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TheWarNung

TheWarNung

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TheWarNung
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  • Early pressure is key for survivors, so slamming the gens early on can lead to better results down the line.

    That said, there's nothing wrong with taking 12 seconds to cleanse a totem and get your perks activated early since they can ALSO give you value.

    Basically, as long as you're not wasting several minutes searching for totems you're doing just fine.

  • It's already been said, but it bears repeating: tbagging survivors are trying to tilt you. Don't let them. He probably brought a lot of chase perks or anti-tunnel perks to make things harder for you. If you don't tunnel vision on him, he doesn't get to use them. If he's following you around clicking at you then ignore him; it means he's not doing gens and being productive.

    The best time to get hits on him is once you've downed one of his teammates. Bait the pickup and he'll run out of cover to try and get the flashy save. Smack him and leave him. Don't commit to a chase with him until he gets frustrated enough to run somewhere unsafe where you can down him easily.

    Above all, maintain your composure and be nice to him in the post-game chat. He might also be polite, which will make you feel better. He might also be a salty ass, which is fun in its own way.

  • To be fair, before the big meta change last June Dead Hard had a pick rate of 75%, and other perks like BT and DS had incredibly high pick rates as well. I think the devs deserve a round of applause for all the sweeping meta changes they've done over the past year. Besides some missteps like MFT they've been working hard to balance out the perks. I think that at this point it's on us as a community to start using more non-meta perks (many of which have been buffed significantly).

    As a side note, WoO has been my favorite survivor perk ever since it's released, so I'm now in the uncomfortable position of wanting it to be nerfed a bit. I think they should bring back the cool down so that survivors can't just autopilot from one yellow aura to the next.

  • Iron Will is a perfectly good perk. Killers with good headsets can barely hear you even if you're playing one of the loudest survivors, and for killers playing with speakers you are pretty much mute.

    Old Iron Will was definitely too strong. It made injured survivors quieter than healthy survivors, which is silly. It let survivors get away with ridiculous plays. It needed a nerf.

  • Prestige doesn't mean much at this point. You might have been playing against a killer main with 1000s of hours of experience who simply didn't prestige that particular killer. In fact, if they have UW and other teachables unlocked the chances are that they're not a new player.

  • The way you're describing this perk being used is as a means for the killer to facecamp with no consequences. In this case, it's not the perk that's the problem, it's facecamping.

    The devs are working on an anti-camping mechanic that will be released "soon(tm)" and should help deal with this. You can also mitigate this by having the obsession trade hooks, which costs the killer 4 stonks and buys time for the team to do gens. If camping is a common problem you face you can also run anti-camping/tunneling perks to make this strategy less feasible.

    Otherwise, STBFL is just a good chase perk that primarily helps M1 killers and isn't OP at all. M1 killers don't need more nerfs.

  • Bro don't bogart. It's hook, hook, pass.

  • A few quick tips:

    1: My most important thing is to not let survivors see you while you're setting up your web. If a survivor sees you setting traps they'll sneak back and deactivate it.

    2: Rather than setting traps at loops (which you should still do while in chase), set them at routes between loops. This is where your survivor skills come into play, because if you know how survivors like to path you can set traps to catch them out in the open. I like to set my traps at the corners of tiles in high traffic areas to catch survivors moving from one part of the map to the next. Survivors usually expect you to trap pallets and windows and won't expect traps out in the open.

    3: If you don't know this already, if you trap a chokepoint like a doorway or window don't place your trap in the center. Place it off to the side because it causes survivors' cameras to swerve towards your trap, which can be very disorienting. Survivors hate when you do this, which is how you know it's effective.

    4: If you're playing on PC rebind your teleport key from Ctrl to an easier to reach key like E. If you're expecting a survivor to run into your trap, start spamming the button to teleport as early as possible.

  • @legion228 said:

    1. pig can do a mind game and use ambush to hit the survivor
    2. end game is a thing yeah but the game rewards you to be good enough to survive that long (if i know right killers have something like this too but not with movement speed)
    3. who even using made for this to be not killable for 10 seconds like srs 10 seconds its just like a hook dont hit them until 10 second pass
    4. how to make made for this worst perk ever:

    I don't mean to alarm anybody, but this guy defending MFT thinks that Pig has a viable anti-chase power.

  • Always say gg. There's too much toxicity in this game, and it's up to us as a community to be more positive.

    As a killer, having survivors be good sports and say 'gg' takes much of the sting out of a loss, especially compared to teams that send me to a garbage map, bring all the best perks and items, and then t-bag me at the exit gates. Even when I stomp a team, I'll say gg just to let them know that it wasn't personal and I wish them well.

    The term 'good sportmanship' is being thrown around a lot in this thread, so I'll make it even simpler: good sportsmanship means not being a dick. It's really just that simple.

    If you're frustrated over losses, the solution isn't to get mad at your opponent, it's to readjust your perspective so that you are having fun whether you win or lose.

  • @SchmittyKat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514539#Comment_3514539

    Sweetheart. Using styptic or syringe CONSUME the med kit. 🥴

    built to last requires the item to be COMPLETELY empty to refill.

    Botany has a 20 percent penalty to med kit healing and has for some time.

    NO ONE was getting FIVE heals from a med kit.

    now I’m going crazy though. Forever med kit PLUS resilience PLUS desperate measures on others is stupid fast. Inner healing for quick self resets.

    as killer I never whined about healing

    I'm talking about the meta before the medkit nerfs.

    Botany used to make medkit healing faster before the changes a year ago. Your point there is moot.

    Built to Last does require your item to be empty of charges, but it's absolutely trivial to use up your item and then jump into a locker. Your point there is moot.

    Insta-heals do consume the medkit, which is why people used 99% of their medkit charges and then popped the syringe. Your point there is moot.

    Inner healing requires 14 seconds to cleanse a totem, then 10 seconds in a locker to heal, for a minimum of 24 seconds per heal. Medkits used to take 16 seconds. Your point there is moot.

    All your arguments are moot, 'sweetheart'.

    5-heal medkits absolutely used to be a thing. I already explained how it worked in my post. But please, condescend to me more. You're really showing me up.

  • It's still day 1. Give people a chance to get used to him and they'll calm down.

    Never react to the day 1 hysterics.

  • There seems to be a specific subset of survivor mains out there who think that running Franklins or Lightborn is 'cringe', because it's totally unfair to them that the killer should have any sort of counterplay to the strong items that they run in every single match.

    I'm not trying to rag on all survivors or take sides in the pointless killer vs survivor war, this is just a specific group of people who feel a false sense of entitlement. I still periodically get survivor teams who quick-switch to flashlights in the lobby just so I don't have the chance to equip Franklins or Lightborn (not that I would bother).

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524336#Comment_3524336

    How is noed a "Good perk", if the killer plays well noed will be a dead slot, on the other hand if you do happen to reach end game, its effects at most are usable for 30 seconds.

    Only way it would be a "good perk" is if it was basekit, that way survivors would have to choose between wasting time doing totems or risk dealing with a potential 1 hit down in the end game.

    The only reason Noed is used at "comp level" is because when DBD is played optimally by both sides, the game heavily favours survivors and you're almost guarantee to make it to end game.

    This current survivor meta is so god awful that kill averages are now at 50ish% according to nightlight stats.

    "If killers play well NOED will be a dead slot."

    This is true against normal teams but against top tier players it's flagrantly false, hence why NOED is a go-to choice in comp tournaments.

    As someone who plays both sides I must say that I'm an extremely average survivor and an extremely good killer. As such, I'm constantly playing against coordinated SWFs. Against those teams even when you're dominating you'll almost always lose all the gens.

    I never run NOED myself, because I always try to play chill and base my builds around playing against chill teams, but at my MMR (whatever it is), I can't fault killers for running NOED.

  • They're made up.

    Hopefully they never add the Boon: Healing Hands or whatever it's called. That would be gross.

    5% Haste after taking 3 hits inside the boon and the UNLIMITED ENDURANCE HITS in the boon after 6 stacks. And cleansing the boon does nothing. I had actual heart palpitations just reading that nonsense.

  • I still do dailies. They encourage you to change things up so you're not playing the same perks/characters forever.

    Sure the rewards could be higher, then anything that shakes players out of the boring meta is good.

    And if you're upset that you're only getting killer challenges... Maybe try playing killer once and a while? Playing killer is still fun and you might even learn a thing or two about the killer you're playing.

  • I'm gonna be the first to throw my man Doctor up on this list because it's genuinely tilting to shock a survivor at a pallet/vault and then have them vault a full HALF SECOND LATER. Doc might as well not have a power especially against MFT.

  • @Aven_Fallen said:

    "Anything that adds something to do for survivors other than holding M1 on generators might make it so M1 killers don't feel the need to run 4 regression perks every game."

    They would still run 4 Regression-Perks each game and because Survivors have to cleanse 5 Totems on top of doing 5 Gens, they wont even reach Endgame.

    Bro (or sis), imagine not being able to hold the gens with 4 regression perks and then being mad because you don't get free insta-downs. How is that even fair?

    That said I did just get whalloped as Pig running 3 scream perks (Infectious, Thwack, and Face The Darkness against a team running 3 Calm Spirits who played terribly but still took time out of their busy schedules to t-bag me at the exit gates. What do I know, apparently?

  • Pentimento is an Artist perk. She's not licensed, so if you're not willing to pay for her you can still unlock her with shards.

    I'm actually not mad at my team. They played super well under the circumstances and got 2 out. The only mistake they made was leaving me to die on first hook EVEN THOUGH I HAD KINDRED AND THEY COULD'VE COORDINATED.

    ....ahem. Glad I got that out, but I'm actually still pleased with how the match went.

    I'm looking at my Piggy builds now. I've been experimenting with the add-on combo Interlocking Razor and Razor Wires, which makes skill checks harder while searching boxes, causes healthy survivors to become injured when they miss a skill check, and causes injured survivors to enter Deep Wounds when they miss a skill check. It's a hoot, and I get value from it most matches. Of course, you can always run the Tampered Timer/Crate of Gears combo, which is super sweaty but effective.

    I've been trying to pair this with "screaming" perks like Infectious, Thwack, and Face The Darkness to interrupt survivors doing boxes and force skill check misses. It's admittedly been not very effective but making survivors constantly scream entertains me, so there's that.

    Beyond that go for traditional M1 killer perks. Sloppy is amazing. Corrupt is amazing. STBFL is a bit overrated on Pig but you can make it work for you. Jolt is great when it's great. Experiment and you'll figure out what's right for you.

  • Gimme a moment to look at my current builds. I'm currently spectating a match where I died on first hook. Brutal.

    One combo I like on many killers, and Pig especially, is the ole' Plaything/Pentimento wombo combo. Top tier teams aren't fazed by it, but top tier teams aren't phased by anything that Pig does. Against everyone else it doubles down on your passive slowdown, which is great.

  • Her Ambush ability is trash, so don't even try to use it unless a survivor is trapped at a dropped pallet. A better use for it is to crouch at loops and then immediately stand up again. Survivors will almost always expect you to ambush and will typically pre-run to the next loop.

    Never chase a survivor with an active trap. Pig has the best passive slowdown in the game. Make use of it.

    Pig, like most killers, is weakest in the early game. Perks like Corrupt Intervention are a Godsend.

    As a Pig main, you are legally required to uphold the Law of Booping. If a survivor Boops your Snoot, you must let them live (1 boop per match is all that the Law requires).

  • If you're a killer struggling against stealthy killers then run aura-reading perks. Nowhere to Hide is a particularly good one for this, because it literally leaves the survivors with... nowhere to hide.

    If you're a solo-Q survivor whose teammates are stealthing rather than doing gens... then it sucks to be you. Stealth isn't typically a winning strategy in the current meta due to the number of detection perks/add-ons/abilities that the killers have. Plus survivors who focus on stealth tend to be weaker loopers and focus less on gens.

  • Dealing with Make Your Choice is not that hard. It requires the killer to be 40 meters away and it also gives you a notification.

    DON'T try to hide. Killers running insta-down perks also love to run aura reading perks/add-ons. Run to a safe loop and THEN try to hide. If you can wait out the exposed effect then aces. If you can't then feed them pallets until it runs out.

    Even if you end up getting insta-downed with 10 seconds left you've still bought time for your team, which is a good thing.

  • If you want a true unpopular opinion, then I enjoy playing Legion. Call him a mending simulator all you want. Plenty of killers have passive slowdown, but survivors don't complain about any of them except my boy/girl Leg. Legion is still an M1 killer at heart.

  • No reasonable killer main cares which survivor you're playing. Aside from perks they're literally all identical.

    Heck, with the number of cosmetics in play these days I can't even tell which survivor I'm versing.

  • Imagine working on a game 40 hours a week or more and then being expected to play it in your off time. Would you sign up for that?

    Honestly though, give BHVR a break. The game isn't perfectly balanced, but that is an impossible task to begin with, and is made infinitely more difficult with the constant new content releases. BHVR by no means has a perfect track record, but keep in mind the number of massive meta-sweeping changes they've delivered just over the past year and show some respect.

    I've been playing this game since 2016 and, minor gripes aside, it's in the best state ever.

    The game is in a constant state of improvement. Tell BHVR about your current problems and wait for things to get (even) better

  • Abattoir used to be a leeetle bit strong for survivors, so overall the change has been for the better... I think? I haven't played on it much either. So many maps these days.

    FYI I hope you never had to play on Abattoir before the Realm Reborn rework a few years ago. It used to have a God Window that could spawn in main that was completely miserable for killers to deal with.

  • Correct me if I'm wrong but I believe Gas Heaven was the only Autohaven map to be reworked since the Realm Reborn.

  • Ghostie boy is a pretty fun starter killer, and he's pretty strong once you get good at him. You can also use his shroud to get rid of his stain if you don't know any red glow mindgames.

    My number 1 most important lesson for 'newer' players is to remember it's a game and you're here to have fun. If you go into a match aware that you might playing against a very strong team and have little chance at winning, you can focus more on chases and trying out some mindgames/testing the killer's power. It takes away a lot of the frustration, and most high level survivors just want to get chased anyways so they likely won't mind.

  • I honestly find it really funny.

    Every time a hooked survivor screams for 15 minutes at a time I turn to face them and say to myself, "Calm down, it's not that big a deal."

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516685#Comment_3516685

    (which is the only thing he needs)

    which is what everyone said about billy before it happened...

    The Billy nerfs went way beyond nerfing his best add-ons. They dug a hole and buried him.

    I hate to parrot the crowd here but Blight is only oppressive when he brings strong add-ons.

    Sure he has high-level techniques like hug techs but that requires a high level of skill so I'm pretty comfortable saying that they're acceptable in normal play.

    The real issue is that Blight is massively boosted by his good add-ons, and he is So. Spoiled. For. Choice. when it comes to good add-ons.

    Other killers like Pig, Nemo, and Bubba (to an extent) have such garbage add-ons that it feels super unfair that a killer with much better base abilities has so many more options. I feel the same way about Spirit: she's already a top-tier killer and yet she also has some of the best add-ons in the game.

    The best killers should have the worst add-ons, and vice-versa. Buff Nemo.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516102#Comment_3516102

    how do you know? was it said somewhere that hatch is neutral on mmr?

    Yeah. iirc it was originally discovered by data miners but then later confirmed by the devs.

    It's on the DBD wiki though, and as we all know wikis are never wrong.

  • @TWiXT said:

    I used to do this, but then MMR came out, and I stopped.

    The reason why is simple:

    If the survivor wasn't good enough to best me, and if I'm simply decent at killer, not good or the best, then giving them a win will mean that I've just artificially raised their MMR rating, which will put them up against killers who actually ARE good or the Best, and they'll end up having to suffer playing against that for a few games.

    DbD is a multiplayer school of Hard Knocks. By showing any clearly outclassed survivors "Mercy" or "Pity" and handing them a win, you're ensuring that they'll go up against much more difficult opponents, and thus your "Act of Kindness" will inevitably result in more suffering for them down the line. I don't want Survivors quitting the game because they they get frustrated from being constantly outclassed, so for my part, I draw the line at me. If they beat me, then they're ready to take on some bigger fish in this pond, if not then I did them a favor by keeping them at my/their level where they're challenged but not getting entirely steamrolled every match.

    This is all still assuming that the MMR actually does anything, but tbh... Better safe than sorry, right?

    Actually giving hatch neither raises the survivor's MMR nor lowers yours. The game treats a hatch escape as a zero-sum game. Neither the survivor or killer's MMR is affected.

    While on the subject, we need to stop acting like showing survivors mercy is setting them up for suffering in the future. If the MMR system is working correctly (and who knows, really?) and a survivor's MMR outpaces their skill level, they'll just lose some matches and their MMR will come back down to the appropriate level. No big deal. Let's not pretend that murdering survivors is a favor we're doing for them.

  • @FreddyVoorhees said:

    I am sending Nemmy a package. Start praying.

    https://us.v-cdn.net/6030815/uploads/YOEIQSIG7O5D/resident-evil-3-remake-nemesis-rocket-launcher-boss-fight-nemesis-encounter-4-re3-remake-2020.gif

    Honestly though ... this item would be a single use rocket launcher. You could dodge it ... blast radius of 6m would down anyone if it hits a wall. Only one crate on the map.

    Also the flamethrower. Small fuel tank so it would be close range but slower walking speed.

    All of these would work.

    Could be a fun idea for an event.

    Give the only 3 remaining Twins mains an AK-47 and watch them have their greatest moment of catharsis.

  • I think it's funny that I can always tell when someone is running Windows because they just autopilot from yellow aura to yellow aura.

    A better fix to Windows though would be to bring back the cooldown. The auras disappear for 20s any time you drop a pallet or vault. That way you still get the benefits of the perk but you have to use some skill by remembering where the pallets are and planning a route to use them well.

  • I don't know what that green goo goblin is, but if I saw him coming at me I wouldn't run, I would twist him into a pretzel. Or maybe just wipe him away with an absorbent towel.

    If you want to see a killer who would truly fit into this game's aesthetic, look no farther than this monstrosity:

    image.png


    Imagine running into HIM in a dark alley.

    Okay now stop imagining it and go change your pants.

  • Did you actually see your teammate get tunneled? Because I've been accused of tunneling many many many times in situations where I either wasn't tunneling to begin with or literally had no other option.

    I get plenty of occasions where somebody gets the saves and then immediately ghosts into a bush and leaves their teammate injured and undefended. What am I supposed to do? Spend several minutes searching hiding spots or take the easy down?

    There's also the survivors who try to body block off the hook with Endurance. I don't mind survivors trying to use endurance to tank a hit, but if you full on block me from chasing your healthy teammate I'm just gonna wait out your endurance and hook you again.

    Plus there's also the possibility that your teammate who got tunneled was just a potato and ran straight into the killer. It's shocking how often my solo-Q teammates do that.

    Or maybe the killer did tunnel. So what? You basically said in you OP that people should prioritize fun over winning, so find ways to have fun even if the killer gets an early kill.

  • Yeah! Why would we want the devs to take us to new and interesting places?! I'd much rather they just reiterate the same places we've already been over and over again! Forever!

    I think a much better suggestion is just to get rid of map offerings, or simplify them into indoor map offerings vs outdoor map offerings.

  • Nah, trying to Kobe provides and extra bit of luck-based excitement. It's also useful for making the endgame shorter by letting survivors die fast to give their teammate a chance at hatch.

    Plus, as a killer main I get SOOOOO upset when people kill themselves on hook against my no slowdown M1 killer 😜. Having a nice, easy 3v1 where I can take longer chases and relax a bit is pure agony. It just feels so punishing when survivors decide that my Doctor or Nemo is too OP to even bother playing against.

  • Boil Over is a gawdawful perk that needs to be nerfed into oblivion, and I frequently compare it to the survivor version of NOED (bear with me on this one).

    Both perks can occasionally give you massive, potentially game-breaking value simply because you can't do your only job. For killers it's obviously holding the gens, and we've all seen plenty of killers who win matches by camping and tunneling then sweeping up with NOED. With survivors who can't loop the killer well they just run to inopportune places on the map where the killer can't hook them because of horsey perk.

    Also hot take: Billy is the worst killer in the game. His power is mostly useless but it's so enticing to get those sweet chainsaws that Billy players keep trying to do it even when M1 hits would be way easier.

  • One especially funny thing I've done over the past 6 years is that if I find the last survivor trying to open the exit gate I'll play a little game of chicken with them.

    I'll very slowly inch towards them while they try to open the gate. If they constantly freak out and run from the exit gate switch they'll die to the EGC. If they hold their nerve and continue holding the switch even as I inch into grab range they get to escape.

    It's one of those things that just always makes me laugh. 95% of survivors hold their nerve and escape, but for some reason when a survivor chickens out and dies from fear to the EGC it's just SO FUNNY.

  • As a fellow killer main I give hatch/gate quite often, usually when I play against teams that are either fun or not at the skill level I'm expecting. When going against skilled/sweaty teams I'm much less likely to give hatch, because I feel the 4k has been 'earned'.

    That said, when playing survivor I've learned to almost never expect the killer to give hatch. You are entitled to nothing while playing this game, and if the killer decides they want to 4k, you have no right to complain about it.

  • @mustdogen said:

    TBH

    I think it's even harder than flash light save,and instead of one item slot it took you two perk slots to achieve it.

    So yeah... I think it is okay?

    I respect your opinion if you're approaching this from a solo-Q standpoint.

    BUT... the major issue is with SWFs running this. I frequently see duos where the injured survivor is body-blocking for the healthy survivor, because they know if they get downed they get picked right back up again with Endurance, whereas if the healthy survivor gets injured, their disgusting double-endurance combo gets thrown right out the window.


  • @camping_site said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514569#Comment_3514569

    Well, it is quite clear what devs intentions were. But unlike you every other killer plays "efficiently". Devs must also look into real outcomes not what should theoretically happen. If there were stats for each MMR which said kill rates are 60% I would agree with you and accept my failure.

    Beratna, I can only agree with you on that. The devs have a checkered history in balancing this game, but they've admittedly put in a lot of hours into making it work. My real worry is that the problem lies with the community, with SWF deathsquads and killers who rejoice in camping and tunneling. It's up to us to be the change we want to see. The most important message I try to spread here in these forums is to maintain positivity.

    Also, bonus points if you got the beratna reference. And if the devs ever release a Beratnah Gas chapter I will literally sell them my immortal soul. No joke.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514515#Comment_3514515

    Med kits were overnerfed. They barely used anymore no need to make items completely useless. There should be difference between grey and purple med kits.

    My friend, as a killer I still see medkits more than any other item. By a wide margin.

    After the medkit nerfs I do see a lot more flashlights than previously, but that's also because flashies have been buffed. In my (admittedly anecdotal) experience, medkits are still by far the most popular item.

  • @camping_site said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514515#Comment_3514515

    I think you missed the point of my post. And soloQ is not at the blame but current state of the game.

    Respectfully, I'm pretty sure I got the point of your post. You're upset that self-healing has been nerfed, but in all honestly the aim of the devs in general is that self-healing should be extremely limited (or, in the case of Self-Care, extremely slow).

    You're supposed to find teammates to heal you, which is why they do it so much faster, especially with perks like We'll Make It and Desperate Measures and Boon: CoH (and technically Autodidact LOL).

    Speaking as someone who plays both sides, self-healing is not a good thing for the game. I understand that there are a lot of killers out there who play scummy, and being able to self-care against them would be righteously advantageous. But there are also a lot of killers like me out there who play chill and fair. Letting top-tier teams constantly heal themselves while their teammates do gens against the likes of me is equally unfair.

    Thus, I respectfully disagree with you, my good sir or madam.

  • @rvzrvzrvz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514515#Comment_3514515

    medkits are weak I dodge lobbies with 4 toolboxes not medkits, injured meta exist for a reason it's a chore to heal now, sloppy butcher is top 2 most popular killer perk because it's broken, OP is right healing for solos is a joke I just equip resilience and go rush gens, way better

    I'm in partial agreement with you here. 4 man toolbox squads are its own particular brand of agony. But I think in general medkits are still the stronger item (especially after the toolbox nerfs from.... I think 3 years ago).

    The thing about toolboxes is that they shave time off of gens, but as killer you almost always have a chance to come back and snowball a win. Medkits (especially with busted add-ons) make survivors much more independent and take away your chance to snowball.

    I respect you opinion though. 4 man toolbox squads are harsh. I went against a 3-man BNP bully squad earlier tonight, and it was my absolute pleasure to annihilate them.

  • @Jangles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514515#Comment_3514515

    Which medkit let you get 64 charges with one addon and a syringe?

    I'm recalling this from memory, so forgive me for some lapses, but:

    Purple medkit had enough charges for two heals. Gel dressing gave you enough charges for a third heal. Syringe gave you an instant 4th heal, assuming you hit at least one great skill check.

    Bring either the perk streetwise and/or old Botany (and hit a few great skillchecks) and you had enough charges for a 5th heal.

    Bring Built to Last with a purple medkit with gel dressings and a syringe and you get 6 heals + an insta-heal.

    So yeah, there you go.

  • I haven't been excited for a chapter since Freddy released in 2017, but if they did a Supernatural chapter I would literally cream myself.

    VOICE ACTING FROM JENSEN AND JARED PLEASE!!!

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