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Hunter__

Hunter__

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Hunter__
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  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218160#Comment_1218160

    You dont need to be "pretty good" to win with Iridescent Heads. I wrote it in another thread, but I tested this Add On once (and decided before to let the Survivors go, because I think this Add On is way too unfair), while I was learning Huntress. Before I got like a 2K at max, in my first 10 games as Huntress. The game I tried Iridescent Heads on would have been a 4K with 4 Gens left.

    Iri Head is even better for me, because I dont need to hit that many Hatchets, and hitting 1 out of 3 is better than hitting 1 out of 5, when I dont use a Belt.

    A mediocre to decent Huntress can already steamroll a Team with Iridescent Head, I dont want to imagine when a really good Huntress-Player is using this Add On.

    Tbh then the survivors weren't that good and you got a good map

  • @Waffleyumboy said:

    There's a difference between winning the game and ruining a player's experience. Don't blur the two, please.

    Sorry but there is no fine line between the two things you said. There is a fine line between playing the game in ANYWAY and true griefing.

    the problem here is survivors think that if they're not having fun then they are being griefed when really the killer is just trying to win.

    it becomes a farther problem when in order to win you sometimes HAVE to do things that people don't LIKE. Like capitalizing on survivor mistakes. Like slugging multiple survivors. Killing off(tunneling) a survivor that keeps throwing themselves at you because they want to be chased, and then it's your fault when they underestimated you and you kill them when your supposed to have just left them alone, lmao. Or my favorite complaint/pathetic insult. Respecting 360s or window/pallet techs when the hit boxes are the way they are in this game and killers lose collision at certain interactions.

    maybe if they balance the maps correctly the killer wouldnt be under so much pressure and they could take it easy. Gen speed is only a problem b/c maps are the way they are.

  • @SpiritLover1133 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218169#Comment_1218169

    dude who is this god Nurse y’all talking about? There isn’t anybody in this community is good at Nurse.

    I don't know how long you've played the game or if you've played at high level. Not high rank. I'm talking about all skillful players.

    it's true most of the true nurse players have stopped playing but that was long before the nerf and more due to boredom. Consider yourself lucky you haven't played that much.

    To be scared when you notice the nurse is getting a hit almost every blink or blink sequence.

  • Nurse is still the best killer in the game. Even with all the bugs.

    You just haven't run into a good nurse. I'm not talking about a nurse player that was decent with her before her nerf. I'm talking about the player that could 4k half asleep using only shadowborne against almost any good swf. B/c they exist.

  • Only if the huntress is pretty good. And got a good map. And survivors are bad. Those 3 things are a must for a "free win"

  • Nea is a straight up #########.

    There is a second door though.

    And hatch

  • I'll stand up for it.

    The only nerf it needs is a distance restriction to the one shot.

    Say the size of her tr.

    Yes I know the combos you can do with different perks. That would be fun but also not the bs of being right on your ass getting chased and she pulls.

    Also a good deterrent for taking certain windows at distance to be animation locked.

    I'll be on board with the removal of all stupid powerful killer add-ons after they remove keys and moris.

  • The game has been like this for a long time. Survivors and killers both using whatever they feel is necessary to counter what the other might have.

    It's the presence of these things that instigate the hatred for the other side. Or more precisely the behavior that comes with using these things in a manner that is supposed to directly show the other side what they have to... out play them.

    It's a vicious cycle of a toxic attitude started when the game was far more imbalanced. A time when nurse could have 7 blinks. A time when you didn't need to hook a survivor to mori them. A time when infinites actually existed without no entity blocker or bloodlust. A time when hooks didn't respawn and iron grasp and agitation was necessary to hook at the only hooks in the basement. Or let them all bleed out. A time when there was nothing available for Gen regression. Not even kicking it.

    The game is in a much better place than it was years ago. Bhvr catches alot of flak for it being unbalanced. They've done a pretty good job. It's just takin awhile.


    RIP Billy flick

    in Why? Comment by Hunter__
  • The timer needs to be lowered to 25/35/45 seconds and the perk should deactivate if the killer hooks someone else or gets an additional 2 downs. Or eats the ds ofc.

    I say this to cover unsafe hook saves where your downed instantly. Then your savior is downed and hooked quickly you should still be able to use it.

    But then again maybe just another hook. It would be punishment for not running bt and doing an "unsafe" hook save.

    It would give another survivor the chance to run in and try to save or take aggro. Swf or not. It's noticeable when someones getting the tunnel.

    Let's face it. Killers are always going to tunnel.

    I being a killer main think it's not a get out of jail free and it is anti hard tunnel.


    Or you could change it completely. Remove the timer completely. It should activate if your dead on hook and should only deactivate once the gens are completed. Or you eat the ds ofc

    I would say endgame but as long as gate progress is saved and ppl can 99 them endgame is a joke.

    "Get outskilled nerd!" - a friend of mine used to say this whenever he ds'd someone.

    ;)

  • What you did was justified. The survivor tried to bm you to grab your attention.

    She was entitled to think that once she had your attention that she wouldn't keep it from being an #########.

    I don't tunnel ppl for forcing a locker grab unless they do explicitly what you describe and for the reason I've stated.

    Keep at it man. Don't let ppl bm you without punishment. If they want to make the game unfun you can too.

    ;)

  • Situational.

    Referring to what killer

    With the skill of that killer

    With the skill of what survivors

    On what map

    With what map rng

    With what perks

    With what addons

    With what items

  • Yes. Before I would get 1 or maybe 2 lagswitchers in a long gaming session.

    Now it's almost every game dedicated screws me up in some way.

    I'll never support people dcing but the penalties shouldn't be in place in the first place b/c there's too many consistent problems where ppl get dc'd by the game being broken and a penalty is forced on them when it's not their fault.

  • I have a rework for you. Take it off hex perk and make it last 2 minute like old school. Combod with new endgame then it could be fun.

    ;)

  • Alright. That particular scenario is just a killer being an #########. Yes they expect to have survivors throw themselves at the hook to make an opportunity to get some sort of snowball.

    Just bang out gens and make sure you get all 5 totems b/c just face the truth.

    Killer like that, prolly has noed.

  • Killer here. Just to say keep bringing all those items. The more flashlights the better. The more people trying for saves the less on gens. Plus if you think blinding at pallets will help you escape you obviously don't know about scratch marks and ears that ppl have. Please stay and don't create any distance!

    Toolboxes sure, they only really useful for Sabo now and gen speeds are a problem no matter what. Plus I love seeing those white boxes around trees and walls when they try to hide.

    Keys are the only thing that'll get you tunneled and/or mori'd for me.

    ;) I love you clicking madmen.

    PSA: I only mori for daily's, Blendettes or key holders.

    Franklin's is for people afraid of items. Or meming with insidious. LMAO!

  • The only p3 I care about when I see is Legacy. I immediately throw on double cooldown Billy (cuz i might miss a few) with streamers and as long as the map doesn't cuck me too hard I know we'll have a fun game.

    or if they fake... They die first and get a reportin'

  • Yes. They made toolboxes useful for sabo only. Or to do 5-10 % of a gen quickly. BNP'S basically do the same work of a basic toolbox in only a little less time.

    with the nerf they need to bring back insta bnp.

    Like start chasing a survivor. They stop next to an untouched gen teabag then instant gen pop. People would really freak out nowadays. I always thought it was funny. The ones that did that always died ;)

  • Care not about survivors - rep bs.

    Play to win or have fun. Nothing else should matter unless you feel like it should. Remember this is a video game after all.

  • It's a strong loop.

    Survivors got lucky with rng. Deal with it.

    They need to bring back more double pallets any way.

  • Talking about balance is sort of pointless when your referring to an asymmetrical 1v4 game.

    What I see from that clip is that for whatever reason killer had a bad first chase.

    Looks like suffocation pit. Maybe killer incorrectly chased a good survivor at the main building.

    As huntress they shouldn't have had that much of a problem but I don't know them. Maybe they're a bad huntress. They were robbed by the locker. FIX HUNTRESS HATCHES!

    Due to that they couldn't create enough map pressure. So survivors were split on 3 gens like smart survivors and managed to pull off 3 Gen pops. That's not Gen rushing. That's just a clear example of what happens if you can't put any map pressure on survivors.

    It's easy to hold m1.

    Creating map pressure has to be your first priority as killer if you want to win. Not just chase, hook, repeat.

    You can blame game design all you want but killer has only been getting easier.

  • Alright... There are no more second chance perks in the game. They've nerfed them all.

    Second chance is something that gives you something for free with no counter play possible imo.

    I feel like I can give several examples of this but it's already a TL;DR for most haters.

    Please take a moment to think about the perks your calling second chance and think about what you can do to counter them.

    Also I'm not saying that several perks don't need changing b/c they are unfun and unfair b/c counter play to certain things is just unhealthy and force you to avoid playing the role you have as killer.

    As survivor you don't feel this as much because counter play to certain killer perks don't have such a detrimental impact on your normal objectives.

    Also I'd like to say that I'm an ######### killer main so knowing these perks exist and you making the conscious effort to ignore any counter play doesn't give you the right to complain, it just makes you sound entitled and not up for any kind of challenge to learn how to be better at a game that in its nature is unbalanced.

    For the ppl who don't understand I'm not saying being a killer main makes you an #########. The way I play makes me one.

    gg and glhf in your games

    (gg as in git gud) lol

  • Whenever you want. Its always at your discretion. Unless they have keys
    B/c keys exist. why not.

  • Hex Totems explode when you finish cleansing them, don't get yourself killed in an explosion.

  • Deuces crying survivor with over 3k hrs.

  • @Runiver

    Jeff actually got the answer for me yesterday. The TR effect will stack as consecutive 90% are hit.

  • I like it. It should be considered. It's strong but not stupid powerful. Great idea
    @DirtyNurseMain

  • @Lowbei said:
    you can never be too high

    What he said. But stable ping is better overall. Rather stable and high than erratic and low but the best is a stable low ping.

  • I do agree. I do like the map but with huntress it always feels like I'm in need of a locker more so than other maps.
  • @DasMurich said:
    So this is my solid 40 hours in perspective and I suppose this question is for the more seasoned killers -

    I am struggling, really struggling, to find a reason to want to keep playing as a killer. One thing this game holds high over Friday the 13th is that if I want to play as the killer then I absolutely will get to play as the killer, every single time. As far as I can tell this game is also dependant on players wanting to subject themselves to absurdity of survivors. If we don't them there's no game. 

    But I am pretty quickly burning out on what I see as absolute nonsense. This game is not a horror game and the only power killers hold is what survivors allow them. 

    The killers are not a threat.

    When wounded survivors routinely hang out at the exit, tea-bagging, knowing that if you show up and strike them down they'll still escape, it's a sign of severe imbalance. Why on earth can a survivor escape crawling through the exit when 3/4 of their body hasn't crossed the magic line? Have we never seen, in a horror movie, a character believe they've escaped the clutches of a psychopath only to be grabbed by the ankle and dragged back in to the darkness?

    There's more, everyone knows the irritations. Multiple generators being repaired just a minute in to the trial. Groups of body-blockers. Easily negated and ineffectual killer perks. Looping, excessive pallets, constantly being slowed, survivors running at Mach 5. 

    It's pretty much madness as far as I'm concerned. 

    Is this ever going to be addressed? Has this conversation been going on ad nauseam since the release? Is there any reason to think eventually a killer main, any killer, can even get to the point where trials are not so stressful?

    Playing killer high rank is cancer and as you may not want to hear it or keep playing killer you should know that unless you want to take on the hardest thing in this game regularly and subject yourself to the frustrations that come with the imbalance's of the game you shouldn't play killer. Every single killer game i go in at rank 1 I know i could have a very hard time. B/c of the map, b/c of flashlights, BNP's, Decisive strike, too many pallets generating near good loops, Your ruin breaking 15 seconds into the game. Then comes to straight up toxicity on the survivors part. Nobody likes being teabagged or have flashlights clicked at them. The reason why you play killer high rank is the reward from it.
    When you get dstriked 4 times in the game and still get 4 kills.
    When you outplay some survivor and they walk right into you to get face planted into the ground.
    When you get that cross map chainsaw b/c you knew where they were going.
    When survivors juke right back into your thrown hatchet from 20 meters away.
    LUL, When you tombstone that last ######### sitting and teabagging at the gate, or that kid that's been trying for flashlight saves all game.
    The challenge is well rewarded when you do well by how you feel.

    OR you could just play nurse and win. Once you learn how to use her you don't need to be good, she takes very little skill and you'll get kills no matter what as long as your at least a little competent in learning basic survivor juking techniques.
    People will argue this and say Nurse takes skill to play, They are wrong, Nurse has a high skill-cap to learn, once you have that muscle memory then you don't need anything else and games become easy.

    I play Billy, Huntress, Micheal and Pig high rank. Yes it's cancer and "madness" like you said but the reward feels good when you do well with the odds stacked against you.

  • @thesuicidefox said:

    Your logic is one sided. Why is that one survivor is punished by the mistakes of the group? I literally did more than 75% of the gens that were done that game and had most of the saves too. Your saying I should just lose because other survivors are braindead and fell for an obvious trap? No. Survivors are not a team. They have a common goal, which is why they should want to work together and rescue each other, but by no means should I be obligated to them in any way. If I let you die on the hook, I'm doing it to increase my chances to escape. That Pig was NOT at all good killer. She got the other 3 because they were bad survivors, but I was not. I did most of the work that game, and even outplayed her at the end. She killed 3 why does she get me for free?

    Wait, you would have lost if you died? You did over two gens saved how many ppl and you didn't pip. Your problem is your associating winning with surviving. If you did all you said than you surely pipped. Which means you ranked up. You won that game. Even if you had been killed, you would have still pipped. Your under the assumption that you deserve to live because you are a survivor that performed well. No. What you get is the opportunity to escape. If the killer closes the hatch then you still have options. And i'm sure she wouldn't be able to kill you for free. You would have led her a merry chase, gotten even more points that you would have pipped. 2 gens so gold lightbringer, 3+ saves so iridescent benevolence, Gone down once at the end so gold unbroken, and all the time running around you would have gotten at least gold evader. That's not losing. That's just dying. Should the free getaway just be handed to you b/c you did well or should you have to earn it.
    Only if you agree with the latter makes you not just another entitled survivor. The problem your having is even though you earned it RNG screwed you over.

    /> @SovererignKing said:

    Your argument is nothing more than a complaint the game mechanics aren’t in your favor. Tell me, how is Looping in the Killers favor? How is body blocking the hook prompt in he Killers favor? How is animation lock to be blinded by a flashlight in the Killers favor? 

    You want nothing more than EVEN MORE game mechanics to be favorable to you. As if you don’t have enough already.

    Said it best.

  • @shadowsfall42 said:
    You're wrong. Your whole point is essentially, it's balanced because RNG could favour the survivor, which completes ignores the killers advantages. The killer doesn't need to hide and is faster, meaning the chance of them finding the hatch first is significantly higher, skewing the RNG. In the first place, the interaction should be skill and decision based, not RNG. RNG is not balance.

    The only way to balance the hatch and properly balance it, is to give the ability to close the hatch and finishing a gen can open it again. (And the hatch cannot be closed again) But the survivor can also begin an interaction similar to Jigsaw boxes (a series of skill checks which if failed restarts the interaction and makes a notification, plus sound) and this creates risk vs reward. The killer can either stay by the hatch after closing it to force the survivor to finish gens and start the end game, or close the hatch and patrol gens. This gives the survivor a chance to either do gens and get a 50/50 or wait for the killer to stray away and quickly open the hatch. This is not RNG and is skill and decision based.

    Explain how I'm wrong. The killer has advantages b/c of patrolling/searching speed. Obviously he does and he should. But the hatch spawns in an unknown place and the survivor finds it first to be able to leave. That's RNG based.

    Your wrong. Your argument is because it's unfair that's not right. It's unfair to killers that the game handholds survivors and gives them a free escape for what. For being immersed. For RNG. For having their entire team die. For completing up to 2 generators while the killer is busy downing others, that's really hard. Your worrying about bitter murmur or NOED. If they have whispers your dead and don't need to worry about doing anything
    other than running to your death.

    And really. Killers close hatch and the survivors have the option and ability to go to one of 2 doors OR do gens to reopen that doesn't close this time OR go through a series of simple skill checks to escape anyway.
    Your just an entitled survivor crying about why the game isn't easier for you. Your arguments mean nothing here. It's not skill being able to use one of several methods to escape. It's skillful managing to escape with slim odds.

    Want something balanced and not that stupid easy for survivors. Hatch closes. End game activates with all gens completed. You can go try open 1 of the 2 doors or a chest spawns randomly in the match with a dull key in it. Something that takes skill to get an escape. In a situation where your trembling hand is being held even harder. So to help out the survivors even more they have to search the entire map for a chest and then get back to the hatch. Or use the mind game of if they looking for a key can open a door and escape.

    If the killer has bitter murmur your screwed. Maybe you should have run Dark Sense. About the same likely hood. Your not talking about balance, your talking about making it easier for survivors b/c killers have a movement advantage.

  • It's not a matter of what's deserved or not. Do you deserve to escape b/c of what you did and the skillful way in which you did it. Sure you probably do deserve it. But as long as the hatch is there for you to escape and the ease in which you can b/c of rng then its only balanced for the killer to be able to just as easily prevent you too.
    Also the hatch spawning before such a situation where 1 survivor is left is imbalanced. That itself creates situations like this which is unfair to both sides b/c of knowledge that puts one side above the other.
    A balanced fix to this is hatch spawns when all gens are completed or there is 1 survivor left. Does that put the survivors in a tough spot in your opinion? If they don't know where the hatch is and neither does the killer. That would fix this situation but create another problem. You said yourself that hatch is there to let the last person who has done whatever they have to evade the killer and do gens and help their team or leave them to die have a better shot at escaping.
    Do you think that the hatch should exist before there is one survivor left. If yes, why? Can you consider that this is better for it to be completely random. If there was no way either party would know hatch location before it actually opened would you consider that balanced? That it was completely up to rng whether or not someone could escape?
    Hatch may not be a free escape and it definitely wasn't for you that game but that doesn't mean that it's not a lot of the time for survivors who didn't do what you did. Do you think a immersed survivor that did nothing to help their team who just hid and waited for everyone to die deserves to get hatch that they luckily stumbled upon? That there doesn't matter because what is deserved doesn't apply here. I'm not talking about what is and is not deserved.
    I'm talking about balance.
    In a situation where The hatch location was completely unknown by the last survivor and killer and the opportunity to escape was completely based on rng would you think it's balanced if the survivor found it first then they get a free escape and if the killer found it first the survivor would need to use skill to try and open 1 of 2 doors to escape, would that be balanced for the survivor to have yet another thing in the game where they have a second chance.

    This is over here b/c if your only argument is "your wrong" because your opinion is how it should be then this won't end. We agree to disagree because we have differing thoughts on what balance means. My only point in all of this was if survivors got an escape b/c of rng its only balanced that the killer also has the opportunity To force the survivor to use skill to survive also based on rng only. To create a balanced environment.

  • @thesuicidefox said:

    My point here is that you only seem concerned with RNG that does not favor you. But when it does, then it's fair and balanced.

    Your kidding me right? For real joking???

    It's fair and balanced b/c hatch could have easily spawned right next to you while looking at her. The fair part is in a situation based on rng like hatch spawn it WILL screw over one party, there's no escaping that fact. The killer is supposed to kill you and you are supposed to try and survive. In no way it should be easy for either side to do that especially in a game like this,

    So... What if that game was in the ptb and that greedy ######### of a pig slammed that hatch right there. You would have probably died that game. RNG screwed you over. What if in the same ptb the hatch spawned right next to you and you jumped in before the pig could get to it. RNG screwed the pig.
    Now what if the hatch spawned in a random place on the map and it was up to you to find it before the pig closed it. Is that balanced @thesuicidefox ?
    What if the hatch spawned in a random place on the map but the pig saw you and started chasing you. You either went down because you couldn't escape her or find it fast enough OR you turned the right corner mid chase and jumped in to escape. Is that balanced? What if mid chase you guys got to the hatch at the exact same time and she either yanked you out of the jump or slammed it in your face. You don't consider that balanced right?
    The hatch existing in the game as it is right now, 100%RNG ONLY if the survivor doesn't know where it is and it spawns. If they do know it's a free escape. That is balanced to you? Really. Balance is when It's just as likely RNG screws over one just as much as the other. Equality. The Hatch in the game is there to give the last survivor with all the odds stacked against them a chance to escape. A chance. Not guarantee if they know where it is.

    I am a killer main and you know what I would say if it got down to the last survivor and i saw that hatch icon appear only to be instantly used for an escape and the game end. I would say; Lucky. In the same position If i saw hatch open right next to me and I slammed it closed knowing they couldn't escape through there, I would say lucky. But even then unless i know where they are which would take skill on my behalf to know. They now have and opportunity to open one of two doors and escape. Which would take skill on their part.
    That is BALANCE.

    My point here is you only seem concerned with what could screw over your survival role instead of balance in the game.

  • Cypraz said:

    Gen tapping is far less popular than killers would like to think.


    Yeah I know. Normally I play high rank and ruin is either gone in 15 seconds or while I'm in chase with the first person. If not then the players will just do the gens a little slower or hit greats and still be about 80 seconds. Ruin is to stop the ones not willing to push through it and they'll find it on their totum search b/c 90% of survivors high rank know every totum spot. I've just noticed it recently b/c of reset and im catching ppl doin it almost every game whether walking up on them with Micheal and his lower TR. Or in my BBQ aura reading I'm seeing it from cross map. You can say that it's not popular but if I see it in almost every game while on my way through green and purple ranks I think it's a tad more popular than you might think. I don't expect them to do anything to help with it but you never know by raising awareness.
  • Sarief said:

    @Hunter__ said:
    That would do nothing to stop gen tapping. It would just delay it a moment.

    animation that takes 0.5 to start, would delay it for one second for two taps. 2 second for 4 taps. Do I really need to continue?

    Again, yes the animation would help delay but the fix is to force survivors to deal with Ruin and not just delay. Good idea and it should be implemented as a QOL change but do I need to go on for why the skillcheck needs to occur. Ruin as a perk should only be counterable by destroying the totem or getting great skill checks. Not simply by delaying 0.5 seconds per tap.
  • Sarief said:

    not really.

    proper fix: make survivors have an animation before starting doing gen. Prevents all abuses, including insta-fixing gens after killer hits it

    That would do nothing to stop gen tapping. It would just delay it a moment. The only way to counter it would be to have them deal with the effects of Ruin, via a skillcheck. An animation at the start should also be a thing but that's more of a QOL fix that should be done for killers anyway.
  • My argument was about balance. Based on rng if he came across the hatch first he gets to go. If he doesn't and the killer does then based on rng it's that much harder for him/her to survive.

    No. They did 2 gens, that means that 1 has the chance to escape. If you want a 4k you should slug the third guy and go looking for the last guy. Closing hatch as it was in PTB 2.0 originally just gives the killer a free 4k when they get a 3k. There is absolutely no risk to killing the third guy because you can completely screw over the last survivor anyway. Now if you want to close the hatch you have to accept the risk that the survivor might still escape. Again if you don't want to be in that position, slug the third guy and don't kill him until you caught the last guy. This isn't buy 3 tires get the 4th one free.

    The 4th should have a chance but that chance shouldn't be a completely free escape without any work. Balance. If rng can screw over the killer then rng should be able to screw over the survivor.
    The end game activation on hatch close is balanced b/c then it turns back to the survivor and killer need to have skill other than just luck. 
    If the killer wants to be an ass and camp hatch then survivor can do gens. If killer closes hatch then it is up to the survivor to open one of the doors and leave instead of just a free getaway. Then it's up to killer to find and kill survivor.

    And Left Behind is a very situational perk that wouldn't work except in this very specific case. But that doesn't mean that it's useless. Again my argument wasn't about the use of the perk just showing that there is a perk that helps with this very situation.

    Finally if your a survivor that let's others die to get an easier chance to live then you, yes; do have an easier opportunity to escape but that in no way means that it should be that close to a guaranteed escape. And it fits into the lore as something you can do but free escapes are not something that the entity desires at all. In the lore argument. In one of the many quotes at loading screens.

    "The Entity is especially ammused by interrupted hatch escapes."

  • This was implemented to remove the pickup vacuum. It was intended to dick over killers and they're not changing it now.

  • The messed up hit boxes aside, as long as the survivors have so many chances in the game to get away from a killer, to not get hooked, to have them be up and running and fully healed via a little distraction via flashlight and then a ultra rare add-on syringe which could come mid chase.
    There are so many other things that are way stronger in the game than max up to 3 throw able one shots.
    Myers Tuft of Hair- Always one shots on M1
    Myers Tombstone/Judith's/piece- Insta kill
    Billy- Instasaw
    Nurse- Anything at all on a good nurse makes it overpowered, especially additional blinks
    Hag- Mint rag + MYC will end an altruistic team very quickly.

    There are way more powerful things in this game to deal with than 3 ranged 1 shots from a slower killer where 80% of the maps handhold survivors to avoid damage if your a good survivor.
    As long as survivors can have syringes, BNPs, Dstrike, Self care. Huntress cant hold enough Iridescent head hatchets.

  • Yes. I as well always wondered why there wasn't and exact timer or proper moment when it activates.

  • Clown is way to weak. His power is a joke. Which is fitting considering he's a clown. People who are intoxicated need to be unable to vault, pallet slam, use items, repair gens, and heal. Then he could be considered same tier as Doctor.
    As it is he's currently down there with Freddy, Trapper and Wraith. "An m1 killer who's ability is easily countered."
    --Bamboozle is a pretty good perk. It really helps shortening loops. anywhere where there is a window and a pallet can cut at least 2 loops off and force them to drop a pallet early. This only comes to your going to be breaking pallets a lot faster. Really helps when coming to looping at shack, can cut what could be a minute shack loop down to any other jungle gym.
    --Pop Goes The Weasel is great for those found someone on a gen and then gens gets reset a little without worrying if someone gonna hop right on it after you walk away to finish it. Tie it with overcharge or huntress lullaby and you got yourself a nice little gen protector build.
    --Coulrophobie is nice but is easily countered and is promoting protecting hooks against attempted saves. Works well with distressing and M&A just to prevent healing quickly.

    Very disappointing after Pig.