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hastarkis

hastarkis

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  • @WesCravenFan said:

    I don't believe people when they say all they get is hard tunneled and camped. I just don't believe them. For starters, it's mathematically impossible for it to happen to EVERYONE. If even one person gets this treatment, that means 3 other people didn't.

    Second of all, people exaggerate. A killer hooking you, then leaving to kick the gen the next tile over, then come back when someone unhooks you isn't camping. Likewise a killer that downs you twice in a row because you ran somewhere less smart than your unhooker and nobody tried to help you isn't hard tunnelling. Hard tunneling is where you literally ignoring EVERYHING else, from bodyblocks to gens about to pop, even throwing the game, to make sure one person dies at all costs. THAT is hard tunnelling.

    Other 3 people don't have forum accounts :D

  • @Chiky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303990#Comment_3303990

    idk, every time I get in a match with a killer using hex perks (poor thing), i can see them glowing purple, no matter which perk it is

    If you or your teamates don't use map or perks (both highlight all totems in same way), it's clearly a weird bug you should report. No ordinary hex glow that way, only plaything and noed does.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305612#Comment_3305612

    For the first time, survivors got hit hard with the nerf bat. Suddenly the game is unhealthy and people claim that survivors suicide/dc because of that. I´ve been seeing the suicides/disconnects as a problem for a long time. But whenever i mentioned it, it was played down that it doesn´t happen as much. Now everyone sees it. When the dc penalty was turned off, people cheered this on twitter and everyone disconnected for the most ridiculous reason. Streamers even had a dc counter, where they tracked how many matches in a row someone disconnected.

    Its simply salt that causes this behavior. Some people think they are better players than they actually are.

    Pretty sure that "think they are better players than they actually are" is only one part of the problem, and sort of no-law-night with penalties turned off just shows how much hidden accumulated tension and frustration people have inside them (killers included). But you clearly have your point here so I won't try to convince you more, maybe you are rigth and salt is just salt.

    Actually, I just hope to see camping and tunneling as not so viable strategy (with more viable other playstyles ofc) and see more diversity in bulds with true four-iri-emblem games (everyone repair, everyone hooked, everyone heal, lot of chases, and so on). I feel WOW-effect every time killer respects unhooked person and goes for unhookers (even if unhooker is aslo injured and have same amount hooks; like why am I so grateful, it's not like killer goes out of their way in that case), and it bothers me because it wasn't like that year ago.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305204#Comment_3305204

    You explained my whole argument. Good job.

    Sometimes you win, sometimes you lose. Having a streak of being 7 times the first to get found, downed and tunneled sounds more like a "i make a lot of noise at the start of the match" to me. Or that he instantly starts to run when the killer approaches. Or that just getting chased until downed is considered getting tunneled (i really have seen survivors make that argument). In other words, its probably a skill issue.

    Its okay to have a bad day. Can happen to everyone. Just switch the loadout to something that gives more information about where the killer is and playing it save is the best advise i can give.

    Again. The fact that every first-ish game killers at least try to tunnel/camp someone isn't survivors' skill issue. And death bc of it could be team's skill issue (fail to do gens/rescue), not the survivor who was hooked and camped. Killers using those tactics feels cheesy and exhausting, and they tend to use it much often now than they used to before. This exhaustion accumulates. Accumulated exhaustion leads to tilt, even if your winrate is around 50/50. And in case of more average 25-35% it feels worse.

    I don't think that "just take BT to fight campers" (aka just let go before eruption, just don't make noise so killer tunnel someone else this time) is a good enough argument here. At least because BT was implemented as base-kit, hence it was acknowledged as a problem bigger than just skill issue. Those DCs (IMO) indicate the problem as meta-BT did.

    If you don't think all those DCs is a symptom of overall unhealthyness in some game aspects - ok then, we just can't agree here, I guess, no problem :)

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305044#Comment_3305044

    Then its a skill issue. If you get found and tunneled out in 7+ matches in a row. I would consider changing the loadout (unless i´m testing a new build, but then i would already consider it a fail build) and how i behave for the first minute of the match.

    Becoming the object of tunnelling isn't a skill issue. It is killer's choice (and in most cases pretty profitable strategy).

    Death by tunnelling also isn't a skill issue because survivors are supposed to be caught sooner or later. If killer wants to tunnel you out, they will tunnel you out, and they are able to do so in reasonable (for them) time unless sbmm screwed the killer up by matching them with better survivor than they should be matching with.

    Being tunnelled out at 5 gens can be a skill issue, but if you/your teammates are constantly being tunnelled out at 5 gens it isn't a skill issue too, it's sbmm issue indeed.

    Yes, you can prevent yourself from being first victim but then killer find another victim to tunnel and camp. And changing loadout can't make tunnelling/camping non-existent or more fun. It could make it longer. It's faster to just ######### and go next in hope next killer won't be that sweaty and stomping that you can't help but be downed 20 seconds in match. That's why sbmm was implemented, after all, and yet it doesn't help.

    Like, yeah, I get your point, I personally don't get tunneled so much. But every first-ish game killers at least try to tunnel and(or) camp someone. Yes, sometimes it's not me. Yes, sometimes it's even 4E. Still, I feel being cheased and scummed. And if next game I'm the one who is first to be downed I can imagine how hard the rest of the game could be for me (with 90% probability). I quit the game before I'm THAT tilted, and I think those people should manage their salt better but I can feel them very well.

    You can give Sisyphus any advice you want but sometimes it doesn't matter how fast or slow your rock roll down. The fact of it inevitably rolling down again and again is all that matter.

  • Salt doesn't appear out of nowhere. Being first downed if you aren't guaranteed to loose after that isn't a big deal, even if deep inside you are entitled snowflake. But if you were first downed and then tunneled out 7+ prev games with no other outcome except death with 8k bp max, you don't have ANY reason to think this game will be different.

    Yep, it's not a good reason to dc and suicide first hook. But the fact the game can be so frustrating you become tilted THAT bad (not as occasional loose strick but regularly, on average, as a permanent game mood) might be considered as a problem. Same for killers.

  • Are you sure no one of your team had syringe used on you? It's easy to miss without communication.

    Just an assumption. No timers were implemented for sure.

  • @LooeDbD said:

    randomly spiking to 120+ ping and rubber banding everywhere. anyone else?

    I even checked, it was everyone else in my lobby getting it, so its not a client problem

    Got it for one game. It cost me a chase (and my life actually lol). Everyone in lobby had 120+ ping and rubber bandings. Killer had no problems, I guess.

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304133#Comment_3304133

    The problems with killer endgame builds are very similar.

    1. I can get a 4k before engame making those perks irrelevant and I could have run a different build to let me win earlier.

    2. I can run those perks but if I am up against 4 survivors it can amount to nothing because while they cant open gates from NWO, and I get 1 down and hook from NOED, they can cleanse NOED and get the rescue and bodyblock their way to the gates and escape without being able to get bloodwarden to activate, or abandon the 1 and the 3 still get out.

    Now where the problem comes in is survivors dont have to run an end game build, the last survivor no matter what gets a 50/50 chance at escaping regardless of what they have done throughout the match.

    Compare that to the killer experience of the gens getting finished with 4 survivors alive and no one on hook without an endgame build.

    First off to even get into that position you are obviously dealing with survivors at a higher skill level than you, your chances of getting a down before the gates get done is already small and depending on what killler you are it can be almost impossible to secure a kill against the 3 remaining survivors. The killer doesnt get any mechanic to give them a better chance in this scenario.

    I'm actually more surprised that more killers dont AFK towards the end of matches like these especially when you factor in what that one kill is actually worth totally isnt worth the effort involved

    >>First off to even get into that position you are obviously dealing with survivors at a higher skill level than you.

    It's just wrong. It could be killer's choice. Killer ALWAYS get to endgame if they want to. Killer's build can go wrong, ofc, but the opportunity will be there no matter what. Their endgame build will become active every game if they want, nobody can deny it without their will. And survivors can die prior endgame.

    You can make 4k much earlier, but then you win. You don't need those perks because you were good enough to win without them. Survivors can die much earlier, and then they loose. They don't need those perks because they actually need other perks to even make it till endgame. That's why situations are uncomparable (and why endgame builds for killers are much more viable).

    And here lies the problem with "hatch for killer" idea. Hatch (as a pity escape option) is spawned for last survivor after others are dead, so it's obviously the team have lost the game. Survivors can't "fake" their loss and get advantage out of that in any way. Their loos is death on hooks, hard to fake it. And no endgame perks will give them huge advantage and ability to stay alive if they already are alive for long enough. Adrenaline is only reasonable exception, still it can be used in vain.

    But killer can "fake". Killer can stay afk or play chill on purpose to get later advantage out of endgame perks and - then - out of this new hatch mechanic too. Advantage, you see. Not a pity-tie-option-which-won't-count-as-win-or-loose. Advantage.

    Summary:

    1) How can you separate true loosing killer who needs this hatch and killers who throw their games on purpose to get to noed+bloodwarden endgame asap?

    2) Only one survivor can get hatch, after all others are dead (your team lost but you personally managed to outlive all of them). 1/4 of them. I don't say you can't reward killer for making it till endgame even though killer always can make it. But how would you design this hatch to make sure it's a pity prise and not a way to kill ALL survivors? How can you ensure they won't get more than was designed? That was the reason why old hatch was nerfed.

    3) US vs THEM point. Even though hatch rob killer for last kill it can't rob the rest 3k and overall feeling of won game. Lot of suggestions is to rob one survivor and give them to killer "for free" by blocking gates on them or smth like that. And, yeah, I know "the rest of team escaped why are you so upset" but realistically it's much stronger situation, it turns win of one person into loose of one person. Not win-but-liitle-smaller as it is for killers. Loose.

    In the world where killers already call hatch a free escape despite the fact survivor has to actually survive to get it (and killer can deny it by slugging) you want let them stay afk fo the whole game and then get hatch-y free kill? Which survivors can't deny in same way as slugging for 4k does? Imagine holy wars about that :D

  • @FeryGEN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302566#Comment_3302566

    Ada's dress occupies one slot, you can look at the tights occupy the leg slot, you can combine a bloody dress and without bloody tights. Nothing prevents you from making a sweater dress. I checked this issue before writing the post.

    My bad with pieces part. You are right.

    Still, it's an ugly collection. And, personally, I think most of recent sweaters are too good for it anyway :D

  • Because it needs two pieces (moreover: linked). It's much more work, much greater cost and broken tradition of sweaters being one piece.

    Also, the collection is about UGLY sweaters. Asking for more prettier sweater is against the concept :DD

  • I am excited. But all my friends are like "meh, not my cup of tea" and that makes me sad :c

  • I love your art *o*

  • Changing the names won't change the win conditions, unfortunately. Now it's super obvious that kills and escapes are what both sides need to win. People want to win, it is natural. And even if we change names into hookers (heh) and runners then complains become different but won't be gone. Instead of genrushing killers will argue about chase perks abused by survivors and survivors will ask why do we have anti-loop killers/perks in game where runners are supposed to loop by definition.

    Then, as funny as it could be, tunnelling one person out to have an ability to hook all others three times with no efforts will be still viable strategy. Same with camp: altruism makes survivors give hooks to camper without any running involved :D

    Or, even worse, survivors won't have motivation to unhook their teammate because their goal isn't to survive but to give killer as less hooks as possible.

    Jokes aside, I think my first paragraph is enough here. But I'd love to join the hookes' club! xDD

  • Вот это уже больше именно на баг похоже, потому что я вообще не вижу ничего, что могло бы блочить починку. Так было с геном на макмиллане - ген в лачуге, который по умолчанию можно чинить со всех сторон, с одной из сторон никак не чинился

    имеет смысл зарепортить, а там разберутся.

  • @ShockedAndConfused said:

    Ah, interesting. I don't have Kate, nor Cheryl or Quentin.

    So even though I have level 3 of Dance with Me, Vigil, Boil Over, and Blood Pact on every character I do have (along with Windows of Opportunity, Pharmacy!, Vigil, Repressed Alliance; haven't seen Soul Guard in the SoS yet I guess), these may continue to display in SoS until I have level 3 for characters I don't have?

    Or just the character the Perk belongs to?

    This seems strange, but I guess it makes sense if that is how it is designed. When I buy a Perk from the SoS it doesn't automatically give it to the characters - they still have to get it from the Bloodweb. The owner of the Perks naturally don't have to unlock the Perks...unless this lets them show up earlier in their Bloodweb.

    I still feel like I'm misunderstanding something. 😕

    This part "When I buy a Perk from the SoS it doesn't automatically give it to the characters - they still have to get it from the Bloodweb" is incorrect now. It does automatically give perks. If you buy Sprintburst fron SoS then ALL characters (owned and further) get the perk (t1) ready to equip.

    Also shrine of secrets offers you to buy second and third tiers of those perk so all characters get those perks already leveled up from tier 1 to tier 2 or even tier 3. That's the deal.

    Also you can buy owner of the perk and level them up. Every prestige of the owner will unlock (and grant) new tier of their perks for all characters. You won't need to find those perks in bloodweb anymore. Prestige of Kate means that all her perks will be available to equip for all characters from the very beginning, from lvl 0. P1 of Kate means tier 1 of perks (t2 and t3 can be found in bloodweb), p2 of Kate means t2 is available, and p3 means that t3 of all perks are available for all (owned and further) characters right away, without leveling their bloodweb.

    And SoS contain same perks for all of us, even if you'll p3 Kate (or buy her petks from shrine) you'll be able to see her perks in Shrine still. But your only option will be to exchange shards for bloodpoints.

  • I don't know why describe this idea in such complicated way, we already have a perfect example for it with new Knight's hex. Every time new totem is hexed and you need to destroy hexed totem to deactivate the perk for the rest of the game.

    I like design of Hex: Face the Darkness, but not all hexes can be (and should be) buffed/nerfed that way. It will either give killer unfair advantage (as a way to manipulate their hex activation to prevent people from cleansing it) or give unfair advantage to swf (who can coordinated touch totems/gens to make hex despawn/spawn again and again until it spawns on needed totem to cleanse it) while making soloq dependends on RNG of their teammates (it is already quite annoying when Face the Darkness fades away last second of cleansing but it's ok because it's not a big deal, now imagine ruin or devour hope).

    I like the idea of lighting up some hexes only after first activation, tho. Devour Hope - after first hook, ruin - after first regression, etc.

  • @daniel_owenz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295495#Comment_3295495

    The issue is that I am consistently spawning right next to the killer while my teammates are across the map due to my MMR.

    Either get rid of MMR, or nerf the perk. You guys fail to realize your experience, is not my experience.

    If your only issue is spawning next to killer, don't even spend perk slot for Distortion just use Vigo's Shroud. Problem solved.

  • Yesterday. Could finish it week or two before tbh but wasn't able to play as often as usually (plus archives bug stole couple evenings).

  • @LordSturm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294375#Comment_3294375

    you know you don't have to sit in the snowman the entire game to escape with it right?

    they infinitely respawn and there's a bunch, you can just get out

    and if your aim is to escape with one you can just wait until endgame to get in one

    That was the point. Until EGC (when you can escape with it for bonus) there's no reward in hopping into snowmen.

    @Vampirox said:

    there is no point in getting into a snowman as survivor

    you guys keep saying oh comp derp derp Im a dumb killer

    but most of us are solo q players, only swf mess around with the snowman

    there is no reward in hoping into a snowman until endgame to escape with it for more BP

    Actually there is a reward. If you get hit while in snowman you get +1000 bp. So if you are going to get hit anyway hopping into snowman for that isn't bad idea.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295853#Comment_3295853

    Sometimes the killer doesn't want it tho lol especially since they can't use it. Sure it's a sign of respect but you're losing out on your item that the killer was letting u escape with

    I simply do a friendly single tbag if they let me escape and go (sometimes I will just stare at them at the edge of the exit to see if they try to down or respect that I got there if they did not want me there lol (obviously this does not apply with Twins, Pinhead, etc) and I don't tbag BM either cuz I think that's just being a jerk to be a jerk lol

    Sometimes that's the deal: you escape but loose your item as a cost. The moment you try to get your item back to escape with it you die.

    I always let survivors keep their items if I decided to let them go beforehand. I'm trying to make them take items back. And often they don't, they drop items in gates before escape, they just want to make this "sacrifice" in return. You loose your kill, they loose their item. Not super even but cute.

  • Seems be inverted. Kindred shows auras of undetectable killers but doesn't show detectable killers at all. Same with other aura reading perks.

  • I believe Michael doesn't work, yes. I've seen a lot of people complaining about that. Might be intentional but more likely it's a bug.

    Perks should work tho.

  • Sounds like a good reason to destroy item for BP and then kill survivor anyway. Or, if you offer to give bonus only in case of escape, to destroy it just because, with no bonus. Or to kill survivor in case the item isn't rare enough.

    The real good reason to let survivors go when they try to perform an act of kindness for the killer is perform act of kindness themselves in return. Not a material profit.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291598#Comment_3291598

    I've actually had a request to make the upvote button "bloodpoints" which I think might definitely be doable.

    Could it be possible to make upvote option to keep different color after clicking? Sometimes I click the button and see the number goes down because apparently I've already upvoted the post/comment in past but it is not possible to tell after page refreshing...

  • @HugTechLover said:

    I’ve probably done it 20 times lol. Survivors hop in snowmen in the middle of chase all the time for some reason.

    >for some reason

    They have same archive about getting hit being in snowman. Done mine occasionally too.

  • @Nirgendwohin said:

    i think OP is talking about AFK / Bot killer. its really hard to avoid depipping with afk killer.

    AFK killers definitely don't take match hostage

  • Record and report if you are sure they do it against the rules (refuse to participate normal gameplay). Suffer through it or DC if you don't want to and have recorded enough for report ticket.

    If it's not against the rules then (technically) it's not taking game hostage. You can suffer only and try to annoy killer enough by doing objectives to get out.

  • Hi everyone! I'm hastarkis. I really love video games (plot-oriented mostly but not only) and creating fan works. I'd been leading DbD-fanteam in local contest of fandoms for two years and I'm looking forward to be part of MYM fandom too ❤️

  • It's so cool. Signed up for the beta, looking forward to try next version *0*

  • I got my role! And requested the badge via link.

  • Need to get used to new forums indeed. But they look cool. I like I still can browse recent discussions, but information about categories is missed there, only titles are visible :c and 11 discussions is almost nothing, it used to be at least 20.

    Hope we'll see QoL changes in nearest future to adjust everything, I really like new look ❤️❤️❤️ thanks for PMs!!

  • >>And you can only learn the add ons if you buy the character or face the character and get ######### by them initially, that's the point.

    Wiki. You always have wiki. Completely free and you can read through possible addons while repairing gen.

  • @FreddyVoorhees said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284167#Comment_3284167

    Then how about to even the odds with soloq instead ? Make them have the same feature that coms give to swf . Make kindred and wiretap basekit for all survivors. It will emulate their voice chat on where everyone is , what everyone is doing and where the killer is and what he is doing. There is no counter argument for this. Swf would not benefit as it would bring them nothing they already do not have. The gap between soloq and swf would be greatly reduced and various different dramas about them would end. After that , proper balancing could be made that is not erroneously focused only on one of them thus not achieving notable results.

    And they are doing that right now. Not with kindred and wiretrap because (see above) it's too much. But they are working on smth to give solos same info as SWFs have. It's even on their roadmap, scheduled for next year.

  • Only killer can activate blast mine. Guard can damage gen with blast mine with no problems. Somehow yellow aura is gone (it's a bug as far as I understand) but BM is still active. If killer kick the gen after that BM will hit them normally.

  • Pretty sure on first clip you saw Cheryl who was healing Nea (the figure were standing, if it's Nea the aura should be on one knee). Nea - as I understand - were unhooked recently. She had OTR and OTR hide owner's aura.

    On the second clip it's 30 seconds after BBQ. And healing is 16s. So they definetely wasn't healing during the BBQ if you found them in process. Nea could still have OTR effect active (it can't be deactivated by conspicuous actions unlike endurance) and Meg could be in a locker easily.

    Are you sure your BBQ wasn't working?

  • @WalterBlack said:

    Thanks for all the reactions guys! I'll add you on Steam / Discord as soon as I'm home :) спасибо вам всем

    Just in case: I accidentally made a typo in my tag, now it is fixed :)

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279236#Comment_3279236

    That one add on where you need to stand 2m from the husk?

    That another one where you need to be 4m near Spirit during phase-walk.

  • @WalterBlack said:

    Any Russian-language natives who'd be interested in explaining a few things to me about the culture, language and grammar? Speak the language while playing DbD or something? I'm currently learning Russian and it'd be cool to have someone to talk to.

    Oh, that's interesting and very nice. I'm native speaker and I'd be happy to help you!

    hastarkis#5695 in discord, you can add me :)

    Edited: typo in discord tag x)

  • @MeltingPenguins said:

    The real issue is it's synergy with everything that causes haemorrhage (e.g. sloppy). easiest fix would be to NOT have the screams interuppt healing.

    Do you really mean nowhere to hide there? Because it looks like you are taking about Hex: Face the Darkness.

  • The Emblem System, also just referred to as "Emblems", is a Ranking Game Mechanic used to determine a Player's Grade.It was originally introduced with Patch 1.9.4. Before Grades were implemented with Patch 5.2.0, Emblems played an integral role in Dead by Daylight's matchmaking system for ranked Trials, as it determined a Player's Rank and thereby how they would be matched.Since reworking Ranks into Grades, the Emblem System no longer determine one's matchmaking scoring and merely track successf

    Here you are. I doubt you can find smth better. Check how to get points and how many do you need to get iri emblems and then you'll be able to understand what should you do through the game to get maximum value according to you grade.

  • @MisterMister said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278136#Comment_3278136

    What about Demo? Demo isn’t a person, or how about the Dredge, or Pinhead? Pinhead might look like a person, but is actually a spawn of satan! Would you punch them?

    Demo is cute doggy, no real person with a real heart will punch doggy! Dregde isn't a person but a whole bunch of persons actually, so...

    Pinhead might look like a spawn of satan but he was a nice man and sometimes he even remember that! (and also I really don't want to hit anything that have protruding nails...)

    Anyway, I should specify my answer and say not people but creatures that might be able to feel pain and/or interpret my punch as an insult. I wouldn't punch even Entity. Of course if we say about acts of agression and not self defending. I just can't :c

  • I don't punch people :c

  • I don't run any gen perk so IF I equip prove thyself it's because I want to ensure 10k for some reasons.

    Archives work too ofc

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277731#Comment_3277731

    oh i really got you wrong sorry for that. And while yes skillchecks are random, they appear very often. If people always hit greats then they see the aura of the killer every time. The only thing missing to be on SWF level is the fact they have communication, but someone who can hit greats in their sleep will have enough intel where the killer is at and be able to move and make decisions just the right time.

    a killer however needs the unawareness, not knowing where he is so he can reach survivors before they change their spot and sneak past him. There is a couple of other aura reading perks, but afaik the ones are way more situational. Fogwise is basicly free aura just for hitting great skillchecks.

    if i would hit greats more then i would run it too, it can be busted. But again i myself as killer didnt run into it enough to really tell how it is in praxis. Maybe i overestimate how people hit great skillchecks and its not as much as i think. Overcharge is a good example though. I stopped running it because they hit the skillcheck almost every time. yes it applies regression but other than call of brine it doesnt give you intel when they are back at it again. But thats a diffrent story.

    Well. Spine chill gives me more and without any conditions, and with fogwise in some crucial situations you just don't get skill checks so don't have info you need. As for overcharge it's a nightmare for me because every game I need at least two skill checks (probably missed) to adjust my reaction (my ping isn't bad and yet apparently it matters for overcharge). Sometimes I can hit it pretty ok and sometimes I have to hit it too early to get it. And even after that I can't do it super consistent.

    I guess I am just wrong person to speak about it and don't belong to those discussions :/ more interesting to see the outcome of those then... Thanks for your answer and opinion!

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277711#Comment_3277711

    sigh i didnt say fogwise is OP on solo... i said, FINALLY a perk that benefits solo without buffing swf into oblivion. Kinda sick of people trying to put words in my posts i didnt write.

    even litteraly said i havent run in that perk as a killer enough to say it is "op" smh!

    You get me wrong. I wasn't trying to put any words in your mouth. It's my pure question because that's the topic. You said yourself that good survivors can hit great every time so they have info all the time. How is that "all the time" really? Again, I'm not trying to debate you or anyone, I just can't understand what the crazy value everyone talks about is. Maybe I'm missing smth or idk I just can't understand how can this be "survs now have too much info rip trapper yada yada". It is not your words too, it just seems you may be understanding this at least in theory.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277529#Comment_3277529

    Good players hit great skillchecks all the time, meaning they have info all the time. Meaning they have the same amount of info SWF have. Its good for soloQ, its bad for killer.

    i havent run in enough as a killer to call it "overpowered" in theory it sux from a killers PoV but it also sux to have to go against an swf in general. But then again, people say always if soloQ was equal to swf, balancing would be easyer. So you have 2 sides and not 3. I for one love that there is actually a perk that ONLY benefits soloQ.

    i find quick gambit and potential energy more problematic.

    I wonder how can this be... Like ok, I really tried. I even brought Tapp's perk to make some skill checks great.

    And I just don't know what's wrong here. I get those skill checks sitting on a gen with value not so great (I get more value more consistently with Spine Chill [and that's only one perk] or looking on the HUD). And what am I supposed to do with that information to make this perk OP for solo? Yay, I brought two perks and one item (toolbox) to see killer for 20 seconds while they are on the other side of the map, just like iri-key with addons, too bad I can't be in chase now. Yay, my toolbox ran out and now I got 2 skill checks per gen max, what a lucky guy. Yay, I am chased, healing and chased again, I'm dead or no more gens in game to get any value. Yaaaay.

    Like, I don't say it can't be OP but what so crazy about this? I've heard about Coconuts's video but he gave up whole build and... still was attached to the gen to see anything. How can anyone compare this to old OoO?

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276256#Comment_3276256

    I actually made a post abt it. I think it was changed back in 6.1.0

    Oh, good to know. Nice they changed it, actually.

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