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terumisan

terumisan

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terumisan
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  • @Dinadin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063220#Comment_4063220

    So you have actuall no argument besides "it is how it is".

    so in the endgame where theee are no gens for the killer to patrol and the gates are usually on two different sides of the map what are they supposed to do when they secure a hook?

    since anti camp gives free deliverance bt off hook is a free health state + a speed boost if they leave the hook to check a gate it's a free escape for the survivors who can save and bodyblock or alternatively the unhooked takes the hit then gets bodyblocked

    as someone who's trying to relearn ghostface what can i do in endgame?

  • @Langweilig said:

    Ever since circle of healing, boons we’re doomed to be bad. They simply don‘t justify the time spend blessing them and are too niche/bad at the same time. Their radius is too small, too long set up time, too easy to get rid off for killers and too bad effects. Here are some ideas on how to solve their problems.

    Boons basekit

    • Increase the radius to 28-32 (was 24) meters.
    • Make them less noisy
    • Bless totems faster depending on how many boon perks you have equipped. [1=8s,2=10s,3=12s,4=14s]
    • After the second/third time the killer kicks a boon totem, it gets distroyed. (Shattered hope)
    • Boon perks unlock the ability to rebuild broken totems, which takes 14 seconds. This can only be done once per totem.
    • QOL: Shows the aura of all survivors in the boons radius. (from circle of healing)

    Boon: Circle of healing

    • Unlocks self care at 45% of the normal healing speed.

    I know many will hate me for simply suggesting it, but the problem of old circle of healing was never the self healing. It was the self healing speed, that should have never stacked with the healing speed increase from itself. With a self heal almost as slow as self care, it would basically be a self care you have to walk across the map and that needs set up time. It wouldn‘t be too strong but give you a way to heal yourself when your soloq teammates won‘t.

    Boon: Dark theory

    • Increases vaulting speed by 5%. (New)
    • While you and the killer are in the boon’s radius, you see the killers aura every 5 seconds for 1 second. (New)

    Boon: exponential

    • Shows the aura of all hooks to all survivors (new)
    • Downed survivors crawl 50% faster. (New)

    As for boon illumination there should be a new boon perk type with a map wide range, because it’s effect is simply bad with limited range.

    Thanks for reading! Hopefully boons will not be neglected forever!

    as a guy who used boons for a period post nerf and goes against them boons still have next to no counterplay even with coh in it's nerfed state since if you snuff them they can relight it infinitely unless you use shattered hope (which is the worst perk in the game) and get rid of your own totems

  • @Taro888 said:

    Killers like The Blight, The Nurse, Kaneki, and Rin Yamaoka (The Spirit) clearly have extremely strong abilities. Is their strength balanced with voice chat (SWF) groups in mind?

    I usually play solo, and when I go against these killers, it often ends up feeling like they just dominate the match. That’s why I’ve been wondering: are they kept this strong because groups of 3+ on voice chat can actually compete against them?

    Thanks in advance.

    the spirit had her back broken by bhvr when they gave her directional audio i didn't even know people atill played her

  • have fun. what build are you uaing anyway?

  • @Ving said:

    I am sick and tired of the bullshit "us vs them", especially from those players who refuse to play both sides. We can't force anyone to play both sides but, a game mode that would have the killer and the survivors have to work TOGETHER to win could actually help. Even if only temporarily

    How this would go could be so many things, like having to build or destroy something, or a race against a timer

    I can't be the only one wanting something like this, right?

    1 how would that even work and 2 the us vs them is warranted because this is a PVP GAME if this turned into a pve game it would look more like outlast but balanced horribly

  • the killer has nothing else to do and is up against a free escape since it's 15s of endurance + movement speed boost + whatever perks the survivor brought + other bodyblocking survivors. yes it should favor killer more at that point

  • @Daniel_Silva04 said:

    What were the devs thinking giving survivors 15 seconds of Endurance during the endgame? It’s basically a free escape. 15 seconds of running at 4.4 m/s with invulnerability... I’ve already lost so many games to this unfair situation. A survivor can literally cross half the map with a speed boost and protection, and there’s nothing you can do. Even if you switch targets, they just use it to bodyblock you. The endgame was already survivor-sided, and this just makes it even more difficult and unfair for killers.

    why is bt outside of the perk avalible in the endgame to begin with is the better question all the anti mechanics should be shut off during endgame

  • @Tsunami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063031#Comment_4063031

    I think the swapping would be too fun to use in game to make it dead perk but some people on solo q would for sure have bad experience with it.

    from a meta perspective they wouldn't unless you took away the heath state and even then it'll mainly be used with swf so it'll be niche

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063038#Comment_4063038

    I initially got excited when I heard about the generator mechanic for last years Blood Moon, but boy was I shocked by how unbalanced they were. No perks, no powers, nothing was affected by these gens other than the gate power progress. Worst balancing attempt by BHVR imo

    Glad to see you like the idea though. Any questions or feedback on any proposed changes in particular?

    survivor powers like prove worked on blood gens actually but personally if this would get implenented i would want a soft reset where gen progression/regressiom get hard berfed (even though regression is trash atm) and a nerf to healing so the game slows down and a removal of the 8 kick limit

  • @CompetitifDBD said:

    The Problem And Misunderstanding

    Survivors don't genrush because of killer desperation tactics (killers do these often because survivors genrush), they do so because there's nothing else for survivors to do

    Now one could argue that running all of these resources is completely unnecessary, seeing as most killers aren't strong enough to beat a team of well versed survivors, but it is really boring to do gens. 90 seconds default of standing still and occasionally hitting skill checks isn't exciting, which is why people run BNP's, gen speed perks and skill check frequency perks to make the boredom go faster

    The Fix

    Is it fair? Absolutely not. Though, this is a very good opportunity for BHVR to introduce a new sub objective of gens to make them require more time and effort, but feel more interactive and rewarding for deviating from holding m1 for 90 seconds. A lot of people have stated in the past that getting gas for a generator or maybe a spare part should be a thing, which could have a more variable completion time since you may cross paths with the killer or you won't or the sub objective is far away. Of course if this were to be the new mechanic of generators, holding m1 with gen speed resources would need to be dissuaded. What I propose is:

    • When a generator hits 50% progress for the first time, the generator will slow down any repair speeds by 25%, (kind of a weaker Scavenger trade off) with this dissuasion, you should find a generator part/gas, which when successfully installed/used, would stop the generator from regressing past maybe 25%, as well as lifting the repair speed nerf.
    • For every 50% of a generator completed after this first part/gas used (lets say if the gen is regressed pretty much to its new limit), you get the option to do it again without causing a repair speed nerf, further making the maximum regression limit rise if you decide to keep pouring gas or parts into the gen.

    This Would also indirectly stop 3 genning as a strategy, since generators that have enough effort poured into them would take a lot less time to repair, but at the same time, gens would take longer and would be a lot more interactive

    New generator minigames would be cool too, like one where you use movement keys/d pad to push a cursor into a broken/exposed wire, which would respawn constantly when the cursor hovers over it, otherwise the generator explodes when you fail to hotwire in time. Of course, this would be paused and ignored if a skill check popped up

    Essentially what the goal of this is is to give the survivor something to do the entire time the generator is being repaired, still with the occasional opportunity to get a skill check which would be more of a true test of whether you're paying attention while repairing, and grant you a chance at extra progress

    On top of these changes, all generator repair speed and slow/frequency of skill checks would be heavily toned down to rely more on the new basekit of each role (essentially skill and better/faster positioning versus just running a perk or add on or item and getting free progress/regression for no effort at all)

    i would be fine with it like how blood moon gens was a failure because killer powers didn't work on gens so people swapped to totem builds the problem is the devs like to do monkey paw balancing when it comes to killers

  • change of fate personally i would use it but it would be a dead perk for survivors

    i can see people stacking pop machinery and dms the killer perk might or probably see use tho

  • if they make strong (power wise) scary (visual)killers and not not nerf them they probably could

  • @Zuiphrode said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061833#Comment_4061833

    And what would he even have then? Moving fast is useless if you have nothing else you can do with it. Literally every mobility killer has something.

    he'd be a worse demo unless his compensation is he can down with his power which people still will complain

  • 1 is fine 2 is pointless 3 killers would pick solo if they had the choice 4 you can't really balance it and if it's anything less than discord why use it over discord

  • @BaronOfSealandTV said:

    I need help settling a debate that has been raging in my friend group for that past month now. Are all DBD survivors still 18+? I know that in the past, it has been the position of the developers that all survivors (and killers, I believe) in DBD are 18+, but I am curious as to whether this is still the case. The debate in my friend group has been centered on the DBD versions of Dustin and Eleven… Are they 18+ in DBD?

    Any help addressing this would be appreciated, but clarification from the devs/BHVR team is the only real way to know for sure. It is their game after all.

    Thank you in advance!

    who cares it's a horror game. have you ever seen childs play?

  • kanwki is still weaker than blight and also kaneki is just a stronger ver of legion and the average survivor doesn't know how to loop despite him being nerfed every patch

  • @Xray said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061960#Comment_4061960

    we shouldnt be getting mad at BHVR for buffing survivor. We should be getting mad at them for letting these older killers become outdated and not changing them for the modern times.

    if survivors are buffed thats a nerf to killers as a whole it just affects m1's harder

  • blame the devs survivors giving buffs every/every other patch

  • killer is extremely stressful if your up against competent survivors since it's a race against time

  • @100PercentBPMain said:

    I don't quite get the Ghoul hate; if I want to win, I'd look at the blight. Ghoul is easy to pick up and good into easy survivors, but there's a plateau you hit with him where Blight would take you farther more consistently. sure, he's "easy no skill" but how skillful somebody is is kinda irrelevant to me. id sooner face a round of AFK Pig than play vs the super skillful Blight.

    the kidnap tech is gone so I don't really have the strong negative emotions I used to. but there's still an echo I guess. but people still hate SM and Pinhead so sometimes there's no reasoning with people

    people hated pinman? why?

  • @Zuiphrode said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061153#Comment_4061153

    During initial testing it was a skillshot but almost no one could land it. It was extremely difficult for PC players and just flat out impossible for console players.

    if he was projectile instead of hitscan he'd be F tier and i doubt people would be able to swing around much less hit anyone

  • it csn steal people from across time and space killers and survivors alike and puts them in a infinite mysery cycle

  • @Tsunami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060890#Comment_4060890

    I think the biggest problem of this perk is the fact its the hex. Usually hexes should have stronger effect in exchange for being able to be destroyed and this isnt strong enough to be hex.

    all hexes are trash because of 3 things rng spawns, they can be destroyed, often weak effects/tedious activation which isn't worth the effort

    your tyrant whip perk requires aomeone to get blinded/stunned then wait 20 seconds then get blinded or stunned again in order for the perk to activate 1 time

    it's worse than 2 can play even though it's a hex since at least if you get blinded twice consecutively it works if it doesn't break

  • @Tsunami said:

    New Killer Status Effect: Cleave.

    Cleave is a stack based status effect for killers.

    When performing a basic attack (M1) the killer damages not only the targeted survivor but also any other survivors within a 6 meter radius of that survivor.

    -Cleave does not expire over time
    -There is no limit to the number of stacks you can hold.
    -One stack is consumed only when you injure a survivor who has at least one other survivor within the 6 meter radius causing that nearby survivor or survivors to also be injured.
    -If no other survivor is within the radius a stack is not consumed.
    -there should be a visual indicator that informs survivors that the killer has Cleave.

    Example in Perk: Tyrant’s Whip

    After being stunned or blinded gain 1 token.
    After gaining a token this perk goes on a 30/25/20 second cooldown.
    After accumulating 2 tokens gain 1 Cleave stack.

    unless you made it like sloppy where it applies to every hit it will not be used because it almost has the same activation conditions as hex two can play and that perk is trash

  • so good survivors would never lose since reverted survivor brings back old dead hard old exhaustion old sprint burst it gets worse if infinites get brought back and house of pain plus voice chat which means survivors who don't use discord can

    as a killer main it sounds like L simulator

  • @SoGo said:

    So, what do I mean by that?

    It's really simple. The reason we can't have anything nice, the reason all the new players quit, the reason why "everyone tunnels/everyone is genrushing".

    It's us. The "I HAVE to win" mentality, the constant Us VS Them arguments, the sheer, radioactive toxicity oozing out of every interaction between players.

    BHVR doesn't help as much as they should. True. But what can you even do with a decrepit cesspit that the DbD community is?

    Shouldn't the point of a game be to have fun? To have a break from stress and relax?

    i like winning i don't feel like going on an eternal L streak so survivors have fun

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057856#Comment_4057856

    Each of those twelve hooks slows down the five gens, though, which is a really important part of the maths that often gets overlooked in these conversations.

    Played well, and assuming the survivors aren't lurking for an insta-save (which is its own conversation), a hook cuts overall potential generator efficiency by 75%.
    If we assume that any survivor who isn't otherwise occupied will be repairing a generator (which is reasonable for good players), then the 100% here would be represented by all four merrily chipping away at their respective generators. After a hook, you have:

    One survivor occupied via being on the hook, where it's impossible to do gens. That's 75% overall efficiency.
    One survivor occupied via being in chase with you, since you're not just standing at the hook with your d- weapon in your hands. That's 50% overall efficiency.
    One survivor occupied via running to the hook for a save, which does need to happen relatively quickly. That's 25% overall efficiency.
    One survivor actually on gens. As mentioned, 25%.

    Don't get me wrong, there's nuance about how much % efficiency one survivor represents and other considerations, but that's the most basic level, fundamental rundown.

    Where tunnelling comes into this is purely and solely that it's unbalanced. You can skip the macro juggling by just getting easier chases on a survivor who was just unhooked, which translates into quicker/easier eliminations. You get good value for less effort, that's why people do it.

    well then you have to factor in looping and pallets which delay hooking in gwneral if survivors are competent (which i am assuming all survivors are)

    1 should be in chase extending it as long as possible and the other 3 should be doing gens so 3 pop in the first chase cutting their objective down massively since it's 2-3 gens being completed for 1 hook

    after if survivors play efficently and do chases heal and die in generator dead zones where the killer has to choose to pressure a survivor at the risk of gens popping or patrol gens and give up pressure allowing them to reset and so gens

    tunneling is neccesary since a killer can only be at one place at a time barring exceptions since they can't pressure all 4 survivors at the same time so they slug and tunnel to make up for this to pressure survivors so they do something other than gens. btw that was what the knockout meta was about before the devs destroyed knock out since hooking survivors buffs them instead of making them weaker which the devs never addressed

  • well it's 12 hooks to 5 gens unless the gens took forever ( the devs nerfed gen regression so only top tiers are viable) the math doesn't add up since the survivors objective can be done long before a killers

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057571#Comment_4057571

    I think it worked on killers powers like saw from bubba and billy or nemis whip counted too but now its just basic attack so legion with iri button wont get stacks for spirits too.

    Pretty much almost dead perk if this goes to live.

    i thought it was a dead perk since survivors started pre dropping when they saw you had it and then survivors started pre dropping as a general strategy

  • @ImWinston said:

    • SoloQ is in a tough situation and we all know it. But the Devs are doing NOTHING to make it easier. Why are some perks like "Prove Thyself" communicated with the little blue icon at the bottom, but a perk like "Shoulder the Burden" isn't? You can't imagine the rush to use this perk, because in addition to it being a "challenging" perk, I also have to compete with my teammates in solo Q to rush to save and use the perk. Sometimes I could use the perk but I can't because someone "steals" my save in front of my eyes, it's JUST FRUSTRATING. It's not my teammates' fault because they DON'T KNOW I have this perk, but only the devs'.

    if you don't notice you losing a hook state or a hook atate moving i think yiou need glasses

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056184#Comment_4056184

    Well, them we will go into an endless cycle where sweat from one side push sweat from the other. I was talking about becoming a Blight main due to how fast gens are going since the new update. I was surprised that even Dracula - which a consider a fair, although strong killer - couldn't keep up with the speed of the gens.

    Of all items, Toolboxes feels unfair because they give the most result without too much effort from the player. At least in my opinion survivors have enough tools to deal with the A or A+ killers, being the real issue only the very good Blights (i personally don't consider him a problem, but most of the community does) and Nurses. MMR + SoloQ creates other issues, but they need to be looked individually, not bandaid fixed with items or perks that can be """abusable""" by good survivors or SWFs.

    I did an "experiment" with some friends and 4 toolboxes and we could get all gen done by the time the killer had 1 or 2 hooks, specially if it was a begginer or a weaker killer. And we were going full meta (DS, DH/Sprint, Resurgence), without "genrush" perks.

    The saddest part on this current meta is that the real counter to this type of genrush builds is tunneling and slugging, specially hard tunneling, since people give up on chase perks and anti-tunnel to focus on gen/item perks.

    the oroboros is real survivors bring in strong gen perks and rush gens to combat blight and destroy lower tier killers and turn those people who use lower tier killers into blight mains and those blights destroy survivors who play more casually turning into gen rushers

    what's funny about this is in the dbd lore the entity feeds on this

  • @Brokenbones said:

    I'm kind of confused what your point is because you don't explain what YOU go against in comparison.

    Because if you claim you go against survivors who never do any of the things you mentioned then I don't know what to say.

    I'm not saying your experiences are invalid but all of what you listed is common behaviour in average solo q games. I've seen it and I'm not ashamed to admit it I've done it too when I'm not playing my best.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056127#Comment_4056127

    Without constant new accounts it's not really possible to smurf because your MMR cannot go below the soft cap once you reach it. The soft cap is where the majority of people are iirc.

    if the dbd content creator is making money why not have a main and a smurf or multiple since your making money off of it

  • did ethan gain a face in re8? as far as i know we don't know his features outside of him being blonde and white

  • streamers are probably smurfing but if you watch tru3 you'll learn some things

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055736#Comment_4055736

    No, the problem was never to defend the last 3 Gens, the problem was that Killers were 3-genning from the start. And since those Killers also decided to never commit chases and basically only stay in their 3-gen, it was indeed holding the game hostage.

    And honestly, Killers got the better deal with the changes. They lost the ability to kick Gens an infinite amount of times and getting over the 8 Regression Events is something which almost never happens. But on the other hand they got a buff in Regression on the initial Kick and the removal of Gentapping. Things which happened in every game.

    not really? since gen regression is still trash and the 8 kick limit makes perks like surge and eruption less viable since it can proc multiple times

  • eruption hasn't been worth it since i found out the 8 kick limit existed since it takes 2 regression events

  • i personally don't want it since coms ruin the game and isn't balanced for it bit since people will just complain about proximity chat and demand full comms that the killer can't hear also it doesn't fit the horror theme because this game is balanced around a lack of information and is also why you have 4 perk slots

  • i 99 gates because haywire is trash and bloodwarden exists

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054976#Comment_4054976

    again, it doesn't matter if its op because you just do the swing tech and it's a useless perk.

    unless you hit them before the pallet drops. i don't get the short swing every time since i try to mindgame the pallet

  • @RpTheHotrod said:

    Goes both ways. Killers get hit detection priority. Survivors get interruption priority. However, hit detection definitely comes into play more often than interrupts.

    unless you play ghostface/stealth or a survivor does a gen in your face i got robbed so many times with interrupts

  • flip flop power struggle is op since it has no counterplay if someone hangs around long enough for you to hit the 35 and with no mither your not going to get slugged long enough for it to matter most likely you'll be tunneled out tbh

  • @maybesarahhh said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053635#Comment_4053635

    this isn't really true, look at decisive strike for example. they nerfed it a long time ago for this very reason lol. i'd say bhvr is just really inconsistent in their reasoning for changing things

    i remember wayyy back in the day when dribbling was a thing but the thing tyat no onr talks about when they tried to buff it to 5 seconds on the ptb and got rid of the enduring counterplay

  • @Blaconia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037485#Comment_4037485

    The reason we got basekit BT in the first place is because prior to 6.1 despite it being an altruistic perk, many people still brought it, suggesting a strong need for it. (This is also why I think people wanting every other perk to be basekit is a bad idea)

    Did you play survivor before 6.1? I don't think you realise how bad, uninteractive and unskillful gameplay could be if your unhooker didn't bring BT and farmed you. Like Gandor points out, the killer could insta down you off hook with zero counter. The only true prevention to this was DS, so if you want everyone to start bringing 5 second DS go ahead. :)

    Basekit BT doesn't even encourage insta farming survivors off hook because if your death hook teammate just got hooked, you should leave them there where they cannot be tunneled. I just had a game where someone unhooked my tunnel target and they died a whole minute earlier than they should have because of it.

    They recently nerfed two of the biggest BT ignorers (Soma Singularity and OG Pain Pinhead) but imo survivors should just be 100% ethereal to killer powers for maybe 1 or 2 seconds off hook so you can't do stuff like Dracula Hellfire and Artist Severed Hands.

    In general though, 15 second BT is probably too long but if it has to stay Deliverance needs to be gutted because that's a brainless perk that encourages farming teammates and tunnelling the unhooked survivor.

    i did play back then vbut i find it hilarious when survivors pickrate of a perk starts spiking it gets made basekit but if killers pickrate start spiking it gets nerfed into the grounf or in the case of knockout delete and change it

  • @joeyspeehole said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052855#Comment_4052855

    If they don’t address tunneling, there is no reason not to focus on generators. If someone is being tunneled hard, the team’s goal should be to at least finish three gens. I mean, there is the option to give up and crouch in front of the hook, but a tunnelers mindset is based on math. To apply pressure, you need to disrupt the equation.

    ??? they nerfed gen regression so killers started tunneling camping and slugging more not to mention back when they destroyed knock out they never addressed hooking buffs survivors which was why slugging rose to begin with btw

    but speaking of the first 3 gens popping if the survivors are smart that'll happen during the first chase which is part of the reason why killers complain about gen speeds

  • but in survivor buffs and the addition of more survivor perks offset this not to mention the nerfs to anti heal and the buffs to healing making survivors only focus on gens making them more efficent but those slight "buffs" to those perks were after heavy nerfs which ultimately don't do anything

    in an ideal world i would want swf to be nerfed (since it makes survivors extremely coordinated w/o downside) map rng to have less clutter perks on both sides to be adjusted and survivor items to be nerfed

    @Wiccamanplays said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052855#Comment_4052855

    It's more complicated than that though. While it's true that the regression limit and the nerf to Pain Resonance and Call of Brine are very significant, you can't also overlook the buff to base gen kicks (faster as of Resident Evil Chapter 2, with base 5% regression that has to be repaired for longer as of 2024), the buff to Hex: Ruin and the emergence of other strong slowdown perks like Grim Embrace and Dead Man's Switch. I think that there probably has been a slight net nerf to regression overall, but it doesn't fully explain the broader paradigm shift I'm seeing in my matches and in streams and videos.

    In an ideal world, regression probably wouldn't be that strong, because it wouldn't need to be that strong, because there would be equilibrium between map RNG, Survivor co-ordination, perks and items, and Killer powers and perks.

  • are you talking about high mmr or average mmr?

    because i say the lethal mobility killere like kaneku dracula blight are balanced with how optimal good survivors are

  • so i'm surprised you never said gen regression getting destroyed over the years since that's the actual problem

  • @CatFish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/463526/i-just-want-more-blight-and-nurse-posts

    He incredibly fun and unique. Survivors are playing with shift w+predrop, and when a killer appears and makes them think, they start to get angry.
    Just stop in the middle of a loop, suddenly run into an open field, and instead of dropping a palette, run at the killer. He creates so many rewarding mindgame situations, I love playing against him, he really forces you to play outside the box

    funny thing is he suffers from shift w because he's 110

  • the reason why the stagger id even there is because it creates infinites. i remember huntress getting destroyed on old haddonfield

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051569#Comment_4051569

    At some point it stops being bias and becomes intentional blindness to the other side. I want to give you the benefit of the doubt but I honestly think you fall into that camp. Your reaction to a joke and citing the 48% instead of the 40% says it all I think. The people that complained most win practically every single one of their killer matches, you and them will never be satisfied.

    you have that same blind spot when it comes to the survivor side but even worse than i do since i at least can admit my bias the reason why i didn't bother citing it because in the low rank (non mmr) 40 is solo and actually escapes more than 4 man actually and it's reversed in high mmr but there isn't a point to responding any more since we will not and cannot change each other's minds. this is pointless

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