vanGlasse1
vanGlasse1
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- vanGlasse1
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@Khastrx said:
Depends which option you use in the settings. The "Hide My Name" option still reveals your name on the match scoreboard at the end, so anyone could just look you up on the relevant platform. Using "Anonymous Mode" will completely hide you from anyone (other than friends), and you name will be replaced with your character's during the match and on the scoreboard, thus no one should be able to track you.
I know, in fact I use them both plus the matchmaking delay just in case, that was one of the things that left me even more messed up at that point…
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got my first match with two hackers today in SA servers (which is where I play) and found out that one of them has a whole community around cheating and using hacks where he shares clips and even does lives using them. They also used it on 2x8 as well. Worst of all, after the said match I was in, I found a comment on my profile from another profile (in the game they had different names and seemed to be from another platform) even though I always keep my privacy setups in game active. I don't feel any safe in this game at all right now.
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It is hitting the SA servers as well
bloodweb gives the error and also is suuuuper slow
trying to turn in a challenge from the tome also gives the error
trying to access the rift also gives the error
Not sure if it is related, but also can't seem to find a match as killer regardless of time (trying to do the random perk challenge) tho it could MAYBE have something to do with the 2x8 mode getting more players + others simply not even wanting to play the game because honestly why even bother if you can't progress anything with these errors right
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my game is freezing on the loading screens between matches as well. If I enter the lobby and leave it, there is also a chance it happens. And whenever I end a match and leave the end results screen it freezes as well.
I haven't bought this rift's pass when the update dropped ultra messy with stutters and other bugs, but since it still holds to that freezing problem I keep refusing to purchase it because frankly I can't even play it properly without this breaking the flow every single match.
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I play both sides and hate both "gen rushing" and "tunneling" most than anything in this game. Both can be "justified" as effective (true) and fair (sometimes the case) but honestly it is just frustrating as hell like in this event to go for a match and get LOTS like these
In the first capture, the Clown had all on his favor and his one Pain Res followed by the tunnel was enough to trash the whole match.
On the second one, it was also a Clown with Pain Res and we made it out at the end but still was a long game of him patrolling the remaining 3 gens and the 3 only survivors persisting by resetting everytime to deny him further Pain Res + Tunnel. Far from a enjoyable match at all.
The last one was the worst because the Unknown also had Pain Res and evewn though we spread on gens while he obsessed over his target, it was not worth crap in the end since he still had 3 stacks of Pain Res to use and thus our attempts to defend the survivor dead on hook were more also punished.
For the person being tunneled, it is either a game of "well I guess I'll die" / seeing the gens fly while you hold the killer and still die with no points on anything other than boldness / run the killer for as long as you can but no gens are done and you have the sour taste of seeing them get a 4k anyways.
When I'm playing killer I enjoy taking multiple chases and changing targets regularly but I also recognize this sometimes results into gens flying and little to no kills. Even worse thanks to the way MMR works now which will lead to matches that get more and more frustrating with time.
On a survivor perspective, it is just bullshit trying to go on a match during an event and having to play all of them as if in a stupid comp scenario and I am decided to just stop playing unless I have challenges available.
On a killer perspective, I guess it would be more appealing if there were more incentives to really spread the chases/pressure rather than going the easy route of kill 1 as fast as possible then destroy the remaining survivors by getting them tired of doing the same generator 5 times thanks to pain res + pop + whatever.
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I never really liked the movie to be honest, but after I found out the whole polemic about the director, I personally vouch for it to not come and I imagine the team at BHVR feels the same way. As some people pointed, maybe if the director dies or can no longer receive anything from the property, then maybe it could be implemented, though I myself wouldn't really want that at all if I'm being honest.
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Honestly I always went with Lithe instead of Dead Hard and didn't use medkits so often, nor ever was much of a booner and though I'm not the master survivor I never relied on these things to have wins. Sure, I may have had support from others using Boons and maybe these other perks on their loadout which could indeed help the team as a whole by granting heals or simply extending chases, but I absolutely don't think that it is the end of the world having those things reworked as they were.
I mean, to simply answer your question, yeah, it is possible to win. Not even going to say it is unfair at all. Killer has in fact became much smoother and "easier" with some of the recent changes, but that doesn't take away a survivor's ability to play well enough to win.
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the DBD movie being about how Nic Cage got into the Entity Realm and managed to escape but nobody believed it (not even himself) since on a real time perspective out of the realm it was no longer than a minute that he was gone
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I think they could find something to make the devotion system somewhat meaningful. While not a priority imo, it would be nice if, I don't know, with each devotion level your max BP storage increased by some amount, or like Eelanos mentioned here, the iridescent shards rewarded became bigger (though I can see why they wouldn't be interested on making the currency easier to obtain since it could lead to less investment from the players in Auric Cells per say).
Also I wonder if they will at least mention or show some interest on implementing extra moris and further rewards to prestige levels.
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I had some awful bad Huntress and Wesker matches lately, and although I'm not the best with either of them, I have enough playtime and notion playing killer to know I should drop a chase after seeing Bloodlust 2-3 and gens popping and missing every attempt at hitting in a pallet. I couldn't even be mad at the survivors, it was just me being absurdly bad. Seriously I had at least 2 games as Huntress with no more than 1 hook and the one with Wesker was just stupid because I lost about 2 gens going around a stupid car/pallet with a survivor and was so frustrated that I couldn't catch them that I refused to leave. Didn't even get the kill. At least I could laugh a bit, but yeah it is important to recognize when I'm being dogshit
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Being basekit the way you put it would be stronger than Gift of Pain and potentially Hex Pentimento, so honestly sounds like a terrible idea tbh, and being tied to hook stages it would promote camping and tunelling.
I could see this being an interesting idea for a perk, maybe implemented as a Hex that gains token for each survivor you hook for the first time, with a maximum of 4 and having 10% debuff per token. Could promote chasing different players (less tunneling), would have a strong potential but also be counterable being a Hex. Consistency would be a "problem" as it could be high reward or simply gone early in game, but same applies to Devour Hope.
Another alternative I think could work fine as a perk being strong but also not overwhelming would be making something similar to Leverage (Gain a Token each time you Hook a Survivor, up to 10. This Perk activates whenever a Survivor is Hooked. Each Token reduces Survivor healing speed for a moderate duration), affecting repair speed instead of healing, with some tweaks on the numbers for balance.
I sincerely think we may end up seeing something like this come up as a perk someday, but as basekit? Most unlikely and unhealthy tbf.
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to me it only takes 1
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for gameplay I mostly like maps like both Yamaoka and crotus Prenn realms, suffo pit and azarov's resting place, but visually I really find Midwich, Thompson's house and dead daug quite cool. I miss Hawkins too ngl
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@Jejune said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416690#Comment_3416690
It doesnt bother me much, i just think to my self how stupid can you be to believe this lie that you are telling yourself.
I am quite stupid really, but not enough to make a topic about something so petty, at least not yet
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I hate hate hate everything about the SM with a burning passion but regardless of that, this treatment you faced is just not right. Props to you for going out of your way and just enjoying what you like (regardless of how I hate hate hate and just can't stand the idea), hope you can still have your own fun in the game and don't have to face this kind of bullshit again.
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people calling the killer a bot while also being unable to outplay an actual bot is truly an ironic thing to say the least
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it simply works
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it is just two letters, no need to make it a big deal or go philosophical about it, you can just say GG back or simply hop to the next match, damn
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I don't think so. I mean, each match is a completely unique case. Recently I had two games were I found myself in this scenario, both on solo q
In one game, we went against a Clown in Midwich who camped pretty early on. The gens weren't even flying at all to be fair, which should be the best counter for him camping. At a point, he had me (healthy) and another person injured with 1 or 2 gens remaining while he hooked another one (the fourth was already dead at this point). Then we split up and managed to finish both gens. I healed the other one and we divided, each near a gate, while the Clown kept patrolling the gates with aid of his bottles. The other player screamed and as soon as he did, the Clown went for him and I for my gate. The Clown did get the down and hook him close to the door which was still locked, but luckily I managed to sneak close and although he camped for a while, there was an open when he went for the gate I advanced and there I took the chance. As soon as the other survivor got unhooked, we both split up, him going to the open gate and me trying to get the Clown upstairs after getting injured. This could end up with him hooking me and we only having 1 escape, but to my luck he tried to go for the unhooked survivor who bought me enough time to do my own escape.
On a second game against a Legion with Jolt + Pain Res, we had an early DC and the guy was getting quite a lot of regression on moments that were crucial. At the end, we needed 2 gens with only me and a Nea remaining and by my count he still had 1 Pain Res. We managed to finish the gen at the center of the map (after it being brought down from around 80% to 40%) then I got his attention to a zone were there were no gens left while I knew the Nea was advancing a gen thanks to the HUD. When he finally dropped chase with me, she got the gen done. In the end of this one, Nea got downed before I could reach her to take a protection hit and that was her first hook yet. Ended being a 1 escape only but still, the major part of the game happened after we were down to 2 survivors.
My thought is, each match plays different and so does the killers. I rather go through till the end trying whatever I can to advance it then just accept it as over (though there are indeed times when there is just no viable way of winning, like, try doing 4 gens with only 2 survs, though again, not impossible). The worst thing about it imo is when the other side just goes full stealth hoping you die so they can try for hatch, same when killer chooses to just slug repeatedly to seek out the last one instead of hooking and taking chances at a hatch game.
Simply put, to me, it's not game over as long as someone is still trying or at least the timer is up and/or everyone at a hook.
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@Agent_Himbo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406388#Comment_3406388
That's even worse, so your enjoyment comes at the expense of making sure the killer had a bad time or a defeat?
I get DBD players are toxic but it's beyond gross to take pleasure in someone else's defeat. You should be happy when you win, not when others win, and definetly NOT when you made someone else lose, that's pure sociopath behavior.
I didn't know there were absolute rules about when and how someone should be happy or not
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the only thing that makes me sad after seeing this is that while the killer is awful and imo deserves the criticism, the survivors were so well made and had so much love put into them, being the first duo originals, first related originals (I know there's Oni and Spirit or even Trickster and Yun but they're actual brothers and on the same side, that's what I mean), the menu music, the voiced lines, and also the representation aspect, overall they're the best original survivors in multiple terms (tho the perks are debatable) and deserve none of the hate the chapter (somewhat rightfully) got.
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one of the coolest suggestions I saw which would not invalidate he perk as well, was that if the killer snuffs a boon that was placed over a Hex, the Hex comes back to it, so it would be rewarding for the killer while also putting more weight on the survivor's decision between booning or breaking the totem.
This wouldn't make much difference when the killer uses no Hex in the build tho, so I think it would be fair if either there was a cooldown for placing a boon after it gets snuffed (something around 90 seconds, who knows) to make the survivors plan the usage of the perks more strategically then just rebooning the same spot again and again, or maybe give a limited ammount of times that a totem can be booned so it is more rewarding for the killer to snuff it multiple times.
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Clown for the simple joy of laughing whenever I get a bottle to hit directly at a survivor and Pyramid Head for how complete and challenging his power is to use
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I pray that they forget this idea along with the basekit UB
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that's so silly lol who hurt you?
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Regardless of what was expected from the teasers, I sincerely think her power is quite boring and not interesting overall, though I like how they tried to add new objectives and interactions with the new mini game, but in the end it comes down to another zoning killer which the power has no real good use considering the simple counterplay is to just leave the area, which has became saturated in my opinion and is not truly engaging at all. Also the way that the power trives on 3gen scenarios is something that I absolutely dislike, since I rather powers that have uses that make you feel like playing and not just guarding certain areas like a guard dog.
What is the worst to me however is her Lore, I hate how they made an extensive read that fails at everything and is plain dogshit. I swear, all about her lore feels so forced and stupid, the "Skull Merchant" title is terrible and the explanation behind it is pathetic. I miss when the lore was simpler, shorter but at least worked. Hers wastes a long time telling about her parents (who have a stupid relation to everything), her growing up, her professional uprising, and only then her "motives" and how she did her thing. It left a sore taste in my mouth after reading it all which felt like an eternity.
Her design is not the best and in my honest opinion doesn't really add much to her as a character at all, but I don't mind this much since skins exist and that ain't what I look forward at all when new killers come out. Her animations looked awful too in many cases, like they weren't polished at all, but that's just another detail. The mori is plain stupid and makes me NEVER want to run Devour with her and if they ever release the finishing mori to the game I'll just alt tab whenever I end a match as her.
The chapter as a whole though is something that I really liked, mostly because of the survivors, which although their perks have some strange similarity to already existing ones (precisely Blood Pact), have good things around them to make me excited. I like the idea of new perk types (first Boons, then Scourge Hooks and now Teamwork) and the voice acting + lobby theme is quite nice to see implemented on originals.
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@tippy2k2 said:
https://www.youtube.com/watch?v=xzpndHtdl9A
Never had the desire to send any hateful dum dum stuff to my opponents, let alone spent days doing so. Some people desperately need to touch grass...
Ikr, I find it almost cute how dedicated he is tho
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@Grandpa_Crack_Pipe said:
Nah. Just a normal pet.
the best kind!!!
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not that I like the addon but tbh it is not as strong as it sounds in the hands of a mid Clown, the direct bottle hits are not as easy as they may sound and can be made even harder if you juke well enough, though still the Clown with extra bottles may just keep spamming them (although this would still make them waste extra time) which makes it extra awful.
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@Nirgendwohin said:
most likely you have to reselect the challenge again and then it works flawless
gotta try this as well, hopefuly it works fine
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/354349/challenge-another-for-the-entity-bugged
Was the 3rd survivor sacrificed because the 4th escaped or were they sacrificed naturally?
There is currently a bug where when you sacrifice the last survivor in a match it doesnt count towards challenges and the devout emblem.
oh I think that might have been it then, I'll try it again and see if I can get it done, thanks for the info regardless!
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I love how stylish Wraith can be
and also Zarina, she's peak beauty
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to me the worst ones to get were:
as killer - Evil Incarnate
as survivor - Outbreak Breakout
only reason I don't say Left Behind is because it is the kind of achievement that might just randomly happen if you play long enough and end up with a killer who's kind enough to help you out with it and you only need this to happen once while the Outbreak Breakout requires the sanity to play and open the gates at RPD 20 times 💀💀💀
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I LOVE Clown so I'm suspect when I say to go for him, but truly he's quite simple but surprisingly satisfying to play even though he has his limitations. His perks can work with other killers and playstyles well enough imo as well, like Bamboozle with Myers as you mentioned liking to play as him.
I'm not the biggest fan of Legion but I like how they have some nasty variation of addons that add to different playstyles too, though the perks aren't what I'd call best to have from these 3 options you pointed, unless you're playing Huntress/Trickster enough to want Iron Maiden or trying to get a "meme" build with Mad Grit.
Spirit might be the "closest" to the 2 killers you said you enjoy playing since she kinda has some stealth aspects in her power and a decent mobility as well. From her perks the one I find most cool to use is Spirit Fury, even more with killers that can go through pallets naturally (Demo, Billy, Bubba, these alike).
As survivor I would say Yui just because the character, but perk wise amongst these three I think it comes down to choose between Jane for Head On or Felix for Built to Last and Desperate Measures. Yui has Any Means which is cool and also Lucky Break that might find its way into some builds if you like experimenting.
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I love that most people also want the Xenomorph (not that the others aren't good btw)
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/3158269#Comment_3158269
Exactly, and in the end it's a game, so if there are areas where people aren't as good, it's okay; nothing to feel inferior or shameful about. Like I'm pretty skilled at losing killers through confusion and unpredictability, but even now my ability to judge distances is terrible, and my "fast vaults" aren't always helpful. But that's for me to learn to improve on.
that's a thing I love about this game, you can't really take anything for granted/ mastered. There's always more stuff to get better at and things to learn on both sides!
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@dugman said:
The funny thing is the perk is actually worse than having no perk at all if the survivors can consistently hit the skill check and stop the regression before 12 seconds elapse. If you’re against survivors who can do both those things then you’re literally better off having nothing in that slot. Even if you also run Call of Brine, for example, your regression is actually faster for those first 12 seconds if you don’t run Overcharge with it.
So it’s not even obvious the current version of the perk is really much better than the version before the reworks where you just got normal regression the whole time after a kick plus the skill check. And yet very few people complained about that old version of the perk but now all of a sudden Overcharge is getting complaints. I don’t get it. 🤷♂️
I guess it being talked about now rather than before might be due to its "overuse" (if such a thing exists), which again gets annoying just like versing the same killer over and over; you eventualy come to notice aspects that are not very fine or don't really make much sense when you consider other things
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/3156355#Comment_3156355
True. There's also something behind when a player says something is "boring" or "lazy", in that what they at least partially mean is that thing is difficult for them to deal with. But there is pride at stake, and also a small degree of shame (which is not warranted) that they struggle with something others might not.
It's okay to struggle at times, so long as it targets them to improve that aspect.
you have a point. If I'm being honest, I didn't really put it in these words for this particular reason, but I have been indeed annoyed by seeing the same strat in so many matches lately (not saying it is the same for everyone, but I have been getting a streak of this kind of builds too much that it gets frustrating regardless of the outcome honestly)
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@HarlockTaliesin said:
Overcharge + Call of Brine + Oppression + Brutal Strength. Gen kicker's dream.
Can swap out Brutal Strength for Dragon's Grip if you want to get spicy.
god I used to enjoy running a Wraith build like this even before the perks rework, now it only got nastier with some touches
💀
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@Tsela said:
but I love doing it with Doc OC, Unnerving Presence, and their madness high enough. It's.... Madness! lol They WILL miss those skillchecks.
not going to lie, I miss going against people that run these niche builds like Impossible skill checks, it does have its place in the game, tho they seem to go rarer by each update
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@Wesu said:
Found the guy who can't hit skillchecks.
found the guy who knows Candice
(jk mate suit yourself)
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@My_Aespa said:
I think people dislike it because it's effective. Especially destroying survivors if they aren't good at those sudden skill checks. The key is to always expect them and have your hand on the space bar and be paying close attention. Practicing achieving great skill checks is super helpful in this game. In the end though, perks to assist in chases or locate survivors are much better than gen perks imo. They can only go so far to be helpful.
indeed! Though it still can lead to very boring matches once the killer resorts to only OC and denies chases and other things that progress the match :/
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@Carth said:
It's a perk with a shocking amount of counters
- Worse than base gen regression regression which is already bad(base is 1 second to undo 4, overcharge makes it worse than that until 12 seconds in)
- The difficult skillcheck has never been hard/difficult to hit, if it was then OC would have been popular back in the day. However it was considered a meme perk/only run on impossible skill check dr builds. Nor would DS have been meta because it too was a 'difficult' skill check but the vast majority of players do not seem to have difficulty landing these skill checks
- Gen tapping completely undoes OC and can be done mid-chase and the 'mini-pop' from kicking is laughably bad 2.5% = 90 * .025 = a whopping 2.25 seconds shaved off by a kick.
So what exactly is this perk supposed to do OP? It can be countered by gen tapping in chase/waiting till the killer moves on and touching it, and if you hit the skill check the only scary part is if it has been regression for more than 12 seconds, it has almost all downsides except for in a 3 gen situation where the killer can control most of the map space that survivors need to get into. What is your proposed change to make it fair?
I 100% agree that you're right about all the counterplay in facts, still in most actual scenarios at a match things play out diferently because of many variables and stuff tbf. None that debunk anything you said, but when it is happening at a match you can't help but notice how frustrating it can get.
I also see it as too much benefits for too little effort honestly.
I agree with the passive regression being crap except when it is build up, but the killer can still get this to work at his favor.
There's also the skill check which on its own is counterable and honestly not unfair at all, tho it might be extremely annoying to have to deal with every time over and over.
In any case, the skill check is fine if you think it is the same as if someone missed a skill check, but considering it is a guaranteed skill check that can be forced again and again it gets a bit problematic. Pros: you KNOW there will be a skill check, thus you have an "advantage". Cons: teammates and even yourself might miss it still cause yeah in normal skill checks not everyone hits only great skill checks all the time so the lack of the "good skill check safe zone" has its impact somewhat (not saying the OC should have a safe zone tho).
In summary, I see it with the same reason they had to "nerf" Pain Res: too much value in many aspects, plus the factor that it is simpler to apply than PR for example.
If I were to suggest a change as you fairly pointed, I think if you could only have OC applied at one gen at a time like Dragon's Grip (but without the cooldown) for example would do already, so the Killer would be less rewarded for simply being sloppy and kicking all the gens around and having to consider a bit more which to keep marked. You could also time the skill check kinda like Blast Mine pre nerf, to only be around until the regression hits full effect maybe, tho I don't see this as a worthy change at all. As it is, the perk gives passive and active slowdown, info, and can stall things very effectively in some scenarios, so I think it could be worth taking a better look at it in a way that it is not destroyed (we don't need to take away everything that works from killers as well) but also more leveled with other perks in conditions and effects.
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@Ghoste said:
I find kicking gens boring in general, so even with all the kicking buffs, I stick with passive slowdowns and chase perks. Because at the end of the day, I want to chase people, not babysit gens.
But clearly I'm in the minority because gen-kicking perks are all the rage atm. If I had a nickel for every Killer using Overcharge/Call of Brine/Eruption, I’d be rich.
no joke. I mean, it is a functional strat and also gets value, but so does PR, DMS, Deadlock, etc, but none is as boring and dragging (and sincerely "easy") as the current Overcharge builds
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@D2night said:
Yup this is what I tried explaining to people when the perk was first buffed. It’s way to easy to just kick a gen and pretend to go away and then come back and kick it again repeatedly for some crazy value. I had a game where it was me and a Claudette last alive with only 1 gen left to do and the gens were on opposite sides of the map. It was against a billy and if he didn’t have overcharge the game wouldn’t have lasted an extra 20 minutes longer than it should have. I would go on the gen for a little until I heard him start revving to come back then I would get off and hide. And Claudette was on the other gen across the map doing the exact same thing and sometimes he would look around the area for a little but most of the time he would kick the gen then immediately go back and kick the other one. It was extremely annoying trying to get a gen done because whenever I made any progress he would push me off and I would have to go face the overcharge skillcheck when I got back on it. Half of the time I missed it and had to redo all of my progress that I had made and even when I did hit it, it wasn’t that much more beneficial. This went on for like 15 to 20 minutes before I was actually able to make some good progress on it but he ended up coming over when I was at 60-75% and he kicked it and just sat there for like 20-30 seconds waiting for it to regress a lot. He ended up finding the Claudette and killing her
I had way too many cases thatwere EXACTLY like this as well, it's insane how long this can drag a match. Most recently had the same setup, just me and another random survivor against a Blight and we both kept each at a gen doing small seconds of progress just for this cycle to continue. After almost 20mins (no joke) the Blight finaly gave chase to the other survivor and luckily I had a bunch of progress in my gen and he/she bought me the time to finish it, but still, that lasted way too long with just the same cycle of him kicking the gen, refusing to chase then going around and repeating it 💀
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I really know that's not really the point but making Boons single use would make much more sense than this
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No. He is even better than S tier.
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I mean, free points, some challenges, a bit of extra time in a chase, I honestly don't see why not
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I couldn't really picture him being sacrificed ever, but still love the character
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hero!












