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  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539270#Comment_3539270

    Again, gaslighting.

    I have 3300h in dbd. It is true that I play around 70% - 30% killer - survivor.

    Thank you for looking through my posts.

    You can see there that while yes I defend camping, I see it as a necessary evil.

    There are killers in this game that cant hold up with survivor efficiency.

    For these killers, camping is, by far not always, a necessary step if they play to win.

    I encourage you to be more open minded and dont just gaslight people into a narrative. I play a lot of killer and also a good amount of survivor. I understand when 3 gens pop and the wraith has one hook, that they can't play nice if they want to win. If you can't understand that, that's on you. But I will tell you that you will have way less fun in dbd if you only see the games balance from one viewpoint.

    I think you need to look up what gaslighting means. But your POV is completely clear to me, I believe it to be ridiculous. And -yes- agree to disagree.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539143#Comment_3539143

    My friend, you would do well to read what I write. Please stop gaslighting me.

    I don't support any form of narrative. I support what I see in my games as survivor and killer. I support what I see in my friends games as survivors and killers. I support what stats say and what other players here on the forums say that also play both survivor and killer.

    Just a little advice. You should maybe try to play killer as well. Playing one side too much makes one very subseptible to the popular "us vs them" - mentality. This is very unhealthy for a good discussion because it doesn't leave much room for good arguments.

    Also just looked at other comments from you in discussions- you defend camping. It is quite clear how much if ever you have played survivor

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539143#Comment_3539143

    My friend, you would do well to read what I write. Please stop gaslighting me.

    I don't support any form of narrative. I support what I see in my games as survivor and killer. I support what I see in my friends games as survivors and killers. I support what stats say and what other players here on the forums say that also play both survivor and killer.

    Just a little advice. You should maybe try to play killer as well. Playing one side too much makes one very subseptible to the popular "us vs them" - mentality. This is very unhealthy for a good discussion because it doesn't leave much room for good arguments.

    actually only one who is gaslighting is yourself- denying official data, trying to sell BNP nerfs as buffs and then some.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538962#Comment_3538962

    Well. Then we can't assume anything. But what should we discuss then?

    We dont know if Wesker is the most played killer because the players that say that they see him all the time could also be really unlucky.

    We also don't know that killer is strong or weak at the moment, or that survivor is string or weak at the moment.

    You see what I mean?

    I take the most reliable source and due to nightlight collecting data on various aspects of the game, I find their information at least good enough for a discussion. Sure, they are not perfect. But they are the most reliable source out there.

    I am sure killer mains would flip instantly if kill rates in official data would be 20%. This narrative you support is likely because outcomes strongly favour killers.

  • @CookieBaws said:

    "Oh no, i can't instantly reset after a chase." OH NO.

    Cry more.

    Why you cry? It is just a game...

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538114#Comment_3538114

    Ok. Please take a look at knightlight on twitch when he plays with his team. They play in a 4man swf with only one perk per survivor.

    Kill rates across all mmr don't mean much. They don't show how the survivor died or how the match went. A killer that has not played the whole match and memed but got all survivors in end game with a cheeky bloodwarden doesn't mean killer is too strong. Just that the survivors got fooled.

    If the killer was very good and went for 8 hooks and still had a 4man out doesn't mean survivor is too strong but that the killer played less optimally.

    I dislike the stats bhrv offers because they are very vague and arent a good base for a good discussion.

    Toolboxes are still extremely oppressive. BNP is stronger in 3 Gen situation and as some players have found out, give only like 2 seconds less compared to before if paired with the best toolbox.

    You disregarded all the strong perks I mentioned.

    Sorry but again : survivor is in a good spot right now. Anything else is wishful thinking.

    Haven't watched that particular streamer but I trully doubt he has escaped hundreds of times in a row since none of those I have seen could do it. I mean Ayrun, Sweht, Skermz, Mish etc.

    BHVR stats don't represent real life but anectodatal cases from imagination do? A few memes can't impact stats of thousand of matches.

  • @GaunterODimmDBD said:

    It's impressive how much I scratched my head on Solo Q it wasn't this bad Two years ago. The healing nerf and Dead hard mori really showed how much Survivor in general don't know ######### they're doing when they don't have the allowance to heal theirselves all the time and don't have the peace of mind to dead hard into a pallet if they got caught in a bad situation. Also the increase of unsafe pallets.

    It's so blatant how much you can see Survivors throwing the match entirely when they do totems or heal instead of pumping generators at an important point in the match. GG

    likely selling new killers makes the most profit for BHVR hence the catering of killer role. I would opt for season pass to meet devs financial needs against what is going on now- stronger killer is more money.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538104#Comment_3538104

    You must want people to slug more, because that defeats the point of any pressure having someone on a hook provides.

    You could nearly do whole gens while 1 person gets chased before needing to even go for a save. Only works if chase times are abysmally short.

    Or they could switch dead lock to some aura perk and play the actual game.

    But slugging is not as effective as proxy camping because skill is needed for fast enough downs.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538001#Comment_3538001

    Your really gonna keep this up yes?

    Survivor got perks like Made for this, Adrenaline, sprint burst, lithe, windows of opportunity, resilience etc.

    These are very strong perks.

    Comp swf still dominate public matches and go for hundreds of wins in a row.

    Toolboxes are still unchanged. Bnps are arguably even stronger. In some chases they ARE straight up stronger.

    Vaulting speed was buffed and apparently too strong.

    Survivors got hud Icons to better coordinate.

    These are just some of the buffs.

    Survivor in general is in a very good spot right now. Soloq isn't. That nothing new, has been awful for a long time.

    So please don't make the situation sound worse than it is.

    which team has done 100 wins in a row? You meant killer main streamers?

    nothing you wrote implicates that survivor role is at good spot. Only stats in all mmr could show that. Other than that- wishful thinking.

    Btw toolboxes were nerfed first a couple years ago. And yes BNP was nerfed.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538026#Comment_3538026

    increase hook stages to 90 seconds and survivors will rightfully greed the hell out of gens and instead go for last second saves. All that would do is dissolve the pressure hooking a survivor creates. Youd be better suited having the timer freeze/slow if the killer is within a close proximity with no other survivors present.

    That is the whole point. Proxy camping hook shouldn’t be meta.

  • Increase hook stage to 90 sec and killers wouldn’t find this strat valid at all.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537988#Comment_3537988

    According to nightlight, the kill rates are even worse now that healing was nerfed. You can say what you want but....

    Survivor is strong right now.

    Both roles can feel weak and strong. Depends on the players, the load out and the map.

    survivors strong?! During last year survivors had major basekit nerfs. You are funny. But only official BHVR stats could shed some light on where the balance lies…

  • @mca240 said:

    As a solo player: I do not think the nerf to medkits is the issue. Bad teammates is the problem. I make it out in 40% of my matches. That could be easily 60-70% but I get matched with people who…well…suck at the game. They might as well rebrand this name “Dead by Teammates”. If they want to improve the experience of this game, they should come up with actually SBBM. I would happily wait longer for matches.

    Many inexperienced survivors won’t touch gen if injured. Instead they will waste time to find a healer so the outcome for that is in my post.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537984#Comment_3537984

    That was the problematic part of med kits though. Fast self heals. You can still heal yourself with a med kit. Just not in a time that destroys any pressure the killer had.

    I think there is a middle ground between 8 sec heal and 24 sec heal. Also, even before nerf kill rate was 60% and now they choose to not publish.

  • @Seraphor said:

    I've been playing solo survivor just fine this whole time and didn't even realise I was playing a dead role.

    Weird how the role incentive has been almost exclusively on Killer up until the release of Alien though.

    I guess only BHVR official stats could help decide that. Unsurprisingly, they haven’t shared data.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/387893/medkit-nerf-was-the-final-blow-for-survivor-role

    If you can't play without your 3 second global self heal in CoH I'm sorry but : no

    Nowhere in my post I said survivors need 3 sec heals

  • @Zokenay said:

    Ive been using Botany, Desperate and Self Care for when i want consistent reliable self healing, and it works just fine, even against Sloppy.

    You could even add other perks to help boost its usage, like Empathy, Well Make it, or Bite the Bullet.

    You can heal yourself reliably at a decent speed, and you become a healing machine for your team as well.

    Yeah, you gotta dedicate the entire build to it, but good self healing should require that.

    Unfortunately, developers have decided that as well.

  • @egg_ said:

    Medkits are still the single strongest item in the game, not sure what you're on about. The ability to self heal in general is one of the strongest tools survivors have, regardless of what people say even about self care

    My post was about healing nerf’s impact on survivor’s escape rate. And -yes medkits have some value but time it takes to heal makes camping/tunneling even stronger.

    Self-care is as damaging to the team as No Mither.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514652#Comment_3514652

    Considering healing yourself fast is the strongest thing you can do to destroy killer pressure I think it's warranted.

    it isn’t fast. And - no- it is bad idea. Some aura perk would be way better.

  • Well, he is not saying it is OP obviously. And it is not. Survs can’t use exhaustion perks with it which balance its power.

  • Original colours are just too dark. PS without brightness adjustments on TV is unplayable.

  • 1 escape out of 5-7 matches is my new normal. I noticed it got worse after medkit/boon nerf. It has huge time management impact, thus gens are not progressing, thus- 4k. Survs tried to compensate with gen perks/items, but got smcked with poop thyself and BNP nerf. Enjoy!

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514510#Comment_3514510

    Exactly. Bloodlust takes forever in chase, especially agaisnt a Survivor whom used MFT for extra distance and time wasting, while Survivor can simply stay injured or get injured pretty easily to give them Slight movement speed increase which becomes significant enough in the long run.

    Also, keep in mind; Bloodlust doesn't last forever as the killer need to be in chase for more then 15 seconds, plus another 15-30 to rank up tiers. All of it can be reset or remove completely if the Killer used their power or successfully basic attack or leave chase by any means. Or by survivors actions when they stun them or force them to vault a window, especially strong ones like Haddonfield double windows loop.

    So, yeah MFT is very strong passive meta perk that makes any survivors stronger in looping and distance and wasting so much of killer precious time in chase.

    It is a kinda tough spot. However, that map is rather small, there are few pallets and most are semi safe/unsafe and no typical jungle gyms. More so- thinking that because of that killers don’t get value out of BL is funny.

  • @ThatRedPyramidThing said:

    I see this being said by quite a good number of players. And I (as someone who has been playing for 6 years) want to dispel this falsehood being widely spread among the players.

    Killer is not easier now than when I started.

    Killers used to be able to face camp. Like actually face camp. Not what modern players call face camping today but actual true blue face camping in which the killer could stand in front of a hooked survivor and literally physically block players from unhooking. Because you could only unhook from directly in front of the hooked survivor. Unhooking from the side was a patch to combat face camping.

    NOED used to have an aura, meaning you may not ever find it.

    Killers could Mori after the first hook.

    Borrowed Time wasn't base kit. Meaning Killers could down an unhooked survivor instantly unless the rescuer was running Borrowed Time. And Borrowed Time to was based on Terror Radius so killers like Freddy, Wraith, Pig, and Ghostface ignored Borrowed Time.

    Pain Resonance worked everytime you hooked on a Scourge Hook not just the first time. It also revealed any survivors on the generator.

    Ruin slowed down generator repairs.

    Nerfed Ruin regressed faster.

    Undying worked more than once.

    Pop Goes to the Weasel did a flat 25% not a scaling percentage.

    Eruption caused incapacitated.

    Survivors now have the ability to spam endurance.

    Survivors now have perks that speed up gens.

    Survivors now have multiple perks to move faster.

    Vaults are stronger than they've ever been.

    Windows of Opportunity literally plays the game for you but pathing for you.

    Killer is not easier now than ever. Killer is in one of the weakest it's been.

    Survivors just don't try anymore. Just please watch your hud and see how little your team does. Watch how often there are no generator icons. Survivors only think killer is stronger because only strong killer players still play killer. Weaker and average killers quit the game or became survivor mains.

    I'll will die on the hill that survivors lose because of their teammates way more than the killers skill.

    I know I'm about to be bombarded with hate. But it's true. We all know it's true if you played killer back then you know it was easier then.

    Should obviously tendentious trivia make community believe that kill rate going up has to do with something else other than killers are stronger thus easier?

  • M1 killers require good strategy and skill in the meantime don’t guarantee 4k. Consider it hard mode.

  • @MikaelaWantsYourBoon said:

    Devs are Blights mains?

    Someone on management team loves Blight?

    His costumes are selling crazy good , so he is moneymaker?

    We all are wrong about him, he is weak killer?

    Devs don't want to piss off Blight mains?

    Nerfing Pig is more important then nerfing Blight?

    Ok, that's all i can think. What you guys think? Why Blight is always ignored when it comes to nerf killers? It's fine to nerf killers like Billy, Freddy, Slinger even poor pet Demo. But why when it comes to nerf Blight, devs are afk'ing.

    He is fine. Actually he is the last killer which is strong and obeys basic gameplay rules (ok, maybe wesker as well, but he has too much passive game slowdown value). Only problem is ridiculous wall hug and iri add ons.

  • @BlueRose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514523#Comment_3514523

    Calling BL handholding is a joke. BL1 is just there for map design since there are still maps where BL1 is needed mostly around main buildings with broken windows and lerys with all windows that can be chained together. As for BL2 and BL3 if a killer is depending on these to get downs most likely there going to lose anyway since we talking about 25 to 35 secs in a chase with one survivor while the other three can use all that time to work on gens. Personally, I want BL2 and 3 gone not bc it's handholding, no for the opposite. It keeps killers learning the most important lesson and that is when to know to drop chase and find someone else. BL2 and 3 are weight down on killers since 9 our 10s if you spend that much time in one single chase you going to lose. Yeah, you may get one kill but the other 3 survivors are going to finish gens and leave. So no BL is not handholding stop calling it that. It's there bc these devs make maps WAY too safe for survivors and need some mech to make sure the killer can deal with the broken loops and chain of loops that are in the game. I say one more time BL 2 and 3 isnt needed in dbd but BL1 is needed so I say get rid of tier 2 and 3.

    Oh longer chases, it can easly be remedied with proxy camp and tunnel, dead lock, pain res, corrupt etc. Killers are constantly bloodlusting unsafe/semi safe pallets. I do actually play this game, so this ethical, fair killers fairytale is not working on me.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514523#Comment_3514523

    Oh yes, the hand holding Bloodlust! That thing that I mostly forgot it exist until I get it and that don't serve me any purpose even if I'm not playing a killer with strong chase or antiloop power (as if that was the case it would be more beneficial for me to just use my power than try to make something of it) because the survivor I'm chasing has WoO, is a good looper or both and has decided to take me to a tour around every single pallet on the map.

    Not like all the not-hand holding and totally balanced perks that transform survivors in bulletproof Sonic the Hedgehogs that don't even need to learn where the pallets and windows spawn, or all those mechanics implemented in the game for reasons like survivors don't understanding why they are getting tunneled when other survivor just unhooked him 2 meters away from the killer.

    No, no, NO! Those are totally fine, the real problem of the game is Bloodlust. BHVR should totally nerf Bloodlust, too OP and makes killer have an obvious and unfair advantage in chase!...

    BTW, did you know that they implemented Bloodlust as a fix for survivors abusing infinite loops? Crazy, right? When have survivors abuse game mechanics and have an advantage in this game? BHVR is so killer sided, I tell you.

    Well, this rant is difficult to follow. However, in your case it is better devs keep Mft as is because otherwise what else killers with no particular skill will blame for their undoing.

  • @WorthlessBeing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514508#Comment_3514508

    It's not funny, it's efficient. You get to do totems, potentially killing a NOED or DH before it gets to fly, it takes 8 seconds in a locker to get fully healed which is nothing, and you can get a total of 5 charges at best while training your map awareness about totem placement.

    Finding and cleansing totems takes 14 sec+travel+ locker time. In total it can be up to a minute. Perks that eat up most valuable asset - time on a gen are silent killers.

    This post wasn’t about survivors can’t self heal. But in current match dynamic the time ir requires does awful things to survivors.

  • @Xendritch said:

    Built to Last + Streetwise with a juiced medkit is honestly just as good as old CoH.

    item+2 perk slots. At least this suggestion illustrates the gravity of medkit nerf

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514601#Comment_3514601

    You probably could if you play enough solo queue. You’ll eventually find three other gamers worth their weight.

    At times- yes. But if not finding three other players meant not playing this game wouldn't last.

  • @Ayodam said:

    I mean healing isn’t so bad if you play SWF but of course in solo queue you can’t predict how the other survivors will behave. I personally think the devs are pushing for survivors to SWF anyway. It would make the game easier for them to balance of solo queue didn’t exist.

    Going to SWF only would kill the game because you cant always find full squad.

  • @Xernoton said:

    Yeah. Survivors absolutely needed to heal themselves in 5 seconds multiple times per match with only an item and addons. Because there is definitely no other way to play the game. Would be nice if there was a way for survivors to heal each other instead...

    Reading this I wonder how any of us played survivor before you had 4 items in every single lobby. Let alone the strongest items possible.

    For 5 sec heals one would need all speed addons and green medkit - so one heal. Drama is mislplaced.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514515#Comment_3514515

    Med kits were overnerfed. They barely used anymore no need to make items completely useless. There should be difference between grey and purple med kits.

    There is - bloodpoint cost. KEKW

  • @TheWarNung said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514545#Comment_3514545

    Respectfully, I'm pretty sure I got the point of your post. You're upset that self-healing has been nerfed, but in all honestly the aim of the devs in general is that self-healing should be extremely limited (or, in the case of Self-Care, extremely slow).

    You're supposed to find teammates to heal you, which is why they do it so much faster, especially with perks like We'll Make It and Desperate Measures and Boon: CoH (and technically Autodidact LOL).

    Speaking as someone who plays both sides, self-healing is not a good thing for the game. I understand that there are a lot of killers out there who play scummy, and being able to self-care against them would be righteously advantageous. But there are also a lot of killers like me out there who play chill and fair. Letting top-tier teams constantly heal themselves while their teammates do gens against the likes of me is equally unfair.

    Thus, I respectfully disagree with you, my good sir or madam.

    Well, it is quite clear what devs intentions were. But unlike you every other killer plays "efficiently". Devs must also look into real outcomes not what should theoretically happen. If there were stats for each MMR which said kill rates are 60% I would agree with you and accept my failure.

  • @TheWarNung said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514530#Comment_3514530

    I'm recalling this from memory, so forgive me for some lapses, but:

    Purple medkit had enough charges for two heals. Gel dressing gave you enough charges for a third heal. Syringe gave you an instant 4th heal, assuming you hit at least one great skill check.

    Bring either the perk streetwise and/or old Botany (and hit a few great skillchecks) and you had enough charges for a 5th heal.

    Bring Built to Last with a purple medkit with gel dressings and a syringe and you get 6 heals + an insta-heal.

    So yeah, there you go.

    I see nothing game breaking in that. However, the strength of hemorrhage status plus long heals is just bad.

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514523#Comment_3514523

    I already said that the perk was active when injured and not exhausted. You've apparently managed to read my comment and not only repeat something I already said, but also ignore my point completely.

    MfT and Bloodlust are not even close to comparable. Stop acting like they are.

    You also said it is active forever. So clarification was in place.

  • @TheWarNung said:

    Honestly, I think your problem is more about playing solo-Q than about survivor in general.

    Speaking as a killer main, there's a vast difference between playing against coordinated SWFs and solo players. I've been playing since 2017, and medkits have ALWAYS been the strongest item in the game.

    The nerfs were necessary. Medkits are still very strong, but now you can't get 4 heals plus a syringe out of them. There are other good ways to heal. If you're a solo player, I strongly suggest the perk Bond to find people to heal you. You can thank me later.

    I think you missed the point of my post. And soloQ is not at the blame but current state of the game.

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514488#Comment_3514488

    This is such an unbelievably dumb comparison.

    Bloodlust:

    • Disables when breaking pallets, getting stunned, using most killer powers, & landing basic attacks.
    • Requires the killer to commit to a chase for at least 15 seconds.

    Made For This:

    • Is active forever so long as you aren't exhausted (Which it doesn't cause by itself).
    • Only requires the survivor to be injured. Which is incredibly low-risk when lots of other perks also benefit you when injured.

    I'm really hoping you were just baiting and don't seriously think bloodlust is anywhere as broken as MfT.

    It is active only when injured and not exhausted. So survivors must avoid exhaustion perks (the most powerful one FYI) to get value. Seems balanced. Unlike handholding bloodlust.

  • @WorthlessBeing said:

    Inner Healing + Small Game

    you funny

  • Killers get free bloodlust after 15 sec - 5%. You should be ashamed for this post.

  • @[Deleted User] said:

    Number 5: please try to understand how long things like healing take. Stop trying to heal under the hook as the killer is starting another patrol. They're obviously going to go right back to the unhook that just happened. I genuinely can't fathom why players constantly get caught out by this. Walk 10 meters to the jungle gym, hide and heal. Don't stand in the open and try a 16 second heal against a double speed Blight who is freely patrolling.

    This is true. No need to make tunneling extra easy.

  • @KateMain86 said:

    Ignoring totems is not an option when perks like NOED and devour hope exist.

    They should be ignored if you want to save the most valuable asset survivors have - time. 14 sec is a lot. Devour hope is hex, I specifically mentioned dull. Of course you should cleanse hex totem. Risk of NOED is not worth 70 sec plus travel time + risk for Pentamento.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/381009/dear-survivors

    Sometimes opening chests is necessary, if you need a Medkit and your team is allergic to healing you, if you're looking for a key for hatch.

    I had a game earlier where I spawned in front of a chest and opened it in case of Medkit (I already had a Flashlight on me ) and what do you know. EGC starts my team is nowhere near me in the swamp and I need healing since I'm dead on hook, I just got healed at the chest and left safely. It was against a Knight and he had left a minion on the exit gate.

    I try to do gens in the center as they are really important, but I cannot communicate that with my team so many times I get found out. Wish we could set priorities for specific gens. I work on gens even if there's only 2 of us left since usually there's nothing better to do.

    Those would be the specific situations which I mentioned.

  • @HugTheHag said:

    Point 2 : *Exists*

    Me who uses Ace in the Hole / Appraisal for fun lootboxes : =|

    Otherwise I do try really hard to get Point 1, 3 and 4, I even put on Deja Vu this past week to never lose time finding a gen and being mindful of 3gens.

    But sometimes killers really have a good gen pressure and there's not much I can do but respect ! =)

    Of course you can take any perks you like and play as you wish. The versatility of gameplay is the key success of this game. I must notice though, this build does more damage than good.

  • @Slowpeach said:

    Keep in mind several challenges ask survivors to throw the game. Chests and totems fall into this category. There's a lot of them that are dependent upon what the killer does.

    For example I had 'blind the killer 10 times'. In theory you could do it in one game. Unlikely but in theory. It took me 15 and only one of those was with a flashlight. The rest were flashbangs and blast mines because they kept equipping lightborn to deny me progress or in one killers case, they literally did not break a god pallet for 60 seconds so I could not blind them while they did so. That was the only flashlight blind I did get.

    I digress but if a survivor is doing something that is so utterly useless that you have no idea what they are thinking, it could be a very difficult challenge. If I had my way I'd seriously overhaul these and remove a lot of the ones that are dependent upon the killer doing something. Most of the killer ones in theory can be done if all survivors are afk only things like break generators can't. Many survivor ones are dependent on either another survivor or the killer doing a certain something.

    Blinding killer doesn't contradict these points. Some challenges are killing teams but many can be organically implemented into gameplay. I would suggest that survivors try not to do whole challenge in a single trial to stay as close as possible to points 1. and 2.

    P.S. Endgame is a good time for some challenges.

  • @EvilSerje said:

    With all respect

    1. I do, I truly do. I even do gens minding breaking 3 gens or making last gens harder to patrol for killer. And it looks like my teammates do this too majority of time.
    2. I don't very often see people frolicking around this stuff, but it sometimes happen, not very harmful (maybe people do challenge to get at lest some value out of miserable matches). I clear dull totems to charge up IS, which is helpful unless "item 4".
    3. Literally never seen that unless it's the last gen almost done.
    4. That's questionable because camping is exploit and it almost always a guaranteed loss, so everyone do whatever they like (finish challenges or give regards to killer for fine and skillful gameplay)

    In reality I don't see many potato clueless survivors, although I play survivor on low mmr, yet still everyone usually die, because this role is hard as it is, but 8 of 10 killers goes with strategy: feel any discomfort, start camp/tunnel and win. Discomfort usually come at the very start.

    you are very fortunate that you always or almost always meet team in soloQ that do first 3 points. I am not that fortunate thus writing these tips.

    Your stance on last point is sad. I agree on exploit part but the strategy is unfun.

  • @DrKetchup said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462089#Comment_3462089

    What risk? First of all the addon is iridescent, so it's a VERY rare occurrence. And on top of that, there is 0 risk to stay unclean. Even if she gets a hook with the base kit pool, for the rest of the game you can use whatever perks you want against a 115% killer. Shift W, 3% Made for this, if you go down to a base kit M1 killer then you did something terribly wrong.

    Being loud one-shot is the definition of taking a risk. Another example would be not healing against Legion. Also, if you see 3% speed perk a problem (can't understand why you brought it up) it is not me who has looping skill problem.

  • DH and medkits "bodies" haven't even got cold when new ideas how to ruin every single survivor perk come up. Amazing.

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