasnt strong, an exploit is an exploit and that should simply not be used, end of discussion.

    Exploits be adapted and used to become part of a standard gameplay loop has been in game design since rocket jumping in quake, sometimes mechanics even unintended should be adopted into games because they provide fun gameplay opportunities.

    J-flick as an "exploit" adds to a killers depth and skill ceiling and has its own counterplay, and even though it was an unintended mechanic is one of the best unintended mechanics being good for the game that I have ever seen in dbd and I think should be officially accepted as a mechanic.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065517#Comment_2065517

    You can't call it intended if one of the main programmers behind Blight has publicly said it isn't intended

    Ok and, you can never go back on decisions all of a sudden when nothing has been done to "fix" it yet

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065500#Comment_2065500

    I don't really agree with the sentiment that it's one or the other

    I hope the Blight exploit gets fixed the same way I hope the Pyramid Head exploit gets fixed and any other exploits that are unintended or giving advantages where they aren't intended.

    I'm not defending stretched res though, it's ugly as sin. I don't know how they would remove it though

    Well I do, and my sentiment is that if an "exploit" that is fair and has counterplay should be removed just because it was unintended then an exploit that is also unintended but has no counterplay should also be removed for sake of being fair to both sides

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065483#Comment_2065483

    I never said that the J-flick was uncounterable or unfair. I only said that I am against people playing in an unintended way like that.

    So then call it intended, you already think its fair so what harm would it cause

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065460#Comment_2065460

    ... no?

    stretched res never became a " accepted tech", its still an exploit.

    even if, as long as the devs have not clearly stated they think its okay and added it as a mechanic, such as the Tractor Tech, it is and will always be exploit abuse.

    Yea but its a currently balanced mechanic in its current state that be accepted even though its an exploit it doesn't suddenly trivialize all counterplay it still has counterplay

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065460#Comment_2065460

    I hear what you're trying to say, but I feel like it's a bit disingenious to imply that simply because people are against this exploit that they aren't against things like Stretched res and so on

    If the devs want Blight to be able to do 180 turns by default, then they'll make it so and if not, then they won't. Exploits like this should either be adapted or removed.

    Can't exactly argue the same for stretched res (Unless they give survivors a brief FOV slider of some kind or something idk)

    Both are exploits, but one of them is balanced by the fact that it actually has counterplay, stretched res making unsafe loops completely safe is a unfair mechanic that has no skill involved in its usage, they should add support for j-flicking or remove BOTH in their entirety as they are both in their current state exploits

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065445#Comment_2065445

    Yeah of course

    Plus stretch res is an actual straight up unfair thing

    But j-flicking isn't stretched res its a whole other beast, it is a mechanic that has counterplay to it, unlike something like strechted res which is the only reason I can stand by j-flicking because a mechanic that is both fun for the game and raises the skill ceiling of a killer even if unintentional should be accepted for the fact that it adds more depth to a character and their mechanics while not trivializing all survivor interaction with it

  • @Mister_xD said:

    because they are not a "tech" or "feature", they are unintended and bad gamedesign.

    therefore, at least in theory, anyone using them is abusing broken game mechanics to get an unfair advantage over the other side - an advantage they shouldnt have.

    i have no idea if the Devs ban for it or not, but in the end its just exploit abuse.

    You know what else is exploit abuse that became a welcomed mechanic in the game stretched res, so lets just make another exception for an actually fair mechanic.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065428#Comment_2065428

    Yeah I mean if they actually edit Blight's kit and make 180 degree turns something you can do if you're good enough without exploiting DPI (I don't know how they would do this but yeah), then it wouldn't be an exploit and I would be okay with it.

    I'm not okay with it in its current state.

    Just increase his base sensitivity of his power for both keyboard and mouse, and controller, that way both controllers and people on any sensitivity can flick and do it consistantly

  • @DoritoHead said:

    I'm not against the J-flick itself, I'm against the idea of people bending the rules to use something in an unintended way.

    So you would also agree that stretched res should go.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065385#Comment_2065385

    So make an entire mouse and keyboard support system just because you want to keep an unintended feature that makes two very strong killers even stronger?

    No make an entire system to fix the oppression that constantly happens in the dbd community of X killer is hard for controller and the only response being tough it out because the devs don't are about you, it caters to everyones ability to enjoy the game by bridging the gap in control schemes that only being able to use controllers creates.

  • @oxygen said:

    Because it's doing something that's not intended whatsoever, the only reason it works is because the game can't catch up with what DPI the mouse input is coming in at more than once per frame, so from the switch until the next frame you can bypass a very intentionally implemented limit on turning speed.

    And before I get crucified by someone yes, I have the same stance when it comes to other stuff that works in similar ways, by messing with very fundamental aspects of the game. Like how stretched res is the result of DBD's weird way of handling non-standard aspect ratios. And I don't want any of it fixed before a good solution is found, I don't want lazy rushed solutions like "lets just restrict what resolutions people can use and reject all mouse input for a second after a DPI change" or something.

    EDIT: And even then I don't even exclusively want it fixed/removed. Unintentional things can turn into welcomed things (even though stuff like j-flick and stretched res are bad candidates for this because of the inaccessability for both for console players) but I just want a clear verdict on that sorta stuff. And from McLean's statements it sounds like it's not viewed as a welcome advanced technique of some sort, but something to be fixed.

    Personally im fine with both J-flicks and stretched res especially due to native resolution, if one should be fixed just because people complained it opens the floodgate of X is unintended so it should also be removed / fixed, the easiest way to fix stretched res is just force a resolution ratio like 16:9 and force only resolutions of that ratio. But follow the fun tells me that J-flicks should stay because they are both fun to use, increase the skill ceiling and have counterplay

  • @Brokenbones said:

    • A programmer has said that it's unintended, the restriction on Blight's turning was intentional so bypassing it - is an exploit
    • You talk about counterplay, I understand the perspective but why should survivor plays be expected to not only learn about an exploit, but learn counter-play to an exploit (an exploit that isn't even intended to be apart of the killer to begin with and not all blight players will use)
    • Needing to mess with settings to unlock a higher skill ceiling is not healthy for the game. Applies to both sides, not just killer
    • Just because an exploit takes a bit of know-how and skill to pull off doesn't mean it's okay.

    Follow the fun, just because a feature is unintended doesn't mean it shouldn't become a feature, if it had no counterplay I would be against keeping it but as it does it increases the skill ceiling of the killer while not trivializing survivor actions.

    Learning the counterplay isn't hard even if that counterplay is to common "exploits"

    You don't need to mess around in settings it can be done pretty much on any dpi, some people just like having theirs higher so they can do it more consistently with small mouse movements

    Yea but its an exploit that raises the skill ceiling and has counterplay for both sides possible, if it trivialized all gameplay then it wouldn't be a fair mechanic to add or even use but as it stand it has counterplay and raises the skill ceiling and is a fun mechanic to use so it should be added, because follow the fun


    Simplest thing they could do to remove 3/4 of your entire argument, declare its not an exploit and its be acknowledge as a feature

  • @Phasmamain said:

    Because console players can’t do it

    Then add keyboard and mouse support for major consoles like xbox, and playstation, or just give them move sensitivity on console so they can also flick

  • @Verconissp said:

    Tbf. they are the boosted bois,

    I'm saying it in the Nicest way possible due to the fact that people hate trying to counterplay and just regular loop and hold W.

    This is what makes em Unique, it needs to stay just like the oni 180s.

    Yea I agree with that statement, but I want to hear it from the other side without the central no thought argument that their favorite streamer said of it has no counterplay, or people press a button on their mouse that was built in.

  • Honestly I think they will target J-flicks a high skill based mechanic that just provides counterplay to his counterplay, but has its own counterplay but 9/10 survivors will be too lazy to ever try and learn it so just complain that it be removed, basically as long as survivors decide as a group they want to be lazy strong aspects of killers and perks are just removed completely.

  • Personally I usually go through most parts of the map the first time on foot and the second time rushing when I know what the tile holds within, its hard to improvise on lerys because there is a lot you can't see so getting a feel for rooms before rushing into them can provide you with the ability to rush and get hits on survivors. But for a rule a thumb when in doubt on lerys its best to not rush recklessly

  • @_HN_ said:

    Sure. I'll give you the ability to tag gen with DS if you give me your ability to jump in locker with it.

    I love how surivivors are always talking about how some killers dont have "any counter play" and yet think jumping in locker with DS is the peak of skill rather than the most obvious case of "no counterplay" possible for the killer.

    https://forum.deadbydaylight.com/en/discussion/comment/2063524#Comment_2063524

    This.

    Gen tapping is the number ONE reason why ruin is a thing and why kicking gens is SO BAD.

    To stop a gen from regressing when you leave it alone you should have to work on it for a certain amount of time, 5 to 10 seconds.

    If it takes some time for the killer to start the regression, it should take 4 time as much time for the survivor to stop it.

    Yea but to prevent that change buffing ruin it should only take the 5-10 seconds to stop regression but you still make progress on the gen during that time which means no gen tapping but no ruin buff by removing 5-10 seconds of progress per time you get back on a a gen

  • You just need to try and learn where you can use your power on the map, but to be fair lerys as a map isn't way too strong against 115 killers, so usually if you can't use your power too much save it for mobility and m1 chase and you should still do fine

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065147#Comment_2065147

    When you're in that situation and the swf are all swarming you with DS, it's a toxic feeling you know, and DS feels no different and operates no different in that scenario.

    What a surprise that once again it's the most toxic survivors and swf that benefit from something and solos have to take the nerf for it.

    can't pallet save if they can't drop the pallet, and can't flashlight save with no flashlight or lightborn

    just use franklins, lightborn, and hex blood favor at your own disgression but remember this will very rarely ever happen so there is not really a need to worry.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065094#Comment_2065094

    Running around waiting to get a pallet drop save, or tanking hits for other survivors is progressing the game, or its at the very least buying more time freely for other survivors to progress the game.

    Yea but its not the same as getting generators done, its inhibiting killer progress instead of progressing survivor objective. But also remember if they are healthy that means a teammate spend 16 seconds healing them which already gained you 32 seconds worth of survivor objectives they just threw away so someone go can go be useless for another 44 seconds, you still end up winning, and if they are healthy but no one healed them and they self cared or medkit healed, they don't have ds so have at it.

    But also remember, that means at most only 2 other survivors are working on gens which means you have half a team occupied while 2 survivors are being "chased" or busy

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064993#Comment_2064993

    You set up a straw man, I never said you should be able to do those things and retain DS. I pointed out that you can in fact still do things during the tunnel but I never said you should be able to. In fact I stated that this is the nerf we needed from the killer's perspective, I was pointing out that this change doesn't take into account anything from the survivor's perspective. Namely the examples I outlined in my reply. Now that the abusive aspects of the perk is gone, the next iteration should involve some improvements from the survivor side of the experience.

    yea but here is my argument, it shouldn't need anymore changes, its now an anti tunnel perk and nothing more, it shouldn't become more because its already in a good state, just because from the survivor perspective it can't be abused doesn't mean it lost any of its functionality for its new purpose, its a free health state, and a 5 second stun for someone being tunneled. Thats already good enough on its own to buy enough time to win the game for your team while being tunneled / camped, end of story as thats all it ever needs to be capable of nothing more for a single perk the ability to win the game is a good deal.

  • but its still in its best state, while you might have to ignore that person for 60 seconds they can't progress the state of the game

  • @C3Tooth said:

    Just image, you're holding a hose. You're aiming a flower in your garden.

    1. Tap the level
    2. Hold the level

    You can tell which one is easier to hit the flower.

    https://us.v-cdn.net/6030815/uploads/TDUVAK0NG67R/image.png

    Without recoil, the wave of blades will become a cross aim. Which makes killer can easily track the target for a fast down with minimum effort.

    He needs buff, but remove recoil isnt an option.

    Console has the worst time aiming, and pc gets to deal with the thought that a trained professional develops sudden arthritis after throwing just 3 knives, for the sake of both and actually having a skill ceiling recoil should be removed

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064967#Comment_2064967

    You would first have to make an argument, let alone a compelling or rational one. in light of the fact that you fail to do so, there's nothing really for me to reply to.

    Your argument was you should be able to have ds and progress the game, my argument was that was exactly what you shouldn't be able to do while being tunneled, your response was turtle and claim everything thats not your argument is wrong. Still haven't addressed the point that ds shouldn't be able to progress the state of the game even while being tunneled.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064720#Comment_2064720

    Wrong but you clearly didn't read and I'm not going to explain it further.

    If your only rational decision when a counter is posed to your argument to deny it and deny to elaborate further as a reaction maybe you just had a bad argument.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064803#Comment_2064803

    I think you are a bit confused with his iridescent where if you hit multiple in a row he dose bonus damage up to 200% but honestly he needs anything he can get so even if this made him op I would be ok with it its easier to bring op things back down

    image.png

    ..

  • Heres mine

    1. Remove recoil, we already have to manage movement of both players, an ammo count, aiming, and adjusting for the knifes coming from the left and right side of the screens, at this point just remove recoil its unnecessary.
    2. Remove laceration meter decreases, m1ing any survivor decreases the meter on all survivors by half even the ones you didn't m1, remove laceration meter decreases on hook, all survivors on the map don't need their meter reset just because you hooked someone
    3. Remove decay over time, there is no need for his power to be less than useless just because you couldn't get it to full, it needs some sort of stored progression or time investment from the survivors to decrease
    4. Add his death throws iridescent ranged effect to be basekit, you should always be rewarded for knife throws at farther distances not just if you have an iridescent addon, it makes him more interesting and raises his skill ceiling, say for example a knife at 20 meters has 100% bonus, 40 has 200% and 60 has 300% meaning it only takes 2 crossmap knives per health state which would make him pretty fun with stuff like bitter murmur and bbq for snipes.
    5. Increase base movement speed to 115%, his payoff of throwing 8 knives that hit for a single health state is already a lot might as well still leave him with the ability to loop normally when he can't because in most maps where he doesn't have los he both can't use his power and can't loop because of being 110% speed
    6. Let him save his main event ability, remove either the windup, the cooldown, or the 10 second duration that you can't throw knives after because in its current state its basically a detriment as soon as the survivor exists los because you never move fast enough to catch them
  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064618#Comment_2064618

    Its not though. And it never did, thats the problem.

    DS is now supposed to be soley an anti-tunnel perk (no longer an anti-momentum perk). It was heavily nerfed without any buffs to compensate.

    Considering you literally cant do anything and maintain DS it should have been heavily buffed to compensate. It doesnt stop tunneling. It buys you a couple of seconds before you get hooked again. It should at least activate twice and have a longer stun duration. Heck, at this stage I'd nearly be okay with it teleporting the survivor across the map when it activates because right now it does nothing to stop tunneling and killers know that.

    It doesn't need buffs its still a 5 second stun with a 60 second duration and a free health state if you are being tunneled, that still makes it at least right below meta perks, your idea of "balance" is when an overpowered thing is nerfed change the aspect that made it overpowered to something else to be abused, which is not balance. Its obvious you just want an abusable perk to stay in an abusable state so you shouldn't be making design decisions about it.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064495#Comment_2064495

    Agreed. they both need to be fixed. only one removes 90% of the counter play to a killer that has the highest mobility in the game and just got a buff :D

    You can still catch the stretched rezer out of position.

    Youre right, the other removes 100% of the counterplay because being able to see the killer when you otherwise shouldn't makes loops 100% easier, good thing that 10% counterplay is people just starting out learning to counter J-flick a technique with its own counter that is literally don't hug the loop

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2062187#Comment_2062187

    The nerf is exactly what we needed from The Killer's perspective but the developers have not yet addressed the experience from the survivors' perspective. I can heal myself and tap a gen to protect its progress or even activate Repressed Alliance while I'm being tunnelled not to mention tunneling can happen twice, tunneling isn't limited to 60 seconds, tunneling doesn't end because you're slugged, etc. The real issue with this perk is that it's still easily circumvented. Imo It doesn't advance the stated goal in a compelling way. Instead the perk can provide very limited relief in a very specific and narrow circumstance with a list of conditions that have to be met.

    So you are complaining that while being tunneled you get punished for progressing the state of the game. Thats what the nerf was for. Its an anti tunnel perk and nothing more.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2062350#Comment_2062350

    Survivors can still hop in lockers to use ds so that hasn't changed.

    I am very happy with the deactivation on working on gens, however I feel it has been overturned and if its not amended it will be very detrimental to the game

    Ds was blatently overpowered, and easily abused. This change will only affect people who abused it. Its a change 2 years in the making and its in its healthiest form where if you progress the state of the game it becomes disabled. Its an anti tunnel perk not a god button like it used to be, not a free get away unless you juggle, not a free getaway after 59 seconds on a gen and grabbed of. Its an anti tunnel perk

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2062244#Comment_2062244

    at its inception it was a free health state but that's the closest its ever been.

    this is me talking about DS when it first came out when you didn't need to be unhooked it was broken it was actually a free health state killers use to have to do something called dribbling to get to hooks this is the closest a DS has ever been to free progress in a game because it forces a killer to waste time no matter what.

    I don't want a piece of them I want the whole thing, im not going to go out of my way to spend 20 seconds to down a survivor freshly off hook just to leave them slugged because they have ds if I go after them Im going for all or nothing

    Slugging a survivor gives you time and pressure as killer because someone has to pick them up they have to get off a gen go to the downed guy and pick them up before there DS runs out and you return, its the issue i have with unbreakable this is denied by that perk, you do get a reward but if you go and pick them up for there team well your doing them a favour and if your spending 20 seconds to down them thats 20 seconds off the DS plus the point that the fact you need to chase them and they are in a form of danger that is giving you the time and momentum in the game shows that any progress they got was still at a certain risk. DS never gave free gen progress and never has given it you have to give it to them.

    Slugging a survivor gives pressure, you know what else gives pressure, hooking a survivor, you know whats easy to hook a survivor who just got off hook refused to heal and sat on a gen 2 feet from the hook, guess what I've seen happen and seen people get away with thousands of times due to ds that exact scenario and everything in-between, literally every person with ds did this at some point and it was just bad a broken design that didn't have an easy way to punish and always was short of the pressure you got from hooking a survivor.

    I have dealt with it so many times and I would like to never see it again where freshly unhooked players are able to progress the state of the game with no penalty or reduced pressure due to killers being forced to slug but also no pressure because they also had unbreakable.

    Its stale, its boring, its gone, and no one would ever want to see it again.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2062244#Comment_2062244

    so you want to be able to freely tunnel survivors at anytime without any type of punishment? Gotcha.

    Think what you want, but im just glad survivors don't have their invincibility bubble that allowed them to play more brainless then a jellyfish and still be fine because they could hop in a locker or had ds I forgot about after I just hooked 2 other people and they were healthy when chase started. Or unhook in front of the killer and have ds available still so I literally cannot go for either because muh tunneling counter

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2062187#Comment_2062187

    On another note I believe anyone saying it gives you free gen progress is just bad at the game or jumping a bandwagon that excuse is dumb imo you can slug and if they where really on an unsafe gen for so long then their DS would be running low

    you don't account for the fact that the killer should be downing people if your slugged then someone has to pick you up and move to do so yea its in theory its free if you have unbreakable because pressure is denied if your slugged if the killer doesn't down you then the gen progress is earned fairly and even then if you have unbreakable and DS and sit on a gen the killer can always just and like i have said always said just down you if they cant within a reasonable time the gen was safe anyway and the DS is not the reason people get free progress. DS never gave gen progress for free EVER, at its inception it was a free health state but that's the closest its ever been. This is why in my thread i said

    On another note I believe anyone saying it gives you free gen progress is just bad at the game or jumping a bandwagon that excuse is dumb imo

    I dont mean to sound rude by bringing this up to you know because i dont think your bad or anything but i just believe this just is a false narrative because i see everywhere on these forums.

    Retort: I don't want a piece of them I want the whole thing, im not going to go out of my way to spend 20 seconds to down a survivor freshly off hook just to leave them slugged because they have ds if I go after them Im going for all or nothing, which is why ds is annoying because they get rewarded for the fact they have the perk by both getting safety from an all or nothing approach or at the very least getting to waste the killers time while still being relatively safe.

    Btw your connection between just because it acts like a free health state doesn't mean it gave free gen progression is pretty funny

    Ds is in its best state, an anti tunnel perk

  • Counterpoint, Ds nerf is exactly what we needed since no one can get off hook and onto a gen for 60 seconds while invulnerable and if a killer doesn't tunnel and allows this to play out on both hooks bought a team the 480 cumulative seconds of free gen time

  • @boostedsurvivormain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057904#Comment_2057904

    As @bjorksnas said, it can be completely useless or win the entire game. A survivor in an open field can be easily baited, but what if they run to shack? They dead hard to the window, and loop you another 30 seconds. I think 4 survivors being able to stack the perk is really cheap and annoying.

    Common Tiles where dh can be devestating

    Long walls, Short walls, Pallet Gyms which is 3/4 generic tiles that spawn in every map except lerys and haddonfun, Shack, Most main building windows especially crotus prenn, most main building pallets especially crotus prenn

    Uncommon tiles that can still be devestating with DH

    C wall, Super long wall (the tile with 2 Ls and one of them is a window while the other is cut in half with a pallet

    Maps that can be devestating with DH, Literally any extra distance to a pallet on The Game


    Just because that open field was useless doesn't mean all of these tiles suddenly became a worse place to use DH at or into

  • Deadhard is a spectrum all the way from useless to second healthstate that won the game which is frankly way too varied for a single perk that can be run by 4 players in a multiplayer game to increase the chances of those scenarios

    Personally Id rather it do something else or have a capped amount of uses to its current effect / downside

    "but it can be baited" yea but only when it would be poor - useless to have in that scenario anyway just because the 30% of the time its useless due to positioning and you can bait it out into nothing doesn't mean that it can't win the game because of the other 70% of the time its used

  • It depends on a ton of factors

    Is it a killer you should give chases to, spirit, nurse, clown (no)

    oni without power in a good spot, wraith, pig (yes as a distraction for the team)


    Teamates being death hook / not getting enough pressure off them (no)

    Teamates healthy and across the map while you are hiding away from a nearby killer alone (fine)


    and like 2000 other situations but generally just give it your best judgement and you should be fine

  • Yes, and no

    BNP gives 15% gen progression guaranteed over the 5 seconds it takes to "install" it

    During those 5 seconds you face 2 skillchecks each of which grant 5% bonus progression of succeeded or no bonus progression on a failed skillcheck but also no penalty

    Optimal BNP is 25%

    Sub-Optimal BNP is 20%

    Poorly done BNP is 15%

  • 5 hooks = 15 stacks of fast track

    15 stacks = 15% bonus progression

    bnp = 25% bonus progression

    not the same but also that means you are playing with 3 perks for a large portion of the match and skipping a bunch of skillckecks progression / not working on gens for 5 hooks of teamates which means you are pretty close to a game losing situation

  • Blight is just fun to play for me the rest is history, sorry it didn't work out for you but that doesn't mean I'll just sit here while you bash the boy, also his 180° flick is rarely ever needed as long as you just use better positioning, at most 90° hits are all you really need, J-flicks are just something fun to add to his skill ceiling to compensate lack of one skill with another and are very easy to dodge

  • Blights power is boring? Nah its probably one of the most fun powers in recent chapters

  • @Phasmamain said:

    I actually had a game on shelter woods with 0 jungle gyms. Fun

    A single pallet gyms are not a jungle gym they are the tile with a single pallet and no windows so I had the same experience

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