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ukenicky

ukenicky

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ukenicky
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  • The only times I bring toolboxes are when I have a challenge where I need to sabotage hooks or I feel like actually running one, usually with my memey plunderers build.

    The idea is to sink the toolbox into the first generator I see and then plunder chests to get new items. I usually use Streetwise with this so I get extra extra use out of my toolbox and whatever else I get from the chests. It's a lot of fun tbh especially when I get more toolboxes.

    Also super rare, sometimes I use a commodious toolbox with the addon that makes repairs with it more quiet + Technician for my weird stealth gen monkey build. This one rarely sees the light of day though because it's sacrificing a lot to just be a background gen worker lol

  • People say NOED cultivates bad habits on killers but I think over reliance on Tinker / Ruin / Undying is far worse.

    You're REALLY putting all of your eggs in one basket with Ruin Undying and Tinkerer is really good but kind of bad when it goes off ×3 and you can only go to one generator.

    Personally I run Tinkerer for the undetectable status effect more than anything. Otherwise I like to use Discordance because Prove Thyself is rampant and finding 2 or more survivors on a gen is a goldmine.

  • @BabuDweet said:

    Honestly? Indoor maps have grown on me the last few months. I never thought I would say it...

    Midwich is literally my favourite indoor map and up there with one of the most fun to play on for me as survivor.

    Next is Hawkins so I'm really bummed that it's leaving, hopefully they take the layout and just make a reskin outta it.

    But after the recent disaster of rpd, I'm afraid of the devs touching another indoor map 😅😂

    SAME I love Midwich. I feel like it's the best indoor map for both sides.

    Also there's a reason I didn't mention RPD in my post :x

  • @Boss said:

    Perks that might be really good or be the standard or your favorite content creator loves it.

    But for whatever reason, you don't like it at all and wouldn't put it on yourself.

    I would normally never equip Hex: No One Escapes Death for example.

    It's a Hex & late-game-only, so that's a no from me.

    Y'all got any like this?

    For survivor I'd say Dead Hard. It's just not for me and I'm on PC. I just don't have good luck using this perk on the i frames side of things, I ALWAYS end up exhausted on the ground.

    For killer I'd say Ruin / Undying combo as it's a 50/50 whether I will get a lot of value from it over the course of a match or have both broken in the first minute

  • @ThiccBudhha said:

    Yes, I want them to just reskin Hawkins, actually. But you know, I would settle for another indoor map. Heck, it can be outdoors if it is not a forest, we don't need any more of those.

    I wish they'd do this too :c

  • @BabuDweet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2474979#Comment_2474979

    Yeah when it's a rough game and you're not getting hooks then pop is a bummer for sure.

    I completely get you, most times it delays the progress of the early game for survivors as most are looking for both totems if paired with undying. Plus if there's courrpt? Pffttttt that is rough honestly.

    You greedy killer main.... jk hahaha but smart answer!

    Yeah, I usually pair Pop with Corrupt Intervention so that I can hopefully get an early down because multiple gens popping before your first down when you're running Pop is devastating and the value you get from it goes down considerably.

  • As killer I really like Pop. The only issue with it is you aren't getting it if you aren't getting hooks but hey, this incentivizes you to get better at downing people and hooking them.

    As survivor I dread Ruin because you can't really play the game until you get rid of that. A 3 gen with Ruin still up is nigh impossible to break through. Ruin typically HAS to be dispelled at some point and it's usually paired with Undying. That being said it isn't usually too much trouble to get rid of but its effects are felt if it isn't.

    Also Ruin + Pop combo is incredibly good on killer so really I think the best answer would be both.

  • I'd love a way to get rid of all the abdominal dressings and ebony moris the game has forced me to get lol

  • It would free up using BBQ for me so probably an extra slowdown or light born / Franklin's to counter items

  • I think the game could do with an extra mandatory objective.

  • The only thing I think that needs nerfing on Wraith is All Seeing Blood. I'm not really sure how you can nerf it though maybe swap its rarity to iridescent though because its effects are literally that powerful.

    Free wallhacks with absolutely no downside is nutty and you can't disagree lol

    Otherwise he's perfect imo

  • Oni bcuz he is THE snowball killer.

    Plague if she had consistency but the latency issue is a huge problem lately for both vile and corrupt purge.

    Otherwise Nurses utilizing Infectious/Starstruck builds are as evil as a snowball gets.

  • I wish we had more indoor maps tbh.

    Wishlist map would be a Gothic castle sort of setting for a vampire killer.

    So much possibility though for indoor maps. A factory would be cool. Despite my hatred for Hawkins I will miss it as an indoor map because we're down bad on those lol

  • We get it you like solo queue survivors.

  • I've given up playing as her for the most part lately. The only way I can reliably infect survivors is by puking on gens or pallets/vaults and forcing them to interact with them.

    It happens WAY too consistently that I puke on someone with vile purge, it connects, they make audio cues that they've been hit but NO infection whatsoever. It's like when this happens the entire stream is rendered useless too. I've unleashed almost a full stream of puke on a survivor and none of it infects them.

    This is a massive problem and BHVR refuses to even acknowledge it. I can handle it happening like once in a blue moon but it's becoming more and more frequent and some matches I've had it happen back to back to back constantly and it literally NEVER works.

    It makes her unplayable

  • It's one of those perks you want to buff but doing so is kind of unnecessary because it is a powerful effect. Better to buff lesser used perks instead.

  • @Lukerzy said:

    https://us.v-cdn.net/6030815/uploads/GE7S089DDWKQ/c6dc9aa4-9b20-48b2-b734-e92e50a7d6e9.png

    This is one of the reasons why skill based matchmaking is a bad idea.

    *looks you in the eye*

    This is okay.

  • @DarkMagik said:

    I Personally have 4 War,Law,History & Love

    War:The Killer is War Veteran that became a Killer after his Sanity dropped after the War was over.

    Law:The Killer was Innocent Man that was screwed over by the Law,& the Survivor is one of those Lawyers that can get a Killer out of Trouble.

    Love:The Killer & Survivors were Lovers

    Edit:History:The Killer would be one of the "Witches" during the Trials & the Survivor would be Reverend

    I know we have Clown and Father Campbell's Chapel with the deteriorated, broken down circus area BUT I'd really like to see a haunted fairgrounds take up an entire map, preferably at night and maybe accompanied by some kind of original killer associated with a fair maybe like a magician gone mad who kills people with his magic tricks.

    Additionally I would LOVE a vampire chapter. Vampire killer + a Gothic castle or mansion indoor map would be a dream come true for me.

  • I think the perfect balance of fun and powerful is best showcased by Oni and that's a model all killers should be shaped after in terms of fun = strength

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2467401#Comment_2467401

    S Tier? She can’t hear footsteps and Iron Will is very common, so basically every game she’s facing invisible survivors while phasing. Scratch marks aren’t reliable enough to use her power vs an Iron Will user.

    Players shouldn’t be required to have the hearing ability of a dolphin to play her at a normal level.

    The audio bug sucks but like I said I'm sure it will be addressed soon. That alone doesn't suddenly make her any less of an S tier killer.

    Iron Will is something that has always existed. Not everyone uses Iron Will. Adapt to it. Learn to predict where survivors will go while you're phasing.

    If it's that big of a deal then yes, go play another killer I suppose. That's what I do when Plague's puke doesn't register in matches and I can't play as my main. At least as Spirit my power still works somewhat though. You still zoom around and can end chases fast with proper prediction or, like I said not all survivors will run IW you'd be surprised. Like I know the majority do but lately I see 50/50 Iron Will personally.

  • Spirit is still S tier and I'm certain her audio bug will be fixed soon.

    She ain't goin nowhere lol

  • This is why it's so so important to have some form of anti slug measure whether that be Unbreakable on its own or some kind of combo like Unbreakable + Soul Guard. I like to run We're Gonna Live Forever so I can pick up teammates much faster off the ground.

    Anyways, all that being said it makes me sad to see a Pig do this (I'm a Pig main lol). Her potential to be a massive bully with the reverse bear traps is pretty high. Unless of course y'all didn't boop the snoot 🐽

  • I really want a survivor that has perks that affect keys the way Botany Knowledge and Pharmacy can affect first aid kits.

    Now, hear me out I would only want these kinds of perks if keys get reworked to not be completely oppressive lol I want to be able to use them one day for aura reading more than for free escape out of trial / triggering Killers. But yeah, a survivor with a connection to the Skeleton Key would be interesting.

  • The same can be said for Unbreakable. Killer picks you up instantly and bam. Wasted perk slot.

    I think Flip Flop has some niche uses but it's just kind of risky. I've seen many survivors wiggle free because of being slugged with it. The other best known use of it is Power Struggle Flip Flop which I think is absolutely too risky for a niche combo.

    Idk, when I want anti slug measures Unbreakable is more than enough and it's consistent.

  • @Shaped said:

    Yesterday I droped the item while ghostface was approaching me and he thought I was tbagging so he hit me on the hook xD.

    Also I sometimes do it for the teammates and killer sees it so they go tunnel vision on me thinking I bm'ed. Which often work against them.

    I personally despise bm'ing myself but it is weird when things above happen and you tilt someone on accident. It makes me feel weird.

    If someone is doing those things when I'm chasing someone else I don't take it personally in the slightest. It's like a tank trying to use Provoke and honestly makes me feel better because I know that they aren't on a gen and I know a flashlight save is nearby so I don't even need Infectious Fright to know to check the area around the person once I down them.

  • Twins are strong. Obviously I wish they didn't have to rely on slugging and some camping as much as they do but their design literally lends themselves to it and it would be foolish not to capitalize on. That's why in the hands of a good Twins player they can be devastating.

    Even against coordinated groups you can do very well with them, all it takes is one bad slip up by survivors and you can start downing people left and right. I'd say the only things that really hard counter a very good Twins player is everyone being extremely coordinated and on comms as well as running fast healing builds to pick each other up and stay healed against Victor.

  • I know in some instances it can cause the person on hook to start killing themselves. Think about it, a survivor thinks you're going to camp them and just keep hitting them so they might take their chances/feel flustered. You wait for them to take their chances then leave the hook.

    I've seen streamers do this :l

    Obviously don't let someone hitting you on hook get to you. Usually I just get up and go do something else because I being camped is bad enough but a killer who hits you for no reason is rather upsetting bcuz that person must have issues irl (I keep an eye and come back before struggle phase/if I get rescued).

  • @GoodBoyKaru said:

    OKAY OKAY bonjour hi I'm here

    https://forum.deadbydaylight.com/en/discussion/251317/a-quick-lesson-on-how-to-play-pyramid-head-properly

    I MADE A THREAD ABOUT THIS!! I made it in like 4.7.2 but everything I said still holds up and unless he gets some horrible bug will keep holding up in 5.2.0 (Hellraiser)!! I'd reccomend reading it all through because it's quite useful :D

    At least in my opinion and a couple of others

    This is exactly the kind of guide I was looking for thank you so much!!

  • @Brokenbones said:

    Hey

    I'd say your build right now is pretty decent, If you're looking for a replacement for Trial of Torment - I would personally recommend either Whispers (To help you locate survivors early game + make better use of your corrupt), Bitter Murmur (To help you see which direction survivors go after they do a gen AND in case it gets to endgame, you can use it to get some snipes potentially).

    Also, Ruin is the better choice for gen regression as it synergizes with his kit pretty well, however on the subject of Pop/BBQ I want to point out that you won't always be able to cage survivors. Sometimes survivors will play well and avoid being tormented at all costs. Having these perks let's you make use of them when you need them the most.

    Personally my build for PH is Ruin, Pop, Corrupt and BBQ. It's basic, but it's solid and mostly consistant.

    Ruin is on the shrine if you don't have it unlocked yet, just thought I'd mention it!

    I thought about Whispers but I don't have any trouble finding survivors with Corrupt thankfully.

    I was thinking the Ruin + Pop combo might be a good gold standard so I'll run that once the bloodweb decides to give me both of them LOL

    Do you ever use I'm All Ears for wallhacks during chase? That's another I was considering for aura reading.

  • Pig main here. This would be really unfair lol

    You could just camp them at the boxes and they'd actually have no hope of escaping. I'm sorry but that doesn't seem fair. If I want to be a bully with traps like this I use Tinkerer because it'll tell you when to put traps on a survivor instead of thinking you have time to go patrol/defend.

    One active RBT during the EGC is already harsh enough on that one, poor, unfortunate soul but the ability to apply active RBTs to anyone downed during EGC would be weird.. We don't need Pigs doing an extreme end game build where they save all their traps for EGC + Blood Warden probably NOED too.

    Reverse bear traps are meant to slowdown the game, not snowball the end game.

    The only change I could get behind is if RBTs became active after someone opens the Exit Gate. I actually don't know why this doesn't count as a generator being popped or "progressing the game" as DS will not deactivate if you work on the exit gate with it

  • Forfeit button was the ability to DC without penalty we had a month or so ago.

  • @Tekno_Badger said:

    We're Gonna Live Forever, Unbreakable, and Soul Guard are already anti-slug perks. This is just unfairly strong and literally rewards you for getting downed

    Survivors would have to crawl to one another to make use of it though making it easier for the killer to keep them all together and find.

    "Rewards you for being downed" I supposed the same could be said for Unbreakable giving you a flat recover speed bonus while downed as well as the ability to pick yourself up once per match. What's wrong with a perk giving you positives when you're in a bad spot?

    I know that there are perks already that help alleviate slugging I just thought this was a unique idea.

  • I think the only change DS could use is have it no longer deactivate when you heal yourself but make it deactivate when opening exit gates.

    Healing yourself, an optional side objective to make yourself survive longer deactivates DS but opening the exit gate, the final step in progressing the game and escaping the trial does not? Like how

    Also to people saying DS should deactivate when you get into a locker, vault pallets/windows or drop a pallet: that's never going to happen lol. Being able to force the killer to eat your DS is important in some instances otherwise they'll just leave us slugged on the ground to wait out DS. Is it that much to ask for DS to grant that ONE time chance to get out of a tunneling pickle? Apparently so

  • Because in a worst case scenario the killer let's everyone bleed out which is extremely unfun. When that happens to me I close the game and play something else for the foreseeable future.

    I'll never understand killers being actually toxic to survivors that aren't bming them and vice versa for survivors against killer

    Personally I find slugging the least offensive of the forbidden killer strategies because it's high risk high reward. All it takes is one or more unbreakables and you lose EVERYTHING

  • I really wanted Lady Dimitrescu even though I knew it was hyper unrealistic.

    I knew from the moment Resident Evil crossover was announced it would be Jill and Nemesis and maybe a side of Leon (Not to brag but I was right on all three) but I never knew how they would make Nemesis work.

    And boy was I honestly disappointed lol

    Like, don't get it twisted I think zombies are really cool and help stay true to the RE franchise but it feels weird being part of Nemesis' kit. I think that aspect of him is the problem, they spread things too thin with him and decided his only active power would be the tentacle/mutation leveling up and otherwise zombies as a very strange passive. Like yes they're cool but in the grand scheme of things Nemesis feels utterly bland. Compare him to Pyramid Head who I think to this day is still the best licensed killer in terms of being true to the game/movie they are from and Nemesis just falls rather flat and it makes me so sad.

  • Because spine chill gives you buffs when the killer is looking in your direction.

    Premonition does nothing other than notify you that the killer is looking your way which Spine Chill does without a cool-down.

    I've heard that Premonition is better somehow for giving you a guaranteed notification that the killer is heading your way but I'll be honest with you I've never had any issues when running Spine Chill so yeah. I'll keep the bonus to actions from Spine Chill.

    I really wish they'd buff Premonition somehow. Maybe make it flash the killers aura to you for a split second like you're having an actual premonition of impending doom as the killer is coming your way but if you don't watch closely you don't see it (Aura reveal is always a touchy subject on here especially killers not wanting more ways to be revealed but I think auras are criminally under explored on BOTH sides).

  • @razvicool said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456318#Comment_2456318

    So let's see. It still just as ugly to see it, but it doesn't affect me as killer, I let the others farm a little more then continue the match as normal.

    Doing it to let the only other survivor left to get hatch is, I think, a very nice thing to do, so yeah that should be allowed, maybe.

    For me, it would make a difference, because I think this way "Fine they 'ruined' my match, but if they 'ruin' the next one and the one after, they are not playing for the rest of the day". You get the point. I believe this decreases the chance I will encounter someone who gives up. Even if max penalty was 30 minutes, so many would either not want to wait that long for another match so might as well try in the current one, or take a break for a while (unlikely to take exactly 30 minutes for a break). It's better than nothing.

    I get where you're coming from but I think it would be difficult to manage this kind of system that specifically penalizes people who give up. Like what if it ended up penalizing the wrong people or like I said, people killing themself to try to give the other survivor hatch? Or what if I just miss my skill checks? No cap I've missed both skill checks by accident before and died during Phase 2 VERY prematurely because I was having one of those days lol.. We won't talk about that LOL

    But idk. I just feel like at the end of the day these people who kill themselves immediately on hook are screwing themselves over the most. They aren't getting better at the game at all and that's the biggest loss imo. If anything people who kill themselves on first hook should get knocked down and get paired with other people who do the same/killers week DC.

    I feel like that would be a better punishment if everyone who likes to quit got matched with each other.

    Of course we haven't even opened the can of worms that is killers AFKing and survivors killing themselves on first hook to purposely depip

  • I feel like the only people who want this kind of thing in place are killers who don't want survivors to kill themselves on hook to give the last survivor a chance at hatch.

    Considering how long it takes to die, killers still have a pretty good chance at finding the last survivor or the hatch and it's seriously not that big of a deal.

    As for survivors who give up on first hook yeah that is annoying. I hate when that happens to me in solo queue but tbh I've learned my lesson to not play solo queue. It's just not worth it most of the time 🙁

    Tl;dr if people want to give up that's their choice to do. Would you rather they DC? You'll probably complain either way so what's the use.

  • I treat others how I would want to be treated which is why I don't engage in toxic behaviors when playing either side.

    Is it perfect? No, I still get treated like crap by people who have their mind set on hurting others but when that happens I try my best to not let it get to me and instead remind them that this is a videogame and people who go so far out of their way to try and hurt someone over it must in a pretty bad place. I usually tell people I hope they find happiness and or grow up. If they're throwin slurs I just report though because we don't need toxic like that in the community 🙃

    I just want to play the game and get better at chases/looping and or have those golden moments where both sides are having fun or a laugh. We need more of those.

  • @Timeman63 said:

    Tampered Timer is fascinating to me because it's a very feast or famine addon. I don't entirely agree with it reducing the timer just due to the fact that it can also be paired with longer search time and extra Jigsaw Boxes, but it is a guilty pleasure addon that nets you free kills every now and again. A possible rework to the addon that would make it more consistently useful while keeping with the theme of more threatening Reverse Bear Traps and "rigged traps" is to make it so Reverse Bear Traps are active the moment you place them on a survivor, meaning they no longer need a generator to be completed to start the timer. The timer would still pause when being chased or downed. You may not even need to change the other problematic addons because 2:30 is quite a bit of time to search every box, but it might still be a good idea to address those addons that increase search time or Jigsaw Boxes. Truth is, when Pig's addon pass comes to be, I would like for the developers to rework more addons to affect her Crouch and Ambush Dash, since it's the less appreciated part of her kit.

    I really like that idea! It would make end game traps feasible and quite scary!!

    And yeah I want an add-on pass where her lesser used perks get reworked to be more viable. I just want more consistency with Pig. This isn't a nerf Pig thread I love her and want her to be in a good spot 🐷

  • I had an idea to rework Monstrous Shrine as a hex perk but that likely won't happen now that Scourge Hook perks will be a family of perks now and I can guarantee 100% that Monstrous Shrine will be reworked/recategorized as such as it literally is the OG scourge hook in a way.

    Anyways my idea was simple, Hex: Monstrous Shrine. As long as the lit totem is up ALL hooks have the negative effects of Monstrous Shrine applied to them. Not just basement hooks. So survivors would need to rush to find the hex and dispel it or else die on the hook faster which I think is a pretty scary predicament (They'd be cursed and notified as soon as they are hooked).

    I love your idea for overwhelming presence. Would be a nasty surprise for toolbox users lol

  • @HaunterofShadows said:

    Tampered timer I have no problem with. It's that other add-on I dislike

    Which other add-on?

    @[Deleted User] said:

    Yay because it fits amanda

    Nay because it does not take in to account a lot of things, notably map design. Have you seen pig with certain add ons on RPD? Neither have i but i am very scared of it

    Absolutely. Basically any large map is very scary with RBTs, and with Tampered Timer and bad luck added to the mix it can be literally impossible to search all 4 or 5 boxes in time x.x

    Even a normal sized map like Midwich can be awful because of having to traverse the long halls and go up and down floors as well. I think box placement has a lot to do with it.

  • @bjorksnas said:

    While I think the addon itself is strong its very situational and the timing on the survivors side can completely mitigate its effects, its hard for them to actually know if its in play or not to make the right moves, so the only change I would propose to it is that survivors should know their trap has tampered timer

    I like this idea! Idk if it would make it any more possible to escape from said RBT but I guess some forewarning might help?

    @FancyMrB said:

    I love Amanda so much. That being said I think her power and add-ons both need a do-over.

    In today DBD rng just doesn't cut it. It is both frustrating for the killer and survivors. Map rng combined with box rng makes Amanda feel very hit or miss and that is never fun to play as or against.

    You are right. Tampered Timer combined with the gears is stupidly strong, but it is the only way to make her rbt a threat. Standalone they are joke and no one takes them seriously.

    I would really like Amanda's kit to be changed. The crouch, the lunge, the boxes, rbt, all of it! Don't get me wrong, like I said I really love playing her but she is sorely out matched by a lot of other killers ;_; Having to rely on TT and a big map for her power to have any bite is silly. I wonder if the devs can even doing anything about her since she is not their ip.

    Agreed. Well to an extent. I personally like her base kit I think with some minor buffs to it she'd be golden. I wasn't around for it but I heard that she used to have a 24m Terror Radius originally and I'd love to have that back to pair with Monitor and Abuse (Bcuz I'm evil like that). Other than that I feel like making her default Crouch / uncrouch a little faster would help a lot.

    Not sure how RBTs could be changed overall to be more consistent. I've heard some people say make every RBT so that nobody can EVER get it off on their very first attempt but that seems a bit scary lol I'm not sure how I like that idea.

    Personally the traps are one of my favorite things about her. I really appreciate the built in slowdown as it allows me to play the game more and get more experience looping etc etc I'm not crazy about getting actual kills with the traps. Most of my kills from them tend to come from a well timed trap on the last gen (I run Tinkerer and it's a godsend for this).

    I swear an active RBT after the last gen pops is terrifying lol

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2450278#Comment_2450278

    This is the greatest reply to this thread, no other comment is as based as this one.

    Ty Ty, I'm here til Thursday

  • @ZaroktheImmortal said:

    Pretty much every hag I face will surround hooks with several things so she can teleport if set off. Then Demogorgons I've faced often put at least one if not several spots to spawn up around the hook.

    Yes, Demo does indeed like to dig tunnels

  • Obligatory: Tombstone because being able to mori grab people who haven't even been hooked or injured once is the ultimate op in this game lol

    However, because tombstone is difficult to get working I say Black Incense is the most powerful, consistent killer add-on. This add-on is just disgusting. It has no negative drawbacks it just makes being fully infected an absolute detriment as Plague knows where you are almost all the time. They cleanse you go get your power and go to town on them with that they literally lose either way. You could literally bring black incense alone and annihilate survivors (Alone as an add-on)

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/275297/just-got-bhvrd-and-lost-a-game

    The whole 'validation' for.... everything is broken.

    Like, dunno if you play plague, but I had it so often that I hit a survivor with her vomit (either), sound plays, animation plays, no healthstate is affected. BUT the survivor experience the same. Which should LITERALLY be impossible given how the effects would be called in the code.

    This happens to me almost every match lately as plague. My last match I played as her I officially quit and will not play as her until it gets fixed because my power would NOT work on survivors at all by puking directly onto them and it makes me so sad cuz she's the killer I bought this game for and main 😢


    I genuinely don't think it will ever be fixed bcuz it's been an issue since dedicated servers were implemented but with the recent change to pallet drops/hit validation I think it's been made worse and happens way more frequently it's absolutely insane

  • Ngl my own teammates in solo queue absolutely throwing the match and trying to drag me down with them and grief the match for others has made me never want to touch solo again.

    Imagine trying to save and heal someone and they don't let you and they just run to the killer, kill themselves on hook like UGH


    But no I totally feel you on killers who decide to go full bully mode no matter the experience level of the survivors. It makes solo that much worse and it's already a dumpster fire tbqh

  • I wish that as soon as the last gen got completed and NOED activates it would just apply the curse automatically so everyone is aware it's in play.

    If they aren't going to rework it somehow then making this change would at least give survivors a heads up to start looking for it.

    It's honestly such a weird perk anyways, it further crushes poor solo queue survivors and really doesn't do much to SWFs as the slightest bit of coordination can easily dispel a NOED situation.

    Expecting someone to be the designated totem hunter in solo queue can have too many things go wrong:

    1. YOU get caught first and camped and can't cleanse totems

    2. Your teammates go down fast and nobody else tries to save them while you're trying to cleanse all the totems around the map

    3. You know where the NOED totem is but you get downed and camped and your teammates don't find it

    Idk, I usually forgo running a dedicated totem build in solo queue because it's risky if you get caught first and camped. I don't want NOED to be nerfed into uselessness, quite the contrary I'd love if it was a better designed perk because then I'd actually want to use it more.

    Oh and to those who say "It is well designed, it punishes survivors for not doing the side objective of cleansing ALL FIVE TOTEMS" let me just say that that's a little unrealistic. That is so much time wasted looking for and breaking all of the bones just for a chance to prevent NOED from happening which the killer might not even be running which is pretty nasty. That's why if it at least was up front with the curse effect as soon as the last gen popped I'd have much less problem with it because you'd at least have a little warning and be able to play more safe. They need to add a different side objective because relying on people to cleanse all dull totems in fear of NOED doesn't even make sense since NOED rewards you late game and doesn't help slow down the match like a proper secondary objective should. As killers we're supposed to do everything in our power to prevent the last gen from being completed, isn't that how Gatekeeper works?

  • Thank you I must have been oblivious all this time LOL

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