glitchboi
glitchboi
About
- Username
- glitchboi
- Joined
- Visits
- 4,719
- Last Active
Comments
-
@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678364#Comment_3678364
https://us.v-cdn.net/6030815/uploads/1PFFKZV27VZY/screenshot-from-2024-03-17-03-28-46.png
I did a 360-flick using Shred on the Steve, that had 4 different P100 characters that they showed off in the lobby. The Steve instantly DCed and everyone DCed instantly after.
I dont want to be forced into a match where Im punished bc other players want to throw a tantrum.
Some people can't handle being outplayed unfortunately. 360 Shred flick sounds rad, would love to go against a good Demo like you but it's been ages since I've even played against even one trying to do a daily.
When everyone DCs in my lobby I just hook a bot, proxy camp, find survivor, and slug in order to get the game done as fast as possible. The bots never farm from my experience so you can use that to your advantage to force third hook stage while they desperately try to go for the unhook.
-
Yeah there's really no point in keeping the server up when all survivors left the game other than to spite someone. Supporting this
-
From my experience, solo queue survivor is easy to get stressed from because there's nobody to talk to compared to SWF, less goofy moments and stuff to laugh at and more stress from being lead to 3rd hook stage because the other three survivors were hiding in corners or I got tunneled out of the game. With friends, at least I have people to goof off with while we get tunneled out of the game. Even if we lose as survivor while playing with friends the games are pretty chill, it's what makes DBD a good social game.
As killer I tend to just relax. Focus on getting the sickest clips. Hook as much as possible for bloodpoints! I can get annoyed at times, but everybody does.
@BlightedDolphin said:
They both can be stressful at times but in different ways.
Survivor is more of a frustrating stress. You try your hardest and everything is going well but then a teammate decides to throw the game and you lose and there was nothing you could do about it. It feels so frustrating to have such a good game go so bad because someone suddenly remembered they don't like Trickster.
Killer however is more of a "I'm a failure" type stress. You try your hardest and play fun and fair yet you are still greeted with GG EZ and butt dances that just make you feel like a disappointment. You know you shouldn't let it get to you, but it does.
Honestly though these feelings are very rare and I don't really get stressed out that much on either side but I'd say the survivor stress is more common but the killer stress feels much worse.
To anyone though who does feel really stressed out from this game, please take a break. Your mental health is worth so much more than it. And once you come back you will have so much more fun :)
Well said. I typically take breaks from DBD for a year and a half, come back for another year and a half, and then take another break for the same duration. Unmeasured, just an estimate of my typical breaks from DBD. Always put your mental health ahead of you, it's good for self control!
-
If a Luck of the Draw (random perks only) gamemode were to ever happen, the perks being Ultra Rare at tier 4 with buffs to all of them would be pretty cool and would distinguish it from main DBD as perks will play out differently.
-
I absolutely love the Pig's buffs. Ambush is now a lot more oppressive and feels just as satisfying as it used to when succeeding ambush hits. The score event buffs are nice too, especially the trap set ones because of how limited RBTs are. Removing the jigsaw box auras is a... mixed bag. On one hand, it feels more satisfying to terrorize survivors off of RBTs because you actually memorized the location of the jigsaw box. On the other hand, it nerfed one of my favorite playstyles for Pig: Endgame Piggy.
The solution to this is actually easier than it seems: make a new add-on!
This will allow for potential snowballing on Pig's part when the exit gates are powered and could make for some interesting builds.
Amanda's Secret's old effect can go to a yellow or green add-on. It's a decent effect but not worthy of being Very Rare.
-
Spirit is fine, excellent base-kit and variety of add-ons. She is still top 3 in my book and she takes skill to pay off for her strength.
There are other killers that need priority for buffs and QoL changes, the ones on the top of my head being Nemesis, Dredge, Knight, PH's add-ons, Singularity.
Her recharge speed may be long, but the fact that you can control the meter similar to Legion's Frenzy cancel makes up for it.
-
@Nazzzak said:
I don't expect to win if I'm running fun builds instead of strong ones. That's just common sense. If you could win with fun builds then you'd absolutely steamroll with strong ones.
Pretty much this. I play with mostly relaxed dumb builds with no slowdown and range from 0k to 4ks. It's natural to lose, natural to win, natural to feel satisfied with the amount of hooks I've gotten. I don't expect to win or lose, but I expect to have fun.
If I ever feel like aiming to win for whatever reason I'll slap a slowdown perk or two and tracking perks for the other slots.
-
Suppose I'll do a follow-up to my previous post.
Base-kit suggestions:
- Reduce the cooldown of UVX by 2 seconds. Cooldown is now 5 seconds.
A more forgiving cooldown for its chase power, especially if there is no room for avoiding LoS in certain maps would be very nice. The time it takes to remove Weakened is fine, but there should be a longer window to allow Unknown to use its power before they can dispel it. The slightly lower cooldown should fix that.
- Direct UVX hits apply the Incapacitated Status Effect for 3 seconds.
- Survivors hit directly by UVX Projectiles scream.
The goal here is to add more utility to direct UVX hits while also rewarding them. Incapacitated allows for mini slowdown and interrupting the generator repair. It won't affect the counterplay where you can stand close to Unknown to avoid getting blasted, taking a hit instead, but it interrupts generators if you manage to hit them directly.
Add-on suggestions:
The current version of these add-ons are not good. Punctured Eyeball requires the survivor to be Weakened to become Deep Wounded, which is far too situational. Instead, make a training wheel add-on, similar to Nurse and Blight's!
Homemade Mask on the other hand only gives Blindness and nothing else for a whole minute. The survivor has to dispel the Hallucination to get value out of it, and it's hard to tell when you're even getting value out of it to begin with. An add-on that applies Blindness when a survivor gets Weakened or injured by UVX by any means would be a lot better. Onto my proposal for Homemade Mask, my idea is to give it another bounce. This will give it an increased attack range, similar to Discarded Milk Carton. Combining both of them would increase the range big time, allowing for some insane orbitals!
I really like The Unknown, a very unique twist on a long-ranged killer, but some of its add-ons could use some work as many of them are focused too much on status effects. These two are my ideas to add just a bit more variety to its add-ons.
-
I'm probably the only one who likes the red of this realm. MacMillan is blue, Autohaven is green, Coldwind is yellow, Borgo is red. That said it's probably an issue because of blood and scratch marks. However I'm only the minority don't listen to me
Anyways, pretty balanced map and overall decent gameplay for both sides.
-
I love Pig's new Ambush, it feels really good and it's nice to finally not have to run Workshop Grease and Last Will for an actually oppressive Ambush.
One thing I miss that the changes nerfed indirectly is endgame Piggy, which required scouting the jigsaw boxes as much as possible. There should be an add-on that shows jigsaw box auras when 1 generator is left and when the exit gates are powered, with the added bonus of making inactive RBTs pop survivors that try to escape through the exit gates. Would make for a cool purple add-on.
-
God I love Gearhead
It's a blessing of a perk, far better than the Discordance wannabe that it used to be. It's my favorite perk to run for Unknown, especially in combination with its generator stealth perk.
Another killer I love using Gearhead with is Pyramid Head with Dark Devotion. Hit a survivor, Gearhead shows survivor aura, survivor gets hit through wall while doing generator.
Genuinely one of the better tracking perks in the game.
-
We are in the nerf Legion era again. It's been five years...
-
Wraith is definitely not balanced around lightburn nor does he need a nerf, it was only a bonus to his kit if a survivor so happened to have a flashlight. But I do believe that lightburn should return for all three killers, they were unique interactions and satisfying to outplay the killer with. I personally loved going against lightburners as Wraith because it's a fair competition of who can outplay each other.
Also bring back burning Hag traps with beams, basically the only form of counterplay against a proxy camping basement Hag.
-
So I've been thinking about this topic for the past few days...
My prediction is that The Unknown's female cosmetics will inevitably become sets in order for the masculine voice to not be used with the feminine clothing. It really, really sucks but it's far easier for BHVR to do that and it worked with the Leatherface masks. I wish this didn't have to be the case because I like the blonde cheerleader hair with the garden casual DLC shirt.
They could link the voices with the torsos instead of the heads to keep the feminine voice for the cheerleader uniform, not sure if that would help though.
-
Unknown is an unusual case of a ranged killer that manages to excel best on indoor maps compared to other maps due to its ability to bounce its projectiles.
-
This is a bug under review? I thought it was intended. My sick Badham ceiling bomb hitting through floor and downing downstairs survivor was a LIE????
-
I've been playing him and getting orbital shots are really satisfying. You can also hit through walls if a survivor is close enough on the other side and gets hit in the blast range. With the bounce, you can get hits in crazy angles if you figure out the lineup. There's pretty much no cooldown between blast hits either so survivors don't make much distance. The buffs he got post-PTB is nice and rewards you for getting UVX weakening combos, and the hindered on direct hits is a lot better than I thought.
The teleportation is just a bonus to me, I'm so used to teleportation powers in DBD that it doesn't feel satisfying to me one bit, especially since it's instantaneous. I just use it for mobility and don't bother to strategize where to put my hallucinations.
It's probably too early to tell but I consider him low-mid A tier. We'll see how it goes in the next couple of weeks though once survivors play against him more and Unknown techniques get discovered.
-
Not sure if I'm tripping, but the projectile feels far more bouncier than it did in the PTB. Props for making it bouncier because it allows for landing cooler shots and increases his skill ceiling for strategic and stylish shots. Had a damn good time playing him for the first time on live, will play him more when I have the chance and may give more feedback eventually
-
I support the idea of making Soma Photo base-kit, either that or reducing the wake-up time for teleporting to a survivor.
Rather than just reducing the anti-camp measure, remove the anti-camp slowdown entirely but keep the penalty for tagging 6m within a hooked survivor, and remove the Undetectable that Singularity has while within 10m of the hooked survivor, that way survivors can actually tell if a Singularity is camping using base-kit Insidious.
-
@C3Tooth said:
I really dont know how to make a power that press M2 without time investment like Trapper/Hag that have a whole area affected. To make it fair and interactive, plus skill expression on killer.
Perhaps her current state is fine in some aspect, but there is zero skill expression which make injuring survivors feel not deserved
There could be a longer animation for setting up drones, with her moving slowly or completely stationary as she powers on a drone at one spot. It would discourage using drones mid-chase and allow for more strategic plays in chase, the same way Trapper and Hag can fake setting traps, as well as encouraging setting up drones in more strategic spots outside of chase similar to the other trappers. She would need more drones to compensate, however.
-
@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672622#Comment_3672622
I was the same way. Ate a lot of humble pie trying to learn PH to the point of almost giving him up multiple times. My love for the series kept me wanting to learn though. Loaded up with aura perks out the wazoo and still couldn't hit a surv with fancy feet. PoTD feels so frustrating but eventually rewarding to use once you can start getting some consistency with your hits. Survs make it a proper pain in the ass of course because it's so telegraphed, but that's what adds to the enjoyment. Also, the fact he could down multiple survs under hook, but that's a tale for another post.
It's so damn satisfying to hit 2-3 survivors at once, the power of stealth perks with Pyramid Head... I'm excited for the Unknown's new perk Unforeseen, it's about to make for some cheeky plays.
But yeah, PH is one of the most mechanically rewarding killers in the game once you get the groove of his PotD. Definitely more on the stressful side because of how punishing it is to miss shots, but extremely satisfying when you get cool shots.
-
I still think the repair bonus should be bumped up to 20% to compensate for the Mangled nerf. Either that or give back the permanent Mangled-until-healed.
GoP is the one perk that needed the permanent Mangled-until-healed because it required a scourge hook to actually activate, the Mangled nerf didn't need consistency for GoP and it's entirely possible to have other perks or add-ons display either a permanent status effect or a timed one, proven with Myers/GF Exposed not displaying a timer on the status effect (with other Exposed perks/add-ons having it times) and Batteries Included having permanent Haste next to a complete generator.
-
With her kill rate being at 70% she's definitely going to be on the year 8 Q1-Q2 roadmap.
-
Doctor gets punished if he chooses to spam his shock therapy because he gets slowed down for using it. The survivor doesn't get slowed down, but they lose the ability to interact with windows and pallets, meaning you have to strategize when to use your shocks rather than mindlessly spamming the shock.
He's getting buffed in the upcoming patch tomorrow so I'm looking forward to not having to rely on range add-ons to do well as him.
-
Pyramid Head used to be my worst killer. His ranged attack was difficult for me to adjust because of how slow it is to charge up and appear. Once I finally adjusted to his PotD, I learned how to do his flicks and I basically play him M2 only so that I can learn how to hit different survivors, all having their own forms of movement.
He's pretty much my second main now, but I'm still learning him.
-
I wouldn't be opposed to this, less immunity to survival components the better. Wraith can get stunned by pallets while cloaked despite being in the same realm (The Spirit World) as Nurse, he may have to deal with collision but there can be explanation lore-wise such as her blink being interrupted by a quick physical movement of velocity in her way.
-
...Ehhh, I don't know. I do get the idea you're going for that it'll make the game more accessible for newer players, but learning all the tiles for window and pallet locations is a key part of mastering survivor in DBD and making WoO baseline only lowers the skill ceiling for survivors. Having the locations handed to you without WoO wouldn't make it as satisfying to outplay the killer in chase, at least with WoO you're taking up a perk slot.
I'm a Zanshin connoisseur myself but it's not nearly as powerful as Windows because it's the survivor's concern to escape the chase by using those components and allows you to avoid broken pallet tiles, while as the killer you're going to be lead to the components by the survivor anyways.
-
Third Seal meta to counter WoO meta is finally here...
But yeah it's a reason why I like running Cremated Remains on Singularity. Perma Blindness during a chase unless a survivor has an EMP on them can be pretty powerful if they run Windows.
-
It sucks to see you gone, I really liked your posts.
I think the first half of year 7 was great because Dredge was something new for BHVR, their first non-human original killer. Dredge's power is also quite cool. It may not be the strongest killer, but it's a unique change of pace in power design and a good direction for power design. Wesker is incredible too.
For my favorite? Year 3 is probably the one that stands out to me the most. It shifted the killer meta a lot: we got Pop Goes the Weasel to enter the ring, Bamboozle as a popular perk, Spirit Fury + Enduring being popular, the incredible Discordance, and the replacement of old Hex: Ruin Corrupt Intervention. It's not as much for the survivor side but year 3 brought perks that had potential if they were buffed: Windows of Opportunity, Distortion, and Buckle Up for instance. Other perks that entered the ring of popularity include Deliverance and the controversial Mettle of Man which was an interesting shift for the survivor meta, even if it didn't last very long.
We also got Clown, who's not just an anti-loop killer, but he is THE anti-loop killer, the original one! Spirit, whose playstyle is very unique as she relies on sound to pinpoint locations, and The Plague, a unique twist on a ranged killer and requires strategy on both sides to prove which side is the more skillful.
The year brought my favorite maps, Temple of Purgation and Father Campbell's Chapel. Chapel may not be as good as it used to be (in my opinion), but it's still Chapel at heart and I love it for that.
The only true downsides of the year in my opinion are Mettle of Man and the launch of Legion, but MoM does have the upside of shifting the meta. The launch of Legion was atrocious, a killer who could literally down you through windows and pallets while running faster than normal killer speed. The current Legion is a lot better and more fun to play as & more fun to play against.
Year 3 was also when I started playing DBD! A week after Legion's launch.
-
The competitive players already have a separate mode: custom games.
-
There's literally zero context for this post so I can't tell if this is referring to the Huntress buffs (which were addressed in the developer update) or the Unknown's power in general.
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671609#Comment_3671609
Big Buckle was completely worthless. Becoming a M1 killer with a 24 metres TR is pretty bad. Otherwise Myers would be considered a damn strong killer.
Pighouse Gloves were somewhat fun when they still worked (before that last overheat adjustment) but with overdrive this would never be possible. I mean, you'd basically guarantee that they either go down immediately or get hit. With nothing that survivor can do. Why would you want the Black Grease to return though? This addon was so bad.
Leafy Mash could be combined with the the Filthy Slippers honestly. That would be pretty fun.
Black Grease could probably be combined with Mother's Helpers (as in not only does it apply when getting stunned but you can get it while blinded). It was pretty fun to get stunned and blinded at once and getting instasaw back, had a lot of fun with it with Two Can Play and Enduring, but the amount of crap you have to do in order for the two to take effect at once required you to throw the game. Combining both add-ons is the way to go.
Big Buckle was obsolete with Overheat, but with a 24m terror radius during Overdrive there could be some interesting potential with Apex Muffler and Monitor & Abuse. I'm a big fan of decreased terror radiuses!
I don't think Pighouse Gloves would be bad, you'd still be better off with destroying the pallet with your chainsaw and running Enduring. The main appeal of it was the faster generator breaking and the built-in Enduring. I think it'd be pretty fun with Overdrive.
-
Many of Overheat Billy's add-ons were actually cool and could have worked well with Overdrive Billy, Big Buckle and Pighouse Gloves for instance. I would also like to see Mother's Helpers and Black Grease return alongside Leafy Mash, all of which could replace the obsolete dissipation add-ons.
-
Hot take but I honestly like going against NOED. It feels scary after feeling super optimistic about escaping, until you hear that god forsaken Exposed sound effect, then you gotta start taking it more seriously. It also feels pretty rewarding to find the totem and outright save the game for your team, even if it's revealed to you (which I think is a good balancing change for it).
-
Pinhead's chain bound has an FOV bug ever since the FOV slider beta and it hasn't been fixed. He's basically unplayable at the moment but not many people have acknowledged it because only 3 people play and care about him. Think one person has filed a bug report for it so hopefully it gets fixed this Tuesday.
-
A little survivor sided, just a little simply because of the ridiculous god window that can spawn in the bottom floor of the main building. I'd suggest to nerf that certain window, but to compensate reduce dead zones a bit by adding another tile or two.
-
What you're asking for is a brown add-on that enhances one part of his kit but takes away another part of his kit, just like that one brown Plague add-on. Don't butcher the green add-on but make a brown one that nerfs EMPs heavily but takes away Singularity's TP.
Still needs another effect though because the point of slipstream is the ability to TP, it would require another add-on to get value out of.
-
@Quizzy said:
It could use a buff. I agree. But although they function the same, a player honestly can still play differently with the two perks. I can see players who play visionary immediately just go to thw nearest gen and finish before a deja vu player. Keep in mind, a deja vu player has to waste time getting to that gen then finishing while a visionary user will be already done with theirs. (Now this applies if the killer doesnt interrupt them of course.)
As a Visionary connoisseur myself I can confirm this, the difference between Deja Vu and Visionary is the consistency of Visionary where it always shows generators that are close by, while Deja Vu usually shows generators from long distances (not as much in shorter distances). The aura reading from Visionary always allows you to immediately do generators near you. You can still prevent 3 gens by doing the generator closer to the center of the map in order to make the gen spread larger.
I'd just buff Visionary to remove its cooldown, the cooldown was never needed and didn't even exist in the Descend Beyond PTB. It was just added out of nowhere when it dropped in the live builds and absolutely nobody suggested it be nerfed.
-
There's definitely some favorites of mine I loathe playing on Hawkins such as Billy and Singularity, but it's a map I generally don't mind on any other killer (except for ranged killers) and it's my second favorite indoor map behind Midwich. Favorites of mine like Clown and Pyramid Head are pretty fun on Hawkins, I like throwing the bottles on the ceiling to fill up the entire room. Pyramid Head is very unpredictable on this map because of the many corridors and limited movement for the survivor because of the closed-in nature of Hawkins and the many straight line zones.
My favorite killer for Hawkins I'd say is Wraith because despite the massive amount of pallets, the majority of them are unsafe allowing for super lunging around small circle loops. And he's a stealth killer, self-explanatory.
As survivor I don't mind it much either, there's a lot of pallets but a lot of them are unsafe and unreliable. It's a weird gameplay loop however because of the lack of windows aside from the iconic semi-god window in the portal room and the upstairs area with the meme windows.
-
@Shaddoll_Serpent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670025#Comment_3670025
What do you think is skillful about him? Huntress has the orbitals, Slinger has trick shots, Trickster doesn't really have anything skill expressive about his kit as it's just a machine gun with little range so there's nothing really that hard to master with him especially after the changes.
I used to have this mindset that Trickster didn't have much to master because of the little amount of dedicated Trickster mains, but the amount of maps that have holes and the existence of ricochet gives him a lot to master.
Trick Blades probably has the highest skill floor of any killer add-on because of how janky bounce logic is in DBD (even more evident with Unknown) and while there are some good Trick Bladers, I don't think even a single Trickster player has been able to master the Trick Blades because of the amount of maps and different potential ricochet spots. You have to learn so much in order to even utilize the basics of ricochet Trickster.
He can also do trick shots just like Deathslinger, his projectiles are fast and capable of damaging survivors in areas that Huntress wouldn't be able to do, and even if it's limited by an add-on, ricochet is a unique aspect of him that allows him to get hits like no other ranged killer. While he does have one of the lowest skill floors in the game (just backrev a survivor and take out 2 health states immediately in a dead zone, 115% allows for easy M1's), there's a lot to master in his kit that not many have dedicated themselves to doing which is completely justified because of how stressful he is when it comes to experimental plays compared to Deathslinger for instance (Deathslinger can reload at any time, Trickster has to go to a locker to reload and has to hit a survivor 8 times to get rid of a health state).
To not enjoy Trickster's playstyle is fair, but to say he has little skill expression is a stretch.
-
Yeah the nerf for it was an absolute band-aid fix but it's better than nothing. I would like for it to potentially reward bottle hits like it was originally intended to do as an Exposed add-on. Direct bottle hits within at least 8 meters will cause all windows 16 meters away from the survivor to become blocked by the Entity for 20 seconds. Basically a Bamboozle foil.
-
I actually thought about this at some point. Blight would need massive buffs to his power compensate if he were 110%. Faster recharge speed, adjusted turn rate, and 10% faster rushes and a faster cooldown. On the flipside it would be interesting to go against an M2 only Blight and would raise his skill floor heavily as he would no longer be able to M1 as much and allow for more freedom and experimental plays if his power cooldown is shorter. I feel like if they made him 110% they would also have to restore his techs such as the J-flick.
I do believe base-kit Blight is the epitome of a balanced killer but the idea of a 110% Blight that never M1's and goes for sick rushes only is interesting to think about.
-
The strength of Clown comes from utilizing the power of both bottles at once in order to create a massive speed difference that the survivor can't get away from. The antidote absolutely needed the buff and will make Clown stronger in chase when used at its full potential, allowing for more freedom for more creative gas setups and making his chase power more consistent. If you don't want to use the antidote then run Rapid + STBFL with Flask of Bleach and Ether 15 Vol%.
Making him too strong at his lowest skill-based playstyle would make him even more miserable to go against. That's why Clown needed the antidote buff, to buff the strength of his highest potential.
-
I'm actually quite satisfied with this. She has her lethality back, but now you have to learn jigsaw box locations while having a buffed chase power. She basically has an increased strategic skill ceiling and an increased mechanical skill ceiling and it might actually encourage me to play Pig again!
-
Probably because of his difficulty when playing as him on a controller. Not sure if the removal of the recoil was enough to make him playable on controller though, would love to hear from what controller players think who have tried playing Trickster with and without recoil.
-
Correct me if I'm wrong but isn't there a bug that causes traps to float above slightly that prevents hiding traps in more vicious spots? Or did they fix that?
That said hidden traps are a part of Trapper's skill ceiling. Learning super hidden trap spots are part of what makes Trapper fun to learn, so it should stay. Plus, scary Trappers that hide their traps in crazy spots are quite fun to go against IMO, hate basement Trapper and would rather go against an actually offensive Trapper.
-
Something about The Unknown's mori just seems so off to me. At least with Pinhead we're aware the survivor is being sent to the Labyrinth and is experiencing eternal suffering, but what exactly do the survivors experience after being absorbed by Unknown? Where do they go? How painful is the process of having your voice, sight, hearing, and breathing taken while the orifices that provide such get penetrated?
-
@Huge_Bush said:
I’m mainly hyped for all the potential “skins” the new killer is going to have. I’m hoping the devs would actually let it wear other killer skins along with their unique music tracks.
Id also like it to wear some Survivor skins. I’d love to be able to pretend I am Claudette as a Killer, getting revenge on all of my useless teammates, but I understand why they wouldn’t allow it.
They could probably make it so that The Unknown desperately tries to disguise as the survivors by wearing their clothes, could be a cool alternative for making unlockable cosmetics like the Bubba masks.
-
The memes, the crossovers, the wholesome and kind people in the community (a lot more than you'd believe!), and the devs. I don't agree with many of the decisions the developers have made, but it's clear that they're truly faithful to DBD and want what's best for it and its players. Hyped for Frank Stone!
-
This changes nothing. Killers who tunnel will tunnel regardless. They play to win, they don't play for bloodpoints.


