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HR_Helios

HR_Helios

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HR_Helios
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  • @leviivel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501537#Comment_3501537

    i didn’t say he was OP by any stretch. He’s just so dry and boring to play against because it’s the same every match against him.

    part of the reason he is boring is because he is on the weaker side but outright buffing him would also lead to issue because his power is terribly designed.

    I disagree. His rework is the best example of a rework done right. All his add-ons have their own uses. He's strong enough to win games if you know what you're doing and use proper slow down. And I don't think he's boring either I actually find him really fun to go against. People complain about tunneling with any killer but the way I look at it if you're being tunneled If you are better in chase than the killer you can waste so much of their time they just lose chasing you which is a win for you. Chasing is also one of the funnest parts of the game. The hit and run playstyle with wraith has been heavily buffed ever since the sloppy butcher buff and healing changes. But it's not impossible to counterplay Like I said earlier with good positioning and game awareness.

  • @LordGlint said:

    It's fine as it is. Why is it an "issue" that some killers who arnt even high tier synergize with it? Why we trying to nerf Pig and Demogorgan?

    It wouldn't nerf demo. It would actually make the greater player base of demos better because actively not using m2s except for to zone for an M1 and hit obsession (what most stbfl demos do) makes you bad at the killer. Demo literally has a medium range huntress hatchet with him as the hatchet as a power and people just don't use it when they have stbfl. Use your M2 and you'll do infinitely better and be a stronger demo. Pig is just an M1 killer. Im fine with stbfl on m1s as they are pretty weak in most cases and the little help stbfl provides is useful to them. But on M2 killers like demo, Wesker, and nemesis using stbfl cause people to use their powers less actively making them worse at the killer

  • Wraith is in a good spot. But I'd like to see his kick addon (to a weaker extent) be made base and then nerf the add-ons slightly (so that the purple shadow dance would be the same strength) wraith has counterplay and if you're attentive and have game sense you know what his points of interest are (which Gens he's likely to patrol after a hook, where he last seen survs, etc) which allows you to pre leave to tiles. Wraith is pretty bad in chase. He's loopable like any other M1 just have to be mindful of his post cloak speed. If he has shadow dance drop pallet and slow vault it and keep vaulting until he fully uncloaks or at the very least wastes more of his time.

  • As an addition, this was written before the reversal of the engravings nerf, so ignore all mentions of it.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296923#Comment_3296923

    You are mistaking how hard it is to 4k for his skill cap. His op add-ons can make him easier but it doesn't reduce his max skill potential unless you run them, even then though iri tag is the highest skill add-on in the game. People have mastered billy and no one has mastered blight. I gave you a large list of things to learn on blight, you said reading and curves. Massive knowledge diff between these killers.

    I've played both and from experience blight is easy asf as soon as you get familiar with bump logic. A blight with good bump logic shuts down most tiles and guarantees hits. Takes maybe 100 hours to get it down max. And with that and A decent build with maybe 2 slowdowns you'll 4k most pub matches.

  • As a Billy main and someone with 2.5k hours on this killer alone my proposed changes go as follows, keep in mind I'm being realistic and won't recommend things I genuinely don't think bhvr would do. So no "remove overheat" unfortunately.


    1. Make Doom engravings (20% movement speed in saw) base kit with no downside. (Base kit charge time)

    2. Make death engravings green

    3. Move lopro back to iridescent (as it's his best addon imo besides engravings)

    4. Move iri brick down to purple

    5. Rework apex muffler to follow the same theme as punctured muffler (50% faster rate of cooling) by making it take 25% of your heat off your overheat bar upon a down with your chainsaw

    6. Rework big buckle to increase your movement speed while reving your saw by .22m/s

    7. Rework pig house gloves to decrease cooldown (animation) after a chainsaw hit by 20%

    8. Buff leafy mash to 30 seconds and have it go away upon a hit or down and reapply after a chainsaw down

    9. Give off brand motor oil the original apex muffler effect (saw is silent when undetectable)

    10. Rework black grease to remove object collision but only deal one health state

    11. Remove the movement speed penalty for tuned carburettor


    These changes are meant to give life to Billy's addons, encourage variety, and make him a little more potent to increase potential against better survivors. These changes were made with add-on synergies in mind for this reason. Thoughts?

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295145#Comment_3295145

    As I said before, billy's curves make him the most mechanical killer in the game. But all he needs to know about collision is, the few things that have much large collision than the actual model to avoid and things like rad car that have no collision but is very rare.

    No one says blights flicks are hard, they really aren't. The hardest thing you will see is an s-flick imo. But let's think about the immense amount of things that you should learn on blight to be good and literally every blight player is still learning and getting better, it doesn't matter who it is. Also the fact that any of his add-ons exist do not make the killer have a lower skill cap. Also how does billy needing to go for flicks make so much harder than blight, what does that have to do with anything? Nothing in this game could be worse for learning a killer than c7 btw, It's gotta be the worst add-on in the game.

    Blight needs to know-

    1. 90's 180's and s-flicks and shoulder flicks
    2. He has to know the collision of literally everything in the game, this short sentence is really down playing the incredible amount of collision to learn in this game for blight
    3. Understanding both types of collision blight has
    4. How to use collision to his advantage, such as most shacks having almost no collision or even plutoing intentionally as a bait. Using a lack of collision vs unknowing survivors
    5. How to zone a survivor while in power
    6. How to fake red stain in slam duration
    7. That capable survivors will pluto him in the right situation
    8. Hug techs and the many many things you can do with them
    9. How to run tiles in a completely unique way as the blight
    10. How to read survivors at tiles such as primitively moving where they are going to go as they start or when they will hold w
    11. Understanding and utilizing slam duration
    12. Understanding and utilizing how long each rush goes for
    13. How to bait out dh with your power
    14. Deciding asap what you have at your disposal around a tile for bump logic
    15. How to counter wiggles and spins during lethal rush

    How does billy compare to that? Just because he isn't good doesn't mean he's harder.

    Him being weaker does in fact make him harder. Blight is an S tier with busted add-ons and though there is some prediction in his power usage Billy is almost all predictions. When you play Billy you have to learn the survivors you're playing against and adapt your playstyle accordingly. Blight has five bumps. If a survivor does something you don't expect you have bumps to correct for it. And if not once they recharge you have 10 times the traversal power of Billy and can easily cut off other tiles and catch up.

    You have to deal with survivors being able to W key anytime you put up your saw unless you predict it. You have to deal with survivors being able to abuse their smaller hitbox while crouching to avoid getting curved entirely (something blight doesn't have to deal with thanks to shoulder tech). You have to deal with the unique pathing of survivors that can completely negate your power. You have to either hold your saw or curve wide to predict survivor's peeling out on you. You have to manage your overheat and know when to drop your saw and M1 a survivor. You have to know all his mechanics including but not limited to, s curves, 90 curves, 180 curves, round the back curves, and 360 curves. And know how to pull all of them off consistently to catch aware survivor's off guard. Because he is so weak you have to know very intrinsically when to leave Chase with a survivor, for instance when a survivor is pre-dropping pallets or running to a tile that will take too much time to deal with. Going back to predictions You have to predict survivor pathing almost perfectly as once you curve you can only barely correct yourself.

    Billy is the hardest to master killer in the game by a long shot. Even an average blight can 4k most games with just bump logic. In order to be that consistent with Billy you have to have mastered him. This is exactly why nobody plays him and the ones who do are either hot garbage or some of the best in the game. There's also a reason a lot of Billy players who have mastered Billy are some of the best killers in the game. A lot of us also play only and blight because they are very similar. Both of which are way stronger

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/357892/the-hillbilly-is-the-most-fun-and-interactive-killer-in-dead-by-daylight

    Billy is a fun killer to play against.

    Playing him feels like a lot of work and skill to make anything happen - he's not like Artist or PH where, if you get good, you can do some insane things. He's the worst of both worlds - high skill floor, without much reward until ridiculously high skill levels.

    I'd say 'Artist' fits the bill better. Tons of interactivity, lots of character, but isn't tooth grindingly frustrating to learn.

    Artist is one of the least interactive killers in the game by far. She put survivors in a position where they only have one option and that's hold W away from the tile. Killers that only give one option for survivors and killer to make are by design boring and uninteractive. Look at knight for instance, The gameplay loop is ; walk to pallet drop guard, surv holds W, repeat till in deadzone or edge map, surv gets hi

    t. It's the exact same thing with artist

  • @Sava18 said:

    Everyone loves billy players. But I disagree he has too much counterplay, too many loops he can't play the game at. Blight without his top add-ons is the most skillful killer for both sides by far, there is many many different things a survivor player can do to deal with a blight. On the other hand billy is only b tier because the survivors have so much power over his ability especially depending on the map. When someone abuses collision vs Billy there is really nothing he can do, when someone abuses collision vs blight it's actually skillful and something I see so rarely it's impressive. 95% of survivors have barely scratched the surface on how to play vs blight or even what he does because he has that much depth, compare that to Billy who is only hard because of how mechanically challenging his curves are and is pretty easy to deal with. Pretty much anything Billy can do Blight can do better, anything bad for Billy isn't as bad for blight. But Blight has many more counter play options that are harder to pull off. You know how many times I have been intentionally pluto'd as blight? Maybe 5 times, when there are countless pluto spots and shack everyone should know. It's just survivor's don't care to learn blight and all is mastery in order to deal with him.

    Billy is great and by far the most mechanically hard killer in the game but his kit is outdated and abusable.

    I can agree for sure.

  • @GamerEzra said:

    I had this multiple times as well. I believe it happens when undying get's cleansed. It stops regressing and you are also unable to kick it. The only way to fix this is when a survivor touches the gen.

    It's a visual bug the gen is regressing just the sparks aren't visible

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/302793/for-anyone-thinking-of-maining-billy-from-a-billy-main

    One thing you're not mentioning. Is Q and E is based off of controller sensitivity, and as such should be 100 %.

    You should probably explain what q and e is. Which means(assuming you use WASD for movement) You bind the CAMERA to look left and right VIA Q and E for the turning.

    People mention Q and E. But don't mention how or what it does.

    I said in the second section the saw is based off controller sense

  • Killer becomes fun when you stop worrying about the kills and start worrying about personal improvement on the killer you're playing. For instance I've been grinding Billy, and I've been having so much fun looking back at my old clips compared to now and seeing how much I've improved. The kills will come when the skill comes. It's fun to get better imo

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582321#Comment_2582321

    for staying out of a chase 

    Don't do that. You'll never improve that way. That's a common mistake beginner do. You'll MMR yourself into games where you just M1 on gens and than die in 10 second chases. Zero fun in that. I did that too, but than listened to streamer advice and forced myself out of my comfort zone and into chases. You'll be able to turn your matches into fun entertainment instead of a chore.

    Stealthing correctly is a viable playstyle so much so you see it in comp play. Stealthing is worth it when the killer is actively looking for you. The second the killer stops looking for you you need to start being productive again. I'm fine with stealthing teammates when they do that. It wastes time. Not as much as a chase but they can stealth around a gen and then get right back on it minimizing regression on the gen. Which is worth it.

  • @QTASTIC said:

    "Health is Wealth": Your past experiences taught you to stay focused at the task at hand, making you forget your wounds. While repairing a generator in the injured state, skill check frequency is increased by 20% and each great skill check you hit progresses your heal progress by 5/10/15%. This effect caps at 75% heal progress.

    --With HiW I'd like to suggest it work like BnP where you get 2/3 tremendously difficult skill checks and if you get them all you get healed to a maximum of 30% progress. Where if you miss them it doesn't trigger a notification.

    "When push comes to shove" You know what it feels like to get pushed around. Upon taking a protection hit for a teammate, Push the protected teammate causing them to sprint at 150% movement speed for 3 seconds. This applies the exhausted status effect (to you) for 60/50/40 seconds.

    --P2S gets ruined by SWF if they both run P2S with borrowed time and they unhook ,The BT person then takes the hit for their buddy giving them a speed boost, and if you catch them the other one then takes a hit giving them another speed boost making that type of situation Broken and unfair towards killers. And that's only with 2 people, imagine a team of 4 playing SWF stacking this Absolutely disgusting

    Give opinions and tweaks if you have suggestions please!

    Health is Wealth: I made it normal skillchecks with an increase in frequency because it's meant to reward risky gameplay. You should be rewarded for doing the gen while injured but not so much to where it becomes broken. So you get more skill checks to go towards the heal bar and towards gen progress. 30% is nothing and you can get there in approx. 4 seconds with a normal medkit.

    When push comes to shove: I can see how this could be abused in certain scenarios. Maybe decreasing the protectors post hit speed boost by half would make it more balanced and skill based. That way it becomes a play making tool and if used wrong could cause the protector to quickly go down

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2479495#Comment_2479495

    So the buttons on the right side. But then you cant look around with the right stick at the same time, right?

    That's less necessary while your on gens

  • @ThiccBudhha said:

    So... No killer tips, huh? Only survivor fans on console. I see how it is, bruh.

    Killer controls are fine...kinda

  • @GenJockeyNance said:

    I would but the default keys I have memorized by muscle memory and adapted to it. If I veer from it, I'll just be more of a hindrance.

    It took me maybe 3 games to get used to but fair enough

  • @TicTac said:

    What are face buttons and why is it easier to hit skillchecks?

    A B X Y on Xbox and it's easier for me. But it also saves your bumpers from dying a premature death

  • @Bangarang said:

    No.

    Yes it's objectively better

  • @Shaped said:

    Yeah separating should be a must. You don't want to drop a pallet on a downed teammate or accidentaly pick up the item near the window instead of vaulting lol.

    Exactly saves so much headache and saves you and your teammates lives

  • @ThanksForDaily said:

    Killers used to take bs hits and downs on pallets all these years.

    That's why they all are baseball players.

    Get used the new reality.

    We had a problem as survivors so let's push it onto the killers cause [BAD WORD] em

  • @Dwight_Fairfield said:

    SBMM is kicking in tomorrow. Expect to see a lot more camping.

    The opposite for higher ranks. Unless they are close to second stage or death don't expect any killer that's decent to camp. Its wasted time and generates 0 pressure until that person dies and against high MMR players those gens are gonna fly. Only time it's a good strat to camp is if 1. The survivor is close to death or second stage, 2. The survivor is near a point of interest (3 gen or nearly finished generator) or 3. You've lost and want to secured 1 kill and play off altruism to maybe clutch up. Other than that it's pointless

  • @Triadequinaxor said:

    No one seems to play any other killer but huntress huntress huntress! the unskilled garbage ranged killer that waits for you at pallets and hits you anyways because of dedicated servers. I dced and took a 6 hour queue ban, i'd rather wait 6 hours then play against garbage like that. if BHVR is incompetent enough to not fix Nurse bugs for years, then this will not change, their only primary focus is releasing chapters and rehashed skins no one asked for. Inb4 Corporate Whiteknight comes in my discussion.

    I love playing as and going against huntress you have to play greedy against her and read her not their fault you drop pallets and give them a free hit

  • All he needs is the ability to carry more traps at the start (Base kit brown bag is enough that's the main addon I run on him) that way he's not so addon dependent. That and more centralized traps. Traps spawning in the middle of no where where I have to go out of my way to get them is majorly annoying. Mainly Qol stuff. He's still gonna be weak but that's okay. I don't want him to be any stronger than he is personally.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376921#Comment_2376921

    It's not fair if it's a rank 1 going against a team of rank 15s. It's also not fair if it's a Nurse vs. an okay team of players. Nurse is designed to literally counter pallets and windows. How is a killer who counters all of the survivor's defenses fair? Those are objective balancing issues.

    Yes bad matchmaking is unfair we all agree with that. But nurse isn't unfair. She's strong yes, but not unfair. You have to play very different against a nurse as playing against her is all mindgames. If you get caught out in the open your [BAD WORD], you need to block LOS and creat distance by being unpredictable and pathing uniquely. Eventually she will get a right read and down you but she gets heavily punished for messing up. You can easily lose a gen or 2 by having a couple missed blinks. Nurse is as strong as the person playing her. A bad nurse will lose almost all their games. A good nurse will win about half of their games and a skilled nurse will almost always win against pub match survivors. I don't think that makes her unfair.

  • @GlamourousLeviathan said:

    As a Killer, I say that Suffocation Pit is one of the most unfair maps in the game. That middle section has 3 or 4 loops very close to each other, which means that a survivor with good rooting can easily turn that section in a infinite loop. Do not underestimate TLs. They may be a weak loop when they are isolated, but If they are close to other loops they become really strong, specially in Suffocation Pit.

    The game of suffocation pit where the entire middle section of the map was only TL's. It was so stupid lmao

  • @Hidekiii said:

    i'M USING A 144 HZ MONITOR FOR DEAAD BY DAYLIGHT BUT MY GAME DOESN'T RUN MORE THAN 120 FPS. CAN SOMEONE EXPLAIN WHY THIS HAPPENS? ANY SOLUTION?

    Download Ardethas config editor. Allows for a complete uncap and various other useful edits

  • @kaeru said:

    She is very strong against weak and casual survivors. There is not much hags around, so survivors feel annoyed and helpless against hag. But good survivors know how to deal with her without flashlight. You just need to destroy her web by running while she is busy chasing far away or carrying survivor. She is slow killer and she needs to set up at start and during the game.

    I definitely have more easier games when I play as hag because she is less reliant on maps and most survivors don't know how to play against her. But I feel helpless against actually good survivors that destroying my web and leave me without power. Yes, she can camp without camping, but it doesn't matter when her web is destroyed.

    She is good killer with unique power and unique counterplay.

    Your counter that you mentioned has a flaw cause skilled hags don't chase hardly ever. I'll gladly leave chase and teleport to hit you or replace my trap. If you have good trap placement you'll get traps triggering very often in your web. I'm pretty much mashing the button all the time. The cycle is teleport hit reset trap watch where survivor went, if there's a trap in that direction chase and use the trap to down reset trap hook trap hook repeat. If a survivor begins to harass me I'll see it coming and either get a pallet down or get a free hit depending on the tile. Then I'll reset. A good hag will never chase without reason. Otherwise she will lose. Now while hag is carrying that's when you set traps off. And yes that can hinder her but only lasts until she resets.

  • @Ruma said:

    Bodyblocking itself is fine.

    Bodyblocking with BT is not fine

    Just wait out the bt and tunnel lmao. They wanna body block they revoke my kindness and their privilege to not be tunneled

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366978#Comment_2366978

    I really don't think "fair" is subjective. It's just giving everybody equal opportunity.

    Sorry for the late reply but I disagree. Fair is completely subjective. Both sides have equal opportunity from the start, in fact at the start the killer starts at a deficit because they have no pressure and the survivors have all resources available. It's the survivors and killers decisions that determine the outcome. If survivors make a bad play like farming their teammate without DS why should the killer simply ignore the mistake and not punish it?. I'll rehook them. They unhooked too close to me and it's their fault I think that's fair. If gens get done really fast cause I wasn't pressuring gens Enough that's completely fair imo. Camping is fair because tho he's getting a survivor out of the game if all. Three split up on gens. You can easily get a 2-3 out which is a win or tie. That's fair. If he gets more. Than that it's the teams fault for being super altruistic. My main point is that fair is a subjective term that can fit any narrative Because what you may deem as unfair may seem completely fair play to someone else

  • Fair is subjective. So no. Some people think slugging is unfair, I don't. Some think tunneling in unfair. I don't. Now they may be unfun. But not unfair

  • I ran a rank 1 sweaty ass wraith for 3 minutes in a 1v (team got obliterated) and I'm not the best Survivor in the world. He's fine. He's strong but you can play around him.

  • I'm going to say wraith is at a good spot right now. He's not as broken as everyone says and you can take advantage of wraiths that like to use their lunge a lot in chases. Went against a really good wraith yesterday who demolished my teammates but it left me in a 1v1 with him. The chase lasted almost 2 minutes and it was because I used his mindgames against him to make distance and pathed uniquely in tiles. If he's gonna try to use his post cloak lunge and he doesn't have LOS you can simply run to neighboring tiles to gain back distance and go to safety. On a open tile (Meaning y'all can see each other) it's a 50/50 guess but this game is full of 50/50s. You just gotta read him and hope your right. Wraith is all about mindgames with his cloak. You just gotta read him and act accordingly. Eventually you'll read wrong but the more you play against good wraiths the better you'll get.

  • @Aven_Fallen said:

    I have over 6k hours and I am pretty sure I dont know all the Add Ons. For some Killers there are some more exotic Add Ons I dont know, pretty sure.

    Also, I dont know what exactly Hillbillys Add Ons do - I know some of them (the important ones), but not all of them. Because I never play Hillbilly with Add Ons, never did it before the Nerf and I wont start doing it now.

    I hope this is enough of an excuse... But in general, nobody should expect that anybody knows everything about the game. Not everyone is that invested and I could not care less about the effect of Add Ons which will never be used anyway.

    When it comes to addons I mostly mean the impactful ones, like the ultra rares, and things like Barbs glasses and black heart for demo. Things that if you know them you can play around them

  • @Torsti56 said:

    https://forum.deadbydaylight.com/en/discussion/259950/message-to-people-with-1k-hours-or-more

    Oh yeah so I need to keep count how many blades trickster throws to know that he have 70 blades instead of 60. I can manage myself and suggest that you should manage yourself before coming here to rant everybody.

    You should know he has an addon that can increase it to 70 though it isn't super impactful so I'd honestly let that one slide.

  • @ShinobuSK said:

    I learned a lot just from reading perks and add on descriptions in the endgame screen. I never used 70% of them but I know what they do

    THIS. That's all it takes! Just being attentive is all it takes

  • @GannTM said:

    I have over 1000 hours and I pretty much know what every perk does. Now, it’s unrealistic to expect someone to know every single add on and offering in the whole game. There’s just so many of them on different killers and survivor items.

    When I said addons I mean the ones that have a great impact on the game mostly. I don't expect everybody to know the add-ons that take 5% off of specific action. Cause that's so miniscule it might as well not matter. But stuff like Barbs glasses and Black heart more recently on demo should be known cause it makes a great impact on the game

  • @KajdanKi said:

    This game is not meant to be for sweaty people as it is now.

    Red ranks plays with green or lower, killer rank is also not suitable.

    This game is more fun than serious game. What your rant is for anyway?

    None of that had anything to do with my post. I don't "sweat" In this game I play to have fun. It just baffles me how you can have that many hours and not know what all the perks do. Even if you don't use them it's insane to me.

  • @GrimmGaliard said:

    Mate, I've been playing for about 4-5 years now and I don't know what every single perk, add-on and offering do. I just don't really care enough to keep up with it.

    That being said, Nurse's is way old. Everyone knows Nurse's and BBQ.

    It isn't that much effort to know everything. I don't even use half the perks in this game but when I see them used I can name what perk they are using. It's just about paying attention to the descriptions.

  • @TDZ_Luke said:

    if you don't tunnel it wouldn't be an issue, as someone who plays a lot of killer, I rarely find borrowed time being that much of an annoyance. But if you feel like you still feel this way, the best killer to counter BT with is leatherface as you can hit them twice quickly with the chainsaw.

    Also, if they try to take a protection hit for their teammate they revoke their right to not be tunneled. I'll gladly wait the 12 seconds and put them back on the hook. If they run away? I'll chase the rescuer. But, if they run at me with BT they are getting tunneled.

  • @Heartbound said:

    One time I was playing survivor with three other people and a killer spawned in the map WITH US.

    ...I took that personally.

    I love people like you lmao memers are the heros we need

  • There's no good reason to talk trash in endgame chat. Just say ggs and move on

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2267496#Comment_2267496

    By the time you’ve tunnelled and killed them, all the gens will fly and it doesn’t matter if you down them, because they’ll have plenty of hook time left to escape. Inefficient and annoying strategy, pressure the gens and maybe you’ll do better.

    You're talking about hard tunneling where the killer just chases one person all game. I'm talking about tunneling someone on death hook near the end of the game to slow the gens down

  • @Artick said:

    Weird, judging by the posts on this forums it looks like killer take everything like a person attack.

    This post honestly goes to both sides. I'd agree with you

  • @WexlerWendigo said:

    Tunnelling is almost always a terrible strategy anyway, zero pressure is being applied.

    Actually the opposite 3 survivors is weaker than 4. Especially at end game where there's less gens

  • @RiskyKara said:

    I mean every time the killer downs me it's literally an attack on my person.

    Technically not wrong lmao

  • @Laluzi said:

    Okay, that's hilarious. It'd be even better if Huntress was one of the killers whose M2 hides Devour Hope, but still, the sheer big-brained unpredictability of the whole thing is amazing. It probably works as well as it does because pallet play is very different against a Huntress than an M1 killer, so most people will keep running and wildly juking instead of dropping pallets and holding W, especially towards the start.

    Facts I actually get a lot of salt with this build which is funny. Had someone tell me I relied on perks to carry me but they lost to an m1tress sooooooo

  • @[Deleted User] said:

    Oh that actually sounds like a fun build

    It's fun as hell. But not strong at all. You'll get smoked against a good team.

  • @Phasmamain said:

    This clearly means STBFL needs a nerf!

    Honestly stbfl carried me most games as devour got found within 30 seconds as per usual

  • @GannTM said:

    Honestly that is big brain. I might try that out as it’s good to have a bit of a variety.

    I'm an awful huntress (Console player) but can play every other killer so this is my way to play huntress without playing like a boosted ape.

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