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mikewelk

mikewelk

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mikewelk
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  • Never did. I hate stale and stagnant gameplay, which is most solo queue games, so I find the entertainment I seek in other games. Nothing wrong about it at all. If the event is dedicated for characters I do not play, I don't even bother doing the events. When it is for ones I play, then fomo is pretty persistent...

  • They were tragic. Literally. I would like you to tell me any noteworthy things they have stated in that entire AMA that would be of interest to me. They don't listen until the forums flood, Twitter was bursting with constructive criticism each time there was a outlying problem but that was ignored completely. Only when the forums took action were they forced to act upon it/suddenly wake up. Even then they didn't sometimes, prime example being MfT. His ideas weren't always the best, but it allowed people to adapt his ideas and mold it into something better/more effective. This reply you provided is just a "I hate Otz" rant backed up by opinions stated as facts.

  • They fail horribly lmao... Like at least copy and paste the same answers onto different questions, why only answer so little?

  • Really sad to see, especially when it's coming from a Fog Whisperer. Just shows how powerless they are to improving DBD which is just silly. Most of his takes are accurate and reflect a majorities opinion but we need to fight here for BHVR to fix the stupidest things that are constantly shared online to no avail. Like what's even the point of providing innovative feedback if they just note it and forget about it.

  • They did in the AMA, it'll be getting changed 100% :)

  • Problem is something like that will only result in more bugs. If the implementation of the Xeno DLC (I think, might've been a different DLC) allowed Wesker to go invisible, anything could happen if they address a lot of issues at once. Spaghetti coding in what's nearly 2024 should never exist and there's nothing they can do really. It's unbelievable. Instead of the constant bug fixes, their attention could've been directed elsewhere had it not been for that.

  • This AMA was the definition of dissapointment. It's just the same "it's not our priority but it's noted" bs. What is their priority? It's just bug fixes after bug fixes due to the tragic spaghetti code. I mean how was there invisible Wesker at one point? How do developers truly believe they provide counters to tunneling when it is flourishing at an increased rate? How are new game modes not a priority? Why does implementing features that numerous games have appear so challenging? How was the female vaulting bug in the game for so long? Why is it so normalised to push back a killer rework so much that people forget they exist? Why are perk reworks so far away, it's literally just a perk? Why are all the killer reworks rushed and so lackluster when they had more than enough time to figure something out? These are the questions that should be asked and answered. Developers avoid them like the plague.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608936#Comment_3608936

    Yep, but what would you want to do different on a sand map, maybe some piles of sand, where you can put you traps inside

    I don't know really, it's a tough situation for that one. Piles of sand could be really overpowered, I think the best way would be map detection and basing the colour of the traps off of the map. Would also be more fair for survivors in Midwich Elementary where traps are really hard to see unless you can manipulate the base game's brightness.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609006#Comment_3609006

    I thought it ironic that they were complaining about a survivor getting hooked back to back while they were denying OTHER hooks.

    The irony is strong with this one...

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609009#Comment_3609009

    their behavour was... i'd like to think they were just trolling. playing like that and blocking the killer with basekit bt then complaining about tunnelling is crazy to me

    I wouldn't even question if they're trolling. This community is something else sometimes.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607027#Comment_3607027

    I actually saw a YouTube vid yesterday that made me think of this post.

    https://youtu.be/vIrnB4c20oE?si=u6Rbg49MSecBSfy5

    At 1 minute into the vid, you see 2 survivors cranking out with 1 of em being injured against a Wraith. This would NORMALLY be a risky play, but FTP BU removed the risk. This didn't require wasted time on either survivors part.

    Actually intrigued to watch it in a bit. Might get Deja Vu lmao...

  • @jonifire said:

    He isn‘t the worst killer. He is alright right now. There are only 2 issues: survivors following you and disarming the traps and getting your traps from the other side of the map.

    Also there is an addon for making your traps harder to see.

    Yeah a survivor trailing you is very irritating and hard to do much about. I feel like if there should be a buff, it should definitely be around a different aspect because, as you said, there's already an add-on for camouflage. He's definitely in a solid spot right now. Eyrie of Crows is quite a problem for him however. I accept the loss whenever I get the map because there's nothing you can do so perhaps it's not such a bad idea...

  • I feel like their monitoring is very inefficient. Mandy talked about devs making perks to counter tunneling but all those perks are practically obsolete in the current state. Is this not very easily observable?

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608149#Comment_3608149

    If you're getting affected by power struggle, don't go through a pallet whilst carrying a survivor to a hook

    You don't seem to understand how organized teams use power struggle. Survivor goes down on pallet while another survivor makes themselves visible nearby. Pick up, get pallet stunned. Chase, you now can't pick up the survivor. The downed survivor will likely have unbreakable to pick themselves up or a teammate ready to come in.

    If you're thrilled to encounter that, your MMR must be pretty bad.

    Okay, let's play this game if you want.

    I've hit multiple squads running buckle up + ftp and I don't have nearly as many hours as many people on this forum. By your admission, it was the first time you hit it, that's leaves two distinct possibilities.

    The combo is something run at high MMRs, meaning I must have higher MMR than you.

    I'm low MMR and you are high, meaning that its only really low MMR teams that run this combo, undercutting your argument that it is somehow a strong match.

    I don't think MMR is relevant to such discussions, but you seem to.

    Here's the things I'd much more worry about than a buckle up + ftp combo:

    Gen rush

    Power struggle mentioned above

    Boil over + sabo + map (i.e. springwood).

    A squad that knows when to body block to extend chases + syringes

    It takes roughly five seconds. It takes a camera spin to check the area before hand in order to not allow extra time for survivors to actually get there. 

    Do the survivors you get matched against not know how to crouch behind objects?

    predict where they might be hiding by relating your survivor experiences.

    Why can't you do the same for Buckle Up + FTP?

    It's over now. I can't be asked reading that.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608551#Comment_3608551

    Hugtech on Blight is a weird problem. They have to change his base code everytime someone finds a new tec and if they do it wrong they break him a new way.

    Spaghetti code back at it. Hugtech isn't as much of a problem as add-ons so, once those change, I'm sure that the hugtech won't be as impactful. It is weird though how they said it's a bug then went radio silent but oh well.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608535#Comment_3608535

    They added the hard lock too console but PC still can go over the 90. But PC can do a lot of things console can't with different killers

    Yeah, it's a DPI bug which allows it. PC also are not meant to go over 90. BHVR are probably just treating it like the Blight hugtech bug. Trust me I know, I play on controller ever since I got the game.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608427#Comment_3608427

    The difference between Oni and Chucky is Oni works for it. (Console Oni so I only have 90 degree flicks) But Chucky has his power every 18 seconds...Oni has to sweat it out as a m1 start. Working for a power is the balanced way and why I find Oni the best example of powerful done right. Want speed and instadown and a flick? Earn it

    Oni isn't even meant to be able to 180 by the way. There was a bug report about it because a developer (I think) mentioned there's a hard lock at 90 ages ago and the person that reported it even had a screenshot. But yeah, I see your point.

  • @Mandy said:

    Encouraging people to play in a certain way is very difficult, we give perks to survivors to counter tunnelling - has that encouraged killers not to tunnel for example?

    You can only do so much, you can give people the tools, it's up to them how they use them.

    We even have perks for those that do not want to play as a team, Sole Survivor comes to mind.

    Which perks effectively counter tunneling though? Decisive Strike was the only one that came to mind but now it's become an obsolete perk. Killers wouldn't even care if the whole team ran DS, it's pretty much that useless. I've seen a Nurse get stunned by it and down the survivor in one blink. For The People might also help but now it's used for more selfish measures of annoying the killer to just tunnel them even harder. I'm really glad it's getting addressed (Buckle Up + For The People), but it's far from an effective counter by itself. Off The Record is also completely negated by a killer hitting you immediately off hook. If they are tunneling, there's a high chance they are camping. Dead Hard is the only actual perk that can do something unless you get hit off hook, and even that has one use. After you use it once, the second time will be expected and that's the perk gone.


    Tunneling was definitely decreased due to Decisive Strike stunning for five seconds for fairly obvious reasons. If you provide survivors with an actual counter to it, they will use it - no one likes getting tunneled off hook. The endgame deactivation was a justified nerf and then the perk just got stomped on without explanation after that. I'm glad there's a rework coming but it being so far off is just irritating to say the least.

  • For The People became 'For us' because of Buckle up lmao. Glad it got addressed.

  • 180 flicks should never exist in a game like DBD. I would be fine with 160 but 180's just aren't fun to go against, especially with the weird hitbox. I also hate how Oni can do it, so it's not just a Chucky issue.


    But yeah halving the flicks and not compensating with perhaps a shorter cooldown is a little unnerving considering so much killers are bound to receive tweaks.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607790#Comment_3607790

    Fake the pickup then. Do it twice to make sure.

    How long does it take to fake the pickup? Check the area, make sure there is not anyone around, etc?

    That's pretty much the same time you'd spend just following after the survivor who got picked up by buckle up + ftp with the added bonus that you now have an injured survivor out there and you know from this point on that if the survivor is injured their ability is of no danger.

    You have three viable counters to buckle up + ftp. Catch the chasing survivor, again if you don't think pallet saves or flashlights are an issue this is just as easy if not easier because they have to be closer. Hit the survivor and chase the other - its prolonged the chase, but the survivor who used it now has to waste time mending and won't have time to heal for quite some time. Or start counting in your head and chase the survivor who got picked up.

    I'm not a killer main but I've hit multiple survivor teams running this (I'm stunned you're this deep into the argument and it was your first time hitting it). Generally I'm thrilled to encounter it, like any perk it can be used at certain points to be powerful (which is the point of perks), but I see lots of survivors throw away health states. I would gladly hit this over a flashlight team or a squad using power struggle and pallet saves.

    It takes roughly five seconds. It takes a camera spin to check the area before hand in order to not allow extra time for survivors to actually get there. Any other killer can manage, why can't you? Arguing about pallet saves being so popular when they aren't isn't productive either. I haven't been pallet saved on for a very long time. Flashlight saves are nonexistent when you just face a wall or predict where they might be hiding by relating your survivor experiences.


    If you're thrilled to encounter that, your MMR must be pretty bad. Extending chase in high MMR is a death sentence for killers. Being denied a hook state in exchange for a injured survivor you cannot down for ten seconds, under any circumstance, isn't fair either. Flashlight squads are so altruistic that four people slugged is usually the result. I'd take those games any day. If you're getting affected by power struggle, don't go through a pallet whilst carrying a survivor to a hook. Simple as that. If it's not the MMR, the people you faced are 100% solo queue with no coordination.


    Waste time mending? Let's not exaggerate how long it takes. Counting down from ten won't do you any good as it's very easy to get to a loop in ten seconds.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607656#Comment_3607656

    Communication only make the time Meg has to find Clau alot less. Communication does NOT make Meg teleport right next to Clau to get healed for 16sec, then teleport right after you chasing Dwight ready for the next FTP. That you were trying to point out that 16 seconds does not equate to how long the extended chase will now last. Simply holding W will give you that much time.

    Communication reduces the time being wasted, not the time being required.

    I've mentioned, multiple times, that it wasn't 16 seconds and was just an underexaggeration to prove a different point. You keep pointing it out as a justification for the perk synergy as if I didn't joke about it being so short of a time to reset. As I mentioned, they could just hide in the area and tell the other survivor to get knocked intentionally in a certain area. Teleporting shouldn't even be mentioned here. You're just deflecting.

  • Oni is meant to have a hard cap at 90 degrees. Developers haven't done anything about it though, it's been pointed out fairly recently.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607669#Comment_3607669

    All of this is true for pallet saves/flashlights.

    If you cannot use your headphones/headset to hear survivors nearby or turn to face against a wall, that's all on you.

    This doesn't make sense. An organized team can go down on a pallet or in the open. The pallet / flashlight survivor has to be just as near to the chased target as buckle up + ftp. If you replace buckle up + ftp with background player, they don't even have to be in the vicinity. On top of that, the pallet /flashlight saver doesn't have to waste a health state to pull off the rescue and can do it again really soon as there's no cooldown.

    Basically: if you can spot the person going for the pallet or flashlight save, you should be able to do the same thing for someone using buckle up + ftp.

    Realistically, the only advantage buckle up + ftp have over other save methods is that you don't have to be in communication to use it. It's actually somewhat usable as a soloq because you don't have to rely on the other survivor to play in certain way.

    Fake the pickup then. Do it twice to make sure. if they have Background Player then don't risk it at a pallet and maintain pressure via slugging if necessary. Background Player isn't even complained about. If they go down out in the open and you can't see other survivors out in the open, that's all on you.


    In case you forgot, Buckle Up + For The People gives endurance to BOTH survivors and half of your chase is reset when you could have gotten a hook state. Since it's commonly used in SWFs, the survivors won't go down in silly areas where you can spot the other survivor and injure them before the perk can be used.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607657#Comment_3607657

    A - "if you dare to use this perk combo on me I'll tunnel you out of the game because I think you'd dislike that"

    B - "actually i'd quite enjoy it maybe I should do it so you do the thing I'd enjoy"

    A - "noo how dare you do something I dislike"

    really makes you 🤔

    No, it doesn't. The perks are overpowered (as mentioned by everyone here) and if I don't tunnel, I'm only going to suffer more. It's a lose lose situation for me. I don't like tunneling, but here I'm forced to if I want to enjoy the game. You don't need to run those two perks to enjoy the game neither. I'm not the only one that dislikes this so remove the 'I' and replace it with 'we'. You still haven't provided any justification for it by the way, but keep pointing out that people dislike it because that's very productive.

  • The power of VPN if I were to guess.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606962#Comment_3606962

    Ok. I think the combo is somewhat overpowered. However, there are things you can do to counter it (such as injuring the person who is chasing you around and leaving them temporarily with teo dead perks) contrary what you have said earlier in this thread.

    It's not that I don't have a coherent response to what you have to say, it's that you're deliberately lying about the impact your counterplay has.

    Deliberately lying? Not my intent at all. Simply just highlighting how you exaggerate the amount of time it takes to heal up a injured survivor in a coordinated SWF to make your argument look credible. Sure, I underexaggerated the numbers, but its not far up north from there.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606719#Comment_3606719

    Most people whine because they hate it when you still win even when they have such an advantage.

    You're the one who won that game, but you're on here complaining about it.

    FTP+Buckle Up isn't as strong as a flashlight or a pallet save.

    There are situations where it can get a lot of value, but usually it results in survivors chasing each other around instead of doing gens.

    "There's the argument that two people will be off generators as the perks require it. That could be the case sometimes, but people seem to forget about communication. It's very easy to predict when you'll go down to killers based on their skill and distance. Three people can work on generators, one person will just have to be near the chase doing a generator. This isn't difficult to achieve if someone's looping at shack and you're doing a generator nearby. As long as you're in the area and ready for the call, you have a opportunity to use it. Obviously that can't always be the case for zoning killers, but it's definitely possible. Two people on generators constantly is also more than enough to win games. [...] There's the argument about injuring the person following the chase. This is more easily said than done. With communication, it is very easy to get knocked in a designated area where a teammate is hiding. They don't always follow the chase, the other survivor brings the chase to them. If they do follow very blatantly, taking a hit means you lose all your progress on the injured survivor in exchange for a injure on a different survivor that will waste a mere 16 seconds of their time getting healed, ready to do it again." - my new discussion.


    I didn't win. I only 'won' because the survivors didn't help them carry on with their nonsense and I admit that I would've lost. Flashlight saves and pallet saves are counterable. If you cannot use your headphones/headset to hear survivors nearby or turn to face against a wall, that's all on you.

  • @DyingWish92 said:

    Yup this combo is totally BS. Have you had it used on you at an exit gate yet? Freaking infuriating. You get a down right before someone escapes they use this broken ######### and they're both invinsible and escape scott free. Garbage.

    Haven't had the pleasure. Yet.

  • @Hexonthebeach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606713#Comment_3606713

    Yes, before I was fine with insta heal the carry or tunneled survivor.

    And I need to sacrifice myself or need to play safe. Thats why its called: For the People.

    Now it's just: Run to your mate for instantheal and you both get endurance.

    FTP is not counting for healing challenges. But it's working with Buckle Up? 🤨

    "For Us"

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606188#Comment_3606188

    "old dead hard did have a counter but the survivor had to use the perk wrong". M1 killers didn't have counterplay vs old dh and the GOD VALIDATION that it had was absurd. Blight was the only killer with true counterplay to old dh and man did the survivors look like a deer in headlights as you brushed past them.

    I was a iridescent one Trapper main at the time of prime Dead Hard. Obviously grades don't matter at all but it was tough with all the de-pipping back then. There was counterplay which was harder to achieve the more skilled the opponent was. Usually swinging immediately up close would surprise them and get you a hit to be honest by how paranoid they were of you waiting it out. Just have to read the player. I didn't struggle when it came to that, others did. There was counterplay though, just not to the distance gained. Validation was a bit yucky but that just depended on servers, luckily mine were perfect most of the time, now they fluctuate real bad. I still bait Dead Hard out of habit and I've still got it in me.


    Blight part is true though, I had fun with him for some time.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607290#Comment_3607290

    Note to self: start using Buckle Up FTP to guarantee I get a bunch of fun chases in

    Reminds me of the Chess Merchant situation: I'll play her so I can get a bunch of 'fun' wins. Complete disregard for the other side.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606709#Comment_3606709

    Assume you're chasing Dwight and Meg follow.

    • Dont you count the time Meg follow behind you waiting for Dwight to down?
    • Dont you count the time Meg gets 60sec of Broken from FTP?
    • Dont you count the time Meg runs around finding Clau or Jake to heal?
    • Dont you count the time Meg gets healed by Clau or Jake?
    • Dont you count the time Clau or Jake spending time to heal Meg?
    • Dont you count the time Meg running around looking for Dwight again?

    Or you think right after Meg pick Dwight up with FTP, Meg stands right under your feet healing with a Medkit that you count 16sec?

    Or you think Meg Syringe to get healed up then doing Gen and following Dwight at the same time?

    https://us.v-cdn.net/6030815/uploads/5LOCBYM4E10D/image.png

    So where did you get that 16 number?

    "There's the argument that two people will be off generators as the perks require it. That could be the case sometimes, but people seem to forget about communication. It's very easy to predict when you'll go down to killers based on their skill and distance. Three people can work on generators, one person will just have to be near the chase doing a generator. This isn't difficult to achieve if someone's looping at shack and you're doing a generator nearby. As long as you're in the area and ready for the call, you have a opportunity to use it. Obviously that can't always be the case for zoning killers, but it's definitely possible. Two people on generators constantly is also more than enough to win games. [...] There's the argument about injuring the person following the chase. This is more easily said than done. With communication, it is very easy to get knocked in a designated area where a teammate is hiding. They don't always follow the chase, the other survivor brings the chase to them. If they do follow very blatantly, taking a hit means you lose all your progress on the injured survivor in exchange for a injure on a different survivor that will waste a mere 16 seconds of their time getting healed, ready to do it again." - my new discussion.


    The power of communication answers that one.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606709#Comment_3606709

    i mean i do agree that the combo is too powerful as it is, but on the other hand I don't feel like discussing things with someone who thinks that following a chase, getting hit, running off to a corner and either self healing or getting healed by a third survivor wastes only 16 seconds of survivor time, so have a nice day

    No, you just can't form a coherent argument to justify it. Sure it doesn't take 16 seconds. Doesn't take a whole minute though. So, let's discuss now that we've got that out of the way.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606496#Comment_3606496

    people were defending mft, chess gameplay, eruption and old old dh so this isn't surprising in the slightest to me. i've never seen more delusional community than dbd's to think what's fun for them is fun for others as well, or they just don't care about other side's fun at all.

    play both sides y'all and then you will have valid opinions.

    Too much work apparently. I play both sides naturally because I get bored of playing one role too often and it helped me realize stuff like MfT having a huge effect on M1 killers and then a tiny effect on other killers which survivors focused their justifications on.

  • Man I love BP so much that I just stockpile it and forget to spend it...


    They should give random items/offerings alongside the BP, the rarity representing the position on the leaderboard.

  • I think they should just adjust how hard you can flick in Slice and Dice, nothing too crazy though. I'm tired of getting hit from abysmal angles.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606713#Comment_3606713

    it was a terrible anti tunneling perk before this tho. I wouldn't call it high risk high reward at all. You would for the people someone and the killer would already be back on them with little to no protection

    Never said it was good at it, just said it was most commonly used to counter tunneling. It was high risk (you'd get downed due to losing a health state and having no endurance like you do now) for high reward (tunneled survivor now has an extra health state to last longer in chase).

  • @WashYourHands said:

    You're the 2nd guy apart from myself in 2 days to complain about them. I made a thread about it and offered a fix here https://forums.bhvr.com/dead-by-daylight/discussion/399794/remove-buckle-up-for-the-people-exploit#latest

    The more the merrier!

  • @appleas said:

    Buckle up FTP is also pressing E, except someone else does it for you. Pretty ironic ngl.

    BHVR and their silly E...

  • @RpTheHotrod said:

    People will whine regardless. I literally had a hack squad furious that I was tunneling out their most problematic hacker. Having 15 seconds of background player speed following me from hook to hook sabotaging. Nope, you're getting tunneled right out of the match. On their stream they said I was such a weird guy that I was actually able to beat them. (Was using unusual tactics I deploy when vs cheaters)

    Most people whine because they hate it when you still win even when they have such an advantage.

  • @Xendritch said:

    While very disgusting it's probably not common enough for BHVR to do anything about the way basically everyone ran old DH or old Iron Will.

    FtP is the 39th most used perk on Nightlight and Buckle Up is 38th which means you're probably not running into it too often but it feels like complete BS when you do. This is probably compounded by the fact it's mostly SWFs running this combo so it's making the already more challenging games even harder because the fact is most randoms are not giving up a health state for other randoms most of the time.

    With this being the case I doubt it gets touched considering how hard it was to get BHVR to finally change OoO and that a much stronger effect for SWFs so with that being said absolutely tunnel the people who use the combo or at the very least keep them injured cuz you're in for a bad time if you don't.

    Real shame to be honest. Just devours any hope of having fun on killer. If teammates help out the people getting tunneled then it becomes such a struggle.

  • @Hexonthebeach said:

    For the People was a nice perk. Not for competitive, nor for aggressive plays. It was perfect like it was.

    Now with the Buckle Up Combo it turned into a tryhard perk. 😑

    For The People was a solid anti-tunneling perk that had high risk high reward. Now there's no risk involved.

  • @Caiman said:

    I tried tunneling them out, but it turns out they were both running the combo, so while I was focused on one, the other would heal up, and I'd have to deal with the combo all over again. It's pretty disgusting.

    I can't even imagine. I had them seperated across the map so I was a bit luckier.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606490#Comment_3606490

    You gained the time the survivors weren't working on gens, and the time the survivors will continue to not work on gens

    16 seconds does not equate to how long the extended chase will now last. Simply holding W will give you that much time.

  • @plattenpanzer said:

    What's crazy is that these perks are not in the roadmap for changes.

    Genuinely crazy. Can't believe some people are defending it as well. But, then again, people defended Chess Merchant so it's just the same cycle.

  • @ratcoffee said:

    You need to be healthy to use FTP, all you need to do is see and hit the survivor that's following your chase around

    Yeah hit the survivor and let them both go to a safe loop whilst I gained practically nothing as one will heal and get right back over to the chase. 👍

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606188#Comment_3606188

    I dont think flicking mouse is a skill to call it "mastered", its only survivors afraid and use DH early.

    If Im chasing an injured Dwight, while Meg following behind. If Meg success using BU+FTP, it takes at least 2min before able to use it again: 60sec broken, 16 beind healed, and the time to run away and running back for Dwight...Another teammate spend 16sec to heal Meg, all of that time that Meg isnot on Gen... the time wasted is massive for a single hit.

    I understand killers mentality to think each 10sec of chase is 30sec of Gen because I also do. But it isnt always the case.

    I play Myer nowadays, and I do quite fine against them.

    Flicking a joystick actually. I'm only saying mastered to make fun of how easy it was. It wasn't that they were afraid, you just had to make it look real enough for them to believe it.


    And what if that perk interaction extends chase by more than ten seconds? It definitely does that btw unless you're going against baby survivors. Suddenly you go from a hook to nothing at all and all that progress reset. The Meg can just run resilience on a gen until the broken goes away whilst killer is still chasing Dwight. Being broken doesn't mean time off a gen. You can just switch survivors so another person follows Dwight.

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