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Ancheri

Ancheri

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Ancheri
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  • SUMMARY OF THE ISSUE: Same bug Tome 10, Level 2, "Glyph Caretaker"

    PLATFORM: Steam

    STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Loaded into a game in Nostromo Wreckage. The white clyph from the challenge selected spawned underneath the ramp left side of main.

    VIDEO:

    https://www.youtube.com/watch?v=dpXRtuYyENk&ab_channel=Ancheri
  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1567859#Comment_1567859

    >If anything, enabling people to acquire legacy right now would be hypocrisy.

    The hypocrisy is entirely devaluing one skins and keeping that value to other for no reason and not making legacy available, when other exclusives were given out for nothing. And please, don't start with that "loyalty' nonsense again, in that case skins wouldn't have been distributed in the first place.

    >Honestly, if people buy legacy these days, they just deserve to get scammed. 

    People who tried buying any exclusives even before that november post deserved to be scammed, yet bhvr did give these skins to everyone.

    Na, I think the devs showed great caring by giving these skins to everyone. Otherwise, people would still pay insane amounts of money to get their hands on a golden Feng and this game would become a bigger deal for any sort of dubious trading.

    Since they can't really check on whether people rightfully obtained their exclusives or just bought them, I'd classify this to be more of a practical measure. Unlike legacy.

    This makes sense as legacy isn't even the only exclusive skin in the game right now, but all of them are just very hard to come by (in a non-legal way anyway).

  • Honestly, if people buy legacy these days, they just deserve to get scammed. It is very easy to track fake legacy profiles - even private ones, because many people report owners out of jealousy and devs can easily check whether it has been earned rightfully or not. The money made by selling real legacy profiles could not be taken into comparison with the money made with the sale of exclusive skins. Also, I've never heard of anyone buying legacy accounts anyway. People feeling like they need the skin that desperately would just as well hack it, I am certain.

    Also, I don't think you can compare it to event items that easily. Of course people worked hard for those, some of the challenges were anything but easy. Still, legacy was given to players who believed in the game from the very beginning - before its big boom. The event items too show the commitment of many players and therefore I feel like players should be proud to own those instead of insisting on completing an incompletable collection.

    If anything, enabling people to acquire legacy right now would be hypocrisy.


    In advance: yes, I did earn legacy for several characters. However, I lost it due to the loss of progress issue a few years ago without the chance of a refund.

  • Killers have their own special abilities. In an ideal world they are always busy using their powers and don't need extra buttons to press.

    I've actually hoped they would implement the active ability button mechanic for Beast of Prey, since barely anyone ever runs this perk. Still, I've realized it's pretty unnecessary, because every active ability button perk for killers could in theory become a mechanic for a new killer.

  • Even with indication she'd still be overpowered, so why even bother, right?

  • 21-1

    It was about time someone stands in for Deja Vu.

    But in all honesty: Kindred.

  • Since both parties can interact with the exit gates (killers can open them too) I don't see much of an issue here.

    Speaking about crows though... Ever had a game as a killer with one person afk at the start of the match? I'd usually just let them be, but the constant notifications get very annoying at some point. I think it should simply reveal the aura of afk players for as long as they don't move and only give that notification up to three times.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/174248/discussion-for-how-things-should-be-reworked

    IMO they shouldn't do a full rework to anyone like Freddy, they should only do partial reworks like doctors static blast addition. I had my main destroyed (old freddy) and I really wouldn't want to put anyone else through getting their main destroyed as well just because the community wanted it (I'm looking at spirit here).

    They should do nerfs, buffs, slight reworks ONLY.

    As for who needs a slight rework, clown is the most noticeable one, as his power just feels incomplete. Maybe they could add in another type of bottle that does something like speed you up or gives bonus tracking.

    Myers' power is outdated as hell and needs simplifying up a bit and buffed in the process.

    Demo could do with an add on pass to make add ons above common actually do something, along with a few small buffs.

    Pig's RNG needs to be reduced but other areas need buffs in compensation, either that or make her more consistent with traps. I dislike how she can win almost any game if she's lucky enough.

    Other than that I can't think of any other obvious ones. Maybe an indication when spirit is in phase but I don't care for that.

    Very good points right there! Got a couple of things to add on certain ideas:

    If I remember correctly, Clown has been the killer with the least average kills back in september and I doubt anything rapidly changed since then. Still, not only can he be unfun to play as but also to play against, because his power just forces out pallet after pallet while giving the chased survivor few to no other options to work with. Now adding a secondary power would probably not destroy that "lame" playstyle, but it would most definetely encourage people to work with it. I'm thinking about something that allows the killer to pressure all survivors, not just the one in a chase. We could definetely figure something out.

    Although Michael can seem very boring or oudated (as you put it) to dedicated players I really like him in his current spot. He is very easy to pick up, might be the favourite character to play against for any new player and rewards people for smart and quick midchase decisions. Unfortunately he really suffers from bad map design, since his power works so straight forward. I'd love to see some Ghostface abilities added to him, like leaning from cover for example (or would that not fit with Michael from the movies? not sure about that sry).

    Demo is one of my current fav killers and he really is fun to play (in most scenarios). As you said though he could use some minor buffs, like Rat Liver added to the basekit or more flexibility with his Shred Attack (i.e. the ability to use it midair or turn the camera freely during the cooldown animation).

    I do love playing Pig, but I wouldn't dare to compare myself to all the Pig mains out there. What I've picked up though is that most Pig players don't even really care too much for exploding heads. Traps are just there to extend the duration of the game (in most cases). The more fun part are those chases where you get to show how you're able use your power (faking, moondashing and stuff). Therefore I think that traps should have a more practical use, sparing time for the Pig more consistently while still not meaning the end to an unlucky survivor. I don't have anything concrete in mind right now, but I'm sure it would be fun to figure something out.

    Now Spirit is kind of in the same boat as Deathslinger and Pyramid Head in my opinion. There have been lots of discussions lately on why these are all unfun to play against and I don't want to get into detail right there, but I agree that they need change asap. They truely endanger the enjoyment of the game. Just imagine the top 5 % of survivors that will have to face these killers over and over again as soon as the MMR system goes live. Why would you want to play against that?

  • @xXCAM3R0NXx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1467659#Comment_1467659

    But how would spine chill help with healing, I guess it's good for knowing when to stop healing and run to a diff location to continue healing, but it dosnt really increase the speed that much. Any reason for spine chill I'm missing?

    While Spine Chill is active (whenever the killer is looking at you), your chances of triggering skill checks are increased by 10 %.

    It's not much, but it can have a big impact when it comes down to getting that clutch skillcheck.

    Also, it's not bad knowing when you're being watched too.

  • You could try Autodidact, Spine Chill, Empathy and any fourth perk you'd like (We're Gonna Live Forever works well for additional points due to occasional protection hits).

    It's just a fun build to mess around with. Don't expect too much from it for the randomness of Autodidact skill checks makes this anything but consistent. Spine Chill helps with clutch heals though and overall, this combo can pull off quite some hilarious situations.

  • Moris should be special last hook animations. I'd totally run that #########!

  • yikes more moris and bm incoming

    Seriously, I wouldn't really want to see that until they balance moris (and keys!).

  • Autodidact itself is barely impactful. I ran it with Empathy and Spine Chill for a while. Extra 10 % on triggering skill checks is not much, but at least something.

    I find it fun to use now and then, but it's definetely way too situational and often keeps you away from focusing on main objectives.

    Still there are worse perks that could use a buff for they're neither good nor fun to use. Better together, Buckle Up or Cruel Limits (on killer side), just to name a few.

  • You as a killer could chase multiple people in the meantime and will still have to eat the DS one and a half minutes after, because you "tunneled".

    The proper solution to DS has been talked about for so long and I don't understand, why it is not already implemented:

    As soon as you start an interaction such as repairing, cleansing, saboing, healing or being healed, opening a chest or an exit - anything like that - DS runs out. Additionaly, some people suggested the timer should stop while in a chase, which makes sense, but that might bring back moonwalking killers so idk...

  • Out of interest: did you ever try killer? People rank up real fast as survivors, because in a 1v4 game you are not being punished for every single mistake. After all you can be hooked twice before you die.

    I can't confirm what it looks like on killer side, but I can imagine, depending on the survs you go against, it'll not be so easy to reach the higher ranks. Also, gameplay really improves while playing the opposite side in my opinion. So you should definetely try at some point, if not done already.

  • I don't play on PS4 but considering the other questions:

    You should always go for perks in the bloodweb unless you plan on immediately prestiging your character. Still, if you want to be efficient with your leveling, go for perks. I think there is a chance to get different perks all the time, but once a perk is out of the way, chances are higher you'll get the one you want.

    Adding more gestures was considered several tmes. The main issue here is that any form of extra animation is likely to be abused in a toxic or unhealthy manner, just like the current gestures (more than often). Personally I wouldn't mind it, but I understand the reasoning behind it. Still, I hope there'll be more options in the future to improve the solo queue experience.

  • I would advise you to get Legion for multiple reasons:

    • You can still finish the Legion challenges of the latest tomb, granting additional bloodpoints and some sort of variety.
    • Legion is a point farming machine. Deviousness points for using his power, Bruatlity points for easily hitting survs withing Feral Frenzy and lots of Hunting points for "winning" a chase (your Hunting points for a chase are basically doubled whenever you win it by hitting a survivor). I don't think there is any other killer, who grants you that many points for such a low effort.
    • Legion is fun to play for the most part, as the Feral Frenzy itself makes you feel real powerful and applies good pressure on its own. Still you will have to work in order to down and hook survivors, so he is not broken or anything.
    • I don't like Clown. Please don't purchase him :D (No but honestly, it's just very straightforward with Clown: Get to a pallet, drop it, go to the next one. Both killers are not too much fun to play against, but personally I'd prefer Legion)


  • Cheryl is so toxic, she didn't even make the list.

  • I bet some dev accidently mixed up a couple of sound files all starting with letter D and hoped noone would notice. Well you've been exposed, haha!

    Now, for equality reasons, please add more of these to missed attack sounds of all the other killers.

  • @Steel_Eyed said:

    Speaking of a killer's perks that have synergy with their respective power, I have come to adore I'm All Ears on Ghostface.

    How calm? I occasionally use it on Nurse/Huntress, didn't know it works well for Ghostface too.

  • @Veeramid said:

    Thats not even a draw back. You just gave the killer the ability to give broken for free. Broken is extremely powerful considering you can't even heal for the entire duration of it making you one shot.

    It is a drawback: the survivor would be downed otherwise.

    I just agree that it is not necessary to give it a cooldown. If a survivor is being chased and the Hillbilly doesn't manages his overheat correctly, he still would be punished for misusing his chainsaw by applying Deep Wound Timer only. But at least he has the choice to leave the person and sprint to another part of the map.

    With a cooldown, he has to continue chasing as an M1 killer or just takes the L and walks off.

    EDIT: Just saw you were talking about the broken status effect and I'd also kind of agree on that one. It would just be weird to put in on the overheated chainsaw I think.

  • Why broken though? Applying the Deep Wound Timer would be better in my opinion.

  • You can either browse the Looking for Players section of this forum or join the official Dbd discord server: https://discord.com/invite/deadbydaylight

  • Really depends on killer and build.

    With Pyramid Head it's a solid alternative to PGTW. On Doctor you can almost keep people hostage, if you combine it with Thrill of the Hunt and Surveillance (of course you have to be lucky with totem placement).

    Hex totems being destroyed early in the game has always been an issue, especially back when Ruin was meta.

    I still see people running it on high rank quite a lot, it could use a little adjustment though. The idea behind Hex totems like Devoir Hope or Lullaby is way more fancy (even though Lullaby is a little crappy in its current state), because you can strive to intensify the effect(s).

    @ChozoChorizo had a cool idea for a buff in another thread called Hex Bonanza: Basically reduce gen repair speed for every totem (dull or hex) left in the trial. This would encourage both sides to care more for the secondary objective.

  • Unbreakable is a bandaid fix to slugging and, unless there is a proper solution to it, needs to stay for the sake of a counter mechanic.

  • Thanks for this interesting post, really opened my mind to why I ony like one specific part of the Archives: the observer's logs.

    Since there are only hints towards the observer's existence in the game, it makes sense that he is the one to tell the best stories, as we are barely biased on what his personality is like. In addition to that, everything in the observer's logs is served through this one person's eyes without a narrator trying to tell more than this one person thinks or feels.

    It's almost funny that he tries to understand the world together with the player, but fails to do so. That's a good thing in my opinion, because not only does it get to show you how complex the Entity's world is, but makes the observer a way more believable character.

    His realizations are sometimes even a bit contradictory to eachother or at least further develop throughout his "prison time". For example, in early Arcus 557 (Tome 1) he thinks to realize that "The Entity feeds of ignorance". However, in one of the latest logs, namely Arcus 8875 (Tome 3), he claims that "they fear of death [...] feeds The Entity". So you basically never know whether to believe him or not. It leaves space for own thoughts.

    As for the other parts of the archives I have to agree. I feel like they are not nearly as enjoyable to read as the logs.

  • @Eleghost said:

    eh he's in the same boat as oni. There's only a handful of actually useful add-ons for him. Demo is decent because he does have the presence with his teleports between gens and ability to see if people are near his portals on gens. His shred is decent for destroying pallets as well. He's a M1 killer with some map presence so you can't expect a ton from him. He's not leatherface tier though.

    Oni is not nearly as desperate as Demo. He doesn't even need addons to perform well for the most part. Some of Oni's addons aren't even that bad (apart from iridescent ones and those which refer to blood orbs).

  • Great assessment of all Hex perks. I'm surprised by the objectivity you put into this considering you started playing the game after old Ruin got nerfed.

    Got nothing to add on Devour Hope. I too like this perk: it starts unnoticeable, grows bigger in his power, then is revealed and finally brings DOOM FOR EVERYONE.

    I agree that Haunted Grounds is a little weird considering it kind of contradicts with the original meaning of Hex perks. However, personally I wouldn't put it on the same level with other Hex perks as it just enhances them.

    Lullaby is not all that different from Devour Hope. Still it is way less efficient and can't quite keep up with the high risk, high reward scheme of Hex perks, since the reward is quite humble. I really do love to mess around with the skill checks in my builds, so the general idea is quite lovely and I hope they'll buff it at some point.

    NOED could fill entire forums while still not being discussed enough. In my personal opinion it has earned its spot as one of those wild cards, which seem not optimized at all and still they are just perfect the way they are. Those things make me realize again and again that Dbd is not just entirely competitive, but rather chaotic and even imbalanced at some point. NOED is a very unique perk. I don't run it for the strong belief of unhealthiness it would create in my own matches, but for some reason I wouldn't want to see it changed either. It's weird.

    Retribution is like the little brother of Haunted Grounds, that can't do anything by himself but always comes up with clever ideas on where to find those filthy survivors. Unique in its style, enhancing other Hex perks. It has established quite well as a type of support perk for specific builds.

    Now Ruin of course is an interesting one and I am really surprised that even people like you, who didn't quite get to "enjoy" the existence of old Ruin, find it to be rather underwhelming. Personally I don't think it's that bad anymore, since early game pressure has become less important due to the rework of lots of maps and removal of infinite spots (matches often level off mid-game). What buggles me about Ruin is that you don't need to care for it to do something. That's how it works for Devour Hope and Lullaby. Therefore I really love your idea of adding a repair speed reduction for every remaining totem. This would encourage the killer to guard all the totems and survivors certainly want to destroy them. It adds much more value to the "secondary objective". Not entirely sure about the numbers, but thumbs up for the idea!

    I personally don't really like Third Seal, because I think it encourages unfun playstyles or awful scenarios where survivors forget where you're hooked at (yes, it happens). Also, it's designed to punish solo queue, cause the effects don't mean much to swf groups. I do like the idea of stacking penalties. That goes well in line with the Devour Hope/Lullaby scheme. One could probably make it so every basic hit applies a different status effect or hides the red stain for a short amount of time. The list could repeat once worked through. Might result in some diversified situations.

    Now for the last one: I've spent lots of hours in MMOs lately so I have to make this comparison. If Haunted Grounds is the devastating damage dealer and Retribution equals a support character, Thrill of the Hunt most definetely completes that trio as a tank or totem guard. Its purpose is simple and can turn Hex perks into a main objective. I just find that it is rather situational, sometimes near broken, sometimes barely useful.

    Wooows... This took me longer than expected, but still it was great fun. Just made me realize how versatile this game can be. Thumbs up again for this great summary! Next up would be obsession perks, I guess... ;)

  • Can't confirm any of this. But I tried to compile the most obvious ones:

    • Depth Gauge Rake -> Steel Toe Boots
    • Light Chassis -> Low Kickback Chains
    • Steering Boots -> Dad's Boots
    • Chainsaw File / Homemade Muffler -> Off-Brand Motor Oil
    • Homemade Muffler -> Apex Muffler (depends on whether the gray Chainsaw File turns into the yellow Off-Brand Motor Oil)
    • Carburetor Tuning Guide -> Tuned Carburetor

    Those ones make quite a lot of sense, but I'm not too sure about the other ones. I think most of the new "weird" addons (Mother's Helpers, Black Grease, Big Buckle) will originate from the chain addons (Grisly Chain, Rusted Chain, Begrimed Chain) or alternatively Long Guide Bar. Since Carburetor Tuning Guide is most likely to change to Tuned Carburetor, I assume that the old chainsaw cooldown addons (Thompson's Mix, Shop Lubricant, Vegetable Oil) will turn into anti-overheat addons (Junkyard Air Filter, Punctured Muffler, Pighouse Gloves).

    I remember when they changed Nurse they turned some gray/yellow addons into iridescent ones (that's why I got 70+ of those even though I certainly don't main her). Therefore I'd only advise you to use up your increased charging addons (if you enjoy instasaw). They are certainly going to be nerfed, if the current PTB doesn't receive a bigger change. However, nothing of this might happen, so you shouldn't rush it.

  • His terror radius is 24 metres base.

  • you gotta see the positive side of things... whenever you depip cause you get tunneled you are one step closer to not having to deal with those players anymore °-°

  • Wraith should put his bell on the survivor's head and just ring their brains out

  • No Mither is a high risk, high reward type of perk.

    Unpopular opinion: the reward of infinite sneakiness is too much to be compensated with anything properly.

    I don't like it in its current spot, but I wouldn't want to face all those P3 Claudettes running No Mither, Iron Will and Urban Evasion over and over again, if it was actually good. Matches are gonna be boring as hell.

  • I don't think that's a good idea... The change to the cages was a bandaid fix, because Pyramid Head could originally just stand in front of the caged survivor, basically facecamping them, without a chance for the team to go for a rescue.

    However, since it is a bandaid fix, it doesn't solve the original problem. You can still completely deny a rescue for five seconds, until the survivor is teleported away. When this happens, all efforts to free the survivor from the initial position of the cage have been for nothing. They'll have to traverse the whole map again and most of the times won't reach the caged guy before second phase or death. It's a cruel strategy, but I'd rather face a camper than this as basekit.

  • Those would be the most complicated addons ever then. Nah there are better fix options imo

  • The original issue was the inconsistency of Bubba's & Hillbilly's addons regarding their rarity, if I am not mistaken. The devs want all killers to have the same amount of addons for each rarity. Now besides that people complained about stuff like insta-chainsaws and although I don't remember them confirming to change those addon types, they seemingly have done exactly that.

    So I guess the real question is: Why did they actually touch the respective powers? With Bubba it's quite simple. They've already stated in the past that they are not entirely happy with how he performs. Only the Hillbilly changes came quite surprisingly and even the reasons they gave in the latest Developer Update seem a little contradictory:

    The goals behind this change is to add a small drawback to misusing the chainsaw, and to add a bit more depth to the chainsaw with resource management.

    BUT they are happy with how Hillbilly performs atm... yeah.

  • @solidhex said:

    does the new lightborn work with wraith? i mean, do they get their aura revealed for 10 seconds if they stun me cloaked? (i guess that stun is still possible even with lightborn)

    According to the description you won't see their auras unless they blind you, so I guess not. Can't confirm though.

  • Just starting to realize how bad those teachables of the latest killers are. None of them have more than one perk that I would call somewhat decent. Oni got Nemesis, which may be the only real strong perk. Hex: Retribution (Deathslinger) can be comboed here and there. Surge (Demogorgon), Trail of Torment and Deathbound (both Executioner) are kinda fun to use, but quite situational or simply not too good compared to other perks.

    Now look at Ghostface: I'm All Ears is not bad on Nurse for example. Thrilling Tremors is an alternative to BBQC (although I'd miss the extra bloodpoints) and even Furtive Chase can be of some use in a good combination for decent builds.

    Almost seems like the devs are either out of ideas (which I really doubt) or simply concerned to release a new perk that might shift the meta. But I guess that's not the point of this thread...

    I'd advise you to go for Oni, as you said. Deathslinger could also make sense, if you like using Hex totems.

  • @[Deleted User] said:

    I feel like they’re going the direction of trying to have killers that have distinct passives even when their unique perks aren’t equipped.

    Because contrary to popular belief, most teachables actually synergise with a killer power better than most give credit (or imagination) to.

    Oooh... Just imagine a Hag that gets additional dull totems due to addons. That'd be kind of neat.

    But yeah, teachable perks are among the first things to shape the identity of a new character. So they better fit them well. With addons on the other hand... Well, i guess they could potentially fulfill the same purpose - as long as they are not unnecessarily complicated or situational. I think they gave Bubba a new addon with same effects as old Franklin's Demise, just for chainsaw downs. They even cut the section with the item durability loss (which was the more annonying part imo). If they release simple addons like that, which also suit the playstyle of the respective killer, I'm totally fine with it. Provided those are not your only options.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1425882#Comment_1425882

    Not according to the add-on description:

    Fresh Blood Marks are considerably more discernible than normal.

    WraithAddon.png

    Good point. Haven't actually tested it, so I'm not entirely sure whether the description is right. However, addons without effects on the Killer's power are usually an exception. Adding two green addons like that seems rather unusual to me and I could imagine there is more in the planning...

    EDIT: Seems like the description from the gamepedia page is not correct. Therefore Billy's new addons really are kind of special.

  • I feel like noed is at its peek right now - absolute meta. And that's why I don't even expect killers to not run it. Changed my mindset to "killers have instadown after the last gen is powered all the time basically".

    And I don't think killers need to justify running noed. Just like any meta perk really it is simply better than others.

    Btw I don't play it myself, because I know the frustration of some people that comes with it.

  • Can't they just make it so as soon as the person rescued touches a gen/totem//chest/exit gate DS runs out immediately? And increase the overall timer to 90 secs to make up for it maybe?

    I don't care if they jump into lockers or waste their time inefficently as long as they can't help the game progress while "feeling tunneled".

  • Back in the days I used to headbang/nod when I got a survivor after chainsaw sprinting (played a lot of Hillbilly). People used to laugh at it, because it looked kinda funny and I think it helped the enjoyment. However, now people actually hate you for doing that and take it as a sign of disrespect: "Yes I know u got me, u don't have to tell me". So I stopped doing that.

    I think it's sad though, that more than often people feel offended by actions of their opponents. Used to be different. You can't even give them a simple "gg", if the game didn't end well, cause you are just "trolling" 🤔

  • Killers will continue running Bamboozle. The time you save on a good maze tile or LT wall is still very profitable. Especially now that they don't spawn as close together you can get rid of stronger loops pretty early. Also people are lazy..

  • I don't think so. Devs said they would try the breakable walls on the new map and wait for extensive feedback. It's a little bit early to try fixing those critical map spots with that mechanic yet.

  • @Xx_Daniel_xX69 said:

    I feel that sometimes it can be off but I think its fine at the moment. It would be hard to get it perfect and if either side feels attacked it may cause a ruckus.

    The problem is that it's not fun for either side at the moment. It'll probably not even need a complete rework if the devs can manage to adjust the problems.

  • Lore is a nice extra, but I think the Tomes are already doing a good job with that.

    Bugs are partly the reason for why I like DbD so much.

    New Content is always great, but I certainly don't need new chapters every 3 months to have fun.

    Fair matchmaking is important, but quite a hard goal to accomplish. How do you wanna know who the better play is, if some killers don't stand a chance on certain maps while others destroy each and every survivor in most existing scenarios?

  • Doctor is less dependant on his opponents, but very depending on perks, addons and strats. Oni is pretty straight forward and absolutely needs a good early game to apply pressure through the entire game. I definetely enjoy him more, but against top survivors, I'd rather play Doc with a decent preparation & strat.

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