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@ChurchofPig said:
Licenses are something where, the chance of them leaving is always a possibility, but not something we should expect to happen unless otherwise stated. It always sucks to lose a license and is the third time we have, although one of those has been returned at this point being Stranger Things.
What's the other license that was lost besides Demo & Pinhead?
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I still love the game and play at least 4 killer games a day. My biggest wish for this game is console only crossplay. I'm getting sick of playing against subtle cheaters. I think they're a lot more prevalent than people think. I love how whenever I play against a serious "juicer" that wins every 50/50, plays every tile perfectly no matter what mind game I do and paths perfectly 100% of the time is always some private or level 1 profile on Steam or Epic. It's not even worth my time to report it because my perception is they're only getting banned if they're like flying around and stuff
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I got this one done on PS4 & PS5 when I used to main Huntress. Run full aura builds, use farm map offerings to go to Rotten Fields while you still can. If someone is AFK, immediately farm them for a long range down. Try to farm long range downs after the survivors win and are BMing you in the exit gates (a lot of survivors are jerks through and will just run out or dodge the hatchet. YMMV)
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I think they should change Nurse to where she can't blink through floors specifically but I guess that wouldn't make sense for the character
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danielmaster87 is cookin'
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Don't worry, once you kick all the pallets on The Game, Badham, Eyrie, and MacMillan, the map becomes a giant deadzone and your chases will be a lot shorter!!! Oh but the team could have got 9 gens done in that time
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@SharonPancakes said:
Survivor queue has 300-400% bp incentive because the game is killer sided, stats show killers dominant at every MMR level. You bring up a handful of maps that are survivor sided and ignore the maps that aren't. You also ignore that some survivor sided maps aren't really survivor sided against certain killers. So maybe if you play a weak killer against a coordinated team on a survivor sided map occasionally the survivors may have an advantage. These poor killer posts are beyond embarrassing, reality doesn't agree with you.
The 300% - 400% BP bonus isn't because the game is killer-sided, the devs manually set it to that to try to shorten killer queue times in 2v8 by enticing more people to play survivor
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890077#Comment_3890077
First off, I appreciate the civil tone of your responses! It's refreshing to have a discussion without condescension or hostility. :)
I think one of the main issues I have with understanding where you're truly coming from, is regarding the points about SWF. From your posts, it seems you view high-tier SWFs as the baseline for survivor strength rather than an outlier. You do acknowledge that Nurse and Blight are exceptions to the rule, yet don’t seem to extend that same logic to top-tier SWFs. My issue with this is that I can make the exact same argument in reverse: If an experienced SWF can "stomp" killers using their tools and coordination, then an experienced Nurse or Blight can do the same. Both are outliers, not the standard experience.
Statistically, high-level SWFs win about 8% more than solo survivors, but they still remain under a 50% win rate even in the top 5% of players. That suggests they are far from an instant win button and are less common overall. To me, these highly skilled SWFs are the survivor equivalent of a strong Nurse or Blight player, both are extreme ends of the skill spectrum. That's why I struggle to follow when conversations use top SWFs as proof of survivor strength while excluding Nurse and Blight as proof of killer strength, and are only considered as exceptions. If feels like a double standard. In my opinion, if we’re going to use SWF success as proof of survivor potential, then we need to do the same with Nurse and Blight success for killers.
I'm happy we agree with the need for more survivor-side tools for learning/practice, like killer bot matches or tutorials for both roles. The knowledge gap between roles is massive, and it’s only growing with every update. I feel It’s unrealistic for new players to enter the game as Solo and perform well, when the learning curve is so much steeper than for a killer playing a single character, simply due to the amount of control that you do and don't have between the two. I would like SoloQ to have better incentives compared to SWF, especially as the expectations for survivor performance and knowledge keep increasing, thus making the standards for perfoming well higher and higher.I think it's better for the game as a whole, and can help with many frustrations for both roles. (less DC's please!)
Your opinion on, "100% skill, knowledge, and experience," SWF has the clear advantage (excluding Blight and Nurse) feels contradictory, due to what I've already mentioned before. If we’re excluding Blight and Nurse because they’re exceptions, why isn’t a fully optimized SWF with 100% knowledge, skill, and experience considered an exception too? Why is one removed from the equation while the other is used to define the rule? Despite them both being statistically uncommon?
Overall, I think we agree on quite a few things and we may be on opposite opinions of others, but I’ve enjoyed hearing your thoughts. For clarity, I will explain as well that I am not entirely sure where I stand on SWF or Blight/Nurse. It feels like you need both because the other exists, and if you took one away then the other would completley dominate. And at the same time, it's because they exist that it holds back buffs or perks etc. that would greatly benefit the majoirty. Maybe some kind of ranked mode where only certain perks, killers, items, and add-ons etc. can be used,? And those same killers, items, perks, add-ons etc. are restricted from the standard mode? I'm not entirely sure. But I agree that in top tier play, both have potential to be unfair and unfun.
(I really have enjoyed this back and forth and I mean no disrespect to you or your opinions and if any of my points feel that way please know it's not my intent, sometimes tone can be tricky in text format) 🙈
People call for nerfs for Blight and Nurse ALL THE TIME despite the fact that the vast majority of players, especially on console, has no ability to ever play them to the level where they're actually problematic. In contrast, calling for nerfs for 4-man SWF is met with cries of "you can't punish people playing with friends!!! You'll kill the game!!!"
Playing in a 4-man SWF to get to a level where they're a significant problem for the balance of the game is considerably easier than trying to become a console giga Blight or something. You just need to get on comms with 3 other people, run a whole bunch of 2nd chance perks, communicate basic stuff like where the killer is and where the gen that's regressing is at, hold w and pre drop. That's it. It doesn't take a lot and you will wipe 90% of the killer roster. You can even make it easier by throwing on an Eyrie or Badham offering.
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I'm sure the developers will take your productive feedback and act on it for the next iteration of 2v8 :)
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I mean I was already seeing map offerings pretty much every single game prior to the announced change. Can't wait for the change to go through. I won't run sac wards because I want to run 100+ BP offerings each time, so I just play the map and move on
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The mode needs to favor the survivor side to help balance queue times. It's just a fun game mode, it's not that deep.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889661#Comment_3889661
do you want a killer perk version of WoO bc you can ask for that, so you too will know where the pallets are?
Nope, I'm good. Just a counter that makes it harder to run to yellow and pre-drop
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@sanees said:
This is something that will greatly help reduce the gap between solo and swf, which is good for balance It’s also worth noting that this was implemented in the mobile version and did not cause lobby evasion, so I think at least for a test they should run this
I don't think the comparison to mobile would make sense on this topic though. I can't imagine the mobile platform is anything as competitive as the main game
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I can definitely see lobby dodging to avoid any teammates running meme/challenge/trophy builds being a problem. I honestly think they should just review the survivor perks one by one and give in-game notifications when someone has the perk. So if you have Deliverance and you're on the hook, the team gets notification. Or an indicator that someone has Shoulder the Burden. Stuff like that. I think it would help solos coordinate better without having to expose their whole builds to get dodged/flamed
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It should have had its duration reduced with the addition of the 10 seconds to the hook timer. This perk is actually insane in a coordinated SWF
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I hope they change Knockout to just causing blindness when a survivor gets hit until healed or something like that. Blindness is not easy to apply and keep stuck through perks/add ons. I want a reliable counter to WoO and Third Seal is not it
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No one plays Chucky anymore since his kill rate is scraping the bottom of the barrel but the burned skin would be awesome with that knife
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The map is too big with too many frustrating elevation changes that hinder so many killers. The gameplay loop against good survivors amounts to hit survivor, survivor beelines to main building.
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@Rulebreaker said:
Use a randomizer, it helps a lot
Agreed, this is what I will do. I also like to try to play the whole roster at a competent level. I'll randomize the killer then make a build from the add-on or perks randomization. Not full random, but just a little push to try to make a unique or synergistic build
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889510#Comment_3889510
6.1 was buffs to a healthy playstyle and then killers started tunnelling MORE.
They kept playing the game though. That's the point I was making.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889386#Comment_3889386
As long as someone keeps posting, there's more to add. 300 or 3000 posts.
People on this thread talking about how they win 95% of their killer games going for 12 hooks on M1s without gen slowdown but somehow have no footage of this are FOS
Right back at ya. Show me these unbeatable SWFs that every high MMR killer on here (Which is everyone apparently) get time and time again. No really, please do this.
I can't think of a streamer or anyone who records their games regularly who has this apparition of a problem. Yes the seal teams exist, but its definitely not the problem a lot of players have made it out to be. I believe its that 3 letter word one can derive from Eggo Waffles®
The basekit anti slugging/tunneling/camping will make solo queue better while SWF gets even stronger to the point where good players would have to try to lose. Map offering and spawn changes look nice.
You literally give yourself away as nothing but bias. You dislike the positive things for survivors, you think the positive killer changes are nice. Imagine that. Its not 'Man these changes are good/bad for the game."
Perspective can show a lot of things.
Because they may not be good for the game. If you nuke every killer strategy with no buffs to a healthy playstyle, people just won't play killer. We know because it already happened. I remember waiting 15 minutes in queue with my SWF to play survivor because there weren't a lot of killers. They made 6.1 because they had to
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What is there even to add to this thread at this point? It's like 300 posts already. The basekit anti slugging/tunneling/camping will make solo queue better while SWF gets even stronger to the point where good players would have to try to lose. Map offering and spawn changes look nice. People on this thread talking about how they win 95% of their killer games going for 12 hooks on M1s without gen slowdown but somehow have no footage of this are FOS
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889364#Comment_3889364
I did stream, on occasion. Some people here watched it and saw what I did, they have some basis for why I think the way I do.
The average game held nothing of any note for me. No challenges, no enjoyment, no learning. So, I started playing in scrim nights for a bit, which was enlightening. I competed in one of the Community Cups, didn't get far enough to be streamed, I don't think, but fun all the same. Played against a couple good comp teams in pubs, didn't exactly blow through them, but I did perform well.
All this to say, I know what I am talking about. I have not seen anyone employ that strategy to any real boon. It is rather like old PGTW. It would often let you "win harder" and turn games you would've won into landslides. I have seen it done in comp, and against me in scrims. When it worked, the Killer was already on the back foot and likely going to lose. It had little to no effect often though, as committing one person to babysit a gen is a tall task amongst opponents of equal skill.
I hardly think that anyone will recommend Solo Q to 99 a gen for the whole match. That would simply be ludicrous. A team with no communication can hardly pull that off consistently. If you are doing that, you are not helping your team in the rest of the match, which is not great.
Seems likely to me that you are simply playing against players worse than you.
I'm convinced you're OhTofu's Forum account or something. All you do is give his opinions verbatim, call for killer nerfs constantly, and argue that broken stuff on survivor was actually fun and fair like old Dead Hard and MFT.
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Telling killers to just lose to settle in an MMR is such lazy bad advice. The MMR system doesn't work like that. Once you get over the soft cap, you get matched with everyone including all the sweats out of your league. Case in point I'm terrible at survivor. Die 9/10 games. I still get matched against p100 Blights
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Humans are tribalistic. Us vs. Them is a lot of the appeal of the game. Killer main/survivor main is part of our identity. Any attack on the role is an attack on ourselves and must be defended
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889011#Comment_3889011
ah yes just like when old eruption was a thing, the common counter killers players suggested was “develop game sense of when someone was gonna go down”. Thats so helpful
Yep and that was stupid lol
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@I_Cant_Loop said:
I think the simple answer is that it’s not a big enough problem for BHVR to invest a ton of resources in. For me personally, I have not seen an obvious cheater in a very long time. Unless people start leaving the game in large numbers (which is not happening), from a business perspective there’s no reason for BHVR to invest a bunch of resources into a problem that is not widespread.
I suspect there are actually an obscene amount of subtle cheaters. Like people wall hacking, MFT like speed increase and a little extra Gen speed. I know when I play against some of these "juicers" on PC they literally never mess up a chase
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888901#Comment_3888901
So, I never said or implied that PR was impossible to counter. In fact, the counter is nearly trivially easy, because you just let go as the killer hooks and then get back on the gen after it explodes. That also counters DMS.
You don't need a literal comp level team with coordination to do so, and I stand by the facts that I gave that 99 ing a gen as a "counter" is just the worst play in basically every scenario.
But the fact that you have to go back to a video from November 2022 says a lot. They knew the killer up front. They knew the map up front. They had an entire slew of perks that have since been nerfed. Dead hard, prove, distortion to name a few. Most of the tiles, tile logic, and pallets on those maps have also since been nerfed. You gonna go back to 2016 and claim that insta completing gens with BNP or perma sabo is still a viable strat?
Does your "people just don't want to learn to counter" apply to everyone? Prove got nerfed because people didn't want to learn to pressure more than one survivor. Distortion got nerfed because people can't use game sense, context, scratch marks, and every other cue to find survivors. Maps and pallets got nerfed because people can't learn to use bloodlust correctly, loop tiles properly, or zone survivors.
I'm not sure where you got on this tangent, but this doesn't have anything to do with pain res anymore.
Are you really arguing killer players get handheld more than survivors? That's quite a take there
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Animated footsteps should be added for accessibility reasons for the killer player
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888995#Comment_3888995
To be fair, WoO doesn't do much for SWF. It does a lot to help Solo Q though, who may not know where their teammates have decided to drop pallets.
Unless you are upset about not being able to punch down on Solo Q anymore, WoO is not the right thing to blame.
Sounds like the players should develop gamesense and understand where the chases are happening instead of crutching on a perk that plays the game for them
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Yeah I agree me and my SWF want to tell the killer GG WP!!! after we sent him to Eyrie and 4 outed him LOLLL
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I love me some forum posters that will talk about how killers need to get skilled and get some gamesense but in the same breath defend Windows of Noobertunity to the death despite it literally playing the game for survivors
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Great idea let's nerf one of the killers that can compete with 4 man SWF teams
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886309#Comment_3886309
Do you bot your comments or something? I know, it sounds like a petty accusation, but I'm genuinely curious what you think. It just feels like no matter how far down your comment is, there's always ~10 likes. Maybe I'm looking too far into it.
Pulsar's comments basically always mirror that of ScottJund/OhTofu. Meaning they're extremely pro-survivor but come from someone that plays 90% killer. Since it appeals to the broader population of the game while being from someone on the other side, they get a lot of upvotes
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Unknown is not a good killer. Once someone is weakened you get like 2 seconds to hit a shot which is no easy feat on a good survivor, and you're punished massively for missing. He plays terribly on console trying to use his power. The best thing about him is the insa teleport that's semi controllable. There's really no reason to play this killer when Huntress or Deathslinger exist
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The map offering and spawn changes are really nice, and I'm excited about that. I'm tired of being sent to Badham/Ormond/Autohaven/MacMillan/Eyrie/Garden of Joy literally every single game. I can't even remember the last game I played that didn't have a survivor map offering to one of those realms
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885900#Comment_3885900
if you think dead hard is still s tier then that’s a major red flag on you
I was referring to its first nerf where every survivor just had it active whenever they weren't exhausted and it forced the killers into mostly lose lose situations at pallets. It was definitely s tier then. You know you can make a comment that you disagree with someone without being extremely rude
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885968#Comment_3885968
You cant increase gen repair time, people are already borderline ignoring gens because they are getting boring. Upping the gentimes simply means survivors quit playing and start going for other games that might be less balanced, but more fun to play. And basekit unbreakable isnt a bad idea. It really isnt.
As for the "if killers are not able to do 12 hooks, they will look for alternatives" is a lie and you know it.
Lets go back to 2-3 years ago. Killers had a killrate of about 55-60% in general, with some killers like Trapper and Myers barely touching 49%. Gen regression perks were WORSE, survivor perks and items were BETTER, gen spawns and tile spawns were more SURVIVOR favoured. DS was stronger, Unbreakable was stronger. Yet, killers rarely tunnelled unless it was top 1% players.
Gentimes have increased by 10 seconds. All killer actions have been reduced by 10%. Tiles have been rebalanced. Maps have been made smaller. Toolboxes have been adjusted. Killers have been buffed across the board. Survivor perks have been mostly nerfed, and those that recieved buffs are still weaker than the strongest perks. Everytime I play killer and just hook for the sake of hooking, I get 3k's more easily than compared to 2 years ago.
Aka, hooking has been made easier, yet killers have increased slugging and tunnelling. Why? Because that too, has been made easier. Killers dont tunnel because they have to, they tunnel because they can. Killers dont slug because they have to, they do so because they can. Basekit unbreakable will do nothing except deter slugging in the current meta. The only thing you dont want it to do is infinite pickups, so just give 1 pickup per hookstate remaining. If a survivor hasnt been hooked, 3 pickups. If they have been hooked twice, 1 pickup. Easy counter is to simply hook them.The skill level of the average survivor player has gone up exponentially. If you took the multi thousand hour survivors how they play today and time traveled them to old DbD the killers would never win
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@StalkingYou said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885875#Comment_3885875
took 5 years to nerf dead hard btw
And when it was nerfed it was still s tier. When killer perks get nerfed, they get dumpstered
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I'd really love to see gameplay of people who claim they're beating good coordinated teams using stacked meta perks and map offerings to Autohaven/MacMillan/Badham/Gideon/GoJ while going for 12 hooks and never tunneling/proxy camping/slugging/3 genning. Unless you're an extremely good player with an S tier killer, you've lost before the game has started. 5 - 7 hooks is about as good as you can hope for with 0 kills playing like that
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@Rogue11 said:
Weird how the top 3 killer perks are some of those useless slowdown perks. Surge, Grim, DMS, and Deadlock all in the top 15 too.
That doesn't mean these perks are good, there just isn't anything better to run. Pain Res in particular is overrated. There are so many different factors that make the perk unreliable such as hook Spawn RNG, you're more vulnerable to Sabo going for one, and sometimes the survivors finish a gen right before you get the hook and it works on a gen with zero progress and you got no value
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I also would love an option for console only crossplay. It's not lost on me that everytime I go against a survivor that's impossible to catch (perfect pathing always, wins every 50/50, etc.) they're NEVER on console. It's always clearly the name of someone on Steam/Epic or they have a private Steam profile
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Agreed it's an MMR issue. MMR just doesn't work well at all in this game the way that they have it set. If you remember when MMR was strict, there was almost no winstreaking going from killers. I remember it well. Most killer streamers were getting absolutely dumpstered by organized SWF like every game over and over. It was incredibly bad for their viewership to be losing and getting 3 - 4 hooks every single game. You can revisit this time through the Suffering with MMR YouTube series.
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Don't you want people to come into your stream and build a community?
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I already think survivor 2v8 is super fun. I play solo queue, and it's so much easier to escape in 2v8 compared to 1v4 solo queue. I'm escaping like 90% of my trials. I would definitely play even more for iri shards. Hoping they try that next
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884040#Comment_3884040
How do you pressure gens like that? I know the BOTS would run, but who else?
He was moving at hooking traversal speed still, so you couldn't sit on the gen in his face
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I had this happen to a Wesker yesterday. He got locked holding a Steve on his shoulders. He just walked around for the rest of the match pressuring gens lol. They lost horribly
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@Yggleif said:
People calling NOED a crutch while they're running around with windows and syringes is really funny.
I think NOED is fine personally. It's kind of a chaotic perk sometimes it gets you a down and then explodes other times you'll pull off an upset in end game. I think the aura reading goes a long way in making the perk feel fair. Some things have to line up for NOED to really have impact and not make it just a pity kill in perk form. Anything that creates tension in end game so it's not just a formality gets a thumbs up from me.
LOL this. The guy with an Eyrie offering, syringe, DS, UB, Windows, and OTR on comms with his buddies is always the one to make a snide comment about NOED
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882802#Comment_3882802
Yes, this. As I mentioned in another thread, I was with a streamer and we had 5 in our lobby, so with a single exception where we got lucky to pull in a 3-stack SWF, EVERY. SINGLE. MATCH. WAS. WITH. TWO. BOTS. It was miserable for all the reasons @CakeDuty mentions, and in the end as soon as the streamer was done with her 2v8 challenges (which we didn't realize don't have to even be done in 2v8 until she only had 3 left, so we just toughed it out) she went back to normal lobbies, and there she will stay until next week, this time only for the 1 or two mandatory challenges.
Also very first game this happened. Like, this disgusts me in normal games but… to see two killers doing this? No, seriously this needs to be a reportable bannable offense.https://clips.twitch.tv/BadSillyReubenCorgiDerp-aAUIWsoZowYHBovM
LOL video. Naming and shaming is against the rules though