Apparently Bloodlust is getting disabled temporarily for this weekend?

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This isn't my screenshot, but apparently they're testing out the game without Bloodlust enabled on live servers. Beast of Prey has been pretty much deactivated. What are your thoughts on this?

Comments

  • So they are saying it will be even more easy for survivors to escape (in case of most killers) .... neat. (not rly)

  • As much as i don't mind getting it changed, it still bothers me that they are willing to invest time into deleting blood lust to make it more fair for survivors, but me a, at best, rank 13-12ish killer get ######### constantly by match making and facing red ranks resulting into getting stomped is absolutely fine and there's no problem with that.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760967#Comment_1760967

    Sure, they are inflated, but some of them are at 70-80 percent kill rates.

    Do you recognize, at least, the amount of dc and suicide that would need to be taking place to make something 70/80 percent.

    Review the numbers for how inflated the KR rates become if survivors and killers DC at the same rate and not counting the DC as a kille:

    12 out of 16 survivors or 75% get doomed to die from one survivor DCing on average

    While only 4 survivors escape if the killer DCs

    So in a world where survivors and killers DC the same rate its 12/20 survivors die from the DC alone is 3/5 or 60% KR base line.

    Also lets not kid ourselves: Survivors DC more then killers do and the KR could be counting the DC survivor as a kill which would make 70%(No killer is even near 80%) pretty normal along with the average killer hovering around 65-68%(2k average favoring killer)

  • I won't play any killers for this weekend, moreover, apparently survivors queue will become terrible so I don't play survivors too.

  • Yeah, as a new killer this is just going to make things harder. Matchmaking already screws low-level killers over. I had just made rank 16 before the reset and I normally face at least a few purple or red ranks per game and things like the cow tree, Ormond hotel, the long fences at Haddonfield etc are hard enough for killers trying to learn.

    How about tying it to your rank? Lose the highest tier when you "graduate" up a colour in ranks so it's there for low-level killers but gone by the time you hit higher skill levels?


    Edit: To add a point, when I watch people with thousands of hours like Otz and Tofu having serious issues getting looped at Haddonfield houses or Ormond jungle gyms with two pallets and two windows (both recent streams) what hope does a beginner like me have?

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761018#Comment_1761018

    Review the numbers for how inflated the KR rates become if survivors and killers DC at the same rate and not counting the DC as a kille:

    12 out of 16 survivors or 75% get doomed to die from one survivor DCing on average

    While only 4 survivors escape if the killer DCs

    So in a world where survivors and killers DC the same rate its 12/20 survivors die from the DC alone is 3/5 or 60% KR base line.

    Also lets not kid ourselves: Survivors DC more then killers do and the KR could be counting the DC survivor as a kill which would make 70%(No killer is even near 80%) pretty normal along with the average killer hovering around 65-68%(2k average favoring killer)

    First off, is that your experience, because a survivor DCing doesn't end the game for us. Often we still get a few out, even if it's one through the hatch.

    Also I played killer for a few hours today, and had 0 dcs. 0. All day. So, your math may be right for 1 game. However if that equates to a total of 1 out of a 100, well it's miniscule.

    And I still averaged over 3ks a game. Admittedly I have played the game for awhile, so it is my norm.

    But when I play rando red rank survivor, the killers 4k us on the regular. So are the numbers perfect? No.

    But do they indicate that killers win more than lose? Yes.

  • When bloodlust is gone, they'll still find killers are overpowered especially in higher ranks. At red ranks where the killrates are the highest, killers that don't use bloodlust will be unaffected and still be winning most of the time. Removal of bloodlust only prevents a noob from catching an experienced survivor.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761066#Comment_1761066

    First off, is that your experience, because a survivor DCing doesn't end the game for us. Often we still get a few out, even if it's one through the hatch.

    Also I played killer for a few hours today, and had 0 dcs. 0. All day. So, your math may be right for 1 game. However if that equates to a total of 1 out of a 100, well it's miniscule.

    And I still averaged over 3ks a game. Admittedly I have played the game for awhile, so it is my norm.

    But when I play rando red rank survivor, the killers 4k us on the regular. So are the numbers perfect? No.

    But do they indicate that killers win more than lose? Yes.

    Your calling me out for using my personal perspective(Which its not) then base your entire argument around your own perspective?

    "Those in glass houses should not throw stones"

    Also from all realistically gather-able evidence(we don't have exact numbers) survivors DC vastly more on average then killers proportionally do.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761100#Comment_1761100

    Your calling me out for using my personal perspective(Which its not) then base your entire argument around your own perspective?

    "Those in glass houses should not throw stones"

    Also from all realistically gather-able evidence(we don't have exact numbers) survivors DC vastly more on average then killers proportionally do.

    No, I didn't call you out for it.

    I asked if that was your experience.

    As for me, I don't see it that often.

    But , I do agree survivors DC more than killers.

  • I guess it's time to run Brutal Strength because we're breaking every pallet.

  • @SweetTerror said:

    Strong loops still exist in the game, so in my opinion bloodlust is still needed. I agree with others that if they're going to disable it for the weekend, then give us double blood points while you conduct your experiment.

    Bloodlust isn't for strong loops, it's for catching up to survivors who just hold W away from you and keep running. If they've got space to do that, they can reliably waste enough of a killer's time to be effective without even looping.

  • @Sluzzy said:

    When bloodlust is gone, they'll still find killers are overpowered especially in higher ranks. At red ranks where the killrates are the highest, killers that don't use bloodlust will be unaffected and still be winning most of the time. Removal of bloodlust only prevents a noob from catching an experienced survivor.

    then, why need to remove bloodlust even though veterans aren't affected and beginners need it.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760870#Comment_1760870

    Those KR stats are hyper inflated:

    "Given those statistics include first hook suicides and DC games its hard to take those stats seriously.

    A survivor DCing in a game pretty much dooms their 3 teammates to death so even without the DC itself counting as a kill it still gives a 75% KR.

    Also before you say about "what if the killer DCS" if the killer players DC at the same proportional rate aka 1/4th as much then its still heavily inflates the KR

    4 survivor DCing across 4 games dooms 12 teammates.

    1 killer DC only gives 4 survivors an escape.

    DC games cause KR hyperinflation."

    Quoting/copy pasting myself sense I am getting tired of type this out.

    They haven't include matches with DC's for the past two rounds of statistics

  • maybe we could test an FoV option that doesn't require a perk slot, a colorblind mode, or disabling all dark blendable outfits on both survivor and killer to see how they impact the game? or disabling the killer's red glow?

    Its almost like we already know the answer to those things, but changing them would ruin the game for a few days. imagine that.

  • Test changing/removing things people think are big issues like DS, Keys, Moris, ect.?

    No lets remove bloodlust while not making loops any weaker when Killer is the overall weaker role. Oh boy.

  • @chieften333 said:

    Honestly with the way the game is currently balanced it is a needed mechanic.

    A decent amount of loops are safe, and those that aren't can be used to string multiple strong loops together.

    Plus with how quickly games can go, something is needed to make chases end sooner.

    If loops, game time, and perks were balanced. It could be safely removed.

    ( this is without mentioning the slow moving killers )

    You should be breaking the very few safe loops that are left however. Not bloodlusting around every single loop and refusing to break pallets.

    Any killer who has any sort of secondary power or antiloop looses their bloodlust when they use it, so it's basicalyl encouraging killers to use their powers rather than hold w.

    Look at those rock loops on yamaoka for example. Have you ever come across a bloodlust killer at those loops? Ur basically dead before you even get to the loop, and as if those loops weren't unsafe as heck already.

  • @nickofford said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760967#Comment_1760967

    They haven't include matches with DC's for the past two rounds of statistics

    They didn't actually say they removed DCs for this round and this round has a much higher KR so....

  • @gibblywibblywoo said:

    I'll be interested to see if this has any major effects on map design. If the devs notice a significant increase in the strength of certain loops or areas on certain maps this could mean better map design changes in the future. It would be nice to reach a point where bloodlust isn't necessary in certain places as it's always felt like a weird band aid fix to the strength of certain tiles, like the god bus, for example. Or the main building windows in Crotus Prenn.

    Dw i can guarantee you asylum will be fixed with the graphical update, and the funbus is alot smaller and weaker with azarov's recent graphical update.

  • @Hopesfall said:

    introduce infinites by adding breakable walls - check

    introduce more god loops by removing bloodlust - check

    make the game even more braindead for survivors - check

    me continuing to stay away from this nonsense - check

    the entitlement is unreal

  • @savevatznick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760494#Comment_1760494

    Bloodlust isn't for strong loops, it's for catching up to survivors who just hold W away from you and keep running. If they've got space to do that, they can reliably waste enough of a killer's time to be effective without even looping.

    I disagree. A killer moving at 115% or more can easily catch up to a survivor running straight. A survivor running laps around a killer in a strong loop however, desperately needs a bit of a disadvantage.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760883#Comment_1760883

    As to why we didn't do this on the PTB:

    1. Only a small fraction of people opt into the PTB, so we would get far less data and it wouldn't reflect the entire community well.
    2. Because of the above, ranked matchmaking has been disabled on the PTB for a long time.

    Beyond those, if there are other changes on the PTB, it becomes impossible to tell how much of an effect this test had versus how much of an effect the other changes had. If there aren't other changes, even fewer people would opt in just for the test.

    Thank you for doing live test so console is included.

  • @Felnex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760558#Comment_1760558

    You are literally on the forums for the video game, so I call into question why you would put a check for "staying away".

    i come to the forum to stay abreast of things such as this, as a reminder to not bother with this kind of garbage

  • the cow tree loop is going to be just oh hey ran there ok bye im just going to fuk off cause its pointless most killer cant do anything here now let alone without bl unless ur runing bambolzle just ingore it let the r1 sit point and t bag u there. the 2nd thing that concerns me is the 2 window gyms. where u dont have the speed to really go around and reforce the window in some cases then again some cases is as it is some, now this could go back to the weird 6 window vault loop which is not in it sense a infinate it never was but it is a 2-3 min time sink. its to safe with out bl 1 or again bambozle notice a theme devolping here

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760949#Comment_1760949

    They're not exactly infinites if breaking a wall destroys them. You may as well call normal loops infinites while the pallet is still up.

    An infinite is one where the time gained by the survivor vaulting a window is equal or greater to the amount of distance the killer is able to close by pursuing them, with both players having optimal pathing. Loops should NEVER have that be possible, as it completely defies the universal "strength" of killers (being faster than survivor when just moving forward,) and especially shouldn't be possible when some killers are slower than others, making god loops hit them even harder.

    infinites shouldn't exist period, and breaking walls to remove infinites would be fine.... if it wasn't for the fact that the infinites had previously been removed, then readded specifically to use the wall break mechanic. Makes me wonder if we'll get a killer perk that removes the possibility of sound bugs from occurring 🤔

    I mean hell, they already did it with perks being the only way to get a decent FoV and actually have a chance to see blood if you're colorblind, why not right?

  • bye bye bloodlust, hello nurse 120% walking speed 🤣

  • Remove all windows, remove all pallets, open up even the last single loopable jungle gym. This will be so much fun and finally the game that killer players will complain about only 98 % of the time.


    Since it came out it has been patched to ridiculously easy mode for killers with every patch a bit more.

    Pallets/Walls/Windows for survivors to have a means to get a killer off their back ? Lets bring out the nurse to who all this has no deeper meaning. This is how it started.


    Today we have a game where not a single wall does NOT have a passable section for the killer, plenty of wallhack perks and add-ons so killers can see survivors even behind cover etc. etc. etc.


    When I play killer it takes a very well coordinated SWF group to beat me. Everything else is 3-4 k without even anything that resembles some effort.

  • This change would further the divide between the top-tier Killers and the rest, so I see it as a step backwards. They should either nerf the speed boost or rework the mechanic instead of scrapping it entirely.

  • You guys can enjoy your test and I will enjoy not playing killer this weekend lol. Sorry but as long as god loops exist I have no plans on dealing with yet another thing to make it even harder to catch a good survivor. I wouldn't care if god loops didn't still exist but they do, in fact some of these windows are so strong that this change will turn them into an infinite (groaning storehouse is a good example) where you literally cannot mind game it only follow the survivor and without BL you will end up losing chase because you fall so far behind and even the window won't block because the game thinks you aren't chasing someone. Thanks for no, this is a terrible idea.

  • unnecessary, nowadays if you need bloodlust to down the first survivor you already lost the game because 3 gens will pop before you hook the guy lol

  • @goatslinger said:

    Wonder how the 2 people that run beast of pray are going to react to this?

    maybe undetectable status during all the match? "The Status Effect is removed once you lose Bloodlust."

    If there is no bloodlust, how will the undetectable end? LOL

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760883#Comment_1760883

    As to why we didn't do this on the PTB:

    1. Only a small fraction of people opt into the PTB, so we would get far less data and it wouldn't reflect the entire community well.
    2. Because of the above, ranked matchmaking has been disabled on the PTB for a long time.

    Beyond those, if there are other changes on the PTB, it becomes impossible to tell how much of an effect this test had versus how much of an effect the other changes had. If there aren't other changes, even fewer people would opt in just for the test.

    Will the data then result in maybe changing the default speed of both killer and survivors then? I thought it was implemented because there's situations where survivors are too fast

  • Bloodlust disabled is blood lost

  • @sudintlink said:

    This mechanic is really outdated and they did say in the PTB they would look into it and I guess they actually told the truth. IMO and this isn't a likeable one so sorry if it offends you but they should really nerf the gen speeds a lot but buff the 1v1 chase aspect of the game because thats the fun part! No one comes here to hit great skill checks we want to have fun chases that feel like a real 1v1

    I slightly agree with this. The Greta skill check is ehhh... The only thing i really want is to speed up the wiggle. It seems like no matter where you go down there is always a hook within close range. Most can never wiggle out. Like ever. Just have the wiggle build up faster or take out like 6 hooks out of the 20 it seems they have.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760427#Comment_1760427

    I have crossplay off on ps4, I'm pretty excited to see from both sides the difference it makes. I know there's been plenty of times a killer should've gotten a hit on me but didn't because bloodlust kicked in. As survivor bloodlust shouldn't be helping me escape a hit.

    Now if only they'd turn off that circle highlighting crap whenever a survivor is hooked, finishes a gen, screams from madness, etc. that'd be great to stop a portion of fps drops for survivor that will kill them during struggle.

    Do you think its easier with cross play on or off? Just asking... I want to k now how much of a difference there really is.

  • Well i wont be playing this weekend then because tired of them nerfing stuff. Tired of them making MAJOR changes to the game after purchase

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761100#Comment_1761100

    Your calling me out for using my personal perspective(Which its not) then base your entire argument around your own perspective?

    "Those in glass houses should not throw stones"

    Also from all realistically gather-able evidence(we don't have exact numbers) survivors DC vastly more on average then killers proportionally do.

    Obviously the DC rate is going to be higher for survivors than killers because there's four survivors and one, count em, ONE killer per game. The DC rate has a chance of going up exponentially for the side that has more opportunities for DCing in any situation like this, that's just basic logistics. This is also assuming every DC is purposeful and not a result of game errors.

    I've had a game recently where there were hackers that broke the game so badly that every spot there could be a pallet there was, all the gens popped less than 30 seconds into the match starting and the two that caused it left immediately leaving the killer and two console players (me and one other person) stuck in an infinite EGC. The killer ended up having to DC to end it, he and I got a 5 minute matchmaking penalty even though I didn't DC and the poor other console player got a 15 hour ban from the game entirely. Would only the killers DC count towards those rates? Would mine be included even though I didn't actually DC? There's too many variables to rely on those statistics for any kind of argument. Although they may not make up a majority of cases, these are not isolated incidents and infinite EGC's that force DC's appear to happen frequently.

    As for the people whining about a two or three day TEMPORARY TEST and saying they 'just won't play', you're not helping your case. That's literally idiotic.

    If you think the game still needs bloodlust, you'd THINK you all would play to show the devs how worse off you'll be without it. That's what the test is for, to gather data. The only reason not to play during this change is because you're afraid to show them that you don't need it anymore and validate everyone's concerns. If you need it, show them you need it and maybe they won't get rid of it entirely or at all.

    I personally like a suggestion I saw earlier in the thread that could make everyone happy. They can rework Beast of Prey and make bloodlust a component of it so that it's still available to those who need it, aka the inexperienced players, and if you want to use it even though you're experienced it comes at the cost of a perk slot so that it's not abusable. It's the same reason perks like kindred, deja vu, visionary and windows of opportunity are perks and not base kit. At the very least bloodlust should not be base kit the same way any other advantage isn't.

  • @Letche said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761120#Comment_1761120

    Obviously the DC rate is going to be higher for survivors than killers because there's four survivors and one, count em, ONE killer per game. The DC rate has a chance of going up exponentially for the side that has more opportunities for DCing in any situation like this, that's just basic logistics. This is also assuming every DC is purposeful and not a result of game errors.

    I've had a game recently where there were hackers that broke the game so badly that every spot there could be a pallet there was, all the gens popped less than 30 seconds into the match starting and the two that caused it left immediately leaving the killer and two console players (me and one other person) stuck in an infinite EGC. The killer ended up having to DC to end it, he and I got a 5 minute matchmaking penalty even though I didn't DC and the poor other console player got a 15 hour ban from the game entirely. Would only the killers DC count towards those rates? Would mine be included even though I didn't actually DC? There's too many variables to rely on those statistics for any kind of argument. Although they may not make up a majority of cases, these are not isolated incidents and infinite EGC's that force DC's appear to happen frequently.

    As for the people whining about a two or three day TEMPORARY TEST and saying they 'just won't play', you're not helping your case. That's literally idiotic.

    If you think the game still needs bloodlust, you'd THINK you all would play to show the devs how worse off you'll be without it. That's what the test is for, to gather data. The only reason not to play during this change is because you're afraid to show them that you don't need it anymore and validate everyone's concerns. If you need it, show them you need it and maybe they won't get rid of it entirely or at all.

    I personally like a suggestion I saw earlier in the thread that could make everyone happy. They can rework Beast of Prey and make bloodlust a component of it so that it's still available to those who need it, aka the inexperienced players, and if you want to use it even though you're experienced it comes at the cost of a perk slot so that it's not abusable. It's the same reason perks like kindred, deja vu, visionary and windows of opportunity are perks and not base kit. At the very least bloodlust should not be base kit the same way any other advantage isn't.

    This might come as a surprise, but most people aren't vindictive enough to be miserable just to spite the devs. If changes are made that they disagree with, they'll usually just avoid subjecting themselves to it, and play other games instead. Maybe Civ.

  • Killer is so OP, this is why survivors queue more than 5 minutes everynight.

    Maybe bug factory can consider not only remove the bloodlust, but also remove the killers.

  • Bug factory thinks that it is so many killers in this game, so devs nerf it.

    Please coordinate with official, don't play killer in these 3 days, let the number of killer decrease, so R20 killer will not queue a long time.

  • @GoshJosh said:

    Another archetypal BHVR move. 'We have a PTB, but let's just throw this into live with a couple days' notice!'

    Certain killers cannot do anything at particular loops, such as the cow tree loop on Coldwind maps. As someone else said yesterday, proof BHVR does not play their own game.


    No, devs of bug factory don't play killer only, they all are baby survivors main.

  • Whats bloodlust? Been playing this game without knowing what bloodlust is.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760883#Comment_1760883

    As to why we didn't do this on the PTB:

    1. Only a small fraction of people opt into the PTB, so we would get far less data and it wouldn't reflect the entire community well.
    2. Because of the above, ranked matchmaking has been disabled on the PTB for a long time.

    Beyond those, if there are other changes on the PTB, it becomes impossible to tell how much of an effect this test had versus how much of an effect the other changes had. If there aren't other changes, even fewer people would opt in just for the test.

    I like that you are trying this but with the way matchmaking is right now how good can the data be.

  • @chieften333 said:

    Honestly with the way the game is currently balanced it is a needed mechanic.

    A decent amount of loops are safe, and those that aren't can be used to string multiple strong loops together.

    Plus with how quickly games can go, something is needed to make chases end sooner.

    If loops, game time, and perks were balanced. It could be safely removed.

    ( this is without mentioning the slow moving killers )

    This is why its a friggin test bro. Calm down. Its a test. The numbers will decide the truth.

    The question: Do we really still need bloodlust?

    This test will provide an answer. If youre a killer main this would be even more in your interest to play to either prove that the game still needs bloodlust OR realize that maybe you can do alright without it.

  • So they force it on everyone else, during the weekend when most people have time to play the game

  • @UGWRayne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760626#Comment_1760626

    Do you think its easier with cross play on or off? Just asking... I want to k now how much of a difference there really is.

    When I had crossplay on the game felt worse, like it was more laggy/stuttery on top of the triggers that already cause fps drops. I wouldn't say it's easier off, it's just better experience for me because performance is worse with crossplay on and I get matched with better randoms for teammates than I did with it on.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760883#Comment_1760883

    As to why we didn't do this on the PTB:

    1. Only a small fraction of people opt into the PTB, so we would get far less data and it wouldn't reflect the entire community well.
    2. Because of the above, ranked matchmaking has been disabled on the PTB for a long time.

    Beyond those, if there are other changes on the PTB, it becomes impossible to tell how much of an effect this test had versus how much of an effect the other changes had. If there aren't other changes, even fewer people would opt in just for the test.

    please remove Haddonfield Myer house bottom god window, Mother dwelling main building god window and crotus asylum main building god window before doing this test. Also waiting on the fracture cowshed map rework. The test is a bit early but I do hope you remove bloodlust after reworking these maps.

  • @FilledPizza said:

    https://us.v-cdn.net/6030815/uploads/EFXDT9UXI35C/image.png

    This isn't my screenshot, but apparently they're testing out the game without Bloodlust enabled on live servers. Beast of Prey has been pretty much deactivated. What are your thoughts on this?

    I think it only demonstrates the incompetence of the team, and am desperately hoping they use the information to buff low tier killers, instead of nerf the stronger ones. However, given the track record of decisions made after gathering data, im not too hopeful.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760883#Comment_1760883

    As to why we didn't do this on the PTB:

    1. Only a small fraction of people opt into the PTB, so we would get far less data and it wouldn't reflect the entire community well.
    2. Because of the above, ranked matchmaking has been disabled on the PTB for a long time.

    Beyond those, if there are other changes on the PTB, it becomes impossible to tell how much of an effect this test had versus how much of an effect the other changes had. If there aren't other changes, even fewer people would opt in just for the test.

    If I might bend your ear on this. I've made threads a few times that just kind of fade away: Why is the PTB held as a beta branch of the live game instead of having its own library entry?

    For me personally, I completely ignore the PTB because it disables my ability to play the live game without redownloading it, and then doing the same to play the PTB. It's a really big PITA to actually participate. A separate library entry would require far less downloading from the end-user, and keep the live game completely active and playable, it would be so much more painless than a beta branch.

  • Regardless of the results, I feel like experiments like this are super healthy for the game. Change one thing at a time, test, change it back, retest.


    This is good.

  • @FilledPizza said:

    https://us.v-cdn.net/6030815/uploads/EFXDT9UXI35C/image.png

    This isn't my screenshot, but apparently they're testing out the game without Bloodlust enabled on live servers. Beast of Prey has been pretty much deactivated. What are your thoughts on this?

    This is terrible for new killers and all killers. The slower killers like hag, clown and Michael will be unusable alot of us will switch to survivor and become reds over the weekend those of us who were purple ranks. If you're not skilled with blight, nurse or spirit with her add ons or Billy you'll never catch survivors, especially if they have sprint burst, lithe or balanced landing. Survivor mains already have it too easy this is the nail in the coffin. 12 as a killer ranked 7 as a survivor. Why? Because it's easy.

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