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fussy

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  • I've seen people saying they aren't strong

    Yep, same people who use it second before they are about to get hit and then come here to cry "it's useless". Like with every thing in this game, which need just a tiny bit of logic and strategy, 80% just can't handle it, but still sincerely believe their opinion matter.

  • Yeah, it's pretty much "Spam your power or you will lose it completely" against good survivors and it's such a snoozefest. But sadly yeah, I agree with responses, she is already pub stomper, as every killer with secondary objective, so they probably won't buff her without some pointless nerf.

  • @SoGo said:

    Ok, I will likely be in the minority here, but I actually think that the charge changes are a significant upgrade.

    Sure, feathering the Maps/Keys made it last way longer, but with Maps you had so much stuff on the screen you had to hold it down a bit to actually see where everything is.

    Plus, Crystal Bead did NOT work well with feathering too. Now, you can see everything way more clearly.

    Plus, you rarely need that many uses.

    The only add-on for which this is detrimental is Blood Amber, as that was genuinely good when you were tapping the key instead of just holding it.

    Completely agree. I didn't play enough with maps yet, but keys are cool now. Zero clue since when obvious buff become a "nerf".

  • This discussion has literally 0 sense with MMR currently works like it doesn't exist at all. I stopped to watch some American killer main streamers, because it's absurdly boring to watch how they destroy completely clueless Sables game after game after game after...

    The only thing that keeps the kill rate so high is major matches like this, if MMR really worked the way it should, I don't think killers would even have a 50% kill rate with current balancing.

  • @TheGoon224 said:

    Ever since I stopped playing the killer role I have never had a better time in my matches. I’m mainly using dumb builds like deception + diversion and I’m actually winning a majority of my games. But yeah, I’m finally having fun.

    Watch how in a year you'll start playing well on top of this and not want to return to stressful killer matches at all. Half of my session begin with killer match, after which I ask myself "And why should I play this?", then back to getting fun on survivors. If you will find good swf, I don't think you will remember about killer role at all.

  • Perk you need to earn by work, can be countered on survivor side and mostly helps to weak and mid killers? Was perfectly fine, if you ask me.
    Now it's barely worth a perkslot.

  • @Astel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974052#Comment_3974052

    I think Phantom Fear is pretty decent even though cool-down might be pretty long.

    Phantom Fear has a potential, but currently it's pretty bad perk imo. Like In 90% of cases it just works on survivor that you're already chasing or seeing. And 2 seconds is barely enough to even see who is screaming, so I would prefer almost any other info perk to this one. Even my favourite Spies from the Shadow gives me x10 more value, than Phantom Fear.

  • I'm really glad none of you are working on perk design honestly.
    I will be short, perks I use since Singularity chapter:
    – On survivors:
    Often: Drama, Clean Break, Do No Harm.
    Sometimes: Troubleshooter (was my favourite back in the days), MFT, Scene Partner, Plot Twist, Chemical Trap, Lucky Star, Champion of Light, Mirrored Illusion (just to have giggles), Finesse, Eyes of Belmont, Shoulder the Burden
    – On killers:
    Genetic Limits, Rapid Brutality, both are very killer dependent.
    Jagged Compass just to make whole SH mechanic works.
    Unbound was on a list for two weeks before they nerfed it again.
    So 14 perks on survivors and barely 3 on killers. Yeah, survivors are no doubt underdog here, clearly all their perks are bad.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452280/knight-bug-is-getting-ridiculous

    Yeah, it's so sad. Knight is and has always been one of my favourite characters but he always felt so pathetic. Gameplay-wise he finally feels perfect and has a good overall basekit (could still get some tweaks but overall fine) but the remaining bugs are still so annoying like getting stuck on something for no reasons when you draw the path, Jailer takes longer to hunt the survivor, or the guards have sometimes awkward paths.

    Also, little question to you: What do you think about the new strafe when drawing a patrol path?

    True, Knight finally in a good state basekit, but bugs make him so much less enjoyable to play as. Especially this one, which exist almost since release.
    It's messing up my muscle memory for now and I don't feel distance as good as before, but I think it's just a matter of time, need more matches to get used to it. I think it will be way worse on some maps like Lerys or Hawkins (can I pay to delete these maps from my roaster), but thankfully I didn't have matches there yet. Overall I'm good with it. Do you think something wrong with it?

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972533#Comment_3972533

    Ah you mean the one they decided to make into a feature?

    No, you are talking about other thing: when you run near the window, you can make guard slow down a bit. This one was a bug and became a feature. Completely different thing.

  • @KingOfDoom55 said:

    Care to elaborate on which bug it is?

    You can drop pallet in chase with guard and he will go around whole loop or even building instead of walking through it.

  • @Shroompy said:

    To give you a bit of a sneak peak into the process… this took… way too long

    First we needed to practice the timing, which was not easy since we needed to time the explosion of the fireworks of the up top balcony, and then delay the 2nd explosion to have the flash hit The Huntress. That took a couple days to perfect, how ever that was the easy part. The true hard part, was being able to get the Masquerade variation of Father Campbells Chapel. Which wouldn't be an issue.. if you could get it in custom matches. We needed to snipe each others lobbies, bring an offering for Asylum… and then hope we get Chapel instead of the Ward.

    EDIT: Oh I also needed to give them Winter Party Starters since I was the only one with them.. yay!

    Luckily were all hot and sexy and only needed 2 attempts of actually landing on Chapel and going for the screenshot. We almost gave up and settled with this, but we knew we could do better.

    https://us.v-cdn.net/6030815/uploads/VJUMGROJFLD9/2061cb-7e1-jpg.jpg

    I obviously could not of done this with the help of my friends who were patient enough to do this with me. Special thanks to Lvl21RugDealer, Pokecart, RoninTheRavenous and 1tzMango <3

    What a masterpiece!

  • I took Clean Break just to make achievements, but it became one of my favourite perks recently. Some matches it has insane value, especially when paired with Resi. Literally not completely stupid version of Syringe which I don't feel shame to use.

  • I don't think people understand one thing.
    You don't need tunneling at all, if survivors are bad.
    You need tunneling mid-end game against good survivors.
    You need tunnel someone out asap, if survivors understand what game they are playing or against just good survivors with strongest stuff.
    Even tunneling won't help, if survivors understand what game they are playing and they all bring strongest stuff.
    As killer I play mostly for chases: I see – I chase. I try and want to win, but I want to get as many chases as possible, so mostly tunneling and camping doesn't fit my playstyle. And I can say for sure: my playstyle alone made SO MANY people escape for free, because almost every second game I have 7-9 hooks with 1 kill at best. And I know if I was playing a little bit more mean, it could be 4k for sure.
    And if this tunneling update will make every killer play like me, then no doubt it will affect kill rate. And you know what will happen next? Chase will be shorter and more boring. Because it's only thing left killer can pressure – survivor in chase. If you want to play against killers with 20-30 seconds chase at best no matter what, I don't. Not as survivor, not as killer either.
    Add here changes to MMR and you will see how these changes will be even deeper.
    I think this change to tunneling won't be meaningful anyway, and I even want to see 5 gens tunneling become punishing, but I honestly would love to see MMR changes more, because majority of game "problems" are starting with MMR isn't working at all.

  • Almost all of them? There are like 4-5 killers out of 40 who has more than 5 addons worth running. The only killers I can think of in a way "Hm what I can choose now to not feel limited because I need to run a specific addon and have multiple options to pick" are probably Blight (and he had much bigger variety), Singularity and Clown (he will lose it completely if this stupid PTB update will go live fully).
    Who should be first? Imo it's Doctor, Demo, Deathslinger and Wraith.

  • and will make hex build killers even stronger

    Sadly it won't, but any buff for hex builds are welcome. They are pretty much waste of perk slots in most matches.

  • It's fine, I think. I use and mix maybe 50 different perks on survivor, I can only dream on same builds variety on killers. Even survivors I go against have a lot of different perks in their builds, unless it's some sweatlord swf which came to win.
    And on killers you need at least 2 slowdowns no matter what, if your survivors at least somehow good and you want games longer than 6 minutes. So it won't change anyway, people will always use best available slowdown options on killers.
    Also killers new perks are godawful, I use maybe 2-3 perks, released in last 2 years, and even them are VERY killer dependent.

  • @sizzlingmario4 said:

    Clean Break. Extremely underrated perk that saves you a lot of time and makes you more efficient as long as you're confident in your ability to play injured. I almost always get good value when I run it.

    I never used it before, but now I'm trying to make achievements with Broken status and I would say it's really decent perk. Won't be my favourite, but I definately will start to use it more often now.

  • Any Means Necessary. Super underrated perk, probably the most underrated survivor perk in the game.
    Constant info about where chase is going, what pallets are destroyed and resource resetting on top of it.

  • Another killer perk deleted from the game. As if the variety of perks killers have is already not at its lowest, and each new perk is terrifyingly useless.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958734#Comment_3958734

    Same I am very pleased with these changes, I have never touched her other addons because its way more fun to be a speedy pig.

    I even asked for these changes myself a year ago too. Hope Doctor is next on the line.

    @fussy said:

    I was so excited about these buffs, because I wanted to play these killers more. And I can say these buffs are nice to have, but they didn't change strength of these killers at all. They definately need more than this.

    Doctor

    I used to think 20% of Discipline addon will be good, but it barely changed anything. I'm good with timings on him, but I feel like I still need to bring Discipline to not watch how survivor vault or drop pallet a second after I shocked him. Yeah, it's also ping thing probably, but mine is always ~50-60 on average, what is not bad, as I know.
    And after all, Discipline and Electrode are his best addons anyway, because 80% of his addon either garbage or just repeat themselves with different numbers. I think he is definately in first half of killers who needs addons rework.

    My suggestion: I think time to charge up Shock Therapy should be reduced by 15% or/and his speed while charging Shock should be significantly higher, maybe 3,5-3,6m/s (Definately needs testing, it's hard to say just on paper). And another 10% of Discipline should be added to basekit. He 100% deserves it, since his kill rate is by far lowest in the game.

    https://us.v-cdn.net/6030815/uploads/2D86G74ECL9X/image.png

    Problem with Doctor is that he waste too much time to have one hit, you still need to run like 4-6 circles around semi-long loop to land hit with perfectly timed shocks. You sometimes make it faster without using your power at all on some loops.

    On top of it, I think Doctor is very flexible killer in terms of cool ideas on him. At least he could see some work on his addons, which will make his basekit more interesting. Fake pallets, illusions, screams, he has so much interesting to add to make his gameplay more various and unexpected.

    Pig

    Buffed dash feel completely as before: since you start crouching, survivor already on another loop. Maybe there are 10% of new loops where Pig can use her dash, but difference isn't noticeable at all. Only good thing about new Pig is her crouch speed, I definately started to use it more.
    But I started to play more on her because of this addon combo:

    https://us.v-cdn.net/6030815/uploads/M2XOFNA96WWO/image.png

    https://us.v-cdn.net/6030815/uploads/SD0TBCTTDGXD/image.png

    This combo is what make her power actually viable and very fun to use. Problem is: you can't use only Last Will, because it's awful addon on its own and you forced to bring Grease to make this addon work.

    My suggestion: add 5-6% movement speed during Dash to her basekit. If you think it's too much, at least, PLEASE at least remove this stupid downside from Last Will addon, so I won't be forced to bring two addons just to be able to use her power. Also, will it be too strong if we will buff her crouch speed to 4,0m/s? I don't think so.

    Hag

    I think Hag is extremely outdated killer on par with Trapper. Her buffs feel nice, but playing this killer still feels terrible. And same as Doctor, you still use range/setting/shackles addons just because there is nothing better and reworked addons are lame. As I said 4 months ago, Hag is still rarest killer in the game.

    https://us.v-cdn.net/6030815/uploads/J2DN8ZN61ZTW/image.png

    https://us.v-cdn.net/6030815/uploads/YM9YTPG2YY88/image.png

    And this with keeping in mind that 80% of Hag I see on streams and in my match are just different killer: Chase Hag with Iri Shoe. So amount of people who actually play her I don't think is bigger than 0,3%. If this is not signal that something wrong with this killer, than I don't know why. Here is comment of only Hag main I know after her buff:

    https://us.v-cdn.net/6030815/uploads/RTJAV6VL4PVA/image.png

    My suggestion: I don't think we will see her big rework any time soon, so I strongly believe she SHOULD be 4,6 killer. And since you force killers to not play territorial and defend some space on the map, what is clearly Hag's playstyle, I think she should have some buffs in this way. Many people claim that wiping traps did Hag weaker and I don't know how to improve it and left it still balanced. Left her without counterplay at all will be, probably, too strong in some situations, but right now she definately has too much counterplay. Maybe make wiping last something 7-8 seconds?

    Appreciate if you made it up here. Thanks!

  • @AhoyWolf said:

    https://us.v-cdn.net/6030815/uploads/JO6OXRQAWZGG/hehe.png

    hehe

    it will probably not be as strong as I have suggessted, but ambush buffs are real!

    Amazing! I honestly only play pig with two dash addons, because it makes her by a mile more fun for me, so I hope this buff will allow me to use something else finally. Big W

  • Fog Vial ON COOLDOWN? Nah, thank you, I won't play Halloween event on killers on daily basis ever again.

  • @Virtual_Fleeces said:

    it's pretty high, but also 5k dpi is insane dude. there's no universe in which you need 5k dpi for dbd.

    I don't use it only for DBD, it's just my usual mouse setting.

  • No, they shouldn't. CoH is amazing perk, doesn't matter how much survivors here will claim it's "bad". All time CoH user here btw.

    image.png

    Exponential should have been nerfed years ago due to how many stupid strategies SWF can create around this perk. But we nerf only killer perks because of 1-2 killers are too good with it, and not survivors perks because they are too good in SWF. It's different, you know.
    Dark Theory and Shadow Step are situational, but in best scenarios they are amazing perks. DT on maps like Gideon/Lary's/RPD is super unfun to go against now and I'm glad everyone stopped use it already. MFT on every survivor and on both health states, hell nah. Same thing with Shadow Step.
    Illumination – yep, the only Boon should be buffed by a mile. Easily can add here exit gates aura, your teammates aura, maybe even some cool thing like 5 seconds of killer's aura for every 30 seconds inside this boon area.

    in Boons Comment by fussy
  • @SoGo said:

    I want Mangled to be "until healed" and Hemorrhage to be on a timer (ideally between 80-120 seconds)

    Haemorrhage shouldn't be on timer as well, but numbers should be toned down. Now it's 7% per second, which makes you lose almost all of your progress immediately, and I think 2-3% per second would be fair middle ground.

  • @AlreadyTracer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946379#Comment_3946379

    Every lobby where 💀 yellow ranks?

    DS, DH/SB, UB, WGLF. That was always the build back then. If you didn't want more bloodpoints, maybe you'd run PT or Bond, Kindred, or another solo queue perk. I never saw self care because it was in fact #########.

    a3d009aac1fdc366a21e0f6a300b1f8706afab57.png

    Sure you never saw 3rd most popular perk those days, buddy. At your professional max pro red ranks was no self-care. Sure.

  • @AlreadyTracer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946308#Comment_3946308

    TIL that 32 seconds + time it takes to find a good spot is fast.

    I'm literally a killer main. 90% of my playtime is killer. Hence why I'm complaining about a 3 year old nerf now. I knew when they did it, but I didn't really care because I never played the role enough to mind. But now that I'm getting more into survivor, I'm annoyed at the change much later.

    You'll pretty much never see me arguing for survivors on here. That's why all of my posts get downvoted to all hell; I have the takes of a seasoned killer main. I'm not arguing for a gigabuff to the survivor role. Not asking for a new guaranteed meta perk. Just asking for a niche perk that was never a problem to come back.

    perk that was never a problem to come back.

    Except it was a giant problem. I remember these days, when every lobby had at least 2 Self Care and everyone who understands what map pressure is knows how stupid this perk was.
    And it comes from someone who plays WAY more survivor than you and has Self Care as one of the most used perks.

    image.png
  • @AlreadyTracer said:

    Like yes, BK got buffed, but...just halve the effect on self healing or smth. Self Care wasn't a good perk before because it was inefficient and now it's just useless without BK and Resilience.

    Maybe because have free and unconditional fast self-healing should never be a thing in a game with 4 targets? Why killer should even waste time to injure you, if you can undo all his work faster than he did it, and there are 3 other survivors like you on top of it?
    We had a lot of examples of how stupid and game breaking was any form of fast and unconditional self-healing, and I think devs finally understand it. Altruistic healing at its strongest, some perks are borderline unfair, but community still don't want to use it because of self-healing brainrot.

  • and no gens are being done?

    Can't describe how much I love new system simply because of people like you. If you think that match is over, it doesn't mean that match is actually over. Only in last month I had 3 matches in soloq, where 1st person gave up on 4-5 gens (probably with same mentality) and we managed to make 2 or 3 mans out anyway. And I had probably hundreds of completely winnable matches were destroyed by people with same mentality.
    Especially midgame give ups, holyyyyyyyy. Actually equal game where outcome literally depends on the mistakes of either side and can be either 0k or 4k? Random Sable says "Ahh trying??? Nah, I better go looking for some easy games". Y'all have a million reasons to go next, but seems like zero reasons to play a game, when it's not going perfect. And it's crazy that devs decided to fix this mentality only now, after 9 years, when it has been fixed in minds of a whole generation that this is absolutely normal behavior.

  • My deadliest killer is Pig with 82,5% kill rate somehow 🐽
    Also surprised not to see how many gens repaired overall, because If divide number of generators from unofficial stats by the number of matches played in the official stats, then I fix an average of 9 generators per match.

  • Absolutely not. Whole "get cooldown on top of another cooldown for doing usual chase thing" is just devs saying "we don't know what to do with power to keep it useful, but less oppressive, so we came up with the laziest decision".

    Kaneki is still pretty strong, but since this stupid band-aid nerf I played him only once, because there is nothing more boring than be a powerless killer on cooldown for a half of the match.

    So I really hope we won't see this mechanic EVER again. Perfect example of how you don't treat any killer in this game.

  • Not surprised at all, seeing what killer perks we got last years, it's obvious that devs completely forgot how worthy killer perk looks like. Probably completely different team works on this stuff right now, otherwise I can't explain how Hex: Blood Favour and Hex: Nothing but Misery can exist in one game. It's just one little example out of millions.

  • Honestly super happy to see it, because it's very similiar to what I suggested a long time ago:

    @fussy said:

    Hi, devs and readers. I'll start right away: we all know that "DBD killers" comes out almost every six months and everyone ends up the same way. But there was a game that, in my opinion, could really compete with DBD - Gold Express. Unfortunately, its development has stopped, but I believe that there was a lot of good in it that DBD can adopt. At least this post is partially inspired by this game.

    So this game had a very nice and useful for the game's health feature: usefulness progress bar.

    https://us.v-cdn.net/6030815/uploads/5P1TWRUOULOC/image.png

    So idea behind that: if you are doing nothing useful for your team for a long time, this scale will fill up and your aura will be revealed to killer. It took a really long time to be useless for this to work.

    So my suggestion is make a similiar system in DBD, but also make MMR work based on this system.

    For example (don't take numbers too serious, it's just raw example):

    • To fill up... let's call it Utility Rating System (URS)... need 1000 points. Every 10 seconds of game it fill up with 100 points, so if survivor will do nothing for 1min 40sec, URS will fill up.
    • Every useful action will deplete this bar. -20 points every second of gen repair, -15 points per second for every healing action, -12 points per seconds for cleansing/blessing totem. -300 points for pallet/flashlight save. Yes, there are a lot of perks we need to keep in mind, but i don't see a problem to put work here.
    • I think there should be some multiplier for how long you are in chase. You start with -15 points per second and it adds additional -1 point for every 10 seconds in chase. Obviously, it stops on hook or in dying state.

    What problems i believe it will solve:

    • MMR can be based on this system and i believe it's the healthiest way for its work. Because this system don't give f about did you escape or not, but about how useful you were for the team during the match. "You did your best, got 2 full gens done, took a long chase with killer and help other teammates? Don't worry, buddy, i see this." In the end of match URM summarizes all points and survivor with the most points goes up in MMR and survivor with lowest goes down.
    • I think it will help lower and average level of survivors. Why? Because URS will push survivors to complete their tasks, which is what new survivors are bad at and what makes them lose most matches. Remember bush Claud in your matches? Well, yeah, she is afraid of killer. But if she continues to be so useless, she will not be able to avoid meeting with killer. Because he will see her aura soon. Don't you want to progress the game? Then become a bait for killer, buy team time at least this way.
    • It will solve hold game hostage from survivor side. I'm sure everyone had a match, where 2 last survivors don't want to progress the game, because it obviously lost, but both want hatch. So killer wastes 10-20-30 or even 40 minutes (my maximum is ~30 min) and trying to find one survivor to end the game. With URS it will be impossible.

    I'm pretty sure there is a lot of "but what about", but I don't want to create word file to answer on all of these. But i believe there are no major issues with this proposal. Will be glad to read your thoughts. Hope devs at least will consider this.

    So many rare, but extremely annoying situations are solved by this.

  • This is only the third year this bug has been around, give them some time.

  • Not weak, not strong, just very average B tier killer at best. If you know how to loop Huntress, you will be more than fine against him.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/446022/developer-update-may-2025

    What exactly means "adjustments to several Addons for Artist"? Is it is just some small tweaks or an Addon Update with some reworks?

    I main her since release and I'm really scared of this because it has the potential to be good but also awfully bad. In the past you nerfed some problematic addons to make them bad so they are technically no longer an issue instead of reworking them into something healthy and useful (e.g. instadown addons for Huntress and Clown).

    I also feel like she deserves some basekit changes since she became a bit outdated over the years. Is there a reason why you just change some addons instead of tweaking the basekit too?

    Came in just to write exactly the same thing.

    we’ve adjusted her top and bottom-performing add-ons to bring their usefulness more in line with her other options.

    Pretty sure they will nerf Severed Hands and it's the only addon which helps her to be somewhere near low A tier.
    It's another Billy situation, where they were about to nerf his Engravings just because "oh it has high pick rate and performs better than other". Yeah, maybe because in both situations it's the only addon makes killer viable? Maybe because other 4-5 addons somewhat okish and other 15 are just garbage? Sadly there are like 5 Artist players in this game and this situation won't get enough attention.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877985#Comment_3877985

    Yes, yes and yes.

    Trapper needs some real help, Skull Merchant needs a new identity, and Hag needs a speed up and an add-on pass.

    I think Hag needs not speed up, but some slight rework or really huge tweaking. This killer is interactive mess for both sides, which fully depends on survivors mistakes and it's stupid design.
    She is the killer with consistent lowest pick rate FOR YEARS now, majority of streamers refuse to play her even for HUGE amount of money because of how insanely unfun and boring her gameplay. If it's not a big signal that killer needs something bigger than number tweaking, I don't know what is.

  • now time for another one long overdo.

    Yes, for Trapper, Skully and Hag.

  • I love it. First really aggressive and brutal rift with common aesthetic. I really get tired from boring and not even close to scary skins in this HORROR game, so I glad to see this rift. I definately will use some parts of skins.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877020#Comment_3877020

    C tier at best. Or are you one of those people who thought he was S before his big nerf to his current state?

    How is this even related?
    I don't think he will be C tier, he still has a lot of okish tools on his hands. But needs testing, with immunity still a thing he definately will be punching bag against good survivor. Will see to what degree.

  • @fussy said:

    Really depends on changes from PTB.

    Mostly not, because he should be just very average killer with nothing new in terms of gameplay. But I glad to see these changes anyway.

    Yeah, I will play him for several matches and forget he existed for long years again. They didn't even remove immunity and cooldown nerf on top of this… nah, thanks.

  • (I'm very angry with BHVR) THEY DIDN'T ADD LOCKER OPENING TO ACTIONS

  • Yeah, lol, good job on nerfing B tier killer.

  • This story is about 1 year old, I played Slinger and got amazing Adam against me. He was insane in chase and I had my pick performance with Slinger, so it was super fun to me. We had chase near shack and I just stood in the door frame and invited him for 1v1. He instantly got it and I gave up on game just to have few more chases with him. Of course I let him go in the end and we said many kind words to each other in egc. And in the next lobby I see him again. We instantly went to shack as soon as we saw each other :D
    Not that long ago I played against amazing Wesker, he had 8 hooks and 0 kills, so I pointed into hook and tried to give him a kill, but he said "na-ah" and walked away. In egc he said that he don't really care about kills, just practicing his chase.
    I just wanna say, I respect SO MUCH players like these. People, who are good in the game, have nothing to prove to anyone and humble, who play this game just to enjoy it and don't try to make it miserable for everyone, only because someone behaved badly with him… you guys are my favourite.

  • Really depends on changes from PTB.

    Mostly not, because he should be just very average killer with nothing new in terms of gameplay. But I glad to see these changes anyway.

  • @Adrien said:

    Are we gonna ignore that the kill rate is inflated by survivors giving up on hook that drag their whole team down ?

    So maybe 60% is not a bad target overall.

    I would be curious to see the kill rate if we ignore the matches where this happens.

    Matches with DC don't count already, but in most soloq matches, even without someone DC or gave up on hook, survivors do more for killing, than killer himself.
    Hens reached 62% ESCAPE rate in soloq just with him playing slightly more team oriented. And honestly, I don't know how some players in soloq expect to escape at all with their skills, playstyle and knowledges. Majority of players with 1000h I went against know nothing except how to use Lithe as soon as they see me. Good, if they don't jump with it into my face.

  • If all survivors are on the ground / on hook, game increase chance of self-unhook for everyone. I'm 99% sure it's hidden mechanic.

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