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Khelendrose2020

Khelendrose2020

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Khelendrose2020
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  • The first to boop the snoot wins a free escape, as long as they don't start body blocking/sabo, etc.

  • Blame hss design. He needs T2 asap, but requires 3 hits using his power. The hit box on the tentacle is small and easily dodged.

    In short, his design is horrible and equates to little pressure. Some players counter this by tunneling the first survivor out asap. Now you have pressure.

    He needs a rework. The T Virus should have more of an impact so it is worth the 3 hits.

  • I love the Feng hate here. It is funny how people's experiences shape their view. Personally, it is Claudette and Nea mains I can't stand.

    Claudette mains hide in every corner and play for hatch.

    Every Nea main thinks they are N00b3, except they can't run the killer for more than 30 seconds. They don't do gens, they run out to find the killer. Click their flashlight, drop a pallet. Teabag and start to self-care, get mind-gamed and DC. Every time!!!!! I almost want to leave lobby when I see a Nea with a cocktail cosmetic with bright colors and a flashlight.

  • I don't listen to music when playing killer. Need to hear everything in game.

    If I did, my Trapper would get: Die MF Die by Dope.

    Actually, I'd play that for all but Doc. He'd get: I Don't Give a F*** by Dope.

  • Lucky Break is a great perk, if you use it right. It relies on you breaking LoS from the killer. Weaving through walls, trees, etc.

    I see many people try to hide nearby and get caught, foiling their own perk.

  • Wesker, not even close. I really wanted to like Nemesis. I poured a ton of BP into him. His power is very underwhelming, and though his zombies can create some great meme moments, they are near useless. Wesker infects you while injuring you. Cuts chases short, as opposed to making them last longer thanks to a free hit w/o injury, and he has a power that literally gets you over common barriers in chases.

    Wesker is the clear winner here. Let's hope Nemesis gets some tweaks in the near future.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153883#Comment_3153883

    Exact queue times vary apparently by region/time/day/mmr rating (at least thats what i understood from a dev statement). But as a rule of thump, prime time = long survivor queues. At least before the patch.

    Agreed. I don't think the patch caused that much of a swing in population of survivors. I do think it brought back a lot of killers who either quit or switched to survivor.

    If anything, it seems more balan ed than it has been in a long time.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153539#Comment_3153539

    Killers have now the same queues survivors had before the patch that buffed killers. Aren´t you happy that survivor finally has some instant lobbies instead of queues?

    @Junylar said:

    After 6.1.0 killer games turned out to be ez 4k's (unless you are playing against SWFs, that is), so everyone wants that piece of ez4k cake, therefore the killer queue is overpopulated any time of the day.

    Very inaccurate. Pre 6.1 survivor que times were upwards of 15 minutes. My wife and I would wait 20 minutes for a match as a 2 man SWF. The absolute worse que times I see as a killer now is approximately 5 minutes around noon, which is always slow. After 4pm it is less than a 2 minute wait time.

    I think your region has more to do with any changes than anything else. I never run into the same group of survivors in a night. I rarely run into the same killer in a night. Pre 6.1 we'd get the same 3-4 killers all night.

  • Mine has been less than a minute most of the night. Had a couple close to 2 minutes.

    Regional?

  • @RatbasterdJr said:

    I love lobbies like this. Especially 4x beam boys. I just throw franklins on and watch them panic. They usually completely throw the game trying to pick up their precious beamers. Then I get called bad for anticipating their last second character switches and running a “noob perk”. I love it xD

    This right here. My wife was watching me play the other night and pointed out the 4 beamers. "This one of the groups you hate playing vs?" Nope. Loaded up Franklin's and said, "Watch, they will throw this whole match just trying to pick up their flashlights."

    Easy 4k. They cried fowl at the end. "Losers run Franklin's ".

    I responded, "Seems you are wrong. I won."

  • Slig matches are not easy to pull off for most killers. There are too many ways to counter it. To make it even harder, remove the broken symbol from anyone running No Mither.

    I think the OP has a solid idea here. Killers need incentives to spread the damage out. Pressuring gens is not the answer at high MMR. Many young killer mains learn the effectiveness of tunneling the first survivor out from watch streamers. They see how well it can work and copy it.

    The biggest problem for killers is gen speeds and map size. Address those, make it harder to tunnel and camp and you now have something.

    As a Trapper main, map size is often the first thing against me. SWF is the second. Being able to call out every trap and move I make turns me into pure M1 with a movement disability. Add gen speeds in and I might as well be the prey in most matches.

    Another anti camping idea: hooks should move to a random location like cages do when someone is on it. The killer should not see where.

  • As I just mentioned in a previous post, I've been playing solo que for the past few weeks. The problem is nothing different than it ever was, except now that killers can end chases a little bit faster, the problem is exacerbated.

    1. Killers recover from breaking pallets and swings faster than before, making chases shorter on average.
    2. This exacerbates the largest solo que problem out there, a lack of understanding on how to win without an SWF. I know if I'm going to win a solo que match by the end of the first chase. If I am in the chase and no gens pop and everyone is hiding when I get downed, we are going to lose 90% of the time. If a gen pops before the first hook and/or I am downed in that first chase and I see everyone on a gen, we are going to win 90% of the time.

    As both killer and survivor I can tell when a solo que team is doomed. If they are hiding and afraid to get on that gen and stay on it, the killer will win. If they are gutting out a gen and willing to stick it to the point of being downed, they will often win. Nothing is a bigger tell to me as killer that I'm trouble with a solo team than when gens fly, and they are not trying to hide when I come around. Nothing tells me I'm going to lose as a survivor in solo que than when I'm downed and survivors on the other side of the map are hiding instead of doing gens. We are toast.

    Honestly, survivor effort and focus are a bigger sign of whether survivors will win than the skill of the killer. Loop halfway decent but punch out gens at all costs and you will likely get 3+ escapes. Loop well but fear getting on a gen and you are looking at 3+ deaths.

  • The number one thing I see concerning solo que games as either killer or survivor is a lack of willingness to take a risk. Solo que groups need to realize that the gens are the priority. Work the gens until you can't work them, then run. So many times, I see them get hesitant and stay hidden much longer than they need to be. When you get a solo que team of players that understand this, you win more than you don't. I played for the past few weeks as solo que survivor and lost almost every game where my other teammates tried to hide and avoid unnecessary risk. Every game where gens were popping while I was looping (I'm not a great looper - I can usually last just over a minute or so) was a win, usually 4 escapes.

    I've played killer and survivor for years. The number one killer of a team is not usually the killer themselves, but the survivors not having the guts to get on the gen and focus on it. The second they hear a heartbeat, they run. That is a loss every time. I don't have an SWF. If I'm on a gen and hear a heartbeat, I usually have taken notice if another survivor just got injured or the obsession is in chase. This means I can stay on the gen. If the heartbeat picks up, I may start to separate from the gen a bit and get ready to run. If it becomes clear he's not in chase, I start working towards distance. The minute I'm not in chase anymore, I hit gens. If I hear other gens roaring away, I avoid running the killer towards it. I don't want him to hear it even. If I go down, so be it. Maybe that gen pops while I'm being hooked.

    Solo que issues is less about killer power and more about a total lack of understanding on how to win in DBD as survivor. The key to winning is being willing to stick that gen until it's done sometimes. Instead, I often see people hiding in bushes when I'm downed. Even though they are on the other side of the map. Total waste of time.

  • @himheart said:

    Much love to the people who create the rift! You are awesome!

    Thank you for super creative challenges like "Cleanse 20 totems" or "Commune with 15 glyphs", they are so entertaining to do! Please don't stop and next rift do it "50 totems", it would be much more fun! And let them be in a single trial!

    Thank you for the Suffer or Slaughter challenge, which is super easy to do as a survivor and never forces me to play as a killer, because it's so easy nowadays to escape from the trial in solo q. I'm doing this challenge for the whole evening not because killers 4k every match, but because it's so fun that I DC every time so I can do this challenge over and over again!

    https://us.v-cdn.net/6030815/uploads/UW8AUD6ECDWY/image.png

    And send best wishes to your colleagues, who developed MMR system, it works so well that despite the fact that I escaped 0 times from the trials today, it keeps giving me killers that 4k again and again, so I can actually git gud!

    Thank you DBD team!

    Your skill at sarcasm increased by 2!

  • @Pulsar said:

    Disagree.

    It's possible to win 95% of games by playing nice.

    Completely untrue. Never camp, never tunnel and don't run gen slowdown perks, which is also on the toxic list by survivors, and you will lose 95% of all matches. This is not even taking maps and killers into consideration. Don't forget, you can't play Nurse, Blight, Spirit, Artist or any other killer considered toxic or broken. Everyone basically has to play Trapper.

  • @Vampirox said:

    so crying about gens are far too far apart but not complaining about how most gens in most games are too close to each other, nice.

    next thing your going to tell me there is not enough dead zones.

    What are you talking about? The OP pointed out bad killer and survivor gen concepts. They literally said there was bad 3 gen setups.

    You should pull yourself away from the bias and join the conversation in a constructive manner. Too many people are way too biased and quick to attack before reading and comprehending.

  • @Taxman232 said:

    Camping the hook is (in my opinion) never a justifiable play style. It is sweaty and not enjoyable for the poor survivor you are face camping.

    Reassurance is a band aid on a larger problem. If they nerf this perk I hope that they make hook stages longer to match longer gen times and punish the killer for camping.

    I avoid camping and tunneling in most cases, but there are very valid times where each is useful.

    I recently camped 2 people out mid game. We were on Ironworks map. There were a total of 4 gens near the building. They needed 2 gens still. The one inside the building was 50%. I downed a survivor and hooked him inside the building. As I was backing away, another survivor went for the rescue in front of me. I literally took one step back and they ran up. I hit them and they went for it. I had 6 stacks of STBFL and downed them. Hooked them outside near another gen. I now have 4 gens and 2 people hooked in a spot where I can see each gen with a tight patrol.

    Explain to me why I should not camp these 2 out? They are on 2nd hook and the setup lends to me being able to protect 4 gens. I would be dumb to leave that. Yet you claim there is no reason to camp ever. Should I take their fun into consideration? Are they going to consider mine if they blast out 5 gens in record time? More like they will sit at the gates trying to mock me.

    No side has the high morale ground in this discussion.

  • @fulltonon said:

    Because it is, and it's actually just worse for survivors too.

    It's marginally better for killers and objectively worse for survivors.

    I'm not so sure about it being better for killers. With survivors you can just unlock the first tier and focus all BP on the one main you play. With killers, you ha e to unlock t3 on nearly every killer because nobody plays just one killer. Then you jave to sink further BP into each killer to get a collection of addons and offerings.

  • Name a top tier killer released since COVID busted onto the scene. Seriously, Blight is the last killer released that is considered top tier. Dredge is ok, but not top tier. Bird lady is annoying, but easy to beat.

    Nemesis is an absolute joke of a killer. His power is all but useless.

    Survivors have gotten Boons and several other good perks over the past 2 years. Heck, they are now getting an anti camping perk that is pretty good at its job.

    Take a breath and try to look at the bigger picture sometimes.

  • Keys are near useless. I think they should gain the ability to open chests faster without using charges. At least that adds a small bonus if you are running a Plunder build.

  • @dugman said:

    There actually already are carrots in the game not to facecamp

    • Generally speaking literal face camping is a suboptimal strategy, the better strategy is to more proactively find and chase and pressure other survivors while you have someone else hooked or slugged. That forces survivors into the position of having only one person at most on the generators at a time which significantly slows their progress and gives you that much more time to focus on getting three hooks on one or two specific targets to get into the 3v1 scenario with more time left on the gens when it happens.
    • Also note that there are three killer perks that further reward being 24 meters from a hook (Devour Hope, Make Your Choice and Monstrous Shrine). So killers who want an additional reward for not being near the hooked survivors can supplement their game with those.

    As much as I'd like to agree with you, this is not true.

    1. Even if the survivors do gens, the killer can easily camp the first hook out. If the survivors did not 100% focus on gens then there is a significant likelihood the killer gets a second survivor on the hook. From here it is a wide variety of events. If the survivors are very organized and lucky to find the NOED totem we all know will spawn, they might get 3 of them out. In the vast majority of cases, the 2nd hooked survivor lures at least one of the two remaining survivors in for the rescue. NOED gives the killer a third victim and the 4th flees.

    In most cases, especially vs solo que, the face camper gets 3k.

    Face camping is wildly optimal vs pressuring gens, especially considering the number of slow moving M1 killers who can't typically keep up with optimized SWF groups.

    Personally, I don't camp or tunnel. Not because of the BS Survivor Rulebook, but because I find it boring. Survivors are not going to play nice with their SWF groups and Meta builds, so why would I follow their rulebook? Luckily, I find camping to be boring and enjoy the challenge of chases and matches as a whole.

    But, my style of play is far from optimal, especially since I main Trapper.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126954#Comment_3126954

    MMR merely attempts to find you a balanced match. If it can't, you get whatever because we can't have long queue times.

    https://forum.deadbydaylight.com/en/discussion/comment/3126801#Comment_3126801

    This is blatantly false, as confirmed by MandyTalk in a previous thread. The game was always intended to have swf, and it is intended for them to be communicating. The feature simply wasn't ready at launch.

    https://forum.deadbydaylight.com/en/discussion/comment/3126996#Comment_3126996

    Absolutely not. As I said above, swf is an intended feature. It is also intended for them to be communicating. All this would accomplish is making swf players quit or lobby dodge until they got each other. Both of these would skyrocket queue times and do absolutely nothing to help solo queue.

    https://forum.deadbydaylight.com/en/discussion/comment/3126936#Comment_3126936

    Tournament players represent less than 1% of the player base. They have their own rules because of their skill level. Making swf play by a ruleset that only applies to swf is punishing them for playing with their friends.

    Out of all swfs, bully squads represent less than 1% and are few and far between.

    https://forum.deadbydaylight.com/en/discussion/comment/3126550#Comment_3126550

    Nurse needs to be reworked from the ground up. Nurse is an outdated killer that can never truly be considered balanced without absolutely gutting her.

    Instead, maps should be reduced in size, solo's buffed to close the gap between swf, the survivor role then nerfed as a whole and killers buffed accordingly based on those changes.

    If killers can get downs at a consistent pace, then all that communication you're all so worried about isn't going to matter. I don't recall who said this, but it's a statement that definitely rings true.

    I was here on release. There was no SWF. The devs even pushed back on initial requests for the ability to invite friends. It may be true the intended to eventually add it, but the game was balanced around solo play. That is a fact and one you can easily go back and see with early content creators.

    You can go away with your accusations of lies and falsehoods. You need to take a chill pill and clear your head some.

  • No, SWF should not be nerfed. That said, it is too strong. For whatever reason, the game was originally designed for 4 survivors who can't communicate. There was no invite option. So, they need to balance the game around SWF play capabilities. Buff solo que survivors to have similar information and buff killers to compensate.

    That would mitigate the swf impact on killers, especially M1 killers.

  • Give me old Haddonfield any day. At least I could game some of the loops. Tgis new one is very frustrating.

  • No real sweaty pick. I play laid back.

    That said, if I'm really in the mood to goof off, I run Santa Clown with Franklin's. I then knock something out of your hand and dance around it while showering the area with bottles. (It was better before they changed the animation for reloading. You could spam the beginning of reload and it made his belly shake while it looked like he was dancing.)

  • Not sure where you are playing from, but my que times are less than 2 minutes on east coast NA.

  • @C3Tooth said:

    I main Trapper

    Yeah, I make that mistake regularly as well.

  • It always has been. The problem is, how do you change it without completely destroying the killer side of the game? Some situations call for camping. I had 4 gens very close to each other and 2 people hooked in the middle of those gens. No reason at all to leave that area. Strategically, it would be stupid to go across the map to pressure a gen away from my 4 gen area with traps.

    How do you stop camping without punishing a killer who is just making the right call at the right time? As much as I hate camping and tunneling, it is hard to argue against the advantages of them when it works. Calling for it to end is basically calling for killers to be forced to play nice. How will survivors then have to play nice?

  • You focus only on the negative while ignoring the fact there were several survivor perks buffed. Personally, I've been enjoying running all new perks and builds with survivor. Distortion stealth builds work much better than I imagined. I also survive 6 of 10 in solo because less people are trying to toy with the killer and either focus on gens for an escape, or hide and do stupid stuff for a 4k.

    As for que times, I still have less than a minute que time on killer in the evenings and less than 4 minutes during the day. Nearly the same as it was before the patch.

    The problem for survivor side is the patch made it so the old style of playing where you relied on pushing E while toying with the killer is gone. You don't have all that much leway for stupidity now. That will take some players a while to adjust to.

  • Especially since my grind seems either bo different or significantly worse......

  • Thana is now only useful on Plague and Legion. No other killer will be able to get enough use out of it to validate a perk slot.

  • It all depends on your teammates. If the team focuses on gens and tries to play efficiently, they can beat that combo. The problem I often see in solo que is teammates don't play anything close to efficiently.

    I see them hiding in lockers, hiding near the killer, but the killer is chasing someone else, or they are searching basement chest, even though they brought a purple flashlight.

    Yeah, the problem is player choices at that point.

  • A better solution is a perk for survivors that increases their gen repair speed for each currently hooked survivor and their stage as long as the killer is within x meters and not in chase.

    In short, the further along the hooked survivor is, the faster your gen speeds go if the killer is in x range and NOT involved in a chase.

    The coding would not be that hard it's a simple if, then scenario.

    Tgis would punish campers by increasing the gen repair speed while they camp. Can make it a compounding increase.

  • There is a conundrum when it comes to camping. I, personally, hate the idea of camping someone on a hook. It's boring and I know it's miserable for the player as well. But, there are time where camping makes the absolute most sense. If you jave 3 gens left and someone hooked in the middle of them while all are close enough to see/hear, then why would you leave the hook?

    If you have 2 people hooked with 3 to 4 gens right there, why would you not camp that spot? I don't know that we should force killers to be dumb, just to stop camping, but there has to be a better way to mitigate camping the 1st hooked person.

    Maybe a system that takes the game stage into consideration. If 4 to 5 gens are left, then the hook does like PH's cage and randomly goes to a location no less than 32 meters away and the killer can't see the aura. Once 2 gens are done, that ceases to happen.

    I don't know. I know being camped from the start completely sucks, especially in solo que, but th idea of forcing killers to make dumb decisions just to alleviate it makes no sense either.

    EDIT

    Maybe a perk that gives survivors a boost to gen repair speed if the killer is near a hooked survivor for x amount of time without being chase. Or one that boosts gen repair speed for each hooked survivor with slight boosts for the hooked survivor's stage. If the killer is camping then survivors get faster at gens as the hooked victim progresses.

  • Not sure I want to watch Eddie get face camped......

  • As killer it feels as if survivors are actually trying to avoid my attention instead of actively trying to harass me. It is like I'm dangerous or something.

    I do enjoy the diversity in survivor perks and playstyle now. It seems as if survivors have figured out many perks were buffed and they can play different ways instead of relying on hitting E.

    As survivor, I've noticed my teammates spend less time doing stupid stuff and trying to toy with the killer and more time focused on objectives. I am actually surviving more now than I did before.......not sure how that works, but it is.

  • I do see SB much more than usual, but it is predictable and does not cause too much trouble. Sometimes I jave to make a choice whether it's worth pursuing a sprinter heading towards an area with lots of protection and no gems, but that is the worst of it.

  • I'm not sold on this system either. I ha e all the perks already unlocked on my Trapper, Pig and Doc, but now I jave to get these other killers up to P1/P3 in case new killers come along that I want to play? Furthermore, I have to reset at lvl 50 and deal with 42 levels of crap addons just to get anything good?

    I went from level 1 to 48 before I saw a Pudding ot BPS. WTH?


    I've spent millions of BP and don't feel like I have anything to show for it.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096548#Comment_3096548

    Eh nemmy definitely has his upsides. Tier 2 can make him very strong at short loops or loops reliant on the pallet. Low walls he excels at and STBFL makes him an absolute monster at catching up. While they are pretty worthless at hitting survivors zombies give pretty good info. While his range isn't the best his attack is much faster than Pyramid Head who I would consider the closest killer to him.

    I only got Nemmy a few days ago but Ive been winning next to all my games with him despite not using a 4 slowdown build and except for a few rough SWFs and a red forest or two typically dont have many escapes and these are just my 2 cents on him.

    Wait til you face halfway decent survivors who know how to play the tentacle at loops. He's basically an M1 killer with half a power and 2 brain dead groupies at that point. I'd rather have Trapper, at least he can shut down a loop.....while they run away from it and someone else comes in behind you to disarm it.......sigh.

  • I'll meet your Deathslinger and raise you a Nemesis. Talk about a joke, I keep wanting to run him, then I do and remember why he's bottom tier. 3 hits to infect, wound and down. No real chase ability. Joke of a range ability. Too many antidotes. Too easy to dodge his tentacle. At least Deathslinger can shoot at short range, wounds even if he does not hit with melee, and has a few decent addons.

  • Fake news. I know I've been using a huge variety of perks with few slowdown perks at all. The new setup on both sides is wide open.

    I find myself using Nrutal Strength more than ever because it's nice to chew through pallets now.

    As survivor I've seen tons of new builds on both sides. The idea that all survivor perks were destroyed is laughable. OTR is immensely powerful; Distortion got a huge buff; Though WGLF lost BP, the endurance buff is sweet. There are lots of new combos that make for good builds now. The problem is too many people are stuck in an old mindset and don't have the creativity to break out.

  • As killer, I don't mind stealth games, and even appreciate the patience and planning. It is a mind game and forces me to not move predictably.

    Staelth as survivor can be strong with varied builds. I recently found I enjoyed Distortion, UE, DwM and IW as a build. Ran it for 10 matches with a box for 5 and kit for 5. Had better luck with the box escaping 4 of 5 while getting 2 of 5 with the kit. Still a 60% escape rate with zero exhaustion perks.

    I'm currently enjoying not having any perks I feel I HAVE to run as killer or survivor in order to compete.


    I don't know if it's too early, but I'm leaning towards saying congrats to the devs, this turned out better than I thought it would.

    Hopefully we see more of this as we go forward. I can't remember the last time I've enjoyed playing either side.

  • Why? With so many perks getting a buff, it has mad gameplay way more fun. I've been seeing stuff tgis week that I've never seen, or rarely because the meta of BT, DS, DH is no more. I've enjoyed running a wide variety of builds that cause me to play very different in each match. Ran a stealth gen build with Distirtion, SO, UE and DM using a nice box set and was able to avoid the killer nearly all game while knocking out 3 solo gens and escaping with 2 others in solo que. Was fun to use something different for once.

    Look, survivors are so used to bullying the killer and dictating the tempo of the match that they are now in shock to realize the killer is supposed to be feared and avoided. Get over losing the power role that was never supposed to be with survivors and engage in new play styles and have fun.

  • @Moxie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082850#Comment_3082850

    Yes so now its a guaranteed tunnel Kill off hook, regardless of anything. All this does is encourage more tunnelling.

    As I said, OTR needed a change for end game but disabling the entire perk is lazy.

    No such thing as tunneling or camping after the last gen is done. All bets are off and the killer has nothing left to do than ensure that kill.

  • I can tell you this, my reward for playing nice and not tunneling all game is to eat a DS in End Game and watch the survivor escape for free. Go for the unhooker? Get body blocked by the person with DS.

    Yeah, not exactly encouraging me to avoid tunneling. I got to where I would intentionally tunnel everyone once just to get potential DSs out of the way. It was miserable. I hated playing that way.

    OTR is a guaranteed escape in End Game. No such thing should exist, period.

  • Bye. Good luck.

    After years of feeling like I could not afford to make a single mistake or I'll be destroyed, I finally feel like a killer. Not a single survivor stopped to teabag. Not a single survivor ran around trying to get me to chase them. They all meant business and felt pressured to focus on gens. 5 SWF groups and not a single one had time to bully. Even the matches I lost felt competitive due to having them all on death hook and at least one kill.

    I've been both a killer and survivor main over the past 5 or so years and tgis is the first time in a looooooong time I felt the survivors were concerned over my Trapper.

    I played survivor for 10 matches and felt the pressure to get the job done and not fart around.

  • Not sure about it being bannable. You'd have to be able to prove they intentionally tried to avoid engaging in the game. If they were tapping hens, hitting boxes or totems, they are not holding the game hostage.

    Not that I condone it, but immersed playstyle is a legit style, just like camping and tunneling.

  • Been playing as a killer main since just before Clown released and was a survivor main before that. I've never had an issue with Botany Knowledge and even threw it into my healer build for when I do play survivor.

    Totally don't get this nerf. The perk is near pointless now.

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