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mustdogen

mustdogen

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mustdogen
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  • I think you need to charge it before you plant a totem would be a good idea.

    You can balance the boon by how hard to charge.

  • @Nihlus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410484#Comment_3410484

    You are ignoring the fact that for Dead Hard to do anything, you need to already not be under an endurance effect/deep wound. If you tunnel the survivor, and hit them before the borrowed time wears off, they cannot dead hard until they mend. It won't do anything. It is entirely within your power to never see a dead hard go off again if it bothers you so much. This is why it's a dead perk.

    So what is the relationship between what you said and the nerf to DH this time?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410423#Comment_3410423

    Healing nerfs were incredibly substantial. Being able to heal yourself is the strongest ability in the game. Making it take longer is a HUGE nerf.

    DH can't be used in the first chase. It can also be completely avoided by tunneling. It's also still easy to bait out. Huge nerfs.

    That's a massive increase in self-healing speed, yes. I was more talking about the addons. No more 5 heal medkits. No more 6 second heals.

    Less distance on hit is huge. That's the difference between making a pallet and getting hit.

    DH's rework was a massive nerf. That's just recency bias at its finest.

    Uhhh have you read the patch notes?

    Healing nerf is cancelled, that is why i said it doesn't even exist.

    Dh is only nerfing 1 time less, and if you unhook someone it's unchanged, the *nerf* don't really change anything about tunnel.

    Self care speed is even longer than the seven patches ago,i could not even remember when .

    Yeah distance is huge,if it's not only 1.2 meters, you know survivor can run 4m/sec right?

    Dh rework is a rework,it makes you can't brain dead gain distance, but reward you more from being hit.

  • Maybe not.

    But 7 patchs long should long enough to let survivor accept their nerf peacefully.

  • @SeaFlower said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410400#Comment_3410400

    They aren’t tiny nerfs, but I’m not surprised you think they are with the biased standards you clearly have.

    Biased?


    1.Healing nerfs.

    Which doesn't even exist

    2.DH killed off.

    3 times used->minimum 2 time used


    3.Med-Kit nerfs.

    heal time 16 ->24

    4.CoH massively nerfed.

    Can't selfcare i would said is big.


    Those were all THIS patch.


    DS got killed.

    5sec -> 3sec is big, even though it was 3 sec before.


    Less distance on hit.

    1.2 meter less, which is unnoticeable.


    DH's rework.

    It's not even a nerf.

    Gen times increased.

    50 secs,i would said is big.

  • @Pulsar said:

    Healing nerfs.

    DH killed off.

    Med-Kit nerfs.

    CoH massively nerfed.

    Those were all THIS patch.

    DS got killed.

    Less distance on hit.

    DH's rework.

    Gen times increased.

    I could keep going. The game is pretty balanced at the moment, if anything, it's slightly Killer-sided.

    Try to keep going.

    You already need to dig the history that 7 patchs ago and half of their nerf are so tiny or even isn't really a nerf.

  • @Z0mbiv0r said:

    Welcome to the fantastic world of DBD server issues. Where sometimes you'll jump out a second floor's window with the killer way behind and the moment you reach de ground you'll be hit, or if playing killer, hitting a survivor when starting the vaulting animation will do nothing. I guess it could be possible to be a connection issue, but from my experience, it doesn't seem like it.

    But it should not be the severe issues

    The server causing the delay, but most of time you are "approaching" to the pallet when you get stun by pallet air,the delay should make the distance between you and the pallet longer not shorter.

  • @RaSavage42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/373399/why-the-nerfs

    It used to be 200% charges per second or .50 charges per second now it's 125% or .3125 charges per second (for 60 seconds)

    Overcharge was used along side Call Of Brine... so synergy has something to do with it

    They were nerfed due to "overuse"... not because they needed it

    4 Tokens of PR 25% of maximum progression... should be just enough but sometimes it's not

    Pop can be used more then 4 times but I get the point... and it's 20% of current progress (needs to be changed)

    Pop used to be 25% of total program and unlimited using time.

    It's fun to see kill's meta is really being weaker and weaker when survivor says that killer getting buff.

  • Tunnel,3 gens ,hit and run got nerf.

    I won't be surprised if killer start to slug more.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406715#Comment_3406715

    Because what’s effective and what’s fun should be as close as possible to put the game in the best state it can be.

    Being tunnelled sucks. The idea that solo players will continually shrug their shoulders and say “well onto the next one” rather than just stopping playing altogether is naive.

    Then why the killer's fun need to be ruined?

    You think tunnel is suck?

    4 gen being done in 5 minutes isn't either.

  • I don't know..,...

    Like.....why people would think take one player out of game in early state is a bad thing.

    For killer it is the most effective way to win.

    For solo players,they can just easily move to next game.

    So the problem seems to happen only in SWF which player need to wait their teammates.

    So the new question comes .

    Should we really do some changes for SWF game experience?

    Umm... I don't.....know.

    Maybe......if the changes would not hurt other players?

    I think giving reward for hooking different survivor might help?

    Like giving debuff for those being hooked may help it? Let killer has no neeed to tunnel?

  • Should stack, but it is BE.

    So i don't know

  • @H2H said:

    Killers will never get basekit anything.

    Will probably get a strong gen regression perk with new killer due to killer really have no too much gen regression perk now.

    And then get nerf in the next patch.

    Kind of like what happened to hex: undying

  • @Rudjohns said:

    Botany Knowledge (remove the medkit efficiency reduction)

    and

    Pharmacy (just revert back to what it was before, speed bonus at all times, 1 green med kit after opening the first chest)

    And also buff some other healing based perks that nobody uses such as Resurgence, Solidarity and Aftercare

    First of all , medkit is still very viable that can see multiple medkit in every match.

    Second,pharmacy is actually better than before that you can get multiple green medkit now.

    And Botany knowledge......no, just no ,the nerf is already unnoticeable this perk change would only make it worse

  • The 20 meters limited had been destroyed a long time ago.

  • Yeah,they even change my language some how

  • Yeah a perfect perk give you 4.... sorry almost 4% regression, can't ask more than that i guess.

  • @MrSlayer said:

    Hello fellow killer mains.

    How it's going for you after new patch?

    I've finally had time to play a bit yesterday. After 10 games I must say that new 'meta' works quite well for me. I even managed to catch Deathslinger adept (nice, clean game after which I've been called an idiot killer by a salty surv lol). Most games ended with me getting 3k's. I think survs were around mid-tier, soloq but no potatoes. I'm still running Overcharge and it's ok-ish after the nerf. My killers were Trapper and Oni mostly. Haven't seen a single Dead Hard or CoH, which was a nice change.

    Still have lots of COH, fewer DH

    Overcharge is completely useless now if survivor can hit skill check, but it just like the very old vision so I guess it's ok?

    My first thought is to try hit and run killer.

    But i found out that the cob and Overcharge nerf hurt hit and run style very much too.

    The medkit nerf is far from enough to cover it.

    But when i back to tunnel style,the PR nerf cause you have less pressure in the early game.

    I don't know what to say.

    Tunnel ,3 gen ,hit and run, playing normal without any strategy seems all unviable now.

    Should I try slug next?

    But slug never really viable by itself either.

    TBH i have no idea how to play killer now.


    So i play more survivor and try to find the solution,wish that the killer can give me an example about how to play killer right now.

    But until now all of the killer i play against can't stop 4 gens done in 5 minutes.

    And by the way, the medkit nerf really feel like untouched, the 8 second healing is really overkill, after the nerfed it's still fast enough.

  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405142#Comment_3405142

    With Wesker or Blight while using their techs, all will be dead in under 6-7 minutes, which means they don't really get time to heal. No DH means extremely fast chases, well unless cowshed.

    6-7 minutes?

    How?

    1hook/30 sec?

    Can't survivor move?

  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405134#Comment_3405134

    I have, and instead of healing, some of them try to genrush. If your not playing a killer that can handle it, the genrush strategy will destroy you. The ones that spend time using medkits usually lose, and really only the CoH SWF groups can heal and win.

    Also where'd my first post go?

    What make you think that people can't do healing and Gen rush in the same time?

    The cost from healing is still low, and with the gen regression nerf, it is even more easy to rush now.

  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372973/gen-speed

    Thats probably because the survivors aren't bothering with heals, not even with medkits. Games can take 3 minutes if they just stick to generators. Not saying you can't apply pressurse to stop and slow them, but its usually themselves that slow them. They just won't accept it.

    Have you played the game yet?

    People are still bringing medkit and healing.

    The medkit nerf not really do much.

  • I would say never.

    Survivor could never being touched unless it's really broken.

  • Do you have video?

    I really wonder how well the killer play that can make 7 hooks without any gen done.

    Literally how?

    Even if only one of you do gen

    The killer still has to get 7 hook in 90sec.

  • I don't know what to say.

    8 sec heal, multiple times.

    Do you really think it should not be nerfed?

    You can still run some heal perk to help you if you want .

    You still got lots of perk can replace the old medkit..... yeah lot of perks......i wish kil..... never mind.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402989#Comment_3402989

    Let's say you hook 3 survivors (if you only manage to hook 2 survivors during a game you're either tunneling or have lost). That is a 75% reduction.

    You would need to get to 6 hooks to surpass that with current PR. The only combos that get you there without downing a 4th survivor are 3/2/1, 3/3, or 2/2/2. In situation one and two you're now in a position where you don't need the PR value, situation 3 is a weird one where it looks like one of the survivors is just hiding.

    Of course there is more to it than that. Bad luck on hook placement might mean you don't surpass the value until the 7th or 8th hook. Bad luck on hook placement doesn't matter as much with new PR because all you need is one time to get value out of it.

    But there's even more than raw numbers. Killers main complaint is that gens fly way too quickly in the early game - now you have the option to hit gens for more impact early in the game. Killers have much less need of getting gen slowdown late in the game, while taking it away gives survivors a chance.

    And then if you do hook 4 survivors, the numbers become even more stark.

    And have to force yourself hooking different survivor to get a 2~3 used perk.

    Yes, that's the point. You can still tunnel if you want, but you don't get gen slow down on top of it.

    First of all

    Who teach you the math?PE teacher?

    75/15 = 5 not 6.

    Second.

    Do you know why killer said that gen flying in early state?

    Why gen will feel bit slower in the late game?

    It is because killer is already tunneling some one out of game or killer is defense 3 gens.

    So what will happen if the killer using the new PR ?

    Either killer doesn't tunnel someone else,so after you run out of 4 token the gens still flying or the killer run out of token when the killer playing the key part of game ---the three gens state.

    They make PR become a early game gen delay perk,but also force killer not to do what they should do in early game to active it.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402201#Comment_3402201

    You didn't explain why Pain Res got nerfed. It's a big nerf since you can't tunnel with it anymore and that's a massive nerf since tunneling is by far the strongest strategy.

    You kind of explain it yourself. Tunneling is the strongest strategy and BHVR doesn't want it to be. If you don't tunnel PR is an improvement, if you do it is a nerf.

    What?

    Even without tunnel it is still a nerf.

    A big nerf.

    In most of match,you won't really hook four of different survivor, even you are not tunneling.

    So the ruined PR will be a 2~3 used perk.

    And have to force yourself hooking different survivor to get a 2~3 used perk.

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372581/i-dont-understand-why-people-who-tunnel-camp-at-5-gens-complain-about-gen-speeds

    So I just make it simpler.

    You don't understand why do people want to win,when they know that winning will cause higher MMR?

    But why people hate higher MMR?

    Because it is so unbalance that it is nearly an auto lose.

    You notice that?

    Higher MMR itself didn't what they hated, what they hate is the lose.

    So why would you think people would want to lose to prevent from higher MMR?

    Just change the side in the post then you will know why.

    Why people who rushing the gens complain about camping and tunneling?

  • @SOULWARRIOR71K said:

    I find this to be very strange. By tunneling/camping at 5 gens (and winning), you are artificially pushing your MMR up. And what is the end result? You end up facing more difficult competition ie more coordinated swfs. So sure you will stomp solos and mid level teams for awhile, but to what end? You hit that brick wall and then you'll be stuck in the same type of miserable games that you have been causing for the other side. So if you want to take the easy route out by just tunneling every game, understand that it comes with consequences down the line. Same thing as if you are a low/mid level swf running bnps every game. You'll end up playing those sweaty blights/nurses/spirits with full meta builds. A vicious cycle indeed.

    So I just make it simpler.

    You don't understand why do people want to win,when they know that winning will cause higher MMR?

    But why people hate higher MMR?

    Because it is so unbalance that it is nearly an auto lose.

    You notice that?

    Higher MMR itself didn't what they hated, what they hate is the lose.

    So why would you think people would want to lose to prevent from higher MMR?

  • @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398477#Comment_3398477

    It doesn't take 20 seconds to hook a survivor.

    It takes at MOST 21.7 seconds. That is a worst-case scenario. Realistically, you will hook in 5-10 seconds most of the time.

    While it takes you 10 seconds to find a survivor, it takes the other 3 survivors 10 seconds to find gens. Then while it takes you 40 seconds to down them 3 gens get 40/90. Then by the time you hook that survivor 3 gens are 50/90.

    You can easily interrupt one of them in that time and another one will have to stop to go for the unhook. Meaning 1 gen will probably pop and you'll have 2 gens about 50-75% of the way there.

    The reality is, if you were consistently losing your chases, but winning matches anyways. You were crutching on endless slowdowns like CoB and OC.

    It was dumb to add regression perks that could be consistently and endlessly activated in the first place. All gen defense perks should have limited use or be tied directly to outplaying survivors. When perks are limited use (like corrupt) it ensures the killer needs to make the most of the limited time its active. When it's tied to outplaying a survivor to activate (like pop/jolt/pain res) it ensures that you're only getting as much value as your skill at the game allows.

    When all it takes is kicking a gen to activate both of the 2 strongest slowdown perk in the game, of course, they are the obvious choice and there is no reason to use anything else. They were not only the strongest, they were infinite use with no risk. For that reason, these perks should be weaker than other options. CoB/OC should be weaker than other options like deadlock, pop, pentimento, ruin because there is 0 risk compared to those choices. The risk should proportionate to the reward.

    (please buff ruin and pop though devs. 150% speed for ruin. 17.5% for of total progress for pop)

    So i use DOUBLE of base time to calculate.

    And even if double of that,killer can still get3hooks which is far from even a draw

  • @sizzlingmario4 said:

    As long as the EGC works the way it does, yes, 99 gates should remain untouched.

    The EGC does not need to be even stronger for the killer than it already is.

    What make you think that EGC is stong now?

    Can you teach me?

  • @Pulsar said:

    Lots of things wrong here.

    DH only works when you get unhooked. You get two uses MAX. If you whiff, it's deactivated.

    CoH got massively nerfed. It had the single strongest effect in the game completely removed.

    CoB and Overcharge were being used to hold matches hostage. They were much too strong. Nobody liked the infinite 3 gen meta.

    PR got a side-grade. It's better for you up until the 7th hook of the match.

    This patch is mostly fair, but I do think it slightly favors Killers.

    Not it doesn't.

    The CoB and Overcharge got totally destroy.

    PR nerf that it doesn't only get less maximum value but also let it can't use together with tunnel and 3 gen playing style,which is the only 2 viable strategy in this patch so if the medkit nerf can't save the hit and run play style ,PR will be as trash as CoB and Overcharge......... maybe not that kind of trash, but you know what i mean.

    And in the same time

    All the nerf survivor got is DH can no longer use in first chase,and make survivor need to bring a different heal perk.

    I don't see these two is near to even,and don't forget the truth that killer's regression perks are being nerfed multiple times in last few patches too, which makes killer doesn't have too many choices to replace the perk being nerfed this time.

  • 99%the gate make the end game system totally meanless.

    But TBH I don't really mind 99%the gate, the endgame system itself is already meanless,the timer is too long that even survivor spend 2minutes to die on hook the timer is still not run out.

    Can we have the old remember me back?

    I still don't got it why should they nerf it for end game system.

  • @OnryosTapeRentals said:

    Oni is one of the most well balanced killers, he definitely does not need a nerf.

    They said this to billy before, look what they done to him.

  • Uhh basekit BT?

    And lot of perk could counter it?

    If there is really some mechanic that they need to focus on,i think is a mechanic to antigen rush,so that killer no need to bring 4 gen defence perk,and still get 4 gens done in 5 minutes.

    Or a mechanic that really rewards killer for hooking but not killing, like a debuff for survivors every time them being hooked.

  • I don't know why lot of players like to said that killer can have easy 4k and solo is hell etcetc..

    Is i missing something or we are playing a different game?

    I like to play both sides because when i think something is op and don't know how to deal with it, I can just play like that and let my opponent teach me how to deal with it.

    But now when I play as solo survivor, I really don't see any killer can "deal with it" and all I do is bringing medkit ,doing gen and shift W.

  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399114#Comment_3399114

    Pain res 25% percent. I like it as killer hate it as survivor

    It is a four time pop now.

  • @EmmaFrostyEyes said:

    I just played vs a 3 gen demogorgon in solo que and it was miserable. He wasn't that good but by holding a 3 gen he managed to win. And its only gonna get worse with the killer buffs. Pain res buffed, hillbilly buffed, gearhead buffed, dead hard and coh nerfed to the ground. I lost almost everygame in soloque. Facecamping and tunneling already have no counterplay as it is and then killers hit on the hook for some reason. I find killer pretty easy and i win most of my matches. I want a challenge please.

    Also p.s delete feng min from the game, Thank you!

    How could pain res,OC,COB change in this patch be a buff for you?

  • @GrimReaperJr1232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398631#Comment_3398631

    Not from what I can gather.

    Okay, correct. You do start at 85% of 0.25, or rather, -0.2125c/s. The gain of 1.5% is 0.00375c/s which is added to the 0.2125c/s for 30 seconds, eventually adding up to 130% of 0.25 or 0.325c/s.

    If X is the amount of time the gen is regressing, I used the function -(0.2125+0.00375x)x and plugged it into a graphing calculator, and compared it to -0.25x. Both points started at 90, and the two lines intercepted at 10x with y equalling 87.5.

    Obviously, the Overcharge function stops being true at 30 seconds but the purpose of it was to determine when the deficit is overtaken by the gain during the 30 seconds.

    I am willing to believe I'm wrong, but there's my math.

     -(0.2125+0.00375x)x part is wrong, 0.2125+0.00375x would be the regressing speed at the moment x,the avg regressing speed during 0~x should be (0.2125+0.2125+0.00375x)/2.

  • what?

    did not i just explain in the post you tag?

    the lose between 0-10sec = the gain between 10-20.

    if survivor touch the gen before 20 sec

    the gain from the perk is < 0


    if you really need more detail,here is the math.

    t = the time between survivor touch the gen and the killer kick the gen.

    overchage make the regression start from 85%(-15%) and end in 130%(+30%) in 30 secs

    => the % growing rate is 1.5%/sec.

    =>the lost from first 10sec =(100%(normal speeed)*10 - [(85%+100%)/2*10](overcharge speed) =1000% - 925% = the lost = 75% of normal speed regress 1sec = 0.25 *0.75 = 0.1875%

    =>the gain between 10-20sec = [(100%+115%)/2*10] - 100%*10 = 1075 % - 1000% = the gain = 75% of normal speed regress 1sec

    0.25 *0.75 = 0.1875%

    =>it need to take 20 sec to start to gain value from perk.

  • @Nihlus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398062#Comment_3398062

    I think BHVR is trying to tell you that you should be generating pressure without making survivors spend the entire game holding M1 on the same gens. Almost as if, after all the myriad nerfs to loops, pallets, and windows, you should be getting people down faster so you can generate this pressure... and if you can't... then you're the one getting outplayed. Weird, it's almost like you're not supposed to stall for 30 minutes until your opponents die of boredom.

    Not fast enough......

    How fast it need to be enoughed?

    10sec to find survivor 20sec for each hit and 20sec for hooking survivor, it's sound really fast right?

    It already took 70sec,

    And survivor only need 450/4 sec to finish all gens.

    (Even we use 900/4 sec to calculate,which is double from the fastest situation , the killer can only got 3 hook in that speed.)

    It's literally can't be fast enough if both sides know how to play

  • @Nazzzak said:

    They did it because they're nerfing popular perks to create more variety. If everyone and their mum didn't run the same perks every single game then they wouldn't touch them.

    if they don't totally destroy those perks being destroyed in last few patches,i guess not everyone would use the same perk.

    Just like after the nerf in this patch, they will only cause people all use the same meta in next patch if there still be one.

  • @IronKnight55 said:

    Unfortunately, these nerfs had to happen. The perks were getting abused and making games miserable.

    Like nerfing 75%?

    Just delete the perk then,at least it would not mass up the perk pool.

  • @GrimReaperJr1232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398062#Comment_3398062

    Regarding Overcharge, I went through the effort to graph it.

    TL;DR you break even at 10 seconds. Anything after is a gain

    Not after 10sec.

    The lose between 0-10sec is = the gain between 10- 20sec, so you will only start to gain value after 20sec,if survivor touch it before that, you are nerfing yourself.

  • Don't really notice about this,i only see it once in current match,and nobody miss the skill check so i don't know that isit bug or not.

  • @I_CAME said:

    The argument that the game is survivor sided revolves around a fantasy scenario that where all four survivors are extremely good in 98% of matches. It's extremely rare to see four extremely high level players in one game. Competent players are not rare but players who make no mistakes are. I wouldn't be rocking an 80% win rate on killer if everyone at high MMR was good. I very rarely run into games where I feel like I had no chance. It certainly happens but not to the degree that some people pretend it does.

    If high MMR was really as hard as people say then you wouldn't see people winning 600 games in a row on killers like nurse and blight. Even lesser killers Onryo, Nemesis, Trapper, etc have documented 100+ win streaks in the MMR era. Killer is only hard if you bring meme builds and don't play to win. You have so many nuclear options as killer to stack the game in your favor. If you still lose with four slowdowns, strong addons, hard tunneling then it's a skill issue on your part. Saying every game at high MMR is a four man comp SWF is just a cope for bad players. To repeat what numerous comp players have said "high level play does not happen in public matches."

    My opinion on this is biased though. I have over 3000 hours on killer which is far more than the average person who plays this game. I'm obviously not speaking from the perspective of a less experienced player. I can definitely see why more casual players would find playing killer to be difficult. Especially considering how easy it is to reach the soft cap and end up facing sweaty teams.

    Uhh sorry for break your imagination.

    Nobody can win 600+ in a row as a killer or even 100+, Jesus.

    Where is this information coming from?

  • @Wa_ge said:

    I just got camped and tunneled out of a game for the nth time today, so I am emotional and going to rant. How come when killers cried about dead hard, they nerf the perk every time. However, survivors have asked and asked to prevent camping and tunnelling but nothing has happened except for base kit BT. How come the devs ignore their community?????? We asked for a solution to this problem, because it makes survivor a living hell and not fun to play when the killer tunnels them out. Killers cry and they get responded to. Survivors cry and they ignore us. It is just frustrating getting tunneled and camped out of a game.

    Even a base kit isn't enough?

    Do you have any ideas how many times camping being nerfed?

    Have you ever playing killer before?

    And how dare you to said survivor's perk being nerfed every time when there are less than 10 perks being nerfed in a year?

    Do you even read about the update note?

    You really wonder why killers are camping or tunnel?

    Because right now killer don't have many tools to "giving pressure",and camping/tunnel are two of them.

  • Just leave him alone, Jesus.

    I don't even know what to said.

    It just like punch a rock with your hands and asking people to punish the rock for hurt you.

  • @Quizzy said:

    I still to this day dont know why ppl just stopped using wglf. Technically, it was buffed by adding endurance to your dying teammate. Yet ppl have emphasized the importance of bloodpoints when it has nothing to gain you an advantage during the match. If anything, it makes you unhook players recklessly even when its detrimental to your team.

    Actually, no, BBQ isn't used a lot now, most of the killer can't really gain value from the arua reading,and most of those can don't need it.

    The BBQ was used a lot is because the BPs,which make killer can get green mori for their game.

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