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The only thing I want to point out about the video is Thale argument that we don't *see* our MMR. I see A LOT of people in the forums saying "as a high MMR player" just because they have... Difficult matches? But assuming the match making works, that means they're match with and against similar skill level players, which balances it and doesn't hand out a free victory around that level of play. People having meta perks unlocked doesn't mean they are "high mmr" on either side.
And if we assume that MMR doesn't work then the whole "difficult matches" argument isn't valid either, because those players will be matched with and against random players, giving them imbalanced and extremely random results.
I just wish forum killers (sorry, I meant, users) would stop using the high MMR argument as a poor excuse for their loss, because they DON'T KNOW their actual value, nor the one of the players they were matched with
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Twins pick rate is still too high, looking forward to a <0.5%
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@Dionysus42 said:
Just wondering how long we can expect the gap to be while they wait for 'the data'.
What "corresponding" killer buffs do you mean?
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@Peanits said:
To go into details on that a little bit, removing them is not as simple as selecting tier 1/2 of each perk and pressing delete. In order to reduce each perk to one tier, you'd have to update the bloodweb to support it (and additionally, add support for any already-generated bloodwebs that contain perks below tier 3). Likewise, the perk tiers would have to be removed from the UI wherever they appear, and any place a tier 1 perk could appear (e.g. In the Shrine), you'd have to update it to show the tier 3 version of the perk instead.
So while it sounds very simple and can be said in a couple words ("Remove perk tiers"), it would actually be a substantial amount of work.
As for why it's not a permanent solution: Each time new content is released, not only does the amount of perks increase, but the number of characters you need to unlock all those perks on increases as well. Since you have two different factors increasing here, the grind is increasing exponentially over time, not linearly. Even if removing perk tiers would make it manageable for now, sooner or later it would catch back up and become a massive grind again. We've made changes in the past to reduce the grind, such as reducing bloodweb cost/size, adding additional perks to bloodwebs, etc. While these worked great in the short term, the grind always caught up eventually.
Would it reduce the grind pretty significantly for now? Yes, absolutely! But if we're going to spend a bunch of time on something to fix the grind, it makes more sense to spend the same amount of time and work on a permanent solution instead. (And for what it's worth, we do have something else planned for it!)
Long story short, it's not to shoot down the idea of removing perk tiers. It would reduce the grind, absolutely. It would just take as much time as a more permanent solution.
Ok but like, can you come up with a solution then or will we have to keep waiting with your "soon"?
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@GoodBoyKaru said:
sick im not needed anymore
https://forum.deadbydaylight.com/en/discussion/comment/2760989#Comment_2760989
community: "stop cherrypicking the questions!"
devs: *picks the questions people upvote, despite the fact they already know the devs cant speak on them*
the community: "omg cherrypick the questions so you can answer them already"
The problem is they choose to have QnA's when they know already they either won't answer to questions, or its gonna be "prank" questions that yeah we've heard 20 times already (hehe shirtless myers when?).
Why do the QnA to begin with when it's like this?
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Stuff like this needs a ticket too, I doubt in game reporting alone works, but I can definitely assure you making a ticket with video evidence gets them banned (when it's hackers)
On the other hand, cheaters like lag switchers or people abusing broken stuff in the game to their advantage won't get banned even with video evidence (broken not meant as "op", but for example survivors going on unreachable locations for killers and so on)
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@Peanits said:
To confirm what others are saying, there is no hard-set rule for base movement speeds, it's decided on a per-Killer basis. Sometimes it's part of the Killer's core design (e.g. This Killer should be fast and agile), and other times we ask questions like, "Does this Killer need to be slower to offset their power?" and "What kind of effects would that movement speed have on their power?"
Ok so based by your very own reply, Artist 110 when? 🙂
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@GoodBoyKaru said:
Once more continuing my suggestion of choice-restricting perks, items, add-ons, and powers to help the overall state of the game and help neuter some of the more stupid, over the top things.
If it wasn't you commenting this, I'd sarcastically reply something like "this obviously applies to survivors only right? Killers can stack all the slowdowns they want" but luckily you're one of the most unbiased around
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I don't think you're using the verb "to abuse" correctly. Actually I think you're abusing that word
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@Nicholas They do ban, but only when it's blatant hacking.
Last year I reported blatant lag switchers (not a hack) with video evidence of the whole game and they weren't banned. The duo queued with No Mither so they both could recover while teleporting to other locations through lag switching, and since they were two it was virtually impossible to slug them both, while it was also impossible to hook them as they'd artificially increase their ping. So basically in the video you could see me being unable to hook them and them teleporting around.
Couple of weeks ago, again, I had a three man always with No Mither abusing an unreachable location from the killer on top of a rock of the new map, and trying to hold the game hostage (I could sometimes hit them from certain angles, but not pick them up, so they could virtually recover indefinitely or for a very long time). In the video you can see me searching for the fourth player in the steam player list (while he was pointing at a hook asking me to kill him because he thought they were cheaters), you can see me adding him to the friend list and asking him in chat to do the generators otherwise I would've been held hostage and forced to DC. I reported those three players, and guess what, again, not banned :)
Tldr: only report blatant hackers. If it's players abusing stuff in game without hacking, they won't get banned
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@cutiekiller said:
In all the reports i've made I've always at least got an email saying "we haven't forgotten about you" but i've never got an email saying we've verified your report or something like this, did anyone ever got a email after they made a report?
Weirdly enough, sometimes i receive them, sometimes I don't (even if the ticket has been closed already)
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Still not that much of an interaction, but I definitely prefer her to facing twins and trickster.
I also play her sometimes, I get her daily quite often, and I don't mind playing her
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I'm convinced that skillchecks having a higher chance of popping up when you leave the gen because a killer is approaching is an intended feature, and not even a dev coming here just to tell me it's just bad skillchecks timing and there's nothing coded about it will convince me otherwise
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@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/2751084#Comment_2751084
Artist will be nerfed into the ground because people have been using their "unfun" trump card.
It's not a trump card, it's telling the devs to come up with something actually interactive, and not "hold W and go down" killers like they did in the past 1.5 years
Look at blight, most people don't complain about his power at all, yet he's the second best killer in the game
The most unlikely killer to get gutted is nurse anyway
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/2755050#Comment_2755050
Even if it's not bannable to be singled out by a weirdo, over and over and over and over and over again, there should be a way for console players to protect ourselves from this.
Don't worry, this kind of behavior is bannable as the killer went out of his way over multiple games just to ruin your own experience. The problem is that you kind of have to prove it, so you'll need video evidence of your games, because I'm pretty sure the support won't be able to track down previous games beaded om a single report, which sucks because you kind of need to know beforehand that you're going to be tunneled multiple times by the same person
Sadly the report system sucks, so either activate crossplay to remove entirely the possibility of getting matched against this killer, or significantly lowering it in case they activate it as well, or start recording every game you play (with endgame screen where you can see th nick)
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I tried with my grind question, but I never have hopes up for these streams. As others have already pointed out, it's gonna be yet another "can't give an answer right now/nothing is planned/soon more info" for any relevant question.
Waste of time
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2754681#Comment_2754681
Old iri huntress was fair though. She has the wind up of a Grandma lots of counter play to that.
Totally not biased btw
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2754762#Comment_2754762
Lets go eggy. Lets start it :D
Look at sluzzy posts and the one with how broken blight is where in end match they had <10k BP over all.
Where am I crying about killers? Enlighten me? Regarding the DH and its presence in every game with either having to bait it out, or getting at advanced skilled players who use its iframes to soak a hit before vaulting - knowing otherwise would be dead.
I play 3/26 killers, with only reason I know I can compete and get that 4K.
As long 8/10 games I get 4K, have nothing to admit.
But playing more then half of
the roster, its just plain stupid. Dont you agree? Or do you only play as a survivor?
And ps:
I also do play survivor and shockingly I prefer lithe over DH in any such builds, and facing blight is always fun. I know his weaknesses around loops and can assume his next move.
Letting blight start doing mind games and them just hold W is most effective thing you can do.
I have nothing to start. I just replied to your comment because your attitude is horrible
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2754214#Comment_2754214
Will you ever admit that its most likely problem in ur survival skills?
I see you questioning survivor's skill all over the forum while crying all over the place about "killer weak" and objecting any complaint (valid or not) without making actual valid counterpoints, so I'll just turn the question around and ask you: will you ever admit that it's most likely a problem in your killer skills? Maybe you're just not that good and want 4ks handed over easily ✨
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2753321#Comment_2753321
There is breathing time but it is tight and weak survivor don't know what to do in that situation.
Let's take a look at the first down in this video and this is a very good Blight.
https://www.youtube.com/watch?v=XXVifQSGaYQ
David could have played that bench
https://us.v-cdn.net/6030815/uploads/G06ARXROHF6T/image.png
and that would have been a difficult structure for a blight to play around with because of the tree and the other surrounding it then you wrap around the unsafe pallet if the Blight misses maybe even the safe pallet who knows. THEN even then there is a pallet in front of him which he could have reached with dead hard but he opted to dead harding through the killer and now he's out in the open
Maps have a lot of mini structures riddled across the map that you could use against Blight not reaching a tile doesn't mean it's over. You just have to make him a miss and be creative.
"Alchemist ring is balanced"
Takes as example a blight main who can't play without alc ring
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Ok. I propose adding such an addon for other killers too:
Nurse - suffer no fatigue and instantly recharge both blinks when hitting a successful blink attack
Spirit - instantly recharges power when hitting a survivor post phase
Oni - fully replenishes Blood Fury timer when downing a survivor with Demon Dash
Myers - fully replenishes tier 3 timer when downing a healthy survivor
Plague - fully replenishes corrupt purge timer when hitting a survivor with it
And so on. They all sound extremely balanced to me, because they reward the killer for using their per correctly /s
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2750506#Comment_2750506
from the solo survivor point of view
This one is quite important.
Problem is that his way of "fixing" it ignores SWF completely, so he is just opposite of most killers who would want to nerf survivors, because of SWF ignoring soloQ completely. Exactly same bad approach.
Swf isn't "op" anyway. As they pointed out in the main post, "only a very coordinated swf" which is far from the *average* swf
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@GoodBoyKaru said:
i really, really hate the fact that i agree with most of this post.
Why hate? Sluzzy is right most of the times, from the solo survivor point of view
@StarLost said:
Woof. Okay, it's a Sluzzy post but I'm going to approach this genuinely:
- You're exaggerating. Find a better loop, or loop better. One specific video comes to mind - Otz getting looped for around 2 minutes on Nemesis, you can see this on his 'streak' video.
- Some killers have anti-loop tools. In these cases, leave the loop. Outside of a few problem addons on a few problem killers, there is always something you can do.
- EOGC was needed to avoid the endless standoffs that could be forced out by either side.
- Camping, in terms of facecamping, is indeed a problem. The bigger problem is that this can't really be fixed without breaking the game. Until then, bring Camaraderie. It basically hard counters camping.
- Tunneling is not a problem, unless it's off hook - which is what BT is for. It's the killer's job to wipe someone out early and assume control of the game, and the survivors job to distribute damage more evenly.
- Decisive Strike was not overnerfed at all. Pre nerf, it was an extra life. The stun is already sufficiently long that you can easily get away.
- A big reason why killers play 'sweaty' is the sheer nastiness of survivor groups when they win. Go and watch Otz's 'AFK 30 seconds' video, and you'll see what I mean. And that's versus Otz. Nobody likes being gloated at, and so mercy is a liability.
- By 'meta' killers, you mean 'Blight'. And by 'Blight', you mean 'Blight with AR'. Nurse can't do that, unless it's a 1000 hour monster with perfect gamesense. Huntress can't do that unless you are silly.
- Sure, not every group is a SWF - but some groups are. And as long as these groups exist, the game needs to be balanced to account for this. Welcome to a lose/lose balance scenario.
- Much as not every group is a 4man SWF, not every killer is a Blight with Tag and Ring. Those other killers also need to be able to enjoy themselves and win.
- The devs are introducing some changes to solos to help out. Let's see what happens with those, and reevaluate after.
https://forum.deadbydaylight.com/en/discussion/comment/2750461#Comment_2750461
Jaded?
I'll just reply to your second point: ah yes the "leave the loop" tactic against a 4.6 anti loop killer that effectively makes you reach another loop in time (and if that so, that you'll have to leave anyway??)
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Not the name, but the ping.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2742202#Comment_2742202
That's a lot of words to ignore that tournaments need massive amounts of restrictions and bans on what survivors can bring just to try and equalize it out remotely, as well as playing on preselected maps that lean in the killer's favor anywhere from moderately to heavily.
Also ignoring that BHVR themselves is aiming for 60% kill rate.
Otz is not a good example. He has nearly 8000 hours and is extremely good compared to the average, and we all know how unreliable MMR is.
You're saying this as if killers aren't restricted as well?
Most killers have their iris and most broken add-ons banned, perks like deadlock (which is currently the strongest slowdown of the game) are banned from top tier killers.
Tournaments have tons of restrictions because ultimately this game is just unbalanced on both sides, and those restrictions aim to reducing them as much as possible
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2718175#Comment_2718175
Last 5 games.
Artist: Plaything, Pintimento, new scourge hook and Deadlock.
All 5 games were 4K's. Two of those I had to try, the others were stomps
You're stacking 4 slowdowns on a strong killer already and you're saying you 4ked as if you're surprised 🤔
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2745938#Comment_2745938
The blindness of Fearmonger is actually pretty good, I'll give it that. However, I'm looking at it (for that post) strictly from an exhaustion perk stand point. At that point, the only reason you'd still be exhausted by the time you need Dead Hard would be either jump scared by a stealth killer or a chase where you have no pallets to work with so you can walk a bit to get your exhaust down (if it's not already gone, with how big the terror radius is, you'd be able to hear the killer coming, if not see them, and start walking to get down that exhaust before the killer comes).
Fearmonger also pauses exhaustion recovery: let's say you have 35 seconds of exhaustion left, and hop on a gen, the timer is paused until you let go of it.
I can agree it's not meta, but on any mobile killer able to spread pressure, or during the mid game when possibly holding a 3-4 gen, it's a solid choice
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@Vampwire said:
Honestly its sort of an unspoken law. Whenever u see a bubba in the match u just have to prepare for them to play like a complete scumbag.
My most recent experiences tell me that this role was now taken by tricksters
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2743143#Comment_2743143
Because there's only 2 in the game that do that and they're both trash.
There's:
Blood Echo: Which will only give exhaustion if you are injured when they hook the survivor, but most people will heal before then
Mindbreaker/Fearmonger: Which is only 5 seconds at best so you can easily walk it off before the killer even starts chasing you or by the time you need DH
That's why you can't just "Use exhaustion perks" because they're so weak/niche they basically don't exist.
Fearmonger is far from trash, it's actually a pretty good perk
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@BenZ0 said:
I literally havent seen object of obsession since the nerf anymore in 1 single game xD
The old use is gone but it's a good information perk, I like to pair it with Alert, Dark Sense and Iron Will. I really like new Object
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Here's my tip for positioning: unless you're blind and can't see the auras, follow the ass of the downed survivor.
When the killer picks them up, the ass will always point in the direction the killer is looking at, so you'll know where to position yourself for the save. This really helps in case of corn or stuff impairing your vision.
Also staring at asses is easier than following the red stain
Watch "follow the ass" on Streamable.Here's an example of what i mean lol
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Interesting how you're nerfing only survivor meta perks but not a single gen regression/stalling perk
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When survivors try too much for a flashlight save I challenge them by nodding and staring at them while I pick up
It's funny to see so many of them fail the timing
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RPD is probably not even that bad for trapper? I wouldn't know though, my game somehow crashes every time it loads an RPD offering. Them bugs...
Sadly you got red forest though
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Guys, it's not kill rushing, it's perfectly ok for a killer to have such a fast match. Those survivors were clearly unskilled and deserved to lose.
On another note, those damn smelly survivors keep genrushing me 😭😭 survivor sided game, I swear I'm not bad I'm high MMR
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2742269#Comment_2742269
They did through all the "wiggle does nothing" posts over the years.
In literally every "wiggle does nothing" thread, OPs get explained that wiggling isn't there as a get out of jail free card, and they shouldn't expect to escape getting hooked unless their team mates are running specific builds to prevent it.
Wiggling is there to actually get the killer to hook the survivors, otherwise they could either hold them hostage by holding them, or always make it to the basement
And as others have pointed out, nobody asked for the wiggling buff, which is less than a second anyway IF you hit all the great skill checks. Going nuts over this but at the same time pretending that buff DMS won't be a problem (as showcased in another thread) kinda shows ones bias and flawed opinions
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Breaking news: "killer main" creates fictional scenario in their head and gets mad about it
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@jesterkind said:
Don't try and snuff the totem until you've earned yourself a little leeway. Treat it like breaking pallets, kicking generators, or reloading for the killers who have to do that- you do it after getting a down or getting a hook, if it's in range. If it's on the other side of the map, honestly, do your best to just ignore it and watch out for a mistake you can capitalise on.
Sometimes it's not that hard, sometimes it's really rough. Some maps are particularly bad for boons in general, even the balanced ones.
This is the best advice of the whole thread. Don't get discouraged if you hear the boon sound at the beginning of the game, and don't go out of your way specifically for the boon, unless certain scenarios require it or if the amount of pressure you have is enough
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Basekit is fine.
Range and cooldown add-ons are busted because they stack
Also the problem arises when people stack slowdown/stalling perks on her. But that's the same with any strong killer
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@CowabungaDude said:
He's fun, but the people who play him aren't.
This
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^me writing a very mean comment/reply and then deleting it
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2738826#Comment_2738826
Killer queue during the day is never longer than 1 minute and during prime time none existant.
So I'm not sure where you got this 20 minute nonsense from.
Different regions with different playerbase exist. Killer queue is extremely long during the day in EU servers, and becomes instant in the evening/night
But that doesn't fit your view of "nobody plays killer because killer weak" so let's pretend I didn't even reply to you
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A couple of days ago I asked a friend of mine who plays on Xbox to stream some nurse gameplay (he never plays nurse too)
It was quite hilarious, but I can see the frustration of playing her on console
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@GoodBoyKaru said:
I agree with everything in the post, shockingly, except for aura and slowdown being limited to 1 per game. Stacking mass slowdown on high-mobility killers is a problem, but with the amount of perks in the game I'm more for implementing choice-restriction on the killer instead of on the perks.
Not only high mobility killer, generally strong killers with stacked slowdowns are a problem too
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Ah yes, camping is so viable that yesterday while getting facecamped after running a pinhead for 3 gens, my team did the remaining 2, opened the gate and came to save me.
The satisfaction of teabagging him at the gate was too good :)
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2732750#Comment_2732750
I see. Mostly against comp teams? ex 4k ye?
Alchemist ring is banned in comp dbd though :)
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I don't think MDR needs a nerf. More like cherry blossom and the other addon should have never made it into the game. The whole point of the spirit changes were to remove the one-sided gameplay she had. And those add-ons just bring it back?
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I'm eager to see if anyone will call these bugfixes a buff to nurse like people seem to presumptuously do with Dead Hard's "buff" (fix)
I'll throw a wild guess and say it's gonna be a hard no
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@egg_ said:
Once you know the killer has DMS, as soon as a downed person gets picked up stop working on the gen for like 5 seconds until they get hooked and poof outplayed the perk, no big deal. It'll become a minor inconvenience basically
Actually nevermind, i completely forgot dms is active for 45 seconds after the survivor is hooked
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Once you know the killer has DMS, as soon as a downed person gets picked up stop working on the gen for like 5 seconds until they get hooked and poof outplayed the perk, no big deal. It'll become a minor inconvenience basically
