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lifestylee

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  • I think 2 things could be useful to counter the slugging meta.

    1 Rework knockout. Its egregious vs solo queue survivor and not very useful vs swf on comms.

    2 Up the bleedout timer by atleast a minute or so, maybe even 2.

    But honestly maybe every perk that syerngizes heavily with slugging should get looked at a bit if it needs potential changes.

    Maybe buff some gen perks and/or some chase perks for killers to compensate.

    I think if this meta continues and expands it will be very unhealthy for solo queue survivor.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808867#Comment_3808867

    You may be confused on what predropping means. If you're stunning the killer with a pallet, it's not a pre-drop, though true pre-dropping certainly has its merits - especially at high level plays such as in tournies. Also, you seem to be under the impression that to proper loop, you stay indefinitely in one loop for the entire match. Quite the opposite, you're expected to move from loop to loop. You should give it a try, sometime.

    You can chain loops together yea, you dont have to stay at one loop the whole time but this is mostly just running from pallet to pallet dropping it or maybe looping it 1x. I dont think most of these were stuns either.

  • @RpTheHotrod said:

    Looping is definitely still a thing. Here, I'll even intentionally get hit just to grab the killer's attention, or if I lose them, make my position known to try to regain their attention. Don't mind the killer shack pallet drop, I was sick that day and not thinking, lol.

    Looping is easier than it's ever been with the amount of loop perks available these days. The only trouble you have are killers who specifically have anti-loop built into their kit.

    https://youtu.be/NhriQPbYh8U

    https://youtu.be/wbG7DR54WZg

    To me this is mostly just predropping and holding w.

  • If the changes goes through like this she will be the weakest killer in the game, below trapper.

  • You could try using the perk bamboozle, it can help at shacks and jungle gyms. For the rest what other said.

  • He shows in the video a video of otz showing/saying it gave a speedboost so Yes it did. Probaly broke and never got fixed or maybe shadownerfed.

  • @Alphamax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790758#Comment_3790758

    1. Bad idea. Cages removes critical gameplay features.
    2. Another bad idea. Survivors shouldn't be awarded for bad plays.
    3. You don't stop making bad ideas do you? Killers that tunnel shouldn't be rewarded by increasing their MMR. You only incentivize killers to do more tunneling.
    4. Untrue and yet another bad idea. Camping and tunneling existed before emblems were changed and it was worse than ever before. Nobody cares enough about emblems killers will keep doing it again.

    There is no changing to it. You have to understand that it's the game's own flaw. There is nothing you can do about it.

    Getting super high mmr and playing vs sweatlords isnt being rewarded lmao, the killers are hard tunneling/camping every game cause they want to win really badly, if they are playing vs better survivors they wont win as much and it will be harder for them.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781788#Comment_3781788

    The entire thing is super suspicious is all. Usually when someone does really well, it's due to their mastery over the killer's power. This shows the polar opposite, almost as if the person trying to make up an impressive, yet reasonable spreadsheet has no clue what normal Trapper gameplay is like. There's 0 actual footage to go with a random spreadsheet that is taken as fact.

    I know there's much more impressive killrates than this, but... that's typically due to a Billy getting alot of value from his saw, a Huntress from her hatchets, etc. This however doesn't really add up. I can believe you'll have some teams that play horribly, but not to the extent that after 200 games of slaughtering teams you haven't boosted your MMR enough to go against teams who can handle "Man with knife" with random perks who apparently deleted the gamescript for the hatch entirely.

    https://m.youtube.com/watch?v=vaR-9_Vjp3s&t=278s&pp=ygUVSGVucyAzMzMgbm8gdHVubmVsaW5n

    Hens playing as trapper not using his power, not tunneling/camping and getting a 90% winrate i believe.

    Others streamers tried this too with similar results.

    I know he and maybe some other streamers are gonna be outliers in terms of skill but its not that its impossible to do.

  • @Royval said:

    such a let down not adding more killers. I also don’t understand why at 1 gen there’re 6 gens on the map.

    I think its to discourage 3 genning with 2 killers whilst having 200% regression/no where to hide once you kick a gen.

  • I mean tunneling/camping/slugging is unhealthy for the game.

    The problem is that vs better, more coordinated survivors its part of the balancing of the game.

    Ideally they would make it so using these tactics were impossible or significantly less effective and rebalanced the game in some way so killers wouldnt become weaker.

    One of the main reasons why i liked 2v8 so much is that tunneling/camping/slugging werent so prominent on that mode.

  • I enjoy it alot. I wish they would and maybe make it permanent in the future.

  • Yes it would be very nice and fair, ive heard that bhvr doesnt want to do it cause its too much work for them.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773434#Comment_3773434

    But then the increased hook timer still only works against the (proxy) camping aspect, but not the tunneling one. One that only if the survs actually use the extra seconds they are given. So stating that this change combats tunneling is a pretty big stretch in my book.

    Its easier for the survivor to get away and hide/heal from the killer if the killer isnt closeby the hook when the survivor gets unhooked.

    It also takes longer for the killer to tunnel out the survivor simply by the hook stages being longer and the fact that i said earlier that the survivor could potentially hide and/or heal.

    This change is mostly going to hurt camping but it will also slightly hurt tunneling.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771578#Comment_3771578

    Camping yes, but tunneling? How does increasing the hook timer combat that?

    Maybe half of the tunneling situations happen bc. survivors get unhooked before the killer even had time to find another target. And even if they are chasing someone and drop the chase to tunnel, the additional seconds only have any impact for last-second unhooks. In this situations, dropping the chase to tunnel might even be detrimental, compared to downing the current target and then focus the prev surv afterwards (which I wouldn't call tunneling anymore).

    So imo, longer hook states do nothing about tunneling in general, just because tunneling is most effective when unhooks happen fast. There may be some situations where it might help a bit, but these are rare and not your typical hardcore-tunneling situations we want to get rid of.

    Alot of the time the killer will proxycamp the hooked survivor so they can easily tunnel them. Longer hook stages makes it so it wastes the killers time more.

    If they are playing a high mobility killer they could potentially go back to the hook fast tho so for those it probaly wouldnt change too much.

  • I would like it if they would make 2v8 permanent but they would have to do it in a way that its not (too) damaging to the 1v4 queue times.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769119#Comment_3769119

    4-Man High MMR SWF's (ie, worst case scenario) escape a grand total of 5% more often than Solo Q.

    Like you said, 5% is equal enough.

    image.png

    39% escape rate in solo q high mmr compared to 48% escape rate 4 man swf in high mmr is not 5% more escape rate tho.

    4 man swf in high mmr have a 9% higher escape rate compared to high mmr solo q.

  • @adsads123123123123 said:

    I had a look at some of these commenters' profiles and it seems they are still complaining or unhappy about survivor gameplay despite the "large improvement" from nerfing UW. Fix one thing and they complain about something new.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766199#Comment_3766199

    https://us.v-cdn.net/6030815/uploads/CO59DA65ATGP/image.png

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762465/#Comment_3762465

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766296#Comment_3766296

    https://us.v-cdn.net/6030815/uploads/V3YUMW0B63IT/image.png

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762758/#Comment_3762758

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766483#Comment_3766483

    https://us.v-cdn.net/6030815/uploads/H5IY79652YAR/image.png

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764565/#Comment_3764565

    I dont care if UW was nerfed, i was indifferent about it but just cause they complained about UW being annoying/too strong doesnt mean they cant complain about other things being annoying/too strong.

    Also looks like they are mainly survivor players so would make sense to me they would complain about killer stuff more so.

  • Make it so you cant repeat items/perks (only 1x deadhard, 1x toolbox per team etc) would be really good and limit sweat meta swfs and bully squads.

    Might be the best thing they could implement.

  • @jezebelthenun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751971#Comment_3751971

    So, literally bullying. Got it. Sounds like a therapy problem.

    To add to this, I'm not talking about farming. I'm talking about actually getting to play the game and enjoy it, like everyone who has ever bought a video game in the history of video games. That's the objective fun of video games. You'd be frustrated too if every time you downed a survivor, the game kicked you out. In fact, you'd probably be enraged. That's exactly what happens to the people you tunnel, just for existing in a game they like to play.

    Literal bullying is wild lol.

    I dont see survivors getting all 5 gens done with the killer getting little or 0 hooks or the killer getting a 4k at 5 gens as bullying.

    The team that played better that match (within the rules and possibilities of the game) won and by alot. I might think they are sweats or tryhards but not further then that.

    If they were excessively bming i could see them being jerks in the match.

  • I havent heard anything about it so i doubt it.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741728#Comment_3741728

    1. That is why I said teleport the survivor to an actually random hook, and hide the hook aura from the killer. Pyramid Head tunnels easily because the hook really isn't random, and if the killer tries to run across the map, they'll usually find the caged survivor there.
    2. The perk can be written so that killers don't get any perk activations from remote hooking.
    3. It's fine if a perk can deny DS. Survivors being able to DS isn't a 100% requirement of killer perks. Also, the perk can be written so it counts as a hook for the purposes of survivor perks, which means that it's better than cage of atonement for every other survivor hook-related perk.
    4. According to the logic many people on these forums, this perk idea would be a buff for the survivors, because if they can't do things like hook sabotages, then they'll work on generators instead, which is more important for them to do. Therefore, this perk idea should be fine.

    I dont think it would be a buff for survivors, killers being able to hook faster and more easily doesnt seem like a buff for me.

    If the perk made it so killers could easily surpass ds by using the perk and tunnel easier that would not be a good thing for the game i think

    And maybe they could change it so killer perks that get activation from hooking wouldnt work, it doesnt currently work like that so thats why im saying it.

  • Play how you want. I wouldnt care too much about tunneling them or not if i wanted to win. Means they need to get better and not get handheld.

  • @Coffeecrashing said:

    I want this to be a perk, except that it should also work on survivors that are on the ground, like cage of atonement.

    If it needs a downside, then just teleport the survivor to a random hook, and don't show the killer the hook aura. And actually have it be a random hook.

    Or maybe don't show the killer the hook aura for 30 seconds if that is enough of a downside.

    If it works on survivors on the ground you could tunnel and not proc ds if the survivors have ds tho. Thats why pyramid head is such a good tunneler cause he can do that when survivors are tormented.

    Plus you would still get bonuses from hooking perks like pop, grim, no way out, etc since you're hooking the survivor unlike pyramid head which needs to use a cage.

  • I feel like they would have to rework the hook system and maybe even the killers win condition to get rid of tunneling,camping etc. Dont think thats something that will happen in this version of dbd anymore. Maybe if a dbd 2 releases.

  • Its bad and shouldnt be a thing. For some reason flashbangs also work for locker saves(while flashlights dont) and dont make a sound when they are dropped behind a wall or some object.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690618#Comment_3690618

    5 secs absolutely not a nurse or blight can easily catch up in time with one charge of their power 10-15 secs is a fair punishment for hard tunneling someone or maybe Ds can just give endurance instead of turning killers power off

    You can get crazy distance in 5 seconds and get to safe loops. They wouldnt be able to use their power at alI for 5 seconds while you run away. Could see something closer to 10 but anything above that is absurd(10 itself is probaly too high i think).

    Ds shouldnt give endurance after the stun being able to stun a kill and get a ~5 second stun is already crazy powerful and endurance would just hurt weaker killers even more.

    Ds should be a deterrent to tunneling not some all powerful shield that makes you invincible to it.

  • 30-40 seconds power disable is absurd. Even 10-20 would be too much. Maybe around 5 second power (when the survivor hits the ground and can run) disable with them being stunned like others aswell. Ideally you wouldnt buff ds to 5 seconds, keep as is now or make it to 4 seconds and add this condition.

  • I dont understand why you would sit there and waste 30 minutes of your time sitting in a locker to not get morid if you know your gonna die anyway.

  • @menacing_goose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674095#Comment_3674095

    I mean if they want meta shakeups it does matter if a perk has been in meta since release but even if we go off of that logic explain how endurance dh before you were limited to 2 uses per match was unbalanced to the point where it needed to be nerfed again. It was a ping dependent perk for starters and could easily be waited out, paying attention to survivors movement and how they played majority of the time would give away if they had it before they use it in match

    Deadhard for distance was before the endurance deadhard. Pre 6.1.0 if you know that.

    The endurance deadhard after where you could use it an unlimited amount of times in the game and where you didnt need to get hooked was still probaly slighty overtuned. I believe that why they changed it aswell.

    Certain times the killer would have to swing/use their power and then you could dh that and it would punish the killer hard. An effect that strong should be more restricted.

  • They could show swf in the post game lobby, but its better to not do it in the pregame lobby cause it would likely increase dodging. All tho it would be nice to know if your vs a swf because you usually have to play harder vs a decent swf.

  • @menacing_goose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673904#Comment_3673904

    Are you really asking that? Then would you say old dh for distance didn’t need to be changed since it doesn’t matter if it was meta for a long time and not balanced?

    Hes saying that it doesnt matter if pain res has been meta since release because he thinks it has always been a balanced perk since release.

    If the perk is balanced it doesnt matter if its in the meta for a long time.

    Old deadhard for distance wasnt balanced in anyones eyes unless you're extremely biased towards the perk/survivors.

  • @I_CAME said:

    It seemed a lot better for awhile. Recently it has been a completely different story. I want to make it clear that I do NOT have a high escape rate in solo queue. There is no conceivable way that I could be in "High MMR" as survivor. These are my last 10 games in solo queue.

    Blight (P100) - 4K

    Nurse (P100) (Yes these were back to back games) - 4K

    Blight (P63) - 4K

    Clown (P100) - 3K

    Blight (P45) - 4K

    Oni (P100) - 4K

    Freddy (P4) - 1K

    Doctor (P72) - 4K

    Bubba (P65) - 3K

    Nurse (P46) - 4K)

    Edit :

    Game 11 : P89 Wraith - 4K

    Game 12 : P53 Cenobite with 9,447 hours. Claims in his steam profile to have the longest Wesker winstreak of any player in DBD (640 wins in a row) - 4K

    All running the typical meta builds of three slowdowns and an aura perk. This in spite of me getting destroyed in game after game. In addition I am getting teammates who are running meme builds and are clearly inexperienced players. It feels like the matchmaking is back to being completely random to non existent. Is this how the matchmaking is supposed to work? On the other hand my killer games are a complete joke again. I have never experienced more one sided matches on both sides than I have the past few weeks. This could just be an extreme case of bad luck but it feels like something more.

    What is your ingame name? Or who were you playing/what was the map on the pinhead game?

  • Balance the game better around going for hooks then punish killers for tunneling. Give the killers an incentive maybe to play for hooks. Try to make it so survivors also cant weaponize anti tunnel perks.

  • Its called aim assist, i think theres already a form of aim assist in the game for normal swings but not powers like this. Not sure if there should be.

  • Pretty strange post.

    I havent played killer much in the last few weeks, but the mmr wasnt very bad and meta wise the game is a decent state, all tho you often have to camp/tunnel/slug to win. I think the games balanced around that.

    You dont like playing vs sweats and having a low or 50% winrate but noobier survivors also dont like playing vs sweats and never or very rarely escape.

    People dont like losing in general.

    Survivor at high lvl takes skill just like killer all tho i think killer is overall more skillful.

    The game is survivor sided (not extremely) but thats only really a noticeable problem at the highest levels of play.

    You shouldnt encounter those players in your normal matches frequently.

    The part where you said you run the killer ungodly amount of time with ease every chase and escape whenever you want seems unlikely to me.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605407#Comment_3605407

    This. So many distortion posts now. People think with enough threads, BHVR will come to the rescue. Distortion is fine and not even the strongest anti-aura perk. OP really likes creating these doomsday perk posts, geez.

    Which anti aura perks do survivors have that is better at hiding aura then distortion?

  • @Beatricks said:

    https://www.youtube.com/watch?v=v68-aGId0Bs

    So much for the whole "public SWFs are pushover" myth.

    These people did an admirable job facing off against the best of the best sometimes being held back by tourney limitations.

    And those don't exist on public servers, no reasons not to send some random killer to Garden of Pain with 4 syringes and meta perks.

    This is a better video i think.


    @Gabe_Soma said:

    According to Tru3Talent, 99,9%

    Oi mate, i play vs comp SWF every game, everyone else just plays vs babies. You wouldnt know cause you arent TOP MMR.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603340#Comment_3603340

    Is it winning when everybody immediately gives up and goes next? If you think so… then power to you I guess. Couldn’t be me.

    Yes it is and i believe the general consensus is that aswell.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603336#Comment_3603336

    That’s the thing, I’m sure there are players who aren’t going to play scummy with her, but nobody waits around to find out. I think the stain she has is set too deep, she will never escape this cloud unless she gets a full (drone free) rework.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603335#Comment_3603335

    What’s the fun in “free wins”? That’s like me going into a lobby full of 100 hour survivors with alch ring blight. It would be a waste of my time. I don’t blame people for going next, she’s just as terrible, reworked.

    Winning is fun and there are players who go into lobbies with s tier killers with the best loadouts cause they want to win, i dont really see that as a rare sight.

  • I like playing skull merchant and im sure alot of the skull merchant players dont necessarily mind free wins.

    I havent played her much but most of the time people just stay in and play and dont give up much.

    If people just give up vs the new reworked skull merchant that cant hold games hostage anymore i just assume its entitlement.

  • I figured it was 165% as i know he was 110% speed and i saw the 1.5x multiplier for the dash on the wiki, i just thought maybe it could be wrong as he seemed faster.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603112#Comment_3603112

    I saw you answered my post but it seems the response disappeared. I'll assume you told me the same thing.

    You are correct that a mute option would in theory solve this issue. But it would cause a different issue. We wouldn't have this debate, if comms weren't a significant advantage. Adding a voice chat would have a big impact on the overall balance as a result, so the devs would need to make further adjustments with that in my mind. But when you mute the voice chat, you don't have that advantage anymore, which leads to that 13 year old screaming like a banshee having an even worse impact on the match. Apart from that, there is a language barrier between people across the world. Yes, most of us speak English and are able to communicate but that is not the case for everyone and it could easily lead to misunderstandings.

    Both of these cannot happen with a chat wheel. Which is why I think it'd be a better option.

    Why not add a chat wheel and a voice chat?

  • I really dont think 3 genning is an issue anymore, maybe during gen kick i could see it but not now.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596733#Comment_3596733

    Not trolling. If you honestly don't want to weaponize DS, then you should be fine if DS is nerfed so it can't be weaponized against the killer.

    Because a nerf like that shouldn't affect you at all, right? If you don't want to weaponize DS, then you shouldn't even notice if DS gets nerfed so that it can't be weaponized, right?

    I remember body blocking the killer a good amount with old ds.

    I used to run DS+UB.

    I could bodyblock the killer if my teammate had borrowed time and i could pick my self up if he would slug me.

    If he picked with the 5 second stun it was a free escape from the chase versus most killers or it would take a long time to down me. Even more so with old deadhard.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595808#Comment_3595808

    Except they're never closed off for long with low TV cooldowns. I'm always able to get value out of my TV locations for the most part, and even if not there's usually a close enough TV to get a cheeky hit in because they don't expect me to come from that direction.

    And you still don't seem to get it, I never said I agreed with global condemned completely, I only care that survivors have to interact with the power, which old Sadako didn't have and survivors could ignore. A back and forth makes the power fun and engaging, what needs to be balanced are the easily broken/abused parts of the mechanics.

    @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595784#Comment_3595784

    That‘s the point where we disagree, you think condemned should be all. I think condemned should be like a passive and the TVs are the main part. I don‘t mind people playing like that, but please let me decide how to play.

    Before her rework you were able to decide how to play. Now if you don‘t go for condemned you lose.

    She also supported my and your way, the current one scrapped her whole fast tp identity, where she could always come out of nowhere.

    For the chase part I made people run to TVs and then tped into them and it worked well. If I struggled chasing someone, I could immediately find another person and get a surprise hit. Now all close TVs are off near survivors!

    I like condemned playstyle being strong/very strong. I like being able to bypass the hooking system and get kills without or limited hooking.

    Thats fun to me and unique, kinda like tombstone myers.

  • Her power lvl will most likely drop for most people who play the killer.

    Maybe you enjoyed old sadako, but i didnt really enjoy playing her as overall i felt she was too weak back then and i have played her quite alot since her rework and win very frequently with her.

    If she's going to get changed/nerfed alot of people who play sadako now wont like it and some will like you. Its subjective.

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594547#Comment_3594547

    I feel this topic will be much better if I mention the things they use in toilets are called 'urinal cakes.'

    Cakes sounds yummy.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594771#Comment_3594771

    That's the thing: if it was just giving insta-down for losing until this point it would still be dumb but it also gives a slight speed-boost, that speed-boost is enough to turn a 110% Killer into a Killer that's barely slower than the standard speed while making 115% Killers go at almost 120%. While it doesn't sound like much it does make a big difference (just look at what the "measly" 4% given by MFT could achieve on Survivors). It also doesn't notify the Survivors until the Killer hits a Survivor (downing them in one hit).

    When you climb the MMR ladder, NOED loses some of it's luster since people know the totem spawns and how to loop (with some teams downright doing every totems to try to prevent a possible NOED or Plaything). However in the mid-low MMR it is absolutely busted and almost turns the endgame into autopilot depending on the Killer (as Nurse can't really get much value out of it thanks to the much needed adjustments she recently got).

    Also, you did not just say a perk that gives insta-downs for losing isn't a crutch. NOED is the biggest crutch in the game and, by it's very effect, is there to compensate for failing until that point. Adrenaline is a one-time use (if Terminus isn't in play, which imo is a much better hard-counter to Adrenaline) and unlike the Killer, Survivors are not guaranteed to even still be in the trial until all gens are done, it has the same flaw as Hope.

    You could classify it a second chance perk like alot of survivor perks(like maybe unbreakable, i'd say adrenaline aswell for healing a healthstate for completing the gens, perhaps otr). You could also say deadlock is a crutch perk then cause it activates and gives you slowdowns for losing gens. Just because they got the gens done shouldnt mean a free escape, endgame is a part of the game too.

    If theyre injured noed doesnt do anything besides the 4% haste, and it doesnt do anything if you cant hit them with it m1s. Also they can do the totems and it doesnt do anything and it can get cleansed straight away after the gens pop with zero value. Mft on its own pretty much counters noed haste and hope is 7% so still a bit faster.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594722#Comment_3594722

    I said "basically", which leaves room for a few exceptions (streamers in particular are fond of this perk), also when playing to win in a professional setting, bringing the most busted sh*t is expected (especially on Ghosty, an M1 Killer).

    The majority of people using this perk are beginners or pretty bad.

    Well the majority of people arent good at killer so that would make sense, noed is a popular pick for better killers too tho.

    I dont think its a crutch perk or overpowered, it counters meta survivor perks like adrenaline.

  • I actually enjoy playing skull merchant and onryo. Havent played the others much.

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