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Exerath1992

Exerath1992

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Exerath1992
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  • @bibibib8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2381623#Comment_2381623

    For survivor 30 sec is nothing but for killer 30 sec is almost half a gen or its 3/4 of a gen if 2 survivor are on it. Lets say for every miss pounce twin do its half a gen for 3 other people 2 miss is 3 gen done and 4 miss the game is over this is not a really good scenario and unless all the survivor are injure and they are at least 15 meter away from each other she got no way to snowball the game because of a kick and the other survivor can pick the guy up easy if they are all close

    But thats not taking into account travelling, healing, avoiding killer etc. Theyre not instantly on a gen the second They're out of chase. And 30 seconds is if you out positioned charlotte. If she's not mid map 80% of the time, you're playing her wrong

  • Any of Dowseys hardcore series got me excited before the teasers 😎

  • @Ruma said:

    Do you know bow punisbing it is to miss a hit with Victor and they kick him? You lost ALOT of time there, there is no reason to make the respawn longer.

    As someone who loves playing victor, i disagree. Even if you're on the other side of the map, you can get victor back to them in 30 seconds max. Yes, you loose some pressure, but if you're halfway decent with twins its not enough to keep you from easily mitigating the loss

  • I think this is the nerf twins needed, plus the loss of collision after x seconds they added. Just make the punishment for a crushed victor actually substantial. And let charlottke throw victor at survs...

  • @KerJuice said:

    Our community needs to realize doing gens is the only way to stop players from camping. Those of us on hook have to “take one for the team” and be martyrs for the cause. Campers rely on altruistic survivors to get their kills- and usually they get them. That’s why they keep doing it. Just do gens and escape. That will sting their ego and one hooks won’t be fun for them.

    I agree with this mindset. If anything, I want to give survivors SOMETHING so they stop complaining about face camping.

    And, if I'm being honest, im a killer main because I find solo survivor unfun due to lack of agency, which is way worse when a killer camps. So if I had a tad more hope while camped, I may play it more

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2377649#Comment_2377649

    What you are also not realizing is Survivors will chase the Killer around the hook to cause that -50% Hook Rate, so other Survivors can do gens.

    Or, as I have said to EVERY 'Hook Rate/Camping' Thread, they will do WHAT THEY DID WHEN HOOK RATES WERE SLOWED VIA 'CAMPING' THAT WAS IN THE GAME:

    Survivors 1 & 2 stand far away from the hook, in opposite directions. Killer cannot start a chase; the distance is too big.

    Whichever Survivor Killer walks towards, runs away, to delay a chase starting. Other Survivor goes for unhook.

    Killer is now forced to either 'Camp', as the game sees it, or walk away & give a free unhook.

    4th Survivor does gens while Hooked Survivor enjoys a slowed/paused Struggle Meter.

    This why we say it would be abused. BECAUSE IT WAS LITERALLY ABUSED IN GAME ALREADY.

    I'm not trying to 'internet yell' but I have explained this probably close to fifty times, if not more, because this idea comes up at least once a month, if not bi-weekly.

    But... If the killer chases the survivor around the hook within 12 meters, its back to the normal hook meter. If the killer gets pulled outside of his 6 meter range, normal hook progression.

    If the 2 rescuing survs are so far away in opposite directions, it doesn't sound like they're doing gens so technically you are wasting 3 survivors times for the price of 1. Sure, one with could do a gen, but that's a pretty fair trade off for securing a kill.

    it wouldn't be hard for the killer to proxy camp 7 meters away to get normal hook state progression back while the 2 rescuers try to bait him. If a survivor starts running at the hook, you can move to intercept once they are within 12 meters which will certainly leave plenty of time to secure a grab.

    I really don't understand your argument, because it seems to ignore the 12 meter survivor range aspect I mentioned. Which doesn't really actually change much about how camping works, but it would at least discourage actual face camping. Its more of a "camping killers work the same, but now they won't be RIGHT in your face. Can we stop complaining about camping now?" Kind of suggestion

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376623#Comment_2376623

    You can say it's fair, but you're wrong.

    Hook timers were tried; Survivors abused it. People need to stop thinking 'camping needs to be punished! 🤪' simply because they don't like it. It's getting old that people can't accept that it's a valid strat.

    @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376623#Comment_2376623

    Ummmm. No on the hook timer. The timer is what it is. So the killer can potentially use it as pressure.

    And LOL at the emblem degradation. You know what that would accomplish...? Pushing someone like me in to purple and green ranks where I don't belong and just slamming baby survivors. Because no one is going to care about depipping if it means defending the hook to create pressure or getting a kill

    So, I'll just say I'm a killer main to start, so its not like some self serving ideology.

    Maybe I wasn't clear, or maybe im confused by what you guys mean. What I was suggesting for hook states is that there is 60 seconds you can be on the hook before you reach the next hook stage. The suggestion is if the killer is within ~6 meters of the hook, the survivor that's on it simply has the hook meter go down at half the rate. The only real punishment to the killer is that if he stands right in front of the hook, it will take longer to "secure the kill" and give survivors more time to work gens.

    I guess I see a bit of a drawback for the less campy killers if they hook and immediately have multiple survivors rush to unhook. "The bait the unhook to try to make you swing" type situation would last twice as long, but those are honestly pretty rare and I have never seen that situation go on more than 30 seconds. But if that's the problem, then what if the hook timer goes down as normal if an unhooked survivor is within ~12 meters? Otherwise, what's the issue?

    @BrokenSouI buddy, if emblem point loss for hook camping would put you in purple or green ranks from red ranks, you very well may not belong in the red ranks. Sure, sometimes you gotta camp in those clutch moments, but it doesn't sound like that's what you're talking about

  • I would say its fair to increase the emblem status degradation rate if there is a slightly longer delay before it starts.

    Otherwise, I would also say that it's fair to increase the hook timer up to double if the killer is in close proximity

  • @WeenieDog said:

    If nothing's changed, then no. Hopping into a locker and healing doesnt deactivate it.

    But breaking a totem will.

    But, if you premptively broke a totem, it would work. Actually a very smart observation. Normally, when you get tunelled off hook you can jump in a locker, which wastes both parties time, even if the killer walks away. If you have inner strength active and get tunelled off hook, hopping in a locker won't waste your time, only the killers. I think if they are gonna grab you from the locker, they would do it immediately before inner strength healed you, so you typically won't waste it.

  • @BarbecueiChilli said:

    I think for survivors the better option will be Wilson and Willow, then legendary cosmetics would come in.

    Yeah, I wouldn't mind them at all. I just had better perk ideas for Wendy and Webber. But NOW I wanna include Walter, he is awesome and Wobi is #1 best boi

  • @fa120818 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362946#Comment_2362946

    mmm I didn't mean cartoon characters, but thanks for commenting :)

    I mean, why not?

    @Mooks thanks for the shout out!

  • Maybe the bungalows from dead island? Seems like an interesting, unique environment. Obviously they would need more cris-crossing piers though

    A space station would be great. Something like from cosmodread, dead space, or alien with a small 0G area would be fun

    And perhaps some desert area, maybe with a partially explorable pyramid

  • @justalilbit123 said:

    I've seen a lot of people talking about this the last few weeks. Back during the PTB for End Game Collapse, huge amounts of people made the observation that 99%ing the Exit Gates prevented the EGC from ever happening until the remaining Survivors were all ready to leave. AFAIK the devs never responded or commented on this.

    My understanding of EGC is that it was implemented for two reasons.

    1) In response to Survivors refusing to leave for long periods of time until the Killer walked over to chase them all out.

    2) In response to Survivors having zero pressure and unlimited time to save any remaining survivors, or wait around at the hatch refusing to leave until the Killer got near.

    My question is: Doesn't 99%ing the Exit Gates completely cancel out the whole point of having EGC? It's been standard Survivor policy for a long time now that you never open the Exit Gates until everyone is safe, nearby or the last guy is running towards the gate away from the killer. Only then are the Exit Gates opened, and EGC only lasts for the 10 seconds it takes for the last Survivors to leave. Being that most players are Survivors I get a sad feeling that most people don't really care about this and think this is totally fine. But still I ask. What do you think about this? Is it okay? Should it be changed? (Maybe EGC starts immediately when the final generator is powered, and it lasts an extra 60 seconds or something to compensate?)

    As a killer main, I would prefer it if there was a slow exit switch decay. Like 1% every 5 or 10 seconds or something small.

    Beyond that, i think its balanced. There are a few reasons why 99%ing the exit gate isn't the same as opening it:

    1) the survivor still has to take the time to stop at the switch. This can foil the escape if the killer is chasing you

    2) other escapes can't be secured. Meaning, if the survivors are just hanging out waiting for the rest of the group, they don't have the security of being able to easily leave if the killer shows up, so they either have to open the gate (see point #1) and start the EGC before other survivors are ready, or leave the gate and likely take a hit

    3) there are several killer perks that trigger only when the gates open. Waiting to open the gate may be exactly what the killer wants, cause those perks tend to be less effective if survivors open the gate immediately (at least IMHO)

  • Non-horror, hmmm... Looney toons would be a good option. A scary bugs bunny, willey coyote, or Tasmanian devil would be interesting. Lets add mickey mouse too, he's pretty terrifying as is.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2358881#Comment_2358881

    And your "opinion" was calling everyone entitled and wishing that this thread gets closed. Ya, you were "attacked" for no reason. Pls go away dude.

    Well its my opinion. I think people take this topic too seriously, but I seem less affected than others, so maybe it was a bit unfair

  • @Mandy said:

    @Exerath1992 I suggest if you don't have anything helpful to add to the thread you just move along and post on another thread where you do have some relevant information.

    FWIW, we have acknowledged the issues on consoles and nobody believes that the people who are dealing with this issue are "entitled whiners" so please move along to another thread.

    Alright, no problem. I voiced my opinion and was promptly attacked for it, so I got a little troll-ish in response. My bad

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356259#Comment_2356259

    People keep comparing the two things, as if they are even remotely similar, which they aren't. Killers have plenty of tools to stop generators from being worked on, even WITHOUT directly interacting with those generators. But even that isn't the main point. When you get tunneled, what can you do? Hope you find pallets and don't end up in dead zones and RUN. That's it. You can only run and hope you waste as much of the killer's time as possible, because he will get you eventually, thanks to bloodlust. You have no idea how many killers I see that would not be able to catch an afk survivor played by a bot on easy mode, if Bloodlust was not to do the work for them. Anyway, as I was saying, as a survivor you can just run. And that's it. That will be your match. If you waste enough time for the killer, the little baby will get mad and camp you to death on your first hook. You are being PREVENTED from doing anything else and effectively from playing the game. As a killer, gens being worked on do NOT prevent you from playing. You can still kick gens, down survivors, hook them, chase them, tunnel them, camp them, use your power, have NoeD because you suck, find the hatch and close it, slug survivors, break pallets, break walls, block windows, cook lasagna. You can do whatever the hell you want. That's the difference. And if tunneling is to remain as it is, survivors should at least be allowed to have multiple uses of DS, or have the killer stunned for 15 seconds.

    Yeah, you run, its called looping. Yeah, you waste the killers time. You're supposed to get caught eventually, and players are supposed to have less agency than killers in a chase. Its asymmetrical, duh. If one player didn't have fun cause he couldn't lose the killer, then oh well, move on.

    And yes, the two situations are exactly the same, generators just don't complain that they "didn't get to play long enough, boo boo". That's literally the only difference, gens don't have feelings, players always take everything personally.

    Similar to your question, if a killer comes up to a 99% gen, and he can't find survivors nearby, what's he supposed to do? Waste his time kicking it knowing someone will come right back? Kick and stand around? There's no real defense for it except maybe DG, pop or ruin. You guys have DS, UB and DH. Same logic as your "players can't do anything against tunelling" argument

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347537#Comment_2347537

    No one forces you to look at this thread. You are the entitled one.

    No one cares about what you want to see on the DBD forums.

    This topic is DBD related so people can discuss it all they want. Your opinion and your definition of the term "entitled" means nothing.

    Entitled much, eh?

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641922#Comment_1641922

    The thing is, VERY, VERY, VERY, VERY, VERY, VERY, VERY, VERY, VERY, VERY, VERY few players are actually "good" killers, who know how to chase, apply pressure on different areas, when to drop chases (and the same goes for survivors who are only able to play in full SWFs, who are then worthless alone). The vast majority of killers will just find you and then proceed to tunnel you until you go down because of bloodlust only, or die because your 200th birthday is approaching and they have been chasing you until then (which is also tunneling). The game is flawed, because it allows this kind of thing. Killers have lots and lots of things that basically play the game for them. They have Ruin, to slow down gens AND regress them, they have BBQ, to get more points and find survivors without needing to look for them, they have NoeD, to reward them for failing. They have Bloodlust, which isn't even a perk and rewards them for tunneling. They have instadowns, they have the Spirit. There should be something REAL, to prevent tunneling.

    Working on a gen is the same as getting a hook. Completing a gen is equivalent to securing a kill. Saying that a killer shouldn't be "allowed" to focus on one survivor is the same as "if a killer kicks a gen, nobody should be allowed to work on that generator until they touch another generator. You're really bad if you have to stick to one generator and ensure it gets completed instead of going and spreading gen pressure"

    You see what im saying? You guys tunnel gens, by that logic. And most people will agree, that tunnelling isn't in the killers best interest, just like focusing on a gen the killer is adamant about protecting isn't in your best interest. But there will be times when focusing on a gen/surv to ensure completion of your objective is the right move.

    I get it that some survivors do this every time. 1 survivor usually doesn't make it out. But the killer lost, and will continue to lose until they learn when to drop chase. Take solice in that.

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347537#Comment_2347537

    Youre right, people that paid for a product are entitled to have it working as intended. You should probably leave the forums entirely though if you dont want to see people "whining" about stuff thats broke

    Yup, all of you guys are entitled as hail. Everybody demands instant fixes but you guys have no idea how difficult and slow going it is to find the cause of bugs, much less fix them. Yes, I get it, some of you fools spent huuuundreds of dollars on this game. That's on you, they can end support of this game at any time and you couldn't do anything about it. Its 5 years old. I've spent a total of $30 on this game and have all the killers. Game was free, all non licensed killers obtained with shards, and licensed killers obtained during half off sales. Just to show you how much its on you for spending all that money.

  • Jesus, 77 pages? When will this dumb post die so i can stop looking at it? God, nothing but entitled whiners on here, I swear...

  • Buddy, just run at the edge of the map for 10 seconds and then double back

  • @FancyMrB said:

    I am not a very good killer ^^" By that I mean I am not very good at playing them, but that doesn't stop me! I am just here to have fun and enjoy playing both sides.

    The tldr; learning Nemmy - got stomped by swf - not being toxic and clearly learning - title question.

    Anyways I am learning to play Nemesis so I guess you can say I'm extra bad right now hahaha. I got into a match which I assume was a swf and 3 gens were done before I got my first down. No worries its just practice.

    I go to hook that survivor and 2 other survivors come and body block the hook from me. By the time I got to the hook and punched them each once the other survivor wiggled free. Clicky clicky but dance ensued. Oof. Felt bad.

    I wasn't being toxic, I even brought cake, and it must have been clear that I wasn't very good :P So why the body block? Worst case I would have gotten 1 more survivor hooked. It was clear they were the winners. Plus, don't we all get more bloodpoints for hooking and unhooking?

    Anyways, I see a lot of 'killers suck and play toxic' threads and wanted to share my match experience. When I play my stronger Killers I adjust my play depending on the survivors. If there is a DC then I play extra soft so the match can go on but its not a steam roll. You get my point ^^

    So my question is, as a Survivor do you ever dial back your play style if you notice a Killer is new/ learning? Or do you feel you always gotta be kicking but and going full throttle since there are a lot of toxic killers out there?

    (I am not saying body blocking is bad btw, it has a time and place, but after that experience the match was done for me. The 4th gen popped and they made it clear hooking wasn't going to happen so I went to admire the zombies (which are totally wonky btw ^^"))

    Thanks for reading!

    Killer main here

    You should always expect that everyone is going to play their best, even if winning by a lot, especially against a killer. Killers are more likely to do nice things when winning because there is a lot less chance of survivors coming back once some of them are dead. But a killer could be either running end game perks like NOED and blood warden or they could get a slug streak snowball to victory at any time if they get lucky.

    That being said, it does happen. I was playing like my 5th spirit game ever, so i wasn't good, THEN my headset died. Once that happened i struggled to get a hit, much less a hook. At the end, 3 survs left but one came back and waived me over to the hook so I could get a kill. Very kind lass

  • We stop tunnelling when you guys start 99ing gens and don't secure your objectives

  • I think it's a fair change, as a killer main. But it will hurt as im not great with spirit most days

  • @Qikin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2339959#Comment_2339959

    I can see that you're trying to provoke me, but I suggest you to stop.

    You also misunterstood why ultrawide monitor users have a problem with the game. Right now, by default, 21:9 gameplay cuts more than 30% of vertical screen, making it zoomed in and nearly unplayable. With no in-game options to change resolution (which is the basic feature of any video game), you can now guess why so many people have a problem with that.

    I mean, that last one wasn't trying to provoke you, just being honest with that one. #1stWorldProblems , ya know?

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2336249#Comment_2336249

    8 games in a row is not bad luck. It’s killer players being intentionally mean in order to get surviors to stop playing

    I forgot that we all had the meeting to decide that. Was it at the same time survivors decided that DS,UB,DH,PTS,BNPs and haddonfield offerings were what you guys were doing "just to be mean"?

    Dude, some killers suck and play a bit scummy to make up for it. He got unlucky. This whole "all killers are mean, booohooo" BS is so old and tired

  • I'm not sure if you're unaware of the double entendre, or if you're leaning really hard into the joke lol

  • Don't buy such a boujee monitor lol

  • People just don't know how to play him right and want to secure a kill

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332286#Comment_2332286

    Killer hits survivor with Sloppy Butcher -> survivor receives the hemorrhage and mangled status effect = Screen Freezes for the survivor

    Why should such a simple interaction cause a huge FPS drop?

    And i don't see what kind of interactions should be that complicated to justify FPS drops.

    Just look at this clip

    https://youtu.be/jm9aTc8Ba64

    Just a Prove Thyself icon popping uo on my screen caused a freeze.

    Its a lot. I made a list of like 30 things the game checks for when the killer hits someone and then I hit the "new discussion" button. I'm not saying its not fixable, but they have to find out which of the probably 50+ on-hit checks it makes is the one interacting with the sloppy butcher to cause the bug. Just understand there's a lot of nooks and crannies they have to go through while management is like "WHERES THE NEW CONTENT?!"

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2331446#Comment_2331446

    DbD itself is 5 years old aswell.

    Optimizing or at least fixing common Fps drop triggers shouldn't be too hard

    In comparison,games like Overwatch have WAY mire action going on but without ANY performance issues at all

    More partical effects and projectiles to track, but there's actually a lot less unique interactions than DBD. Just think about the loadouts. Overwatch has set skills for every character, so there's no variance to their programming in play. There are hundreds of perks, offerings, items, add ons and powers in DBD and they all have to interact with each other in so many more combinations than overreach could imagine.

  • @Aquamarine said:

    Do you realise how few bp and emblem points survivors get if you ignore them and try to kill everyone on their first hooks at egc? You had a plan, sure, and that was trying to make a miserable game for your opponents. Cant really complain about flashbang at that point

    But it does also make it a super fast game, so they get it over quickly at least

  • When I saw there was a dev comment, I was hoping for a sassy one like "we ain't gonna do it!" But this was funny too lol

  • I'm imagining a killer that works kinda like that indie game "in silence". Anybody?

    https://youtu.be/KXuC9IrJvHA

  • @Seraphor said:

    I want another killer than has some form of teleport, perhaps between lockers or other unique fixed landmarks (like jigsaw boxes and alarm clocks are killer unique landmarks)

    Candyman could fit that archetype, could be mirrors that are activated if a survivor walks to close to them.

    I like that, or maybe all lockers are turned to wardrobes with mirrors on the front of them, and survivors get highlighted by killer instinct and you can teleport to that locker if they walk in front of them

  • @SMitchell8 said:

    There are only 2 trap based killers, so perhaps that could be an area to start/look at. Saying that, future trap based killers don't need to have similar traps to trapper and hag, so we could do with something a little unique. One idea I have is for a web typed killer that can leave web traps in rooms to make survivors ultra slow when moving through affected rooms. Gens could be covered in webs which could slow down progression or require clearing before repairing them, handy for anti gen tapping too. Webs could be used to cover vaults which would slow survivors down and the killer can wrap survivors with web for alternative to slugging. Lots of variations

    3 trap based killers. Freddy, trapper, and hag. I guess some people wouldn't count Freddy?

  • @Pilot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2309395#Comment_2309395

    Wall climb would make some really really glitchy interactions & perhaps would make some maps & loops obsolete. We already have Nurse when it comes to ignoring basic game mechanics.

    Well, its only as glitchy as they make it, which would probably be pretty glitchy. But that doesn't mean I can't dream. Its actually easier to program than wall blinks because you don't have to mess with collision, especially if you made wall climbs on a track, like in left 4 dead 2.

    And i doubt wall climbs would be broken because, while it shuts down some loops a little bit, it wouldn't for all loops, and that's less shut down than some other killers.

  • I would love to see more unique killer powers. Interesting map traversal like wall climbs or portals that both survivors and killers use. I'd also like more AOE status effect killers, like something that can link survivors together when hit with it, or things that down them if they don't go regress a gen, or something like that

  • Otzdarvas video supports this theory

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2300093#Comment_2300093

    And there it is... the same old "entitlement" argument being thrown at me for leaving feedback about a killer based on my experience with them. I didn't say I deserved to save them no matter what and neither did I feel entitled to win. The killer's power strongly discourages me from even wanting to attempt a save in that situation. When a "why bother" feeling comes across in a match that to me is a sign that the killer has too much of an advantage over me. I simply think the cannibal needs a rework. He can be redesigned to make him have a more interesting ability other than press button and W towards survivor to down them.

    As far as your "every power takes 1 button to use" argument goes... theirs don't instant down you like cannibal's does in most situations. They offer more mechanics that don't involve simply instant downing survivors. Nemesis for example builds up his power to make his tentacle do more than just infect you. All of the other powers seem way more balanced than an instant down. Please realize how devastating an instant down ability is for survivors. We only get 2 hooks to stay in the game. If that happens in half or less of the time it normally would against any other killer then the match will end a lot faster and be much more frustrating to play.

    I mean, your opinion based on anecdotal evidence doesn't make you "entitled proof". I think the biggest problem you're having is that you want his power to become essentially useless. He just needs a SLIIIIGHT tweak, as I mentioned in my previous comment

  • So, your complaint about exit gates is invalid, there's no reason to complain that you didn't make the gate in time.

    However, one thing you said does ring true: cannibal is too punishing of altruism. Being able to potentially mow through 4 healthy survivors when they're trying to get a single unhook is way powerful, and all they have to do is combine that with hook camping and/or insidious and its a guaranteed win for killer, unless body rescues all game and focuses on gens.

    All he really needs is the Insta-down removed from his chainsaw if within 16 meters of a hook, which persists for 10 seconds if he is within that range when the person is unhooked

  • I can't stress enough how important gen info perks are unless you're a god at this game.

    Tinkerer and discordance are the prime meat, but you can run thrilling tremors or even something as bad as meathead. IMHO you gotta have one unless you're a math wizard with constant survivor awareness.

    If you know which gen to contest, its not so problematic to drop a chase for what is likely an easy hit.

  • @[Deleted User] said:

    The only problem with pallet looping is that the huge hitbox killers have is a disadvantage in general because killers who are supposed to be 10 or 15% faster are artificially slower due to the fact they can't take turns as well as survivors can. I don't think a perk could mitigate that. In fact I don't even think it's a problem that needs to be fixed ASAP, you shouldn't be getting looped 4~6 times in a single pallet.

    Console?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2280356#Comment_2280356

    Yes, in that once the bomb goes off, you lose the ability to plant more bombs on gens and need to do 66% gen progress again to re-activate the perk and re-gain that ability.

    Ohhh. Not super clear from the description. It uses that same phrasing for DS, and for that perk it means "once you use it you can't do it again"

  • @terumisan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2279619#Comment_2279619

    Blast mine only needs 66% gen completion flash grenade is 50% completion

    Blast mine says it deactivated after successfully procing

  • @terumisan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2279619#Comment_2279619

    Blast mine only needs 66% gen completion flash grenade is 50% completion

    I could swear one of them deactivated upon use...

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