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Chrona

Chrona

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Chrona
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  • Honestly, I didn't even notice the new animations, because I was so frustrated with the new UI. It seems to take the same amount of information, and make it take up twice as much space, while being just difficult enough that you only read about half of what is actually present.

    A huge part of the problem, and the reason why most people dislike it, is because it's so spread out. Before, you looked in one place to get an understanding of the state of the game. But now, in order to get the same level of understanding, you have to look in 3 different spots. I was playing my first (and only) match with the new UI as doctor, and I ended up part way through match just saying "not worth it" and completely ignoring the UI, just focussing on chases and nothing else. For most of the match, I had no idea how many gens were left, who was wounded/dead/healthy, how many hooks had been done (which honestly, is so useless I would say to just remove it for killers. Full info, or none. Hell, just a simple number would be more useful. I spent so long just looking and counting the numbers on the dial to actually learn how many hooks had been done.), etc.

    The more information that can be condensed into a tight area, the better. The more spread out that information is, the worse off the UI is. FPS games don't put your ammo count in the top right, your health in the top left, etc, all that information is condensed into one corner, sometimes with other information placed in a couple other spots, but usually that information is the ones that you would focus on less. And notably, FPS games, there's a natural ebb and flow to the gameplay, specifically when pulling from an engagement, or respawning, where you can take a moment to glance at that less-needed information. This game, there is no ebb and flow, it is constant, especially for killers, who never have a second to stand still. For survivors, there's somewhat of an ebb and flow, but regardless, the UI should be designed for the most intense portions of the game, and it should be consistent to boot. Also, it's very jarring to have color portraits suddenly go to black and white images. Why not make silhouettes for each survivor?

    I love this game, and I'm not saying this as a threat, but a simple sad truth: I'm done playing, at the very least until the UI has been changed to a more acceptable state. I would take the old version any day of the week, though I would prefer it with the enhancements that have been made.

    I've seen others post their info, so I may as well also:

    1566 hours, red ranks for both killer and survivor, with no particular mains. Damn, I've put a lot of time into this game, it's dawning on me. 65 full days, more than 2 nonstop months of playing this game. Well then.

  • No, I don't have any video. I don't record my gameplay.

    Also, You're correct about how rancor is triggered, now that I've read them and noticed the wording difference between them, however, I believe that that is fully unfair and should be changed to be in line with other end game perks. Why should noed proc, but not rancor? Or hope, adrenaline, etc.

  • Hopefully soon, but I'm starting to doubt it. It's getting to the point where I don't want to even try to do the killer portion of the rift, and just do the survivor side with my friends. Every other match or more is against rank 1 or 2's. And I'm rank 9. Last game I got two hooks the entire game. Why the hell am I playing against them?

  • Had a lovely match just now where I was a rank 9 killer, against a 3 man swf that was all red ranks, with a rando in purple ranks. Yes. That was totally fair and fun. I would outright rather wait an extra 20 minutes for a match that is fair and actually ######### fun.

  • Reading through this, here are my thoughts. Now, not saying this to boast or say "I'm the best at the game," but just to show that, hey, I've been playing a while too. (before reset) I was a rank 1 survivor, and I have more time than I would care to admit in this game. I play killer fairly often too, but not as good there.

    In my experience playing against and as deathslinger, he's grossly overpowered. There is a SINGLE counterplay against him (dropping pallets early), which notably, doesn't even work if you can't take cover behind a wall, since he can shoot you, and allow you to break the chain, thus deeply wounding you. Yeah, you're stunned for a tiny bit, but now they have to mend and heal, and they wasted one of the pallets on the map. Vaulting windows is useless, as he can shoot you from 15 meters away, and drag you close enough to stab you through the window.

    If your shot out in the open (which there is SO much open space now), there's nothing you can do. You can't even try to get to the other side of some of the set pieces, since you'll just slide off them. And even if he can't drag you close enough to hit you, he can shoot, drag you close, then just m1 to release you: no punishment for him, he failed using his power, but now you're far closer, with no speed boost for you, and no stun for him. Sure he has to reload, but that's... very minor. His reload time is negligible.

    His ability to quickscope, that's the biggest problem. You have to constantly watch him while running to be able to try and dodge his split-second shot. Huntress at least has a large windup that has enough time to give you a chance to react, and also a very audible warning. Yes, he has his tiny little "alarm" sound.. but honestly, me and my friends didn't notice until we took him into KYFs a week after he came out and I noticed the sound. No one in our group had ever noticed beforehand. And again, since he can quickscope, that benefit doesn't exist if the deathslinger is any good.


    All in all, I like the deathslinger conceptually. But like legion when they first came out, he needs to be reworked. Again, like old legion, there is almost no counterplays. I think with a few tweaks to his power (removing his ability to release the survivor from the chain, making his ability to suck survivors in, or increasing their ability to remains stuck on the scenery) would make him fair and balanced, personally. Plus the fact that breaking the chain deeply wounds you, and gives such a short stun on the death slinger means he can break the chain an annoying loop, forcing you to run wounded (if you stay, he can just kick the pallet) he can go through the stun, reload, and still hit and down you if you haven't made it to a second loop or some scenery that you can't drag you out of. And even if it's the second, he can still shoot you and hold you there as he approaches, then let go when you're about to break the chain.

  • I believe I heard that they implemented it, and removed it. and if it wasn't, it sticks very close to the rank anyways.


    Either way... I agree with the thread. It needs to be fixed/redone. Played a match with a friend that just got the game a little while ago, and we went up against a rank 15 killer. I'm rank 1. He was rank 19. It wasn't pretty. And I wasn't wanting easy matches, I simply wanted to play with a friend that just recently got the game.

    As a killer, I just had a match where 2 people were the same rank as me, and the other two were much higher. That was a long and frustrating match. Why was I matched with them, when I clearly cannot compete? I would much rather wait a longer time to get a more fair match than quickly get into an unfair match.

  • Honestly, as someone that plays mostly survivor, with a friend, I'm ok with most of these changes. HOWEVER, the big problem I have is that windows and pallets are simply broken right now. Go completely through a window, and move away, take a hit. Drop a pallet, get the stun (hearing the killer's reaction and getting the point event), get hit. Go completely across a pallet, get hit.

    Sure, take away some of those infinite loops, but at least make the windows and pallets USEABLE first. Windows are more of a trap now, than something that helps.

  • @Vancold said:

    https://forum.deadbydaylight.com/en/discussion/comment/534201#Comment_534201

    Till rank 1 (and even there it's arguable, given you should specify if talking about solo or swf), the game is killer sided :)

    19 ranks against 1 rank :) You could pretty much say this game is 19/20 killer sided^^

    Sincerly, a killer main.

    I just played with a few buddies for about 3 hours, all of which was streamed by one of them. Due to both the rank reset, and the flood of people trying to play ghostface, we got killers all the way from rank 17, to 8. We were all close in rank, I think we all started at about 11 or 10.

    The vast majority of games, we either all survived, or one person died. I don't think we had any 2 survive 2 die games, and only one where 1 survived (opening a door after the killer closed the hatch). One, maybe two games where all 4 of us died. Average of 6 games per hour (most do last about 10 minutes or so), so around 18 games, give or take a few. Let's say 20, for the sake of easy math. Let's round up, and say 5 games where the killer won (with K/S ratio). That makes 15 where the survivors won. (a single game was farming game)

    Of course, this is anecdotal, during a double bloodpoint and "normal" event, with a brand new killer released, but this is in line with my general play, too. Maybe 8/12, and more ties, but still close.

  • Frankly, if they're willing to play with the audio levels like this, and make the game dead silent, they should just give us control, and actually just give us a fricken audio slider. So we can control how loud or quiet the music is. If they're fine with this, then why is it a problem if I want to actually hear the music?

  • If they want us to be able to have no music, they should just give us a slider, rather than change it willy nilly. If you're ok with the lack of music, let US control how much music we have!

  • Bodyblocking is a bit of a loose term. Basically, what's bannable is where you prevent the game from playing out like normal. Examples of this is a survivor or the killer bodyblocking a survivor in a corner, and not allowing them to escape. That's actually the only one that comes to mind. Essentially, it's kind of an extension of "holding the game hostage."

    Walking in front of the killer to prevent them from chasing another survivor, etc, or even standing in the way of another survivor so they get hit are both allowed.... Though that second one is extrodanairly rude (and it might actually be not be allowed for other sections, but I think it is, regardless of how annoying and unpleasant it is.)

  • For survivors, I'm being very functional about it: Getting everyone to 40, pushing one survivor to 50, and playing them until I run out of offerings/items. I then leave them without items/offerings, but don't prestige, that way I have the perks in case I get a specific survivor daily. I've drained 4-5 survivors like this. Going to swap to another soon, probably.


    For killers...Really just comes down to what dailies I have, and what I feel like playing. Just me playing for myself though, Myers, wraith, or huntress. Very occasionally, freddy.

  • I didn't screenshot it or anything, but I distinctly remember less than a week ago, me and 3 friends were just casually playing...and we were just really, really winning this one.


    No hooks, heck, no downs even. I think our spread at the time was something like 4, 5, 10, 14. VS a rank 20, level 1 killer (survivor main trying to do a killer daily).

    More than a little unfair.

  • Buff.

    It no longer needs you to be the obsession to function, which is an important note I think.
    It's essentially a self-applied version of borrowed time.
    The only concern are the ones that other's have mentioned, specifically dying light.

  • @SIlentCetra said:

    @Chrona said:

    @Rebel_Raven said:
    Basically none, unless you're toxic/annoying and I want you out a bit early.

    Gotta get blood points, too, so end game camping, sure. No pleasure, but what, am Into just let you go?

    That's me generally. I make an exception if it's an extremely altruistic team, to try and bait them.

    End game, the survivor annoyed me/was toxic, as bait in specific scenarios, or if I happen to come back when they're close to death.

    For example, I had a match just a bit ago where there was 3 survivors left (one on the hook), and 2 gens left (3 genned themselves, hooked person was near the 3 gens). I was chasing the two away from the gens, slowly gaining evil within (playing regular myers), and chased someone away from the hooked person right towards the very end of their struggle. I was already there, and they only had like, ten seconds left to struggle. So yeah, I camped those ten seconds. Easily secured kill.

    See, THAT is understandable. You didn't just sit there for 2 minutes doing nothing and gaining one kill while the other survivors are potentially out doing things.

    I have thus far been shocked at the randoms I've been put with, tbh. Most games, randoms suck to be teamed with, but it seems so far, the random survivors are actually pretty decent

    Well, I say that, but literally the last match I played for the event (killer dailies, since that's how you drive people to play killer during a survivor-sided event), wraith, two sacrifices. I thought "alright, I'll down a guy, chase him, and camp him to death. Probably take two matches, but they'll get their event done a bit more, and whatever, I don't really care."

    1 minute after that I had 3 survivors in the basement, and I had to chase down the last survivor to give them the hatch. So, it's a strategy that can work, with pretty much no effort. I still got over like 45K for the match overall with the ritual, so hey.

  • @Rebel_Raven said:
    Basically none, unless you're toxic/annoying and I want you out a bit early.

    Gotta get blood points, too, so end game camping, sure. No pleasure, but what, am Into just let you go?

    That's me generally. I make an exception if it's an extremely altruistic team, to try and bait them.

    End game, the survivor annoyed me/was toxic, as bait in specific scenarios, or if I happen to come back when they're close to death.

    For example, I had a match just a bit ago where there was 3 survivors left (one on the hook), and 2 gens left (3 genned themselves, hooked person was near the 3 gens). I was chasing the two away from the gens, slowly gaining evil within (playing regular myers), and chased someone away from the hooked person right towards the very end of their struggle. I was already there, and they only had like, ten seconds left to struggle. So yeah, I camped those ten seconds. Easily secured kill.

  • I LOVE this idea!

    On the survivor's side, it's desperately needed, since they only have one kind of secret offering. You change where you spawn, or...that's it. Even just changing the map offerings to secret will give enough of a wider selection that this problem will cease to exist.

    On the killer's side, it helps with preventing the survivors for guessing who they're playing against. I mean, a billy won't be burning the memorial institute, and myers will stay the hell away from the coldridge farm. If I see memorial institute, I always suspect scratched mirror (or vanity mirror) myers, and coldridge farm has several great maps for mobility killers like billy or the nurse.

    All in all, I like this change, because for survivors, it can act as a red herring for the only actual secret offings they have, and for killers, it removes the "why did they pick that map" speculation before the start of the match

  • @Lateral said:

    @Chrona said:

    @Lateral said:
    BBQCheese is a toxic crutch, people who use it earn no respect.I don't use it out of respect for my fellow survivors when I play Killer

    That would be a valid argument...if it wasn't worth running for the bonus bloodpoints alone.

    And not to go deep into the "toxic perk" argument, but do you also not use decisive strike, etc, when you play survivor?

    Decisive Strike is a necessary utility for some people, one which I choose not to use as I find others more useful.

    Survivors have it tough with all the years of crying from killers having received nerf after nerf consecutively and consistently for as long as I care to recall.

    That's...an interesting perspective.

    Especially when survivors have been overpowered for most of the game's life.

  • @Lateral said:
    BBQCheese is a toxic crutch, people who use it earn no respect.I don't use it out of respect for my fellow survivors when I play Killer

    That would be a valid argument...if it wasn't worth running for the bonus bloodpoints alone.

    And not to go deep into the "toxic perk" argument, but do you also not use decisive strike, etc, when you play survivor?

  • @Master said:

    @Chrona said:
    Ok. Get rid of the hatch. Do it! You'll see how fun the game is when I'm the only person left, there's 2 gens left to do, and I won't touch them, and I won't quit.

    It'll become a contest of "who's willing to DC first," and THAT is bad game design.

    Also, "earning it" is a foolish way to look at it. And play some survivor yourself: 2 gens left to do, you and one other person left, who just got hooked. What are you going to do, go for the hooked person, and tell the killer exactly where both of you are, work on generators while trying not to be found for 160 seconds (noting that hook time only last 120 seconds at maximum)?

    And the hatch doesn't open or show up for a particular individual (or not). It is based purely on how many generators are completed VS how many survivors are left alive. In order for it to be visible, there must be one more generator completed than living survivors. In order for it to open, there must also only be one survivor left in the trail.

    And recording people's names (which they can change at the drop of a hat, note) for simply taking the best tactical option? Seems a tad unreasonable, but hey, you do you. I only do that for people that I'm 100% convinced are cheating (IE, manipulating lag, working with killer (though that was only one time, and incredibly obvious), etc)

    The hatch standoff does need addressing. But that's it, other than that, the hatch mechanic is perfectly fine. And I'm saying that as someone who's played hundreds of hours on both sides.

    Well then you are simply holding the game hostage which is a bannable offense

    Really is ironic that you say that.

    @Peanits said:
    The hatch is there out of necessity. If you don't have it, the last survivor has no chance to escape, and attempting to do the objective makes it painfully obvious where they are. In layman's terms, touching a generator is a "I'm here, come kill me" alarm. It makes no sense for the survivor to do that, so they're going to do the smart thing and NOT do that. Now you're playing hide and seek for half an hour, maybe more, because the survivor does not want to die. They aren't even doing anything wrong because doing the objective is a bad idea in that case.

    The alternative is not great unless you've got all day to run circles around the map looking for someone. Not doing something dumb does not make somebody a noob.

    If just trying to "not lose" is a bannable offense in that specific situation, I would honor the ban, and play games that don't punish me for trying to not lose :3

    Luckily it isn't that situation, and we don't have to question what would or should happen then.

  • @fluffybunny said:
    Is this suggestion so that you don't need to waste a perk slot on a slot? I would be interested on more secret offerings in that vain. For instance, an offering could hide the totem's fire so that people have to cleanse all the totems until the find the right one or set multiple fake totems on fire (as someone else suggested, I believe).

    What I really like at this moment is the idea of something much simpler: A secret offering that adds 1/2/3 additional dull totems. It would make for an interesting counter to the hunting of hexes to prevent noed

  • @ThatDidact said:
    DBD wasn't designed with survivor communication in mind. By playing SWF you're essentially cheating. If a killer doesn't want to deal with that bs, that's their prerogative. If you want to gain an unfair advantage in the game, you can put up with longer queue times.

    I would like to point out that, for one, the devs have said that survive with friends was intended from the start.

    Secondly, they are deliberately making a change to the matchmaking system so that all survivors load in at the same time: SWF or not, they all appear together.

    And to the OP, I dodge if the match seems like a pain in the ass (several flashlights? That's going to be obnoxious), or the ping is WAY too high on one survivor or more. Teleporting survivors is not ok.

  • While the sentiment is valid, mechanically it wouldn't work, and at the very least, people wouldn't go for the spirit of it.

    I just actually posted in a thread where I literally thought "Have you even played survivor?" Guy complaining about the hatch. (my standard response is always "Oh, ok! Let's get rid of it! So, when there's 2 gens left, I'm the last survivor standing, and I refuse to touch a gen.. Who's going to dc first?" Admittedly, the hatch standoff aspect REALLY needs attention. But the hatch, conceptually and (generally) mechanically? Perfectly fine.) It also seems like people don't think things through as to what they want/demand (read previous section). It doesn't help that it seems that people either forget, or don't care, that the other side is a human player also, and they should get to have fun too..

  • Ok. Get rid of the hatch. Do it! You'll see how fun the game is when I'm the only person left, there's 2 gens left to do, and I won't touch them, and I won't quit.

    It'll become a contest of "who's willing to DC first," and THAT is bad game design.

    Also, "earning it" is a foolish way to look at it. And play some survivor yourself: 2 gens left to do, you and one other person left, who just got hooked. What are you going to do, go for the hooked person, and tell the killer exactly where both of you are, work on generators while trying not to be found for 160 seconds (noting that hook time only last 120 seconds at maximum)?

    And the hatch doesn't open or show up for a particular individual (or not). It is based purely on how many generators are completed VS how many survivors are left alive. In order for it to be visible, there must be one more generator completed than living survivors. In order for it to open, there must also only be one survivor left in the trail.

    And recording people's names (which they can change at the drop of a hat, note) for simply taking the best tactical option? Seems a tad unreasonable, but hey, you do you. I only do that for people that I'm 100% convinced are cheating (IE, manipulating lag, working with killer (though that was only one time, and incredibly obvious), etc)

    The hatch standoff does need addressing. But that's it, other than that, the hatch mechanic is perfectly fine. And I'm saying that as someone who's played hundreds of hours on both sides.

  • @SenzuDuck said:
    Was it a three man match by any chance?

    Yes, actually. It was against a doctor (as you can see), and a match that lasted essentially 30 minutes

  • Yes, we were playing SWF. The killer was slugging at the time anyways. This was a key they found in the match anyways, so they didn't care about it.

    It was a doctor with a stall build. Match literally lasted half an hour.

  • I like how everyone is saying colors and not the actual ping.

    It usually spikes when someone joins/attempts to join the lobby. It settles down a few seconds. If it's still bad ping after 5-10 seconds after everyone joins, it likely isn't a good lobby to play.

    And the fact of the matter is, if you are consistently getting lobbies with bad ping, then not many people are playing the game within hundreds of miles of you.

  • It could potentially be a new sales tax in your area. Whenever I buy content on steam, I get charged the sales for my state.

  • @SenzuDuck said:

    @Master said:

    @SenzuDuck said:

    @Master said:
    ok bro :lol:


    Stats are from today btw.

    And?
    We all know what kinds of players can get to rank 1, on both sides.
    The rank system is a big joke

    Lol, you're a deranker, you're the reason these kinds of stats are skewed as it is.
    You're just mad your "OK BRO :LOL:" can be dismissed with recent stats because it just shows you're not very good at the game.

    My short reply became a wall of text I'm going to make its own thread.

    However, long story short, matchmaking is based on rank. And the ranking system is a touch broken.

    I went from 9 to 3 in a few hours (unintentionally) by playing with a few friends who were a lower rank than me (Just trying to play with them), and playing at that rank was literally hell.

  • @Twinkletits said:

    @PolarBear said:

    @Twinkletits said:

    @PolarBear said:
    I haven't played the game when these were in the game but I do like these a lot better than the current one.

    Did you start playing a month ago or something? Beside that guys chill. The theme will come back sooner or later.

    I bought this game at the start of summer (around 20-30.5) I don't remember hearing that music before.

    Maybe I just have bad memory or something.

    Pretty sure it was there after summer for a while. Might be wrong tho.

    I started playing around the mid-chapter patch during the clown's chapter. The first time I heard the music posted here was after the spirit's mid-chapter patch, until the halloween event started iirc.

    I also like it quite a bit more than the "one theme for all menus." It gives each one a different feels, since there's really 3 different tracks. The main menu one (which is like a fusion of both), the survivor one, and the killer one.

    What would be absolutely top notch, in my opinion, is if the new killer got their version, played until the mid-chapter patch or whatever, then it went back to these themes. That way there's basically a month long celebration (musically) for the killer, then it's back to business as usual (like it pretty much is playing the game)

  • I think the hatch and that part of the endgame needs a rework in general, but you keep making posts about survivors DCing to give the hatch.... I've literally never seen that done. Ever.

    Killing themselves on the hook? Sure, often enough, and it's perfectly fine. Actual disconnects? I've had one person disconnect right at the end of the game, it was literally to deny me the hook/kill when I downed them after they rescued another survivor.

  • Orion said:

    This sounds like a good time to use the counter to the perk, if indeed you encounter it as often as you claim.

    Small game hunter.  It's rabbit season boys.

    Real talk, I enjoy running small game anyways.  Useful against trappers and hags too

  • If you remove SWF, survivors will lobby dodge to get into the same lobby as their friends, like they apparently did before swf was implimented. 
  • If you didn't want to have left overs, you shouldn't have power llevelled during the event.  I had well over half a million bloodpoints at the end of the event, but I specifically waited for the event to end before doing so.

    I mean. I levelled my brand new hag during the event quite a bit, and I have 20 or so left on her.  Not complaining though, it was my choice to do so
  • Same here.  Ace for me.  I actually managed to get the adept achievement wwhile trying, but not the ritual.
  • @Chrona said:
    In a word, no.

    Camping is literally an intregal part and even an advertised strategy for this game

    @Chrona said:
    In a word, no.

    Camping is literally an intregal part and even an advertised strategy for this game

    100% false otherwise they wouldn't have implemented that you lose rank points for camping.

    It should be blood points that you lose though and actually tell them on screen since most tardo campers don't even look at the pip screen data.

    Sorry, couldn't hear you over the sound of my rank continiously going up despite me not changing how I play (including camping).

    And if they make it so you outright can't camp, and are actively punished for it, THAT will actually cause the game to die
  • I've just been waiting for BBQ and chili to pop in. Maybe one day.

  • You should keep your vial progress (as though you lived), bloodpoints your earned during the match, and unless you lost or used up your medkit, you should have kept it.

  • Maybe. I would think they might do a bloodfeast during American Thanksgiving (I know it's different in other countries, like Canada), and certainly one at the winter solstice.

  • @vert3x first of all, "tunnelling" is a good strategy, end of story.  Is it fun for the survivor?  No, but neither is descisive strike, flashlights, totems getting broken seconds into the match fun for the killer. 

    And I said advertised, not advised.  Secondly, if it was something the devs didnt want us to do ever, period, insidious, hook interupt grabs, etc, wouldn't be a thing.  And yeah, if I'm playing against good survivors, or a 4 man swf, I'll hard camp.  For one, why not?  For two, they more often than not flock to the hook.  I can usually get at least one in exchange for them getting tthat one off the hook.
  • I hate when stuff like that happens.  Especially if you just want to have a fun quick match before wwork etc..
  • I don't think myers is overpowered.  Powerful?  No argument.  I think a big part of it is that he's so flexible that gets people so upset.  Scratched mirror myers with M&A?  Or infinite tier 3 and tombstone?
  • In a word, no.

    Camping is literally an intregal part and even an advertised strategy for this game
  • I'm at least tryharding because, surprise, so are the survivors. And most survivors I'm going against are done with the event. I'm not, and I still want both the event items, and the extra bloodpoints.

    And it REALLY doesn't help that the only killer that has the event offerings is the hag...who I just bought, barely played at all, and is only level 19 or so. And no agitation/iron grasp.

  • @Tsulan said:
    What means boosted again?

    Boosted means, essentially, being pushed to ranks higher than you should be at by the level of skill you have.

    In short, survivors are being boosted by this event, both by farming with killers, and because of the relative ease of at least getting a safety pip if people are focusing on the event. This makes the killer's job easier, since there'll be easier survivors at the higher ranks, meaning THEY can more easily pip off of the easier survivors.

    That's how I see it at least

  • @Nickenzie said:
    Since the developers added a 10 second system where if the killer is within 16 meters from a hooked survivor when not in a chase and there's no survivor within 16 meters of the hooked survivor, the killer will lose points. I been thinking when a survivor is hooked, they can see each other's auras but will only see the killer's aura when the killer is losing points from being within 16 meters without reasoning (See Above in bold). Once the killer leaves the 16 meter range, if their aura was revealed then their aura will be hidden again.

    Thoughts?

    First thought is, they lose a little progress on one emblem, not bloodpoints. And I think kindred is fine as it is. It's a situational perk (since you have to be hook for it to be active) with limited uses (only for the first/second hook). Plus, it can reveal useful information right away, if it's early in the match, including what killer it is, if it isn't known to the others yet.

  • Camping is NOT discouraged, specifically, camping a survivor without another one being nearby (attempting the rescue, etc), is punished very lightly in the ranking system. Don't worry about it, in short.

    But three best uses of insidious (two I've seen used, the other theoretical), is one, use it to camp a hex that they know exists, or specifically knows where it is. I've also seen a few youtubers use it to camp the basement, but AWAY from the basement. Like, where they are hidden, but can get a clear LoS in the basement entrance.

    The most creative one I've seen is specific to the nurse. They were running insidious, NOED, and bitter murmur. They used bitter murmur to see which gate we were going for, went and checked it, and acted like they were leaving, but actually went inside the closed gate. Then, as we went into the gate, she hit us. Failed only because we broke all the totems during the match. But I'll admit, scared the ######### out of me, and would have gotten her at least one kill

  • @OGlilSPOOK20 said:
    ^ Title pretty much says it all. All I'm seeing is Noed, noed, noed, Eboni Mori, mori, mori, insta hatchets, 3 or 4 blink nurses, Haunted grounds, Bloodwarden, Silentbells & so on & so on. So boring.

    That's your experience. And it's usually like that towards the end of the event: people have completed what they wanted in the event, and it's back to business as usual.

    I honestly haven't seen a single mori the entire event. Usually no offering, or pustula petals from the killer. And honestly, with me and my friends focusing on the plants rather than gens, we usually don't get to the endgame. And noed is no surprise, period.

    And survivors are going just as hard, especially the ones that are finished with the event.

    (though I did have a match just now, playing as myers, where they were trying to harvest and genrush at the same time, and I was softballing since I didn't have an offering. Ended up slugging the last 3 and decided just to kill them. Was fun, iridescents across the board)

  • I don't have it yet (just bought the hag though), but I rarely seeit used.  I have a few interesting ideas with it, and this one is now in the pile. 

    One of mine (friend suggested the base), devour with fire up and agitation, scratched mirror myers (ma too of course)
  • I'm not complaining. I'm just pointing out that it is a buff to autodidact. And asking about functionalities of it because I don't have it, and can't test it right now.

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