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RK67

RK67

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RK67
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  • I have also experienced same bug with huntress. Huntress hatchets hit but sometimes they don't register.

  • It's a very funny bug, I think it has been reported before also. Also you can see doctor was not able to hit you near the harvester as you were crouched, seemingly bug also affects basic attacks if survivor is stuck in that position.

  • Experiencing the same grab bug. Earlier the killer used to either grab or hit the survivor(if the survivor cancels unhook action) but now it starts grab animation and then suddenly cancels it, not giving any hits also.

  • @GlamourousLeviathan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049346#Comment_2049346

    First of all, in my first post I said that I find Oni pretty weak, definitely not bottom tier but weak nonetheless. I also stated that having his mobility puts him above Myers in that regard but I didn't compare them as killers because of that but in spite of that. I did compare them however because they are both killers that follow the logic of "gaining your power once and now you are a threat to all survivors and can snowball better than most killers". That much you can't deny that they are similar, as you are not going to spend an entire Myers game without stalking and neither an entire Oni game without going into Blood Fury. Also, the fact that both killers have Infectious Fright as one of their mandatory perks proves that they do go for the same snowball playstyle to get most usage of their peaks of power.

    First of all, Spine Chill isn't used that much in higher because survivors are aware of their surroundings. The lack of Spine Chill doesn't make Myers strong, as every competent survivor will know to look for a Myers creeping onto them, after all, even with Monitor, he still has a terror radius and unlikely other stealth killers, Myers is tall and easy to see with no other tool to hide him. Perks do make him at least a bit less weak, but the fact that he has to dedicate a perk slot to Monitor and Abuse and still is far away to become a monster only proves how limited he is.

    About Ghostface, let me ask you a very honest question: What is the point of being spotted stalking and not lose your power? Myers does not lose his power, but what can he do about it if the survivor can just go for a cover to protect him from being stalked. Also, if he is really supposed to be a stealth killer, being spotted should be his priority, so if a survivor has noticed you and started running, then your stealth attempt has completely failed in the first place. I would like to note that even if Ghostface loses his Night Shroud, the the stalk meter of each survivor won't disappear unless he hits them, in which case, what would be the point of getting an exposed effect in the first place? Good Ghostfaces know how to crouch and lean effectively and even if they don't decide to stalk, trying to play the hit and run Ghostface, they will still get injures more easily than Myers ever could, since his stealth ability is much superior. It's a fact that Ghostface struggles with a top% SWF, but so does Myers. If survivors got cocky and underestimated a killer, then it's their fault that they got killed and this applies to every killer. And I honestly don't know where did you come from saying that I hate Myers, because if I truly hated him I wouldn't be asking for a full rework Freddy style for him. I just stated that he is incompetent simply because that's a fact that most of the community agrees on. Think about it, as a snowball killer, every other option is better and as a stealth killer, every other option is better as well. It is not personal, I am just stating the reality.

    I do not think that every other killer other than Myers and Trapper is strong and viable. Wraith, Clown and Pig are far from it. I am just stating their redeemable qualities that make them unique and at least a little bit competent on their own way. If you are just saying that you can't put Myers on the list because you think that people don't know how to play him properly based on your own experience, then anyone can make the same argument with every other killer on the list. Myers is indeed regarded as bottom tier killer by a lot of people and ignoring that because you play him a lot and you love him is simply being in denial. For Trapper, as a strategic map control killer, my problem with him is that his set up time is ridiculously slow and unnecessary, especially when compared to Hag, not only that but he has so much counterplay that it doesn't justify the time that he has to put in placing his traps. Unlike Myers, I do not think he needs a full rework as his identity is pretty well established and it just needs some buffs to make him work. I would suggest giving more available traps in the map, increase his trap set up speed and increasing the number of traps he can carry. With only these three buffs, I think he would be able to achieve Hag levels of strength.

    For the rest of the killers, I will not debate about it because for almost every one of them you brought a valid weakness. However, this is a comparative poll and everything I can say to back up my opinion is say that, although their weak points, Myers still has far more weaknesses and are far more abusable. The only thing that I would like to argue about is my comparison of Plague and Huntress. In my humble opinion, Plague is far more strong than Huntress in every sense but let's discuss hitboxes. With your argument, I do believe that you think that having a big and fat hatchet hitbox is an advantage when actually it is not. Having a big hitbox means that your shots are more susceptible to not pass above, under or between objects. On a simple two garbage piles and a pallet loop, a Deathslinger and Plague may be able to hit the survivor with their power by aiming above the objects while Huntress cannot. The only situation where a bigger hitbox actually benefits you is when a survivor is running in the open with no obstacles in the way. The problem with this is that this large would be unnecessary if you could shot faster, your projectile was quicker and your aim was perfect, which is exactly what Deathslinger does. As for Plague, her projectile is a stream of vomit, so you can spray it and the survivor will have no way of dodging it unless they go for a solid cover.

    Dude, you look new to the game. Please try to bait someone else. Saying ONI IS WEAK tell me straightaway that you are new! Go try baiting someone else. I won't argue with you, because your opinions are all crazy, you have a very unique opinion on everything. Spare your time and please don't bother explaining to me your points because you don't even know what you are saying. Nobody asked you why every killer is strong in the list or what strengths they have but still you mentioned all points straightaway in your first comment. Then when I said this list is made to see weakness of killers you keep explaining to me how they are strong in your second comment. Myers is dependent on your m1 killer skills and right perk combination, with that he is devastating even against good swf. You think m&a is weak on myers? You must be joking right? You cannot always see myers in your line of sight on every map or in every place on map. He can spook you, without you knowing it, not all places have a 360° degree field of view! Myers is not bottom tier, period! Those who put him in bottom don't know how to play him. Try fooling someone else, if you don't know how to play him that doesn't make him weak, not all people say he is weak. Also you haven't met good huntresses therefore you think,she is comparable to plague which is outright crazy, they only have their throwable ability in common nothing else. Your opinion doesn't match with mine, so there is no point arguing here.

  • @GlamourousLeviathan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046881#Comment_2046881

    I compared Myers to Oni because they are similar not because of their mobility, but because they both need to do something in order to use their power at its peak. Also, both of them are regarded as snowball killers, which means their gameplay centers around using the most usage of their power to end the game as quickly as possible. I really do think that Myers's smaller terror radius doesn't make him a stealth killer from beginning to end, but rather a tool that he can use to get stalk more effectively, as it would be extremely difficult to stalk if survivors can constantly hear you terror radius. But ok, since you want to put Myers as a stealth killer, let me compare him to his other mates, Ghostface, Pig, and Wraith. Wraith goes for a full hit and run playstyle, which gets stronger with his high mobility and invisibility, a thing that no other killer has. The Pig has a low stance when she is crouched, which on top of having no terror radius at all makes her harder to see. Also, she can do a dash attack and use bear traps to slow the game down.

    So, out of these 3, Ghostface is the one who gets the most similarities from Myers, since they both are stealth killers. First of all, Ghostface's stealth is very superior to Myers. He has no terror radius, has a much lower stance, and can also crouch and lean over covers to stalk. Having no terror radius not only makes him much more effective when stalking but also when trying to hit an unaware survivor. Myers is a two meters tall man with no ability to make his stance lower neither suppress his terror radius to get a free hit. If you got surprised by a tier 2 Myers, it is absolutely your fault. Then for stalking. Ghostface's stalk fills only for each survivor that he is stalking, which gives him more freedom to when to go for each victim. Also, Ghostface's exposed meter fills much quicker than Myers, and even quicker if he is leaning from a cover. Myers's stalk meter is universal for every survivor, which means that if he pops his tier three, all the other survivors can react to that by playing immersed or safe while his power is active. A good survivor team will know how to act when a Myers has gained tier 3, making sure he wastes his peak getting two downs at best. At the end of the day, Ghostface can get as many instadowns stalking much less and more effectively. So comparing those two, there is absolutely no reason to play Myers when you can play Ghostface, unless you want to play Myers as a snowball killer, which also has much better competitors than himself. In the end, Myers ends up being incompetent as a stealth killer and as a snowball killer.

    Well, it's basically a general agreement between the community that Myers is one of the weakest killers in the game. Most people will agree that he is outdated and a bottom tier, much more than Plague and Twins at least. So I don't think that it is fair not putting Myers in this list as so many players have already brought up his problems.

    Now, let me debate your explanations why you think that the other killers could possibly be the worst.

    The Twins are the single best sluggers in the game. When all survivors are injured, Victor can just down all survivors in a blink of eye. This is due to two reasons, the first being his sheer speed and the second the fact that even tho his attacks are dodgeable, it is extremely difficult doing so against a good Twins. Even I who don't play them all the time can get 80% of my pounces landing. Of course, they have some weaknesses, such as lockers, being vulnerable after downing a survivor with Victor, and the amount of time that gets to hook a survivor. However, they are still strong just by how good Victor can be in chase.

    For the Plague, all your arguments that you used to justify her placement can also be said about Huntress. Huntress's hitboxes are also inconsistent and indoor maps give her even a harder time since she is a 110% killer. The only thing that I do agree is that it indeed take some time to injure a survivor with Vile Purge, but normally as a Plague, you will just infect survivors instead of trying to make them broken and get a free down. A Plague without Vile Purge addons will only try to fully infect survivors if they are out in the open. Also, I would like to note that Plague with her Corrupt Purge is the single strongest projectile killer in the game with no doubt.

    While I do agree that Demo has a problem of being very loud, it doesn't hurt him so much since he is not meant to be a full stealth killer. For the other part, I would like to state that just because the shred can be dodged, it doesn't mean it's weak, as Huntress's hatchets can as well. Using your shred depends on the situation, as sometimes is a lifesaver and in others is useless.

    For the Legion, I very much disagree. Juking almost never works against a Legion and if it works, it is his fault. Yes, sometimes you will not be able to get all 4 survivors in a single usage of your power, but that only depends on how far they are on each other. The thing is, if you don't have any duration addons and don't see any other survivor with your killer instinct, you should just cancel you power and go for the survivor that is already injured. Your Feral Frenzy has relatively a small cooldown for what it does, so losing your power is not a big deal.

    The Pig can indeed suffer from good loopers, but that is not a problem that only she has as basically every other M1 killer suffers as well and this includes Ghostface, Myers, and so on. Her traps on the other hand, even though RNG-based, will give you at least some seconds in the game, which at the worst case is still something. If you get lucky, then you are good to go, if you don't at least you have gained something.

    For Wraith, I think that his longer lunge compensates for his loud bell and slow uncloaking since his gameplay is based around getting survivors out positioned. I do think he should get a faster uncloaking buff though.

    The new update gave him a tool that he can use in situations that he can't hit a pink bottle. So even if the survivors are too far away and can't be slowed, Clown can now simply speed up himself. Yes he indeed lacks map pressure, but since his anti loop is very good, it ends up being not so bad to the point of making him the worst killer.

    Well, everything you just said about Trapper can be said about Myers xD. OoO wrecks them both, they only get stronger from mid to late game and they lack any map pressure at the start of the game.

    You must be joking right? You are comparing an A tier killer to a B or C tier killer? Does map mobility not mean anything? Oni is a loud beast and he can get his power very easily and throughout the match plus he can dash to any gen he wants to. You cannot ignore that. Myers is a pure m1 killer, oni can dash and strike using his power. Also snowballing is not something which you can always have, almost all killers have some snowball potential so snowballing cannnot be used as a criteria to compare killers. Playstyle is used to compare killers usually.

    His small terror radius does matter. Suppose you are working on a gen and considering how spine chill isn't much used at higher ranks, michael can quickly creep up close to you and with monitor and abuse you won't even know when he came up so close to you. Myers depends on perks to make him strong, without that he is somewhat weaker but not too weak. He relies on your m1 killer skills to grab any benefit out of it.

    I would say myers is a unique killer. You can compare him to ghostface but their powers work quite differently. Michael's power requires him to stalk survivors from a distance and he can be seen while he is doing that while ghostface can crouch and use his nightshroud to suppress his terror radius. But don't forget it's easy to get ghostface out of his night shroud. He has to mark survivors while in night shroud and if anyone reveals him then his power is gone, which is easy to do so. On higher ranks ghostface night shroud doesn't work half the time and is many a times useless. His lean power is not perfect nor usable on all surfaces. He doesn't remain on 0 terror radius throughout the game as well. Myers doesn't need to hide himself much during stalking whereas ghostface has to. Ghostface maybe good on lower ranks but suffers a lot on higher ranks. Michael is an omnipotent threat while ghostface occassionally poses a threat. You can hide from shape only for sometime. If he has infectious fright, bbq, whispers,spies etc he can easily detect you. You are underestimating myers a lot. It takes a lot of time to get good with him, only then can you stomp strong survivors. Trust me, I have played with him and I know how much survivors underestimate him but then end up dying on the hook in the end. Calling shape incompetent reflects your minndset and hatred for him. People don't know how to play myers so they place him on the lowest spot, that I know. Michael may be on the lower tiers but certainly he is not garbage as you think him to be.

    I think every killer is strong for you except myers and trapper. I made the list keeping in mind which killers people say as belonging to bottom tier or quite weak compared to others. Myers is not on the list because often times people don't know how to play him optimally and then complain that he is weak. He belongs to c tier and not the lowest d tier(b tier with some addons). For trapper also you underestimate him, that happens because people usually go against bad trappers and then make an image about him that he is weak. His traps should not be underestimated even by swf. I already explained how good trappers adjust their playstyles to compete against good survivors or even swf. I have already explained in detail in previous comments to others how trapper is underestimated and how he can be made strong in the right hands. At the end of the day trapper is a strategic and m1 killer.

    Rest I didn't ask you to explain to me how killers on list are strong. The killers on list have their weaknesses too which other players know and which is why they are weak in their opinion. If you say every killer is strong then you shouldn't have commented on this list if you are so confident for every killer except two.

    I just mentioned possible weaknesses the above killers have due to which people think them to be weak. For you every killer is strong for others it's not. This poll is not meant to show how strong above killers are but how weak they can be for average players and high rank players too.

    Rest I would like to correct you about wraith, legion and plague. Wraith's lunge is not long you are mistaken. He gets a small speed buff after uncloaking not lunge. Plague has a projectile system and it works like a wave which is unique to a killer, it's not comparable to huntress hatchets at all. You must be joking, right, to compare huntress hitbox to plague? Huntress hatchets hitbox is 100 times more effective then plague's vomit and deathslinger's harpoon, also hatchet hitbox being large as well. Huntress is an A tier killer in right hands. Plague is often brought up by people among list of weaker killers therefore she is on list. Also regarding twins I already said I think she may be strong but many people also bring her up in list of weaker killers so I put her up. Some extra points against Pig i would say: she can be easily be countered by strong survivors, your dash attack can be countered by simply running away from the loop, while crouching you move slower as well. If luck is not on your side all survivors will get off their traps at first box itself. For average survivors pig is really weak due to poor map control and rng as well. Rest she maybe strong in the right hands but people often bring her up in list of weaker killers therefore she is on list.

    Regarding legion, you really need to ask legion mains why although they love legion but really hate it's power. Feral frenzy is very weak due to many reasons. You only get to use it if bar is full, getting bar full takes a good amount of time, a single miss is enough to take you out of your frenzy,frenzy duration being short, his fatigue after dashing being too long etc. Aside for slowdown with some perks feral frenzy does nothing against strong to average survivors. Without feral frenzy legion is an m1 killer at the end of the day. His power really doesn't help him most of the times and instead actually harms him. Juking does work against legion, I am not joking. His lunge is smaller than a normal lunge in frenzy and missing even once spells doom for him. There are n no. of ways to counter his frenzy. His power is best used as slowing down the game if you use thana and catching up to survivors(only for them to run away at the end of it due to his long cooldown,frenzy cooldown being longer than wraith's uncloaking). For the average player legion is a weak killer whose power harms him more than helping him and is easily counterable as well. Therefore I would say legion is a weak killer and weakest killer for me.

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2047154#Comment_2047154

    Why does it need to be something possible to do in real life? This is a game based on fiction.

    There is a limit to what all abilities you can provide a survivor with in a horror game. Dead hard makes survivors look like having superhuman abilities so it looks very weird and bad to me. Dbd resembles real life horror so it's natural people will compare it to it. How can a survivor suddenly leap a few feet in air that too in a blink of an eye and suffer no slowdown after it? Things like these ruin some amount of horror in the game for me. It makes the survivor feel invulnerable.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2047154#Comment_2047154

    If a serial killer is swinging at you with a giant bladed weapon wouldn't you try and use all the adrenaline and energy you have in you to lunge out of the way? That's what dead hard is trying to be. It doesn't look like a frog leap at all lmao.

    It does at times, especially if the killer is really close. Also is it really possible to take a 2 step jump while running full speed in chase and suffer no slowdown after it as well?

  • Dead hard looks very unnatural in a horror game. If it was an fps game it would be fine but in a horror game probably not. Why and how would a survivor leap like a frog while running full speed in a chase?

  • @Adeloo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2047033#Comment_2047033

    oh i didn't know about Trapper ! that's good to know, i'm kinda wishing devs didn't take away the escape chance from Slippery meat, coz i'm extremely unlucky when it comes to bear trap. Yesterday i got trapped when the Trapper was chasing someone else at the other side of the map. When he heard me get trap he left the chase and went back for me. After 6 attemps i was still trapped and he downed me. He had no addons that affected time to escape trap or attempts.

    Max escape attempts is capped at 6 if trapper isn't using any addons. Are you sure you pressed the button 6 times? You may have miscalculated, if not then it may be a bug. If you have friends you can test it out with them. Patch 4.5 mentions max escape attempts without addons as 6.

    Also I read again about bear trap escape attempts and in the patch notes it says 16.6% escape chance on each attempt although in dev diary update it says what I wrote above(about chances instead of escape %).

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/HD1BCBWR14GF/announcement.png

    A new year is upon us, and we’re ready to kick it off in a big way. Welcome to our January Developer Update, a series of blogposts delving into upcoming changes making their way to Dead by Daylight. If you prefer to watch the update instead, check out our first ever Dev Tapes here:

    https://youtu.be/c49bZQ3a2UA

    The Clown: Gameplay Update

    Kicking things off, The Clown is receiving some changes in the upcoming Mid-Chapter.

    Our resident funny man has been cooking something up. Introducing the Afterpiece Antidote: This new throwable bottle shatters and releases a delayed yellow gas. Once the gas activates, anyone who steps in the gas receives a 10% movement speed bonus. Like your Tonic, this effect lingers for a few seconds after leaving the gas. You can swap between Tonics and Antidotes by tapping the Active Ability button at any time.

    ‘Antidote’ isn’t just a name! They will also cure any negative effects from the Afterpiece Tonic, so you’ll want to be careful where you throw them. They may make you faster, but a poorly thrown bottle will make the Survivor faster as well. Or you may want to lure a Survivor to an area with no pallets remaining with a juicy Antidote. But remember: If the two gases collide, they will neutralize each other and disappear.

    We also recognize that every second counts. That’s why we’ve reduced the time taken to reload your bottles to 3 seconds (down from 5). Reloading will give you four bottles in any combination; you do not need to reload Tonics and Antidotes separately.

    Last but not least, we’ve done a pass on The Clown’s add-ons. There’s some interesting new combinations in there that we’re curious to see what you can do with!

    HUD Update

    Out with the old, in with the new: We’ve all got some fond memories of the in-game HUD, but after four years of additions, we felt that it was time to rebuild it from the ground up. Seeing is believing here, so here’s a couple examples of what you can expect:

    https://us.v-cdn.net/6030815/uploads/TU3VYF4TUR7A/hud1.png

    https://us.v-cdn.net/6030815/uploads/0LL7JJRXASQ5/hud2.png

    The first thing you’ll probably notice is the new layout. We aimed to keep things clean and familiar to long time players while updating the HUD. But that’s not all, the new HUD comes with a few tricks up its sleeves.

    Character Portraits

    No longer will you stare blankly at the generic figures in the corner trying to figure out which one is Meg and which one is Dwight-- you’ll now see the face of the Survivor next to their name.

    Hook Counter & Progress

    Next to each Survivor’s portrait, you’ll find a hook counter. This will help you remember who’s been hooked, who hasn’t, and who can’t afford to be hooked again. Killers will also see a meter showing their hook progress to give them an idea of how well they are doing.

    UI Scale Options

    Are you squinting at a tiny screen across the room, trying to make out what that text says? Or are you a minimalist who wants the HUD to take up as little space as possible? Either way, we have you covered: You’ll find new options to increase or decrease the size of the HUD in the Options menu.

    And to any streamers out there, don’t worry, we didn’t forget about you. We made sure to leave a space for you to put your camera without covering up any important HUD elements.

    Survivor Locomotion Animation Update

    Keeping with the theme of updating what’s old, we have revisited Survivor animations. As the game moves towards a more realistic direction, we felt it was only fitting to switch to more realistic and fluid animations.

    We have made a conscious effort to not change movement itself: Your inputs— as well as your character’s speed, turn rates, and acceleration—have not changed. While the actual movement for Survivors has not changed, new animations can make it feel different to control. We’ll be keeping a close eye out for feedback to make sure we find a compromise between making things look better while also keeping the feeling right.

    https://youtu.be/OkAffnSWfQ8

    Matchmaking Rating & Rank Rewards

    Starting with some good news: Matchmaking ratings are returning in the near future. We have been hard at work tweaking the system since our test last year and we are preparing to re-enable skill based matchmaking for another test soon. For more information on matchmaking ratings, click here: https://forum.deadbydaylight.com/en/discussion/173606

    But that’s not all; once we are happy with matchmaking ratings and turn the system on for good, we’ll be introducing rank rewards. Since ranks will no longer be used for matchmaking, they will instead be repurposed to reward dedicated players. Each month, everyone will be given Bloodpoints based on the highest rank they’ve reached and then be reset to rank 20.

    The rewards are:

    https://us.v-cdn.net/6030815/uploads/QBVPESWQIR5G/rankrewards.png

    You’ll earn rewards for both Killer and Survivor separately. For example, if you reach rank 1 on both roles, you’ll receive a total of 500,000 Bloodpoints.

    Please note: These changes will not be available immediately alongside the 4.5.0 update. This system will require further testing before it is fully enabled.

    Graphics Update

    In case you missed the reveal, the next realms due for a graphics update are the Gideon Meat Plant and the Crotus Prenn Asylum! Here’s a sneak peek at what’s to come:

    https://us.v-cdn.net/6030815/uploads/M447HN2IB3MD/asylum-1.png

    https://us.v-cdn.net/6030815/uploads/KX6286AL7GVQ/asylum-2.png

    https://us.v-cdn.net/6030815/uploads/ZHD2V4FVFRV5/game-1.png

    https://us.v-cdn.net/6030815/uploads/7RAF8OY2AXCI/game-2.png

    Miscellaneous

    Finally, let’s round of this Developer Update with a package of small quality of life and balance changes.

    The Wraith: True Invisibility

    A keen Survivor can see The Wraith while he is cloaked by a faint shimmer. To give him a small boost, we will be changing his cloaked shimmer to only be visible when close by. The Wraith’s shimmer will be:

    • Completely invisible beyond 24m
    • Somewhat visible between 24m and 16m
    • Unchanged when within 16m

    The goal of this change is to make it harder for Survivors to keep tabs on The Wraith while he is cloaked while maintaining an opportunity for a Survivor to react if you approach from the open.

    The Trapper: Escape Mechanic Update

    You’ve stepped in a trap. Now what?

    Previously, you would have a 25% chance to escape a trap each attempt. This sounds simple on paper, but four attempts only adds up to roughly a 68% chance to escape. This makes traps pretty unreliable. Survivors could get out their very first try before you have a chance to react, or they could try dozens of times without escaping.

    To combat this, we are switching to a flat distribution: Each time a Survivor steps in a trap, it will take them between 1-6 attempts to escape. What does this mean in practice?

    • Between 1-3 attempts, the chance to escape is lower than before
    • At 4 attempts, the chance to escape is roughly the same as before
    • Between 5-6 attempts, the chance to escape is higher than before

    (Add-ons which reduce the chance to escape will be updated to increase the possible number of attempts accordingly.)

    We hope to keep the exciting “Am I going to escape” / “Am I going to get there in time” moments while reducing the frustrations and making it easier to understand.

    Deep Wound Adjustments

    Deep Wounds have gone through a few iterations, and the once reasonable 30 second timer now seems a little too generous.

    We will be simplifying Deep Wounds: The Deep Wound timer is now 20 seconds long regardless of how it was applied. The Legion’s add-ons that remove Deep Wound time have been adjusted accordingly.

    We wanted to add a bit more urgency to Mending while also leaving room for edge cases (such as needing to Snap Out Of Madness III before being able to mend).

    Diversion (AKA Pebble)

    Diversion has found its way into the hearts of many people in spite of not being particularly powerful. We believe that the world should have more pebbles. With that in mind, we are reducing the time taken to activate Diversion and simplifying its perk tiers to make it more useable at lower levels.

    Fixated

    Don’t you hate it when you get hit so hard that you forget how to walk slightly faster? Us too. Fixated will now remain active even if you’re injured.

    Hex: Undying

    We’ve been watching this one closely, and there’s a few things we’d like to address:

    1. Transferring the same Hex multiple times can get out of hand: Hexes are meant to be strong perks that can be destroyed, and having to destroy the same Hex four times can be a bit much.
    2. Since tokens aren’t transferred when a Hex changes totems, Undying was unpopular with perks other than Ruin (which does not have any tokens and is immediately at full power).
    3. Having aura reading on all totems also made it a very powerful tracking perk on top of its other effects, and is a little redundant with Hex: Thrill of the Hunt.

    With this in mind, we are making three changes to Hex: Undying:

    1.  Any time a Hex totem is cleansed, it will replace the Hex: Undying totem. Hex: Undying is then deactivated. This ensures that the first totem cleansed is never your other Hex perk.
    2. Any tokens you’ve already accumulated are now kept when the Hex perk transfers totems. This way you’re not starting from scratch part way through a match.
    3. Aura reading only applies to dull totems.

    We hope this makes Hex perks other than just Ruin more appealing when used with Undying.

    Iron Maiden

    It could be very difficult to follow up and hit a Survivor within 15 seconds of them exiting a locker, so we are increasing the duration of the Exposed effect to 30 seconds.

    Open Handed

    Open Handed makes for some interesting builds, but the low values meant that you needed to convince other Survivors to stack it to see any noticeable results. To make this a more appealing choice, we’ll be increasing the aura reading range bonus to 8/12/16m, but limiting you to the effects of one Open Handed at a time to prevent it from getting out of hand.

    To that one friend who really didn’t want to run Open Handed but did it anyway because the rest of the group wanted to, you’re welcome.

    Second Wind

    Another simple one: We’re reducing the time it takes for Second Wind to heal you after being unhooked.

    With that, we’ve reached the end of our Developer Update. All of the changes mentioned above will be available for testing in the Player Test Build early next week. We look forward to hearing what you think!

    The Dead by Daylight team

    https://forum.deadbydaylight.com/en/kb/articles/274-4-5-0-mid-chapter

  • @Adeloo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046783#Comment_2046783

    Well Trapper is also RNG based. I cannot wait for the devs to make the RNG less random. Same with pig. I'm always getting the trap off at the last box and i usually get off a bear trap even after 5-6 tries...

    Yes Trapper have is power disabled easily but he now can reset his traps in 2 secs and they cannot get sabotaged anymore (thank the Entity for that ! that was awful). But same can be said to the Plague that get her power disable after a single pallet stun.

    But i agree Trapper is weak too. Well kinda like Plague, weak on unexperienced hands and very strong on good hands !

    Good points you made there. I would like to add one thing that pig's reverse bear traps are completely randomised but trapper's escape attempts have some probability built onto them. So escaping pig's rev bear traps is purely luck based so survivors can be really lucky or extremly unlucky but in trapper's traps you are a little bit less likely to escape on first 3 attempts compared to the next 3 attempts.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046900#Comment_2046900

    You haven't faced a good swf as trapper have you?

    behold the super secret method of holding W until you're on the side of the map where he hasn't been and there are pallets everywhere! All it costs you is a health state but you waste at least 50 seconds of his time!

    THAT is why he is the weakest, even against a good trapper he can't afford to trap area's he doesn't plan on going to and survivors can just keep going there as the others disable his traps and do gens.

    You are just using my words to frame your own argument even if I have already answered it. Less people play trapper and even lesser play him well that's why people think of him as lowest tier but in reality he is not. Against swf every killer will have some difficulty and trapper is no exception to it, but that doesn't make him any less capable against swf(good or not).

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046900#Comment_2046900

    You haven't faced a good swf as trapper have you?

    behold the super secret method of holding W until you're on the side of the map where he hasn't been and there are pallets everywhere! All it costs you is a health state but you waste at least 50 seconds of his time!

    THAT is why he is the weakest, even against a good trapper he can't afford to trap area's he doesn't plan on going to and survivors can just keep going there as the others disable his traps and do gens.

    In normal dbd it's common sense that not every game there will be swf, if there was then that would be totally unfair and many killer mains will likely leave it, if swf becomes compulsory. If even 40% of his games is against swf is that not enough? Otz mains trapper and knows almost every trick survivor or swf can pull against him. Trapper is not bulletproof against swf but he is certainly capable, if he was so good he wouldn't be in the list. He is weak but not the weakest according to me.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046900#Comment_2046900

    You haven't faced a good swf as trapper have you?

    behold the super secret method of holding W until you're on the side of the map where he hasn't been and there are pallets everywhere! All it costs you is a health state but you waste at least 50 seconds of his time!

    THAT is why he is the weakest, even against a good trapper he can't afford to trap area's he doesn't plan on going to and survivors can just keep going there as the others disable his traps and do gens.

    Don't be too overconfident dude. A good trapper knows your tricks and he won't go where you are leading him. Where you are trying to lead the trapper where there are pallets, a trapper may already have trapped it and you wouldn't even know it, talk about leading the trapper. The killer controls the game not the survivor. I wish you go against a trapper who can teach how overconfidence can often lead to stepping into traps or just simply wins.

    You simply ignore what all I write in detail by simple do this do that statement. How about you watch this? https://youtu.be/D9C4aeuWaMM

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046798#Comment_2046798

    Dude there is a very low risk of getting downed against him if you know the trap placements which swf tell their team.

    You haven't gone against much good trapper's haven't you? Trapper is not a high tier killer but with whatever power he has, one mistake is enough to turn the tide against even a good swf team and a game in which map elements are randomised you cannot guarantee a swf win everytime. If you think it's easy to win against trapper, then you haven't gone against good ones I believe. Watch otz's 50 win streak on trapper, how he countered good swf team using 2 OoO and still beat them even after they disarmed his traps. It takes time but one can still win against overconfident swf like yours. I have also personally gone against cocky, overconfident survivors only to see them fall into the most obvious traps because it's not always possible to know every trap location.

    I didn't say getting downed in traps, read my comment again.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046798#Comment_2046798

    Dude there is a very low risk of getting downed against him if you know the trap placements which swf tell their team.

    You don't trap too much against swf in the beginning. And you didn't get what I said; if a swf guy is following trapper do you think trapper will still set traps? No he will chase and injure or down the one following him and then place the traps. I won't tell you all tricks or you will underestimate him. I have played trapper and wrecked good swf many a times because no swf team can be perfect, even a single mistake is enough for trapper to rise to his potential it just takes time.

    Also,it seems you haven't met good trapper's haven't you? Try seeing good trapper's like otz, watch his winstreak. How he went against pretty good swf teams and wrecked them hard, 2 of the players were using OoO and tried disabling his traps only for them to get stuck on different ones. It takes one good trapper to wreck your confidence against him.

    Edit:Comment got posted twice.

  • @GlamourousLeviathan said:

    Definitely Myers. I'm gonna compare him to Oni, which I think is a weak killer but not so weak as a bottom tier. I'm doing this comparison since they both have similarities of being snowball killers and killers who have to do something before using it's power.

    First, getting Oni's power takes much less time. Not only that, but as a Oni, your way of gaining your power is by attacking other survivors, which in a way does something to contribute to your main objective. Stalking on the other hand gives no other benefit than gaining your power and also is much slower than simply hitting a survivor.

    When Oni gains his power, he not only gets instadowns but also a good mobility that helps him pressure the map. The same can't be said about Myers, which gains only the instadowns and some smaller buffs. So, another point for Oni.

    The last category that I'm going to compare them is how efficiently they can gain their power back after the first usage. If the Oni wants, he can stop his Blood Fury by picking up a survivor, which saves him charges for the next usage. Myers again isn't so lucky. Even if he downs a survivor on his tier 3, he is going to be forced to slug as wasting time hooking a survivor will only help deplete his power. Also, Oni can get as many usages of his power as he wants, since survivors as long as they live can give him blood, while Myers cannot as the evil withing survivors never recharge, so if a survivor runs out of evil, they will become useless for you to gain his power.

    Now comparing to the other options, just to justify Myers as being the weakest killer.

    Twins and Plague: I actually think they are solid killers, so I don't really know why they are here in the first place.

    Legion: Can get survivors injured very quickly. His power has a passive slowdown with the deep wound and he has possibly the best tracking tool in the game, only losing to Doctor. Also, you can see having survivors permanently injured as basically a Myers tier 3, without the extended lunge and the faster vaulting ofc.

    Demogorgon: He has a lot going for his kit. A basic anti loop that gives him letality (his shred attack). A good mobility that gives him a way to traverse the map quickly (him portals). And a decent way of tracking survivor (his portals also trigger killer instinct). His power gives him a lot of tools, and simply because of that he doesn't deserve to be considered the worst.

    Pig: Her traps are the biggest gen slowdown of the game given a good RNG. Whether you like it or not, having a way to slow gen speed is very important, even more important than ending chases quickly. Also, she has a neat stealth mechanic which helps her a lot and can also be used in chases sometimes.

    Wraith and Clown: Both have received buffs recently. The Wraith now has more movement speed which is something he needed a lot to be able to traverse the map and switch targets fast. As for Clown, he got a new tool which, even tho not great as expected, has some usages as making his anti loop better and help him go to point A to point B faster.

    Trapper: Trapper is a tricky one. He would be the most likely to dispute with Myers for the worst spot, but it's kinda of difficult to judge him. Trapper's main weakness is a SWF group, even more than other killers, as a optimal group can simply disarm all his traps very fast giving him no tools to use. However, against solos, a good Trapper may be able to surprise the survivors with his traps, putting them on a snowball which may be very difficult to get out depending on the situation.

    That was all for my analysis of why Myers is so bad.

    You can't compare Myers to Oni. Oni is a high mobility killer when he gets his power, myers doesn't have this power so you really can't compare him with Oni. Myers is not forced to slug, if you are using bbq and a hook is nearby you can easily still catch survivors and even if you have to slug there should be no problem as it's a part of the game. Myers and oni are very different killers apart from stalking and absorbing blood orbs part. Don't forget his terror radius is 16m so he can sneak up on survivors even if they tend to run away after getting stalked. Myers ew3 is limited but that doesn't make him a weak killer, people who main him get to know how ew works and use it throughout the game but just at the right moment, not whenever they like it. Comparing oni who is a high mobility killer with myers who is mainly a stealth killer is pretty unfair. Myers just needs the right perks or addons to make him viable.

    Rest the list is made keeping in mind killers people often bring up as being weak and which actually have a good amount of weaknesses. My thoughts on why killers on list can be seen as weak:

    With twins, victor can be abducted, his attacks can be dodged, he can be crushed etc,also he doesn't get to use any perks as well. Twins may not be weak but people at times put her up amongst weaker killers so i out her on the list.

    With plague, her projectile system can be quite tricky to use and very inconsistent, time to down survivors is usually long without addons. Plague can also be wrecked by indoor maps at times.

    Demo's pounce can be dodged and he is quite loud.

    Legion's biggest weakness is his own power, the feral frenzy. In his frenzy it is very easy to outplay him by juking, pressing w etc and one miss is enough to take him out of his power with his long cooldown. He can slow the game down but his perk selection is very limited to do that(eg:thana). His frenzy can be his biggest weakness.

    Pig:Good loopers and rng can wreck her really hard.

    Wraith:Loud bell as base,slow uncloak and 0 terror radius makes survivors feel safe and so they sit on gens or run away as soon as they see him.

    Clown:Survivors prethrowing pallets, dodging bottles and his poor map pressure. I don't think he is much weak but people often put him in list of weak killers primarily due to poor map pressure.

    Trapper:Poor map pressure,late game potential. OoO perk.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046778#Comment_2046778

    Because literally any survivor can follow him and deny his power and the trapper is forced to go after them.

    just because of that he is worse.

    And risk getting downed as well? There are many ways to play trapper. Adjusting to survivor's playstyle is one of the them. It's not that the survivor following you is invincible. If you keep following trapper as swf then you all are going to get downed eventually. When trapper gets to his snowballing or even if one survivor is hooked, he will set his traps and even one mistake by your team can set you back not the trapper.

  • @AChaoticKiller said:

    It's trapper

    If you're against a swf that knows how to verse twins they are like the second worse killer but no one is worse than trapper just because of the nature of his power.

    Why is his power worse? I find legion's power worse compared to trapper.

  • @Gibberish said:

    Clown, Legion, or Trapper, are all bottom 3, but which one of them is the worst really depends on the map and setup.

    Trickster also seems like he's gonna be bottom-tier unless they make some substantial changes to his base kit between PTB and full release, which I doubt BHVR will do, so he'll likely be joining those 3 soon enough.

    From my point of view trapper is not the lowest tier if you really know how to play him well. He is low but not the lowest. He may rely on a bit of luck but he is all about strategy and m1 killer skills. I would place him above the lowest tier.

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042428#Comment_2042428

    This isn't about comparing, your version of 'optimal' is something other killers can do much faster and in rapid succession, they don't have to pre set and guess as much, regardless of how you set it, why waste your time on a low tier killer that can not protect gens when I can play a higher tier killer who can protect gens, 'optimal' trapper is bringing constant trap add ons and trapping basement, optimal is efficiency and Trapper is not efficient.

    I guess that's why trapper is low tier and not high tier and by low I don't mean lowest tier. With trapper you can't do really long chases, or you lose gens. Also trapper is not the only one who can't protect gens, there are other killers as well (usually m1). To make up for that people use gen defence perks like ruin,pop,discordance,surge,overcharge etc. Also one can do fine with just bag addon as well. One doesn't always get to hook in basement so keep that in mind as well.

    I play trapper because he is a lot of fun to play as. It takes a little bit long time and some hardwork/guesswork to get kills with trapper but it's generally worth it. It's satisfying to see survivors getting trapped in your own traps as well.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042303#Comment_2042303

    how does the extended lunge help at all at say shack almost every safe pallet stays self. His semistealth is useless as tier 1 is awful if you have any idea and a 16m tr doesnt do much with this like spinechill. Myers best part is hisw tier 3 but thats invalidated by the existance of oni and plague. Also saying "oh but he has these addons" like most killers have an OP addon like Oni with the top knot making him unloopable in the big angry and huntress with iri hatchets. Also mirror myers gets dunked on by holding W and spinechill even though he is one of my favour killers.

    You haven't really seen the power of ew3 lunge I can say, I have hit countless survivors with it especially near shack and safe pallets/loops. Tier 1 basically allows him to creep up close to survivors during early game and you can easily get out of it. If you have spine chill then it will be very obvious as a part of playing stealth killers is to know who is using spine chill as well. A killer can simply look away while walking towards you to counter your spine chill.

    You cannot compare oni and plague to Myers because myers is an m1 killer while the other 2 rely a lot more on their power. Mirror myers requires a bit of strategy to play. You really need to creep up on survivors very close without showing yourself to get any value of it. Also mirror mirrors requires indoor maps for having any a good value out of it. Rest I have already said how to counter spine chill as well. You really need to encounter good myer players to see how good he can be or if you have him then put some good time and learn how to play him well.

    Watch these:

    https://youtu.be/5uq7U8D4Ths

    https://youtu.be/xljWDNeVaVk

    https://youtu.be/-sHMgZnEtdI

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042303#Comment_2042303

    how does the extended lunge help at all at say shack almost every safe pallet stays self. His semistealth is useless as tier 1 is awful if you have any idea and a 16m tr doesnt do much with this like spinechill. Myers best part is hisw tier 3 but thats invalidated by the existance of oni and plague. Also saying "oh but he has these addons" like most killers have an OP addon like Oni with the top knot making him unloopable in the big angry and huntress with iri hatchets. Also mirror myers gets dunked on by holding W and spinechill even though he is one of my favour killers.

    Either you have gone against really bad myers or you are really misinformed. Also don't compare him to oni and plague. He is a unique killer on his own.

    You say survivor with good looping skills and safe pallets wreck him but then you have to realise that myers is a pure m1 killer and being good with him relies on knowing how to counter strong loops and survivors well. And you can't loop forever on the shack keep that in mind. Also you are really underestimating his lunge range at ew3, I have got countless hits even when survivors were running vault speed builds near shack as well. 99ing your ew2 and then suddenly hitting with ew3 cannot be forgotten as well. Mirror myers requires creeping up really close to people and not everyone runs spine chill on higher ranks. Spine chill can be detected and countered by not looking at the survivors and still walking in their direction.

    Edit:comment got posted twice.

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042366#Comment_2042366

    I understand that but regardless, why should I adjust when I can just play Hag and get better trap utility, easier use, even Freddy.

    That's up to you then if you don't want to play trapper the optimal way. Freddy and hag have different playstyles though so you can't really compare them. Trapper can pickup survivors from traps(fully healed to downed) while freddy and hag have to hit them 2 times to achieve the same. You have to strategise and be adaptable if you have to play trapper, otherwise he can be weak.

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042289#Comment_2042289

    You spend a few minutes setting up traps, losing a few gens, then all the sudden, a survivor buddy tells his team in voice chat "There's a trap at cowshed window" etc, a lot of effort for your power to be negated by it being spotted by even some casual friend group.

    Yes, it's a challenge playing against swf with trapper but then you have to adjust your playstyle as well. A part of playing Trapper is to adjust your playstyle according to survivors which includes trap placements, like putting them in less obvious places. The thing is even good swf cannot dodge every trap and the traps they get caught in can be their downfall.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042270#Comment_2042270

    Oni an plagues snowball makes myers completely irrelevent and if you want stealth play GF Wraith or Pig. Myers is stupid easy to loop in tier 3 he has no help when Oni runs at mach 3 and plague has range.

    Myers cannot be compared to plague and oni due to his playstyle. It is unfair to compare him to them. Myers is a semi stealth killer depending on your playstyle.

    I guess you only have gone against weaker myer players. If you can mindgame survivors well then even your best vaults can be countered due to increased lunge range at ew3. Mirror myers and pwyf myers,tombstone myers cannot be underestimated as well.

  • @OMagic_ManO said:

    Don't get me wrong, you can be really intelligent with Trapper, but it's constant add on grind and time wasted on getting traps to make use out of his m1 killer state.

    Myers is a bit outdated, wish there was more, tombstone could be reworked to different ways to play them.

    I guess that's how trapper is played. He is slow to reach his full potential that's why people underestimate him I guess. Regarding addons, main addon of trapper is his bag addon which is easy to get rest is optional if you are good at trapper.

  • @Friendly_Blendette said:

    tbh im shocked myers isnt on this list

    In my opinion Myers is not weak so he isn't on the list. True he is an m1 killer but there are so many ways to play him with unique perks and addon combos that it's not worth calling him weak compared to other killers.

    @Avilgus said:

    Myers, without his game changing addons.

    • The only killer who start the game less powerfull than any other killer
    • The Oni, and the Plague make him a dated power burst killer
    • Less potential to swonball

    Myers has snowball potential especially with infectious fright. He is mostly late mid to end game killer.

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/2040551#Comment_2040551

    The problem is the last word you put there. Luck. Without that, he's an M1 killer who's wasted time placing traps around the map wasting even more time for no point. It's why Pig is also a weak killer. If it comes down to luck, and not a small amount of it, the killer isn't good.

    The thing you don't realise is that it's not that survivors won't ever encounter traps. They will encounter traps and even more if they are well hidden. It's like 70% startegy and rest is killer skills and a bit of luck. It all boils down to trapping as many locations as possible. If survivors are going around looking for traps then they are also wasting time as well. I have turned many losing games into winning just by placing traps carefully. Rest it's personal opinion I guess, for some it's weak for some it's not.

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/2040530#Comment_2040530

    He may be able to have great trap placement which is great, but when compared to the other killers he just isn't good enough. His chase power all relies on if the survivor goes to a certain loop, and while this is fine for Freddy and Hag, it's not for Trapper as he has to go around collecting his traps.

    If a survivor doesn't go towards the traps then yes trapper is an m1 killer that is true but that doesn't make him weak. You can deny some loops by placing traps while in chase. If you use bag addons trapper doesn't even need to pickup too many traps. A good strategy for placing traps is when a survivor is hooked which wastes less time for trap placement, trapper is really good in right hands, all he needs is a bit of strategy and some luck.

  • @NoOneKnowsNova @TheArbiter

    Trapper is not really D tier if you have good trap placement. People really underestimate him. Many survivors tend to not look towards the ground and tend to get trapped in unexpected traps quite easily. Trapper is really good in mid and end game.

    @CheesyGuy Ya I too think wraith is among the list of weaker killers. Even with his speed boost, his uncloak time remains the same which makes him a bit weak. One has to work hard to score kills with wraith.

  • New rank reset system is not good in my opinion. There is no way to know how experienced a survivor is. Ranks typically offered an insight into that. They don't even show devotion level on matchmaking.

  • Doctor,huntress and spirit.

    Hag is currently annoying to play against, some changes to her traps can make her better to play against without hurting her power. Her traps can be a bit brighter in colour a bit like trapper's traps and walking over traps shouldn't trigger them. People with flashlights should see same dark traps as current ones.

  • Small game for me since it also gets activated for traps. However it is a bit hard to use on certain maps and totem spawns. It can be frustrating as well if you don't find the totem since it can give off the sound queue endlessly.

    With detective's hunch sometimes one may not find totems at all or find them highlighted when you don't need them to be.

  • Not thrilling tremors because it doesn't give precise location of survivors. If you go to the wrong gen, then it wastes time.

    Dead man's switch+nemesis is better than thrilling tremors in my opinion.

  • I like to aim for both. It's more fun that way.

  • Really hate them both as killer and survivor. For killer it wastes time and for survivor it creates less pathways to go through especially on some maps. Breakable walls are very annoying to break as well for killer. Devs should hold a feedback poll to see if players really like it or not. Currently I feel it's a major map design flaw rather than anything else.

  • I'm also facing the same problem :(

  • I think his clapper addon should be base kit to make him exciting. Or give him spirit treatment such that when he cloaks you don't hear the bell.

  • Huntress and doctor for me.

  • Using noed is not very rewarding for killer. It only works against very bad survivors. I think it should show the location of survivors for 5-10 seconds after it activates(just like retribution).

  • Hawkins is a nightmare for me both when playing as survivor and killer. It needs some updating.

    Some maps of coldwind farm like torment creek have god loops(possible infinites as well) which need to be updated.

    I hate breakable walls so wouldn't want that in any map rework.

  • If dbd had custom game modes it would have been a really good idea. Sadly it doesn't have one. Like the idea though.

  • Survivors have so many second chance perks. Killers have only one that is noed which is already weak. It usually rewards 1 kill for the killer. So noed is fine.

  • Not really, it is filled with lots of hackers and has poor optimisation this make the game really unplayable for me. Apart from that the good things it has is the reward system, lesser grind and bloodmarket for survivors. Regarding the ai, the killer bots always seem to know where you are and survivor bots are experts at looping.

  • Ok, earlier it didn't use to work like that in patch 4.4.2, now it does. Wish it was like earlier.

  • It is a balance of skill and luck.

  • Clown for me. Only thing I dislike about his design is that clown doesn't always seem scary especially when survivors inhale the gas. The clown should have a maniac laughter instead of the congested one when they inhale the gas. That would have been so much better.

  • If you are playing solo queue, then it is potentially killer sided. For swf it's survivor sided.

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