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  • @kyogul

    The ctrl+z was an analogy and said figuratively, not sure why it was taken literally. I don't particularly agree with hard to master, since DH's strongest use is for distance to a resource. The act of looping efficiently itself is what is hard to master but not using DH.

    It was not taken literally, and DH is hard to master. It takes precision and reading to dodge a hit with it while running and possibly looking backwards. That's what differentiates common users from really good ones.

    This is no new information that I haven't already been doing. I generally expect DS/DH in every game unless shown otherwise.

    I never said, nor implied that I was entitled to a down. I just said it feels [BAD WORD] and I don't think it's fair considering how it's done. Feel free to disagree but you're not an authority and in no position to tell me what I meant to say. Stop putting words in my mouth.

    Darling, you're using exploit to describe an intended mechanic that you don't like. We should attach that as the example of entitlement in any of the Dictionaries you listed.

    Of all the sources you could have chose...you chose wikipedia. I learned in grade school that this isn't a valid source to cite for very obvious reasons, but I guess others didn't. You can consult actual official dictionary sources that align with my usage of the word exploit:

    ...

    Video game exploit isn't a term in the dictionary. An exploit is an exploit, and the general definition also applies to video games. A random and unreliable article on Wikipedia--a source that even my 11 year old cousin knows not to cite--is not going to cut it.

    Whether or not you agree it's unfair is a subjective assessment, but I used the word correctly and I have actual citations from sources to validate my usage. On top of that, the excerpt you quoted isn't even verifiable. You can't even access the page in the book it cites. Yikes

    ...

    This is funny coming from the person who just unironically used Wikipedia as a source, and on top of that quoted an excerpt that can't even be verified. You aren't in a position to morally posture about misleading and being oblivious. Know your place

    Yes, I used wikipedia bc I am not writing an essay for my teachers/supervisor. None of the sources you conveniently listed AFTER criticizing mine has the definition of a video game exploit as you said, but they also do not have i-frames and that didn't detain you from using it.

    That 11 year old source that you are so quick to dismiss references books and articles in game design, the area pertaining this discussion. Now do yourself a favor, put your pride aside, and take your head out of the hellhole of a High School where you learned to research. Yikes

    DH is my second-most used exhaustion perk, I'm aware of the occasional exhausted on the ground issue. Never been that much of a problem to me, and evidently not that much for other people as they run it all the time. If a perk is that buggy and inconsistent then you wouldn't run it often, if at all. Months ago, when killer auras were bugged I tried running Alert. It worked half the time and its use was inconsistent, and subsequently I stopped running it. I, nor anyone else, generally want to run perks that are useless half the time/don't work half the time.

    Exhausted on the ground is not an "occasional" issue. After the game was changed from P2P to dedicated servers 2 latency factors were introduced: survivor-server and killer-server. According to the official documentation, DH has a 0.5 sec i-frame, but hit validation only accounts for the killer verification. Dead Hard is impossible to use as a reaction as it's not dependent on your latency only, but the killer's too. You essentially have to read the killer and predict the hit to use it. That's why it's hard to master, and that's also why SB is more popular.

    You are aware that I've already said this precise thing elsewhere in the OP/thread, right ? Why are you rehashing my points and trying to use it as a "gotcha" explanation?

    I've already said DH is one of the more powerful exhaustion perks in the game and generally easier to use for its strength in comparison to other exhaustion perks. Sprint Burst can be better, but many people don't know how to time it well to make it better than DH. I also literally said in my OP it takes more effort to maintain Sprint Burst. Why are you now copying what I said and acting as if that's a contradiction to my argument?

    Bc that's the question you asked in your OP. I had it quoted to help you navigate in my answer, but since you're having trouble I'll bring it again for you.

    "...then why is it arguably one of the most used exhaustion perks in the game, and more specifically the most used exhaustion perk in red ranks (or in other words, the highest rank in the game) ?"

    Now, I may be a fool for further engaging in such a pointless discussion, but not the kind asks question and gets mad when it's answered.

    Xoxo

  • You should post this in the post-match chat.

  • As a general rule, I cleanse dull totems and run DsH so I can get a good idea if it will activate when the last gen pops.

    But if the game is progressing too fast or the killer has a lot of pressure i'd focus on gens and leave dull totems up. In those circumstances it's easier to check later if you know the spots exactly.

  • You can put a cabbage between the seat and keyboard and it will net 3 kill on Freddy. He needs adjustment.

  • @kyogul This post just speaks volumes for how one-sided and pervasive your views are.

    The problem with Dead Hard is that it's a ctrl+z command for survivors in an exhaustion perk, and is the only exhaustion perk that is all reward, no risk, and has exploitable i-frames. If you get outplayed at a chase by a killer, all you do as a survivor is press E to deny an instance where you would otherwise get downed and extend a chase for longer than it should have been because you got rewarded for being injured and received a quasi-third health state. In many instances where Dead Hard prevents you from being downed can be swapped with having Endurance from Mettle of Man. And you did nothing of substance or effort to get said Endurance effect either.

    Dead Hard is not a CTRL+Z button that you can use to erase your mistakes. DH is an exhaustion with on demand activation. It's popular bc it is easy to use but hard to master. Someone extending the loop is not robing you of a kill, it's using a resource they allocated a perk slot for.

    Dead Hard for distance can't be baited out. You can't make someone use Dead Hard, let alone does baiting matter when there's a pallet or a window right in front of them. Baiting only works on [BAD WORD] players.

    Exhaustion perks are strong, META and like any other META perk (BBQ, DS, etc) should be excepted by you unless ruled out. If someone SB out of a gen, you can chase them without fear of DH, same for BL, Lithe, SH or Head On. But if you don't see a survivor using any of the previous, don't fell cheated if they DH for distance. You're not entitled to a down for chasing a non-exhausted survivor.

    Exploiting of i-frames:

    You can Dead Hard to prevent from getting hit by exploiting its i-frames. Examples: Dead Harding through/into Punishment of the Damned (POTD). If you were to use Lithe or Sprint Burst and run into POTD, you'd get injured. If you used DH to get across POTD (or even to launch yourself in the same direction as it), you would prevent from getting hit.

    From the Wikipedia, notice the NOT INTENDED.

    In video games, an exploit is the use of a bug or glitches, game system, rates, hit boxes, speed or level design etc. by a player to their advantage in a manner NOT INTENDED by the game's designers.

    Now read the description:

    When Injured, tap into your adrenaline bank and dash forward quickly to avoid damage.

    Press the Active Ability button while running to dash forward.

    Avoid any damage during the Dash.

    Now, i-frames are intended, not an exploit. Repeat with me to reinforce that knowledge since you have trouble reading descriptions and searching for definitions.

    Exploits are unintended and therefore not listed as a game mechanic.

    Exploits are unintended and therefore not listed as a game mechanic.

    One last time, exploits are unintended and therefore not listed as a game mechanic.

    Dead Hard is the only exhaustion perk that is all reward, no risk:

    Dead Hard is the only perk that involves no setup, no risk, but all reward. You get injured and you get a free third health state on command with no effort to use on your part. Congratulations you can now outplay your opponent because you pressed E on your keyboard.

    Right here I cannot tell if you're intentionally misleading or just being oblivious. DH has an easy on-demand activation, but is highly inconsistent for dodging hits, virtually rendering half of the perk useless. If a killer perk like STBFL or PoP only worked as intended half of the time you'd know the struggle it is to use DH.

    Also to the people who say Dead Hard isn't a strong perk because "eXhaUsTed oN thE GRoUnD" and whatever other non sense, then why is it arguably one of the most used exhaustion perks in the game, and more specifically the most used exhaustion perk in red ranks (or in other words, the highest rank in the game) ? Why is it always included in meta builds? Do you think people run DS/Unbreakable/Borrowed Time but put on a "[BAD WORD]" exhaustion perk, or an inferior one compared to something else stronger they can use for shites and giggles?

    To answer this question ask yourself the reverse: why they don't use other exhaustion perks?

    BL has zero activation tiles in Shelter woods and Gas heaven. There are also many others with a random chance to spawn a hill such as Suffocation Pit, Wrecker's yard, etc. Equipping BL is betting on playing the game with 3 perks.

    I have not tested SH yet, but at least it seems promising.

    Lithe prevents you from using windows while in CD. For most players, it's rather inconvenient.

    SB is the only real contender so far, and one with a lot more skill expression IMO, as you can 99% it and have a much better effect than DH for distance ever could.

    Head On is a joke.

  • Considering how far I can reach with the baby pounces.

  • It's intended for new killers learning the layout of maps and to corral survivors. It doesn't need further changes.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101660#Comment_2101660

    Her new addon requires her to have 0 hatchets. Turning her into a m1 killer with a huge terror radius/lullaby. Where is this beneficial for her?

    In the part that you deliberately didn't include.

    Untitled Image

    She can still carry her 5 hatchets (just like her basekit) but becomes faster after she uses them (unlike her basekit). This is a change that has been proposed incalculable times in these forums.

  • 1 shot is still 1 shot and she can do it point blank, they just made iri head Huntresses less brain dead. Also how does the new addon reduces her lethality compared to her base kit?

  • @Tsulan said:

    They went light on it? You have 1 hatchet. Who is going to use a red addon that reduces the amount of hatchets by 4 and ignores other addons that give bonus hatchets?

    The other red addon also looks more like something a grey addon would do.

    At this point i´m confused if the devs know that red addons are supposed to be good or strong.

    By what we've seen from the new/reworked killers, Iri addons are more likely to change their playstyle than improving the original power's lethality.

  • And we still don't have Victor and Charlotte's solo portraits in the forums T_T

  • Stop nourishing on the tears of the horny T_T

  • I'd rather have it changed to just remove the Red Stain when entering chase with no changes to the TR. That way it could be used by new killers who don't know how to moonwalk yet.

  • Different powers are different. Trickster cannot fast vault windows or pallets.

  • No Mither is bad, but not bad bad, it's a meme.

  • Also a reminder that the perk reduces the chances of triggering skill checks by a bit but counters anti-healing perks amazingly well. game example:

    https://www.youtube.com/watch?v=OVO6U6dZggs


  • Only once today. All other games have been Yamaoka or Macmillan

  • Luck.

    Some door patterns are impossible for killers to defend, others are impossible for survivors to escape. If your case is the latter, best outcome is finding a key in a chest.

  • It was oppressive bc there was no counter play, plain and simple. Legion could vault pallets, windows and run faster than a survivor.

  • @Ryan489x said:

    I just had a chase daily and was in my second match of getting that done and bam, adept pig with 2 DC's for whatever reason. I don't know so technically a 2 K and I was just messing around the whole time.

    DC's count the same as kills for Devout emblems. If you got hooks on them before the DC, that also awards points in malicious I think.

  • I tapped with the idea of a reverse Bloodlust where you gain increasing movement speed the longer you remain out of chase, but it seems to be difficult to implement without having the killer walk backwards during chase just like old legion.

  • @TragicSolitude

    Right now, one of the benefits of survivors equipping an obsession perk is to create an obsession, which is like psychological warfare against the killer. Always spawning an obsession is a nerf to survivor obsession perks. You see that as being healthy because survivor obsession perks are unfairly locked behind paywalls and weak killers would no longer have to make the choice of sacrificing beneficial strength for powerful info; I see it as taking an equippable power away from survivors and a choice away from killers. I do see the point you're making, it's not invalid. I think this comes down to what we each prioritize within the game, which is subjective.

    I really like this paragraph bc you carefully acknowledge our diverging ideologies. It really comes down to removing a layer of complexity between killer/survivor dynamics that for me sounds justifiable but not for you, and that is fine. One advantage of supporting a game that is in constant development is that changes can be tested and reverted like the Bloodlust experiement or first MMR implementation respectively.

  • @myersmain69420Xx said:

    this thread went from ds suggestion to battle of the long posts

    We're rebuilding the great wall of china here :D

  • It is possible. Best approach is to 99 a gen before your teammate dies so that you can complete it before the killer close the hatch and blocks everything.

  • @TragicSolitude

    Just like the threat of NOED rarely changes how survivors play, the invisible threat of DS will rarely change how killers play.

    ...

    Always spawning an obsession means fewer killers bothering to play around DS, so even equipping DS won't discourage tunneling, it'll just let survivors stab the killer when it happens.

    Sounds contradictory saying that a possible DS in a current match rarely affects killer gameplay and then suggesting that always spawning an obsession will.

    There are six different survivor obsession perks, one of which comes on an original character, so it's purchasable with shards.

    So since the other 5 obsession perks are locked by licensed characters our suggestion for new/struggling players is to spend 9k iri shards on Zarina which has 2 useless perks so they can equip For the People to REDUCE the chance of being the obsession in the start of the match?

    The goal seems to be to permanently discourage tunneling without the survivors needing to do anything. Right now, having an obsession in the match signals to the killer that, rather than playing optimally and getting one hook closer to winning, it may be better to leave the survivor slugged. That's big. If your teammates pick you up, that's like getting an extra hook state. DS doesn't just discourage purposeful or early-game tunneling, it means killers give up hooking opportunities that would get them one step closer to winning. Tunneling is sometimes the best or only option, and if the game doesn't want killers to play to win, it needs to either give killers something in return (right now, it requires one survivor to use one perk slot) or it needs deeper changes to its mechanics.

    Personally, I think the game needs deeper changes to its mechanics.

    The game does need deeper changes, we have to agree here. I believe this is a lot more related to how developers transmit the message of victory to players and how they reward them. There is so much dissonance between communal goals, tutorials and emblems.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2092034#Comment_2092034

    Yeah I agree DLC perks are dumb but thats a selling point for the DLC unfortunately. I would like the shrine to just have every perk available for shards at all times.

    I wouldn't say they're being "abused"; tunneling is known about, allowed, and intended. Just because survivors don't like it doesn't mean its "abused". As for perks, previous point. I'd be for helping solo and buffing killers to compete, but killers would have to be buffed. As is now, even a solo team can make most killers obsolete if they're all decent. The only thing keeping killers that aren't Nurse, Spirit, Hag, or Freddy somewhat playable is that there are a lot of potatoes even at "high rank". Thats why this "weak link" mentality is pushed on killers. But if there's no weak link, killers often just lose.

    If an obsession is such a big downside just because of DS merely existing, then DS is the issue, not the obsession mechanic. Honestly DS was a mistake to ever add to the game imo. Tunneling is unfun but necessary for killers to stand a chance against any competent team. I'd rather they address that issue and make killers not need to tunnel to do well, then the killers you mentioned would be fine in this regard. But that's not happening.

    The solution is not "ok now everyone has to deal with DS BS", if anything that'd make the situation worse. Making all killers have to deal with DS will just make all the killers "dragged through the mud".

    Honestly that second paragraph showed more of why assuming DS shouldn't become the norm again.

    DS is unhealthy for the killer side of the game for anyone trying to win. I could argue its unhealthy for the survivor side as well since it taught horrible habits like pulling off right in front of the killer. Now that its not abusable anymore, those horrible habits stuck around and survivors are getting punished like they should have from the beginning, and now those survivors are complaining because the way they played the game for the past few years needs to change because of one perk. Because that perk was abused and way too strong for way too long and its trying to address an issue with the core design of the game instead of reworking the design.

    Tunneling is necessary because of the current hook/death system and gen speeds, and without those being reworked it'll most likely stay that way.

    The issue with tunnelling is how it's actively rewarded by the current Devotion emblem system. Kill/Sacrifice/DC award 2 points no matter how you gained it. A killer that manages to get 8 hooks 0 kills performs worse than one that got 1 hook 1 kill by face camping. No wonder how they get to higher ranks by camping and tunnelling. To counter those, survivors need to coordinate repair/escape and protection hits/rescues respectively.

    DS high usage is a symptom, not the cause. People use DS bc killers camp and tunnel and killers use those tactics bc they are effective and rewarded. If the Devotion system awarded partial points for hooks instead of Kill/Sacrifice/DC with bonus for interchanging survivors, suddenly killers that camp/tunnel do not perform as well and/or rise on ranks.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2091498#Comment_2091498

    Essentially, "I want to benefit from the perk, but I don't want to run the perk"

    Then why should you benefit from the perk? Especially such a strong one. You already benefit if someone else runs it, now we want no one to run it but it still benefit from it just existing?

    I disagree, I don't think those options are good for the community/game, especially when we already have a lack of killers.

    DS is not the only perk that is associated with the Obsession status, it is by far the most popular bc of the rampart issue with camping and tunnelling as well as the opportunities of abuse that it offered to survivors. That last part was addressed in the update, but the perk is effectively locked behind a paywall since the end of 2019. It was in the shrine ONCE. The casual players being camped and tunnelled in SQ that can't coordinate bc even chat is not available or afford DLC with real money are the ones in the being abused.

    There is also the other side of this shitshow. Have you ever considered what killers that have BIS obsession perks like Doc, Demo, Slinger have to give up just to use STBFL? Do these killers need to be dragged down the mud bc they need those perks and cannot have obsession free matches?

    On both sides there are people pigeonholed into Obsession perks that are too strong and other that benefit former's need.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2091580#Comment_2091580

    But I'm saying, it won't discourage tunneling. The whole point of requesting either no obsession or always an obsession is so survivors don't have to run DS. Therefore, the easy assumption for killers will be that the survivors aren't running DS.

    Right now, if someone brings DS, there's an obsession and a killer who's on the fence about tunneling will usually play it safe. If the obsession status were changed, if someone brings DS, the killer won't know it. A killer who's on the fence about tunneling will take the chance, because apparently DS is now used so little that the probability the survivor has it is super low. One survivor bringing DS will no longer protect the entire team; it'll give one survivor a second chance if the killer happens to tunnel them instead of their teammates.

    Right now, one person brings DS, all four survivors get the benefit. No obsession/always obsession, only the survivor who brought DS will get any benefit. DS would no longer discourage tunneling in the first place; it would only punish killers when they do tunnel.

    And as it is you don't even have to bring DS to get its benefit of discouraging tunneling. Only one survivor has to equip any obsession perk.

    I'm the kind of person who plays it safe. I assume survivors have BT, I try to remember to bait out DH. As survivor, I try to counter BBQ and Nurse's Calling. But if this change went through, if it were me playing to win, I'd treat DS like I do Haunted Ground: The chance that lit totem is Haunted Ground is small, and once it's used it's gone, anyway, so I might as well take the chance. Like the existence of DS makes tunneling risky, the existence of Haunted Ground theoretically makes cleansing totems risky, but HG doesn't change the way I play.

    Ok, I'll explore in depth this discussion.

    1-the obsession status existence: current affairs.

    There are many bits of indirect information in this game that reward attentive players. If you start a match and see a Jigsaw box, you know the killer is the Pig will try to perceive better your surroundings. Same for a pool of devotion, or distant sound of a loud chainsaw. A killer can have a grasp of a gen progress just by looking at the pistons, etc.

    Now, consider the presence/absence as a variable that provides both killers and survivors with information. Both know that someone is using a special perk/addon. Now, let's explore further scenarios:

    1.1- SQ Survivor: If you as a SQ survivor is not the one who brought it, chances are the killer is using STBFL, Rancor, Nemesis or PWYF or another survivor brought DS or OoO. If you brought one of the latter perks, the you gained no extra information. <== this is were the majority of the player base stand RN.

    1.2- SWF: In the unlikely probability that no one not even the killer brought an obsession perk, your team can still coordinate rescues and protection hits, but let's be honest here SWF tend to sweat on their builds and secure multiple obsession perks (OoO DS).

    1.3 - Killer: to get access to the presence/absence of the obsession status (you know, the one that changes their playstyle) a killer must NOT use obsession perks. ATM the killers that benefit the most from STBFL, Nemesis, and PWYF are mid to low tier. Doctor, Slinger, Bubba, Demo and others cannot afford to have that piece of information and are inherently in disadvantage compared to high tier killers that are not reliant on those perks. The current state of affairs just widens the rift between killers that rely in obsession perks and those who don't.

    2-Considerations on DS

    There is a reason as to why DS is almost synonymous with obsession bc it's by far the most popular survivor obsession perk, powerful, potentially game changing, and abusable by both sides. No longer survivors can progress the game while keeping DS active, but killers can still tunnel if no one has it.

    It's a small sacrifice to bring 1 perk and protect 4 people, but you need to consider that:

    2.1: SQ players cannot to orchestrate builds. Console players and crossplaying PC players cannot communicate in the pre trail chat.

    2.2: It's hard to coordinate antitunnel measures without voice comms. Protection hits, Facecamp rescues are difficult to overcome and DS alone is not an insurance for the whole team.

    2.3: Sticking a perk limits variability. I don't wanna play 50 with only 3 perks bc DS needs to be there to make the killer think twice.

    2.4 MOST IMPORTANT DS is effectively behind a paywall. Until 2019 it showed up 3-4 times a year on the shrine, but during the entirety of 2020 it was absent only to show up 1 week this year. Not everyone can afford to purchase a DLC and licensed characters can only be purchase with real money currency.

    3-On the proposed Changes to obsession status

    Not spawning with an obsession reduces a piece of info that distinguishes good experienced players, but I believe that is good for the game. It's unlikely that me or you know the outcome of this change. The permanent looming threat of DS might indeed encourage killers to tunnel, as you say, but I'd rather that than games in SQ without an obsession. Also, I don't want to few punished by playing an M1 killer that relies on STBFL.

    On a different note, the possibility of always spawning an obsession brings consistency to the game. To trace a parallel, totems spawn when no Hex perk is used and survivors will cleanse them for ulterior motives, but mostly to score points and prevent the LOOMING THREAT of NOED. Finally, not spawning an Obsession prevents the acquisisiton of Score Events associated with the status.

    4- Summary

    The presence/absence of obsession brings valuable information that can be used by killers against the majority of the uncoordinated player base mostly due to the strength of a single survivor perk and it has been increasingly more difficult to acquire it in the last 2 years. Furthermore, killer in mid low tiers that need Obsession perks have to give up that important piece of info.

    I believe that changing the perk or the status is needed to no longer provide that data, preventing the existence of Obsession free games that allow killers to prey on casual players as well as reduce the gap between the efficacy of killers that require obsession perks and those who don't.

  • @TragicSolitude said:

    The Obsession status reminds killers that DS exists and so killers play around it, not outright tunneling a survivor out of the match.

    You want killers to play around it rather than accidentally eat it. Why? Because once the survivor uses DS, it's gone. The killer now knows that particular survivor has no defense against tunneling. The other survivors may have DS, though, so the killer has to play around it for them.

    Anyway, if you get rid of the Obsession status or make it so there's always an Obsession, I doubt you'll see a decrease in tunneling. Why? The whole reason players are asking for this change is to get the benefit of DS without running it, which means fewer players will run it. Killers will feel safe tunneling off the hook because the chance the survivor has DS will be so small that it's worth just taking the risk. And like I said, once the survivor uses DS, its protection for that survivor is gone.

    tldr You're asking for this change so you don't have to run DS; therefore, it will be reasonable for killers to just assume survivors don't have DS and they'll usually be right.

    The situation you're describing may as well be the one living currently in matches with an obsession. If a killer sees an obsession they try to play around it either by slugging, alternating hooks or just plain eating the DS in the beginning of the match.

    This suggestion is to address the issue of matches spawning without the obsession status. That alone changes their mindset to "I can tunnel should I want". This may will NOT fix tunneling, but will discourage.

  • @MrPenguin said:

    Just run an obsession perk.

    I heard of this one that helps with tunneling and camping, it's called "Decisive Strike".

    DS is so influential that the sole absence of an obsession status changes a killer playstyle. I don't want to run obsession perks every time just to make sure a killer thinks twice about tunneling.

    The best 2 options for the community are either always spawning an obsession despite the existence of obsession perks (which would benefit killer and survivor with the score events associated to the status) or making DS not spawn one in the beginning of the match.

  • In the current emblem implementation, escaping is not a criteria for rewards with the exception of 1 partial check for the iri emblem.

    IMO, keep it as is.

  • I am not sure in which platform you're playing, but if ineffective teammates and camping/tunnelling killers are bringing you this level of distraught, i'd suggest turning crossplay off if you're on PC.

    Killers in low/mid ranks don't really grasp the importance of patrolling objectives and it's not their fault, they are learning. Same for low rank survivors which don't know how to counter those tactics. Even in red ranks I've had teammates that spent a noticeable amount of time hiding in lockers and doing anything but objectives.

    Since ranks are just a measure of time and not experience/skill I await anxiously for the arrival of MMR.

  • Gave one to a demo yesterday. He was struggling a bit in midwich and by the final seconds of the match I managed to get the challenge to stun a killer with a reset pallet. I was so happy that I came back from the exit and gave him the kill. Then he proceeded to flame in the chat.

  • BL, IW, WGLF, DH (Detective's Hunch, not Dead Hard)

  • Sh!tter woods. There is nothing memorable about that map, only a tree in the middle.

  • While facing an AFK killer, I get away as soon as I can. Some emblems criteria are dependent on time spent in a match and there is always the risk of them running NOED + Bloodwarden.

  • The only change DS needs is to not spawn an obsession and create/relocate the status upon use, just like Nemesis does.

  • Equality for the ladies NOW!

    #FreeTheNipple

  • Nah, devs stated that NOED is meant to be a reward for a killer who played the early and mid-games with 3 perks only.

    IMO, making it baseline just turns it into a safety net for poor gameplay instead of a reward.

  • Get rid of it IMO.

  • Place a Bear Trap with iridescent stone by the Switch Boxes so when they disarm it, it rearms before the door is open :D

  • The support must start immediately, BHVR. #JeffLivesMatter

    There are DOZENS of them... DOZENS!

  • @SilentPill said:

    Nope, run left behind key. Swap at 6 seconds from a firecracker so it’s less obvious.

    hahahahahahhahahahhahahahhahahahahhaha. I luv this advice, true SQ here :D

  • with a cup of haagen dazs and tears in my eyes after saying gg on chat.

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