dugman
dugman
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I’ve suggested before that there should be an internal timer where if nobody scores any bloodponts for, say, five minutes then the game either goes into endgame collapse or just ends in a draw. That would address the scenario in the original post where there is an interminable stalemate.
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Just wait for the anniversary event next week. It’s very likely they’ll announce details on their rework they’ve been doing the last six months.
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I really don’t get why people have a problem with slugging. At least if a survivor is slugged they can still move or maybe even get up on their own if they have a corresponding perk. Plus killers who slug are getting into chases more quickly so it gets other survivors into chases more quickly too. If anything slugging more frequently just leads to more chases which I would think would be more fun.
Mind you, I’m talking about slugging generally. I do get why, for example, when there’s two survivors and a killer opts to slug the third one to try for a 4k that gets a bit boring all around compared to just hooking the third person to get the match moving more quickly. But when 3 or 4 survivors are alive slugging is actually more exciting than hooking in my opinion.
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If your style is injuring then continuing to chase to down, try Save the Best for Last. It’s is the ultimate perk for following up after injuring someone, they get much less distance from you after that initial hit.
Bamboozle is also good, it allows you to shut down a strong vault to force them to try and transition elsewhere, often resulting in a hit.
Sloppy Butcher is also solid in general on Wraith since it will make it harder for survivors to heal if they get away or get rescued, plus it makes their blood trails even easier to follow.
An underrated perk for tunneling is Bloodhound (one of Wraith’s starting perks too). Yes, you can see blood without it, but it’s basically guaranteed you won’t miss blood with it, plus the trails last longer than normal. And it’s not susceptible to aura hiding perks like Shadowstep. Basically once you injure someone, even if you temporarily lose sight of them or they try and crouch walk to hide scratches, you’ll still find them with this perk. And it synergizes well with Sloppy Butcher above.
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@Kokujin said:
https://forum.deadbydaylight.com/en/discussion/comment/2946662#Comment_2946662
Yeah, that's a nice idea. I though about the next be about the maps and number of escapes.
Maps is definitely a good one too.
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I voted for Halloween mainly because I think it’s the oldest on the list. But honestly all of them deserve a tome at some point.
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Nice. Another interesting thing you could pivot out is escape rates by number of survivors who used a given perk per game. For example, what was the average number of escapes when 0 people used Dead Hard versus 1 used Dead Hard or 2 or 3 or 4 used it.
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Even better, I'd love to see an actual Medusa killer with the ability that any survivor who looks at her suffers increasingly negative conditions (e.g. Blindness, Incapacitation, Hindered, Exhaustion, even Exposed or worse if you stare long enough). A killer that survivors actively want to avoid seeing while they run away or do gens just seems like it would be really tense in a fun way. 🙂
P.S. And you could have the survivor be Perseus as an added mythological bonus.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2945812#Comment_2945812
Killers have more than 1 part to their power though. The killer will probably have a more important and really cool second half.
Anything's possible, we'll see in a week. 🙂
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@vanGlasse1 said:
https://forum.deadbydaylight.com/en/discussion/comment/2945564#Comment_2945564
I dream for the day they make a distorted map inspired by Escher's paintings, just imagine
M.C. Escher is awesome, I've got that print on my wall. 🙂
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There are additional things you can do about flashlights other than look at a wall
- Don’t pick up a downed survivor instantly, listen and scan the surroundings if you’re in the open for signs of another survivor. If there is one, slug the downed person and chase the person waiting nearby, you’ve now secured two people not doing gens for the price of one.
- When you go to pick the person up, go over them and turn a 180 before picking up, that usually will force any survivor hoping for a save to try and run all the way around you for the blind which makes it a lot harder for them to land it.
- And just generally be liberal with slugging. You don’t need to hook everybody right away after a down, and in fact a better strategy in a lot of cases is slug one person so you can chase a second and then only do the hook when you’re sure you’ve got at least two or three survivors distracted.
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@drsoontm said:
There is a book called "The Fold".
It's about teleportation over short distances though a door, which kind of sounds like something we have heard about recently.
Maybe some locker teleportation?
I’m skeptical about the new killer being a big teleporter to fixed spots on the map in part because the most recent killer, Sadako, is a heavy teleporter to fixed spots on the map as well and normally the killers they release within a few months of each other are pretty distinct from each other mechanically. (Sure, Sadako borrows mechanisms from Wraith and Freddy, but they were released a long time ago, normally they mix things up more than that in back to back chapters.)
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Evil Dead looks a lot more like a Left 4 Dead game than a DbD type game. Nothing wrong with Left 4 Dead but I’m not interested in it.
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Whatever it is doesn’t sound like it’s a licensed killer, none of that rings a bell or comes up on Google.
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Anybody saying Amanda’s Letter isn’t good is playing it wrong, I do very well using that add-on.
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@Carrow said:
I actually stopped watching streamers exactly because it felt like 99% of their matches were against absolute noobs. You'd see people play Pig without Corrupt Intervention and get into a long chase, without a single gen popping, while if you yourself were playing her, even if the fastest chase in the world will get you 3 gens lost in the first minute since everyone and their pet goldfish comes with BNPs into the game.
It’s probably not true that 99% of top streamer’s matches are against new players. I find a lot of times what actually happens is the streamer is so good at the macro game that they are able to keep all the survivors under enough pressure that only one of them is working a gen at a time, and then in the comments people will say things like “those survivors were noobs, they barely got any gens done”. Well yeah, they didn’t get them done because they were busy being chased and on a hook or slugged or healing each other.
Otz doesn’t have a huge win percentage because he’s always against new players, he has a high win rate because he understands the macro game and how to apply pressure combined with being solid in chases.
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Possibly it’s because it’s not something they’ve narrowed down to a specific cause or situation yet. I’m sure they’re aware of the rubber banding general complaints though.
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Yeah, getting killed first in a player elimination game is never fun, that’s sort of a general problem with all player elimination games across the board. It’s especially bad design in board games for example when you have player elimination and the game takes 30 minutes or more to finish because then you have someone stuck doing nothing forever while everybody else finishes the game. It’s more tolerable in short games like DbD where a match is around 10 minutes, but it’s still not fun getting knocked out early.
As far as “camping and tunneling” go:
- I’ve long said tunneling is a meaningless buzzword, nobody agrees on what it even means let alone why it’s a problem. Getting downed or hit twice in a row seems to be the only common criteria which obviously is not an issue, it’s just part of the game.
- Literal face camping is an issue the devs have acknowledged and said they have been working on trying to find a way to steer killers away from that tactic. Unfortunately they haven’t so far found a mechanic that both somehow discourages or limits the ability to facecamp but that also doesn’t break something else in the game. I suspect for example when they made Pyramid Head’s Cages teleport across the map if he was near them that they used the opportunity to internally test something similar for hooks but probably decided it didn’t work well with those for some reason. But they do understand that if killers feel (rightly or wrongly) like standing at a hook for two minutes doing nothing is a working strategy then it leads to a scenario which is boring for everybody of a killer not chasing anyone, someone on a hook and the others just holding the button to do gens.
- Other forms of “camping” are totally fine. There’s absolutely nothing wrong with playing zone defense, aka “proxy camping”.
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Exhaustion is the only status effect in the game that is reliant on a survivor bringing an exhaustion perk for it to even effect them. If a survivor has no exhaustion perk, it literally does nothing to them. Isn’t this a design flaw?
To answer your question, no, it’s not a design flaw. It’s ok to have perks that are intended to counteract opposing perks that the other players may or may not actually use.
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@Piruluk said:
DS is too weak to prevent tunneling, you will live few more seconds, and cant repair gens etc.
Killer mains destroyed the perk, overnerfed
If you are repairing gens you’re not getting “tunneled”.
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If you’ve been gone two months
- Ghost Face and Legion got reworks. Ghost Face’s Marks last a lot longer and Marked survivors can’t break him out of Stealth, while Legion now gets an additional speed boost after every Frenzy hit and does an instant down on the fifth Frenzy hit in a row. Plus all of their add-ons were redone.
- MMR got some adjustments. If you search for the dev post on it they go into the technical aspects of how MMR works and what changed there, but basically in principle the changes should help make average players have somewhat closer matches.
- The 6th Anniversary dev event is coming up on the 17th. They’ve hinted at some big announcements so it’s possible they’ll have details on the major bloodweb revamp they talked about in January.
- On the plus side, there was a major ban wave of cheaters a few weeks ago. (I saw one streamer who went back through his list of tickets on people he had reported and about 2/3 of them got banned in the wave.) On the downside there’s now apparently bots that blatantly cheat being a problem at high MMR.
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I’m skipping it, it looks ok but I’m not into the Left 4 Dead type thing.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2944353#Comment_2944353
It already does, for that last part- Thrill doesn't lose tokens when a totem is blessed, so the only way to diminish or remove it is to break totems, not bless them.
Ah you’re right, all good on that part then. 🙂
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I think Hex Thrill of the Hunt is something which should be an effect that isn’t literally a Hex. As in it provides slow down but the effect is tied tied to how many total totems are on the map. So cleansing totems effectively weakens the perk, but it’s not entirely cancelled.
Also it could be interesting if Thrill counted all totems, including Boons. That way placing a Boon has no effect on Thrill one way or another, you actually have to cleanse totems to weaken Thrill’s effect. It makes it into a choice for Boon players - place Boons and never cleanse or spend some time cleansing to make future Boons faster to place.
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@shinymon said:
Interesting. So is there no actual person controlling the killer? Can they detect you in lockers?
Yeah it wouldn’t be so bad if the bots weren’t literally blatantly cheating. They actually walk through walls and can see everybody on the entire map the whole match.
No idea what the devs can or can’t do about it but I guarantee it’s on their radar.
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The audio tape having "A #24" on it almost makes me think it's something to do with A24 films, a studio that has done a bunch of horror films including Hereditary (2018), The Witch (2015), The Lighthouse (2019) and Midsommar (2019). I can't speak to if any of their horror movies would translate into DbD but they definitely have done some decent films. 🙂
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@Kira4Evr said:
https://forum.deadbydaylight.com/en/discussion/comment/2944055#Comment_2944055
Doesn't she only have a Lullaby when she's Manifested(Undetectable)? And if she's not in a chase, Furtive Chase is not even active. It only reduces Terror Radius while chasing people. That's why it's so bad.
Also, what does "FYI" mean? xd
No, she always has a lullaby even when she's Undetectable. (I don't know why they gave her a lullaby in the first place but that's how it works.)
Also FYI is shorthand for "For Your Info".
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@Kira4Evr said:
https://forum.deadbydaylight.com/en/discussion/comment/2944020#Comment_2944020
I'm glad you asked. As we all know, Furtive Chase reduces your Terror Radius by meter and not percentage. So killers with a smaller Terror Radius will have more usage from it. I didn't pick Trickster or Huntress because they have a Lullaby, Hag doesn't really chase, Spirit is really loud and Myers usually has a normal Terror Radius when he's chasing. Then it's only Sadako left. I also thought it was a good idea because she has trouble catching people, so I think it would benefit her if survivors around didn't know. She might even be able to get more hits to make her Hit'n Run playstyle more effective.
Just FYI Sadako has a lullaby too. Also she's normally Undetectable when she's not in a chase so her terror radius at that point is zero.
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@Msterflex said:
https://forum.deadbydaylight.com/en/discussion/comment/2944030#Comment_2944030
Because when your teammates are unhooking you right by the killer or you’re being tunneled off hook none of which are your fault and can feel unfair you’ll take anything you can get to stay in the match longer.
That still doesn't sound like a reason to not adjust Dead Hard.
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What does solo queue being frustrating have to do with Dead Hard being overpowered?
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Out of curiosity why Furtive Chase on Sadako?
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Regarding Unnerving Presence and Overwhelming Presence, though, it is worth noting that they synergize with Distressing so probably show up most often in combination with that perk on Doctor.
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@tippy2k2 said:
I still can't believe that what should be the easiest fix in the entire world (make Trappers traps a sandy color on that map or whatever color necessary if it's on a different map) hasn't been done yet
How did not one person think about that when making that map? And now at this point, how does not one person say "Hey, maybe we should make this change guys"?
Just...baffling
If they made his traps translucent that would certainly help him a bit.
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@foxofthestars said:
https://forum.deadbydaylight.com/en/discussion/comment/2943958#Comment_2943958
Unfortunately I had them as killer for my first match of the day. I found their stream due to them using their TTV as their in game name.
When I peeped their stream they were talking about what software they use to hack and how they make the matches GG2EZ.
Got it. 👍 Well then if you mentioned that in your ticket and send them the video of the game they should be able to do something.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2943719#Comment_2943719
Theoretically that could work. But there are too many achievements, archives, and items interacting with the hatch at this point. It would be a lot of work that I'd be surprised they'd be willing to do it.
Right, I’m not saying they should get rid of hatch, I honestly don’t have a problem with it. I was just saying the hatch itself wasn’t necessary to avoid endgame stalemates.
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Also just FYI Behaviour has a policy that they don’t consider complaints unless you’re reporting something that happened to your personally. So unless you were in the game with the cheater they probably won’t do anything with the complaint. (I’m guessing the policy is to discourage people who have a personal beef against a specific streamer bombarding the complaint system with tickets about them, but that’s just a guess.)
Who knows though, Behaviour can do what they want so if they see something really egregious on a stream I imagine they can just investigate it internally.
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@Tranquil_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/2943712#Comment_2943712
I'm wondering if Never Sleep Pills needs some kind of tweak/nerf. Not because it's actually overpowered, but because it kind of takes away counterplay (Legion is basically guaranteed a down in many situations). Maybe Never Sleep Pills should give you 15 or 16 seconds of Frenzy instead of 20?
It’s a guaranteed down but it takes a long time to do which is the trade off. Hypothetically if it turns out it’s actually too powerful though they could either reduce the duration buff or reduce or eliminate the speed boost Legion gets while using the pills (i.e. they run 4.6 m/s the entire Frenzy when using that add-on). Really though if it’s not overpowered it doesn’t need a nerf.
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@GoodBoyKaru said:
Without hatch, what would happen? 3rd survivor dies, and 4th survivor goes into full immersion mode. Doesn't do gens, doesn't get found, just hides and stealths and drags out the game in hopes they get an opportunity to do some gens and leave. I'm more than fine knowing the game won't last another 35 minutes past killing survivor #3.
Hatch prevents hostage situations. And as we know, it being bannable doesn't stop it happening.
Well there is an alternative they could have done - just start the endgame collapse automatically when only one survivor is left. No hatch needed for that, it just becomes a sudden death race for the survivor to open one of the gates or die. You’d still not have games stalling out at that point, it’s just that it would be more likely for the killer to get the last kill.
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To be fair to survivors, the perception is Legion games take a long time because, while they can get injuries efficiently, they are basic attack killers for the most part when it comes to getting downs on injured survivors so the chases to get downs can take a while. Couple that with a lot of stalling due to Mending and the match could maybe be longer than normal. (I don’t know if it’s actually longer or just a perception, it would be interesting to see stats on average game length by killer.)
On the flip side there’s also some survivors (not all) that seem to think the new Legion is overpowered, which I’m more skeptical of. Sure, they can get instant downs off chain hits more consistently now with Never Sleep Pills, but the process takes something like 60+ seconds per down doing that (5 chases at 10-20 seconds per chase) so it’s not like there’s not time for people to do gens if the Legion is committing to that.
Finally I wouldn’t be surprised if some of the complaints are from survivors who have up to this point been happily using healing strategies like Circle of Healing as their go to way to play. Legion has always been a character that probably the best strategy is simply to play the game injured to mitigate the usefulness of their Frenzy. (They can still Frenzy hit injured people to get info if they want, but they can’t get a down during it.) So I imagine there’s a few annoyed healers out there upset that Legion is popular at the moment.
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I never dodge lobbies.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2943150#Comment_2943150
That's because they take the survivor average Mmr. If the killer is 1,700 mmr as long as the survivor average is within the acceptable range it's considered balanced.
Right, the MMR itself does seem to work when everybody is the same rating, but taking the average when one person is very high rated and the others might not be the optimal estimate for where the killer should be because it's quite possible that the actual best MMR in that situation is more like the median of the group, not the mean, since one really good player isn't as likely to carry the whole team.
For example, say the survivors are three 800 point players and one 1600 point player. Right now the game uses the average, which is 1000, so it'll try and put in a 1000 point killer against them. But a 1000 point killer is 200 points better than three of the survivors so will probably hammer them in the chases and such, leaving the one 1600 point player to try and carry the squad.
On the other hand, the system could instead use the median, which is 800. That would make the killer an even match for most of the survivors, except that one 1600 point player who still will be running circles around them. But that's probably ok since three of the four match ups will be close in chases which is probably a better result than the current scenario using averages.
Mind you, this is only really an issue when there's a big disparity in the MMRs like edgar described. For most games the MMRs are probably closer together in which case the difference between the mean and the median is much smaller.
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My general advice for someone still pretty new to the game might be:
- Don't worry that much right now about your loadout, the exact build you run only really makes a difference if both you and the survivors are making few mistakes. You can have a great loadout and making a strategic mistake will still cost you the match if the survivors play well, and vice versa if you play well and the survivors mess up you'll win no matter what build you're using (or even with no perks at all). I would say for now use the perks that have effects you like as a playstyle preference, that way you're having fun with them while you continue getting better at the game through regular play.
- Playing killer involves both a tactical micro game of getting hits on survivors efficiently while chasing them as well as a broader strategic macro game of having a sense of when to start and continue chasing a survivor, when to break off a chase and switch targets, when to hook a downed survivor and when to leave them dying on the ground while you go to chase someone else. You need to be good at both the micro and macro aspects of killers to do well against skilled survivors. For example, you can be really good at chasing people, not miss hits and get your hits and downs relatively consistently, but if you're not paying attention to the broader game while you're doing it you could be leaving all three other survivors that you're not chasing totally free to finish the gens unimpeded. And on the flip side, you can have great game sense, but if you are frequently missing attacks when they juke you or losing track of them in corn or getting looped ad infinitum at common tiles you'll lose the game even if you on the whole know what's going on. So a first step might be to try and figure out where your weaknesses are at both the micro and macro level and work on shoring those up.
- One tip for the macro game would be, if you're chasing someone and there are no gens nearby, unless you can hit or down them quickly you're giving everybody else free rein to finish the gens. Personally my rule of thumb is, at a minimum, after each hit or pallet drop, reevaluate your surroundings and decide if it's worth continuing the chase. A lot of the time on reflection you'll find that you're better off breaking off that survivor and switching back to others doing the gens (maybe breaking a pallet that was just dropped first as a consolation prize). Sure, the survivor you leave will have a chance to heal to or to a gen, but even if they do it will take them a little time to reset and hopefully by then you're already deep into a new chase or getting a down on someone else. In particular by switching off a survivor who is a good runner you are giving yourself the opportunity to find a weaker survivor player that you can down more quickly, and ultimately taking out the weak link is usually the best strategy because it will significantly increase the pressure on everybody else.
- Another thing that might not be obvious is that immediately hooking everybody you down isn't necessarily the optimal strategy. When you pick and up carry someone to a hook you are spending around 10 seconds or so, maybe more, to finish it. But if instead you leave the survivor on the ground, you can use those 10 seconds to cross up to half the map and chase a second survivor. That is a much faster way to pressure the survivors in the short term because at that point you have a survivor you're chasing, another on the ground, a third probably rescuing the dying survivor, and only one actively working on the gens. And if they ignore the dying player you can end up having two downed survivors and now you're in a great position to ramp up your momentum! A rule of thumb here might be pick a survivor that you would like to eliminate first and, when you down them, hook them, but when you down the others consider slugging them on the ground versus hooking them to give yourself more opportunity to pressure everybody and find that survivor you're hoping to eliminate. (If you're fairly sure the survivors aren't working on the gens then hooking the others is perfectly fine, but if you're hooking your secondary targets while the rest do gens you're potentially losing momentum.)
- Of course this is all a general rule, if you happen to be running a build that has perks which rely on hooks then hooking more often makes sense. And on the flip side if you have perks which work well when you down people but don't necessarily hook them then slugging more heavily works better. Either way, though, the goal is pressuring multiple survivors and keeping them busy so they're not progressing the gens while you take away their pallets and build up hooks on one of them to knock them out of play.
- Regarding the gens, it's worth remembering that by design the first couple of gens are the easiest for the survivors to finish. The game isn't at all over just because they got two gens done in a couple of minutes. So if you're playing for the long game and keeping up pressure, taking out pallets to build dead zones, and getting someone to the point they are on death hook to eliminate them, then there's no need to panic just because they finish a gen or two. Just keep up the pressure, don't mess up your chases, and try to get them in that situation where at most one person can work on a gen at a time and you'll have a good shot at your 3-4k at the end.
- Some people seem to think face camping is the way to go, but on the whole standing around a hook isn't time efficient. As I mentioned above, if you stand there for two minutes doing nothing else you're giving them total freedom to finish two or three gens in that time. Then they just need to do a hook trade and start over. Keeping an eye on a hooked survivor has its place for sure, but if the survivors aren't coming to you then you should probably be going to them. You want to be in that cycle of having one downed or hooked, chasing another, a third doing a rescue and the last the only one on gens, and you can't do that just standing in place unless the survivors actually come to you.
- Finally just ignore survivors who complain about "tunneling". Nobody agrees on what tunneling even means let alone why it's even a bad thing in the first place. The vast majority of people who complain about "tunneling" in my aftergame chats were just people I happened to down twice in a row or whatever and are sore that they got killed first. Strategically sometimes you want to keep chasing a survivor after you hit them, and sometimes you want to break it off, but in neither case should you at all worry about whether the survivor in question will call you a "tunneler".
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@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/2942772#Comment_2942772
This... doesn't matter at all. Since the issue isn't only MMR. It's the huge gap between solo randoms (get destroyed) and SWF (have an advantage). There's not enough good players in the game to guarantee everyone they'll get a good team of randoms. Killers are too strong versus randoms, and in some cases not strong enough against a sweaty 4-man premade. But, as we established, they don't care.
Nobody established any such thing, and it actually would make a difference to the original poster's complaint involving being in "MMR hell".
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I'm ok in principle with a Batman villain being in the game, although honestly Scarecrow would be my first choice. Especially if Scarecrow's ability involved having realm-specific spooky illusions like evil looking scarecrows planted in the corn fields and grim corpses or limbs reaching at survivors that aren't normally there. Mechanically I imagine his ability could be a bit like Clowns, except his toxin would be something other than just speed up and slow down. Some ideas off the top of my head of what being under the effects of Fear toxin might be:
- Survivors who look directly at Scarecrow during a chase involuntarily scream and run directly away from him for at least 1 second. (He'd be a killer you'd have trouble watching while he chases you.)
- Terrorized survivors are Incapacitated and unable to work on gens or heal until they snap out of it.
- When a survivor is hit by a toxin attack their movement controls are briefly randomized (i.e. up becomes down and/or left becomes right) to simulate confusion.
- While being chased by Scarecrow you see multiple false images of him chasing you from different directions.
- Also hallucinatory terrain effects like not seeing vaults or pallets that are actually present, fake pings of other survivors being downed or hooked, and aesthetically things like evil looking scarecrow props.
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Just FYI one of the things they mentioned they're working on at the end of their recent MMR post was they want to adjust it so survivors go up or down as a group versus as individuals. That would in theory address the scenario where a survivor intentionally keeps the killer busy and sacrifices themselves to help others escape but, under the current system, has their MMR go down because it treats each survivor as an individual and not as a team. Hypothetically if that type of system does get put in place it should help someone who is "stuck in the low MMR pit" climb out by giving them credit if they can delay the killer long enough for the others to escape. (It's not a guarantee your team would escape, of course, but at least you wouldn't be going even further down in rating if they escaped in part because you sacrificed yourself to help.)
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Anything is possible but it seems doubtful. I mean, if you were Behaviour, and your license partner pulled the license out from under you so they could work on a competing game, would you trust them enough to work with them a second time and not do the same thing again down the road? It didn’t sound like they had a huge spat or anything when they parted ways but an amicable divorce is still a divorce.
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Honestly I wouldn’t mind if they just scrapped and replaced pips and Grades and Devotion Levels and Prestiging with a single coherent system that gives rewards for playing regularly. Basically the main purpose of all of those things is to entice people to keep playing the game for the long term by rewarding bloodpoints and shards and some costume pieces. But it’s such a complicated mess with three totally different systems that work independently, plus Devotion levels give essentially nothing at all (they indirectly speed up your shard collection by resetting the experience counter but that’s it) and Prestige has one skin per character but is so punishing to progress a lot of people don’t bother doing it. The bloodpoint rewards for Grades are good but that’s about it as far as reason to really be interested in any of these three progression systems.
Who knows though, they’re supposedly already working on a major overhaul of the bloodweb to significantly reduce the grind so maybe that will also impact Prestige levels or Devotion in the process.
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@WesCravenFan said:
Camping and tunnelling are developer approved gameplay tactics and are not toxic.
Camping and tunnelling are developer approved gameplay tactics and are not toxic.
Camping and tunnelling are developer approved gameplay tactics and are not toxic.
Camping and tunnelling are developer approved gameplay tactics and are not toxic.
Camping and tunnelling are developer approved gameplay tactics and are not toxic.
Camping and tunnelling are developer approved gameplay tactics and are not toxic.
Agreed. The other things the poster mentioned though (smacking people over and over on hooks, intentionally bleeding people out for no reason) are total jerk moves.
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I think these two are pretty close overall. I went with Pyramid Head only because I think he has a vey slightly easier time getting injuries and downs with his attack mid-chase and also because his Cages are actually big time savers.
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@Bwsted said:
If you could cancel it at any time it would be literally game breaking, as survivors would have no time window to leave the tile, defeating the purpose of the animation lock entirely.
I don’t think it would be “game breaking” any more than faking a hook grab is gamebreaking, for example. It would look just as silly though if the killer fake-kicked for a split second to see if the survivor would run and they didn’t and this happened a couple of time in rapid successipn.