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cogsturning

cogsturning

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cogsturning
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  • I already tried him and it was as big of a disaster as I expected. Maybe worse. Be glad you weren't duoing with me because I'm sure that random Blight was pissed.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028057#Comment_4028057

    That's not realistic. Why should players cleanse dull totems in anticipation of NOED? A pretty uncommon perk as is. The problem being this specific situation, which has never been addressed to this day. Survivors don't need to be wasting time, especially when they can pop all gens in 5 minutes if they actually have brains and potentially SWF coordination.

    Sometimes if I can see the killer is so godawful that my team doesn't need me on gens, I actually do cleanse the totems. You can often smell NOED coming. It's an embarrassing perk that usually only the worst or the most BM-y players use.

    I agree it should either move away from the hook or spawn far away from where the down occured. For whatever reason, totems often seem to "randomly" spawn near hooked players, like Plaything. Hex totems also should spawn near the killer's spawn and nowhere near the survivors. The locations of lit totems needs a reassessment.

  • @Tenac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027386#Comment_4027386

    Well the chaos element is an attractive part of all of it. I do believe there can be strategy. For example I play drac so I use my bat form to get to gens quickly. I'll damage the gens and get survivors at least injured for the other killer, that way the gens pop slower. Also it is fun herding survivors to the other killer. Survivor can be a lot of fun too. I love going on saving runs just outright bursting to the cages and save as many people as you can.

    I guess I mean the strategy part for survivors, unless you have a big team on comms. In 1v4, I try to keep track of what gens people are doing so I can balance out what I do and keep us from getting 3genned. It's impossible in 2v8. Everyone is just doing whatever and even playing as a Guide I just can't keep up as likely the only person in the whole match thinking about gen spread.

    Killler, yeah, there's more strategy. I played an 8k match with a Huntress and we 6genned them, and each of us patrolled half. They had no chance, even with most of the team still alive.

  • @MDRSan said:

    It wasn't outright stated as such but it was implied they'll be reducing pallets in the next patch. Don't worry, they'll be making all the maps nice safe kiddie pools for killers to play in soon enough.

    You'd think after shrinking map sizes, handing out aura reads for everything, causing survivors to spawn clumped together in a predictable spot, increasing visibility, and eliminating stealth as a play style they might need to give survivors something to compensate and keep kill rates from going crazy but apparently killer players don't like to acknowledge all the other handouts they've gotten.

    But hey, there's a stat page that gives survivors fake numbers to make them feel better about losing so that's good!

  • If I get a match then let me abandon the 2v8 game and connect into the 1v4 lobby (as the killer)

    I hate 2v8 and what it does to the matchmaking, both time-wise and the actual pairings, but this is not cool. You can't just call it casual and check out because something you prefer became available. You'd have multiple people botting out each match.

  • Yeah I love watching them tbag while I die. Who are you even taunting? You're teammates?

  • @Hannacia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027870#Comment_4027870

    Problem is that theres survivors that give up when they get found, hit or hooked first. This happens a lot. It has nothing to do with being hopeless and everything to do with entitlement and screwing everyone over because you didn't want to be hooked first.

    Not sure which servers you play but in EU / Frankfurt servers i see dcs all the time, and it happens most of the time because someone just didn't want to be found, hooked, hit or the killer wasn't someone they liked.

    Again, you don't know what happened in their previous matches. Even though I can't recall ever DCing as survivor, I got fustrated enough the other day to nearly do so twice.

    And why do people always assume they know why people DCed? I've been playing as Dredge with the add-on that starts the match in Nightfall. Are they DCing because they don't like Dredge? Or maybe they have a visual impairment and Njghtfall is a problem. Or maybe they just had an internet issue, or a life one. I've been in parties where members have been accidentally disconnected. The killer isnt going to know that it was just an error, but they'll probably make some assumption.

    And most of the time that I see people DCing it's when they're getting hard tunneled and they're about to die.

    I've played on more than one server. This guy sounds North American. I don't see all these DCs on those servers.

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027870#Comment_4027870

    1. If you are feeling like that, don't queue again or if you do play it out. Don't make the other 4 people in the match worse just because you are upset. Thinking the killer should cater like that, and the other Survivors should just accept it, that is entitlement.

    2. Hens literally made a video where he tried that. He made the other two Survivors instantly give up and the other two not touch gens until they were dead. They managed to perform extremely well, even escaping against a meta ghoul player. You absolutely can always come back as Survivor.

    I'm not making anything worse. I don't DC. I just understand the feeling.

  • I've had 3 people DC in my last 25 killer matches. That's 3 out of 100 players. 3%. So him saying he has them every other match or so seems a bit abnormal.

    It's also not "entitlement" to give up. It's feeling worn down and hopeless. I've had a horrible string of survivor matches the last few days. Multiple hard tunnels, multiple toxic killers hitting people on hook, multiple people going second stage on first hook—even two in a single match—and tons of slugging. I was left to die on my first hook one match. That stuff wears you down, and when it seems like your next match is heading that same way, sometimes people just break.

    And you don't see killers giving up as much because it's never over for killer until the very end. You can turn a 0k into a 2k-4k in end game. For survivor, some situations are unwinnable. Four gens ain't getting done by two players.

  • Yep, me too. Only for killer though. The play-while-you-wait survivor matches work fine.

  • The forum has been overflowing with killer-players crying about pallets, handholding, survey representation, the upcoming patch, anxiety, tbagging, and the imaginary struggle to play anyone who isn't Ghoul or Blight while acting like downtrodden, second-class citizens for weeks. It's not anything sided, it just goes in waves and reflects whoever feels like the biggest victim at the moment. The survivor wave will come if the pallets get reverted but the main buildings stay nerfed, and the next patch does nothing of value against cheese tactics.

  • @cogsturning said:

    You are tempting me back to soloq if there are actually some decent players in 1v4 right now.

    Okay that was a mistaken assessment. I played one soloq match, was the first one hooked, was left on hook until I died, got 5k points.

    Back to killer I go.

  • Quite the opposite for me. I log on hoping to play with friends but everyone has either walked away from this game, greatly reduced their time, or my schedule doesn't align. So I play killer almost every night now.

  • @sinisterstubbs77 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027413#Comment_4027413

    It pretty much went like this:

    Chased 1st survivor I found, he runs thru pallet, I break pallet, get flashlight stunned. Next,

    he runs thru pallet, I break pallet, I get flashlight stunned.

    He runs thru pallet, I break pallet, I get flashlight stunned, I hear a gen finish. I switch to another survivor lingering, and

    he runs thru pallet, I break pallet, I get flashlight stunned. I caught up enough for a hit,

    he runs thru pallet, I break pallet, get flashlight stunned, another gen pops.

    Rinse wash and repeat. I got 2 hooks and no kills. Just pallet and light bombed.

    Totally not a survivor sided game, though.

    This is why I run Lightborn like it's basekit.

  • @sinisterstubbs77 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027393#Comment_4027393

    I played as Freddy in 1v4 to end my evening yesterday. We got The Game Meat Plant map, I got put up against a P300 squad with a 96 rounding out the 4. Pallet-nightmare map, meta perks, and I lost in about 10-ish minutes with no kills.

    Now that you mention it, I played a batch of killer matches that were pretty sweaty across the board a couple days ago. One had a Jane with a full sabo build and a toolbox. She saboed a good 10 hooks. I had to keep dropping people. One of my most hard-earned 4ks of recent memory. I would have rather just lost in a less annoying match.

  • You are tempting me back to soloq if there are actually some decent players in 1v4 right now.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027118#Comment_4027118

    Yeah, basically all survivors share 12 hook states.

    Regardless who you chase/camp/tunnel, you can only kill someone when you got 8 hooks.

    So no more unfun strategy. It'll also reveal just how difficult it is to get 12 hooks with current gen speed, especially for M1 killers.

    PS: I've been suggesting this 5-6 years ago.

    So even if you spread hooks it's still 9 for a kill? I wonder what sort of strategies would emerge with that. I like the idea of everything coming down to the end, I prefer those razor's edge matches, but I also feel that would make it damn hard to win as killer. I wonder how the balance of team member's skills would work out too. Early ratting would be basically pointless and I'm 100% for that.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027271#Comment_4027271

    Sounds like the games i was having. Had one where I did 2 gens on my own and then had to run around unhooking everyone because there were 4 caged and one died before i could get to them. I assumed since I was the only one on a gen that one or more of the other 3 would be taking care of unhooks/heals but they were nowhere to be seen until I was on hook and saw them hiding. When I died on hook I spectated and saw one even had 2 crows and was still crouch walking corner of the map lol it reminded me of why the only event i like is Chaos Shuffle. I only put up with this one to get the event rewards.

    Yeah I'm not a fan of this mode either. There's no strategy, just chaos. The matches are so one-sided. If you get decent players it's super fun and being silly at the gates with 5 or 6 other survivors is charming as all hell, but then there are these bizarre matches where it seems like everyone is playing for the first time ever and they think the point of the game is to hide. I had a Ghostface as killler one match who had almost 13,000 hours and I was teamed up with people who had like 200. What are you even supposed to do there?

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026886#Comment_4026886

    I kind of felt the same way with Dracula since I don't own him and saw they didn't let you load into custom bot matches with them to practice. I ended up biting the bullet and playing him in a few to knock out some rift quests that required playing as him but didn't need perks and did alright. You should try Pyramid Head out, I'm sure you'll do fine with him.

    Dracula is hella fun. I'm not big on buying all these licensed killers but just the wolf and the memeing was worth the money.

    I guess I'll give PH a go, but I'll do it in anon mode lol

  • @Nazzzak said:

    Nothing anyone will say can convince me there arent bot survivors in this mode. Legit survivors who will stop healing or repairing the gen the second a flicker of a terror radius is heard. I also don't understand why no one is on a gen but simultaneously I'm watching team mates die on hook. If you're not on a gen, saving anyone, or in a chase, then what on earth are you doing lol

    I had a match where my six remaining teammates were all healed, had one or no hooks, weren't on gens, weren't in chase—and I died in the cage while watching them stand, crouch, and tbag.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026931#Comment_4026931

    Honestly if killer camps around the hook just to keep targeting that weak link, he's gonna lose because other 3 can freely repair gens without worrying about him die on first hook. Not to mention you can go for the last minute save to prolong the process even more.

    And don't forget killer needs to down that weak link 9 times to sacrifice him, which is a lot more than 3 hooks right now.

    So one dies at 9 hooks and everyone is now on death hook is how this would work? Would it only apply when someone is consecutively hooked or would everyone otherwise get the hook states they personally acquired if the hooks are spread?

  • Okay totally random idea that I haven't thought out at all and is also more than one sentence:

    Upon unhook, a portal only they can enter opens up near the unhooked survivor. Entering it is optional. If the killer is on the other end of the map and busy, then the survivor can get quickly healed and re-engage. If the killer is bearing down on the hook, the survivor can enter the portal, which will take them to a completely different realm. They have a limited time allowed there, cannot heal, but can see the HUD (so can choose a good moment to leave) and exiting out will place them in a spot away from the killer.

    So basically teleporting, but engaging and active, more so than the hook just randomly moving on its own. It also allows for some choices, and still involves some tension, because you're reentering the map still injured.

    If we're going to make big changes to the game, let's have them expand on the lore and visuals. To me, the best thing about the Haunted by Daylight event is how the Void is a totally different place within a place. So this portal could open to one of several random locations, like the Observer's tower or Vigo's lab or something.

  • @tjt85 said:

    Remove / Delay the hook notification and punish hard tunnelling with a 25% gen speed bonus.

    (By hard tunnelling I mean the typical definition - hooking the same Survivor 3 times in succession, usually at the start of the trial)

    I felt these changes would've been the most impactful ones for addressing tunnelling from the last system. Of course the Killer could just proxy their hook, but that would come at the expense of giving up all their map pressure. This would also make tunnelling equally ineffective regardless of the Killer's mobility. Currently, Killers like Billy and Blight can go bother Survivors elsewhere on the map but can always quickly return to tunnel an unhooked Survivor.

    Probably wouldn't solve it completely, but I think these changes could make tunnelling a lot more difficult and a lot less rewarding for Killers.

    These are the concepts that need to go through, particularly the unhook notification. It might not solve the problem but could help a lot. It's the disproportionate value of tunneling that has to be reduced for it to be quelled. If it ceases to be the easiest path to victory than it will become less common.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026931#Comment_4026931

    This, plus the unhooked survivor would be injured off hook and basically have a shorter chase by default.

    I'd go with a repair speed increase upon first kill, which scales down with number of hooks. First kill on three hooks nets the biggest bonus, whereas six hooks doesn't incur any.

    Yeah this would do the opposite of stopping tunneling. It would be super tunneling. Imagine getting hooked 12 times and then the team looses. Not just a terrible experience, but compounded by the heat your team would send your way.

    Yeah some variation of the repair speed boost should at least make a comeback, even if direct punishments won't.

  • @OmegaXII said:

    Make all survivors share all 12 hook states.

    No tunnelling/camping anymore.

    How would this work? Couldn't you just keeping hooking the same weak link over and over?

  • They suppressed hook and gen auras when they were released but I think the immediate nerf they got changed that in addition to limited charges and reduced opacity.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026534#Comment_4026534

    Yeah pretty sure Dracula and PHead are free to play for this iteration, so probably alot of folks still trying to learn their powers

    Oh yeah, true, they are. I'd like to try Pyramidhead but I don't want to to ruin some other killers match by bumbling about. Too bad the trial doesn't extend into 1v4.

  • @Dokta_Carter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026526#Comment_4026526

    Some of that persons comments/posts feels like they are trying to bait or something ? Idk

    This whole forum feels like bait sometimes.

  • @Metagamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026526#Comment_4026526

    Hi, so uh this is entirely false. I don't know how to copy a quote but this is the SECOND message you sent after I responded to you in that forum. Want the original first text entirely unedited?

    "

    I'd be fine with this logic if it went both ways but it doesn't. I can play like trash as killer, get no hooks, and still win in end game by slugging everyone. That shouldn't be possible if my whole match was bad plays. Yet it is, and survivors have no equivalent comebacks. That's the unevenness of this argument: the punishments aren't just a little unbalanced, they are severely skewed towards killer.

    "

    This is from YOU. Don't tell me I'M twisted your words into a pretzel if you aren't going to provide the entire context.

    Lol what kinda gotcha is this? I'm saying the same thing there with different wording. Your response example was someone using Unbreakable or having a 1 minute chase when the killer is snowballing. You're comparison is not a sure win for the killer being suddenly snatched away, it's a disastrous trajectory for the survivors being somewhat prolonged. It's not even remotely equivalent to a killer getting zero hooks then suddenly winning in end game.

    You don't seem to understand the difference between a fact and an opinon. "Trapper needs buffs" is an opinon. It might bseem obvious to you but it's not "accurate" or "factual". "Trapper is a killer in Dead by Daylight" is a fact.

  • I've had a shockingly good experience as survivor so far and I usually hate 2v8. Played 12 matches, 8 were escapes, teammates are doing end game saves, looping well, and rats and potatoes have been rare. A lot of killer players are clearly using killers theydon't have a good grasp on, particularly Pyramidhead. I don't feel like it'll last but I'll enjoy is while I can.

  • @Colt45m said:

    Also whoever said survivors have no comeback potential while killers can come back endgame was right. Killers can slug and demolish teams if theres one gen left but if survivors are tunneled out and theres like 2 people left with 4 gens left the games lost. So yeah thats probably why that statement was downvoted.

    It's not even what I said either. Bro is twisting my words into pretzels. This is what I said:

    There are no survivor comebacks as massive and common as killer ones. A killer can get 0 hooks and still get a 3k or 4k in end game and it's not even rare. Happens to me in both roles. Tell me the survivor equivalent of that. Everyone on death hook at 5 gens yet they somehow get them all done and win?

    I've had matches where I've gotten 0-2 hooks when gens have been completeld and I've still won. I've never had anything close to that as survivor. The killer would have to AFK or turn friendly for a similar experience.

    OP you're getting downvoted because you think your views are facts and not opinions and that everyone else is a malicious liar.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026332#Comment_4026332

    I generally assume people are playing well/properly when trying to discuss balance.

    I'm personally using double wolf add-ons, brutal strength/fire-up on Wraith with Pain-Res and Pop - I can't imagine how miserable these set-ups would be on say, Trapper.

    My games on my mains usually involve people clinging to gens and only leaving/saving when necessary, generally with decent/event items.

    They're all very capable of playing tiles correctly and decent macro as they should be given my playtime.

    If the counter is that someone else may be playing poorly, I don't think I'll have much more to say.

    So the game balance should only account for its best and most longtime players? The lower brackets of MMR should just adjust to whatever works for the upper tiers? A lot of people play this game and most aren't high skill. It should be that what works for one tier works for another, but since matchmaking is terrible, it's hard to figure out what that answer is. And that's the problem with the forum, most of us aren't moderate players who just play a few rounds a week.

    I'm currently using Dredge with half aura read, no gen regress, no pallet break speed up and I get mostly good players with meta perks and styptics, syringes, and BNPs, and I'm not struggling because of pallets. I'd be curious to know if anyone has seen a substantial dip in their KRs due directly to pallets because I've yet to see someone show an 70% overall that dropped to 60% in the 30 day stats or something similar, while stating pallets as the reason. Are they actually affecting balance, or are they just like Fog Vials—a nuisance on the path to victory.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026302#Comment_4026302

    People don't necessarily need to hold w and pre-drop.

    They can still play/loop any pallets that allow it and pre-drop any that do not.

    It provides extra opportunities to waste additional time.

    Sure, that's the point of having pallets, but countering it is also part of the game. Many of these new pallets are outrageously unsafe too and are basically free downs if the survivor chooses them to loop. I think that's kinda the trade off, especially if you're using Windows instead of common sense and just running to any nearby pallet aura. A good deal of these pallets are so weak that when someone drops I just go around. They're not even a hindrance. For every person using them smartly, there's some idiot predeopping them and thinking it's magically going to stop the killer.

  • This topic has come up but you run the risk of over complicating things. I want tunneling at 5 gens deleted from this game, but protections falling away as the game progresses is also weird to me. I don't think Elusive is really that complicated, nor overtuned. They could cut the time down to match the basekit BT. It won't be very useful, but it's something.

    I'm a killer that complains about remote hooking. Getting someone to a hook without a denial is its own little mini game. It's a big part of a match, as is stragetic hooking placements. I wouldn't mind the hook teleporting away so much, but the hooking needs to be preformed by the killler. But just getting rid of the noise notification would be much simpler. I don't know why there is so much resistance to this idea. It's the simplest way to reduce killers hurling themselves back to the hook.

  • You could block gens for the first minute of the match, change gen time to 2 minutes, and nerf toolboxes and gen perks and the goal posts will just keep moving. No amount of treats given to killers will stop it. It will only stop if it ceases to be valuable.

  • The weird thing about the pallets is that, though I find the hold-W-while-using-Windows thing annoying, it's not actually affecting the outcome of my matches. But "annoying" seems to be enough to get anything survivor-sided nerfed.

  • @Cassiopeiae said:

    In the last 30 days, I’ve only abandoned matches at 4K slugs, which have been extremely rare, less than a dozen I'd say.

    https://us.v-cdn.net/6030815/uploads/0W9DWH4PALZA/image.png

    I believe Mandy mentioned that BHVR’s stats differ from those in the tracker, so their total escape numbers shouldn’t be “inflated” by abandons as you suggested, so no need to worry.

    It's still bad. It makes people feel they're doing better than they are and is beyond disingenuous, regardless of how they register officially. If the stats are a flat-out lie for many, why have them?

  • I usually adjust my vibe to the match. I can be charmed, and I can feel pity or admiration and give hatch, but if it's a sweaty team I'll sweat too.

  • I think they should just spawn where the killer spawns. The biggest problem I've seen with hex totems is them spawning right near survivors.

  • I play everyday unless my work schedule is weird or I'm out of town or something like that. It's usually 5 hours on work days and maybe 8 on off days, but it also depends on whether friends are available to play. If I have a day of jumping from party to party I can get sucked into 10 hour sessions.

  • I'd also like to know where these came from.

  • Would be cool if they'd fix them to be accurate while they're at it.

    But the fact that I've played a total of 3 Chaos Shuffle matches as killer shows how much I like events.

  • @100PercentBPMain said:

    it may as well exist. Ragers on your platform will message you regardless.

    Honestly, a good 60-70% of people I try to send friendly messages to have their messaging restricted. It's pretty rare I get anything either, like maybe once every 200 matches.

  • @Royval said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024822#Comment_4024822

    stop trying to get killers nerfed. All they have to do is buff weak killers imagine the kill rates if blight and nurse didn’t exist.

    Imagine the kill rates if they buff everyone and don't nerf the S tiers. We can do both.

  • Weirdly enough, I have had some that stick around. I do wonder what the factors are to make them stay. Would be nice if it was more consistent.

  • If there's a delay I've never noticed it but I'm probably just used do it. Great skill checks are actually hard to land though, so maybe? But my TV is also old and struggling so that probably matters too.

  • I'm pretty happy without it. It seems like a huge amount of the negativity in this game revolves around end game chat, which is probably why I don't feel nearly as bitter and jaded about the community as others. Console players live in a land of ignorant bliss.

  • Wild to slug in a match that doesn't even reflect on MMR or stats or anything. 2v8 is one of the few things that should just be for fun. I guess there are some scuzzy duos out there. Also wild to gloat about winning a match that was almost impossible to loose.

    Have hope though, there's plenty of us non-toxics out there still. We're just not as visible.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025618#Comment_4025618

    I'm still waiting for you to tell me what's more skilled than hitting a survivor, 3rd time asking. You keep calling it not skill requiring and so easy yet can't give me an answer.

    "I have. What you currently get for an M1 is a dropped item the survivor can retrieve. That's an adequate reward. What you used to get was eventual item depletion. One perk that could remove every item with very little effort. I'm still waiting for you to give me a survivor equivalent to that. Which perk can at least temporarily disable killer add-ons?"

    I literally already did. I gave you anti totem perks, and that's even more than you asked, it's not temporary disable, it's permanent! Vigil basically basically most debuffs near irrelevant. Most survivor heal perks apply give or take 4x the debuff anti heal perks are doing more than negating them entirely.

    "Are we pretending that old Franklin's didn't deplete your item's charges?"

    Are we pretending that happened in one hit or that you didn't use your item before multiple hits after picking it up? This sounds like skill issues by the survivor.

    "Franklin's was changed because of Fog Vials, yes, which were then changed to have charges. So Franklin's could come back, yet it hasn't. "

    Not accurate. Those have 2 charges which would have them empty significantly faster than the other items. It would have hit vials too much.

    "Are they? Because a medkit with a syringe is better to me than Self-Care, and a commodious toolbox with a wire spoil and a BNP is better to me than Deja Vu."

    Are we gonna be genuine and compare most perks to most items and addons or pick the near only few outliers that exist to the "general" rule. Are we stacking all BNPs and Syringes/Styptics every game? Trying to compare perks to items and picking the very few off exceptions that don't represent the vast majority of games is disingenuous.

    "You keep using absolutes that just aren't true. I just went against someone using Pentimento maybe a week ago. My last batch of survivor matches included a Krasue using Franklin's. I still encounter a decent amount of users."

    No, you take things too literally. We always speak in generalities. That's human speech. You seeing a Penti in a week is an irrelevant point to what's being said. Once a week is basically non existent. Yes, that's using hyperbole, it gets the point across it's not common whatsoever.

    "If a single hit is a challenge for you I don't know what to tell you. "

    Again, still waiting, what's more skillful than a hit? I'm dying to know since you don't think it's skillful. I want to know what metric you think is showing "skill" to be worthy of a perk reward.

    "Fine by me, but if we're being fair while also affecting a whole classification and not just one perk, either aura read or gen regress has gotta go too."

    Fine by me, pallet distribution is gone as well as all the second chance perks, gen speeds significantly longer and healing perks gutted. Just admit going by majority "dislikes it" is a bad metric.

    You keep calling it not skill requiring and so easy yet can't give me an answer.

    Yeah, requiring is the key word. I just said above, nothing requires skill. You can land M1s with braindead bloodlust, because of ping, because of deadzones, because of resource depletion. Many M2s are more skillful to land. Punishment of the Damned or Hellfire are good examples.

    Are we pretending that happened in one hit or that you didn't use your item before 

    multiple

     hits after picking it up?

    If you take a hit with a toolbox you haven't used yet, get into chase, get hooked, dangle for a bit, run off to get healed, and then go back to who-knew-where for your toolbox, there's a good chance it'd be empty. If they didn't ever get to have the intended effect, you wouldn't care about the nerf.

    Not accurate. Those have 2 charges which would have them empty significantly faster than the other items. It would have hit vials too much.

    Yeah, we wouldn't want that to happen to Fog Vials. They're so useful and beloved. But it is accurate. The Franklin's nerf came when Fog Vials were introduced and didn't yet have charges. If they wanted to revert it and spare those poor Fog Vials, they could increase the charges.

    Trying to compare perks to items and picking the very few off exceptions that don't represent the 

    vast 

    majority of games is disingenuous.

    Those were just equivalent examples.The vast majority of perks for both sides are trash. I'll take many killer add-ons and stacked survivor items over half the perks in this game, maybe more. The meta is narrow for a reason.

    No, you take things too literally

    Don't think I've ever been accused of this here, of all places, where I'm almost aleays hyperbolic, but you can't just say everything is exaggerated to get away with stuff. If you're posting random one-liners, fine, but this is a discussion and you can't just say "that's not what I meant" and expect me to interpret your tone.

    Just admit going by majority "dislikes it" is a bad metric.

    Yet we're yet again trying to do something about tunneling and slugging so is it though?

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