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The_Count

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  • @ArcT said:

    We can't do balance passes on major releases. We can't do balance passes around events. We can't do balance passes because we're working on major releases.

    Only two killers have been touched since November, and one of them just had some numbers tweaked.

    Was Diminishing Returns really an eight month effort? That's the entirety of the perk changes for the first seven months of 2026, if not longer?

    Yeah.
    There's no excuse for that indeed.

  • @dbd900bach said:

    Mandy has stated that making tons of changes to the game alongside introducing a chapter in the same ptb causes a lot of problems, but also takes a lot of feedback attention away from the chapter. This ptb is only for the Jason chapter, nothing else.

    I believe its not so much there isn't more changes in future updates that they want to show us, but more so that this just isn't the time for that.

    @Chrarcq said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082122#Comment_4082122

    We're not asking for "a ton" but at least a decent amount of reasonable changes. Also, let's not pretend that devs always listen to feedback nor that balance changes made in mid chapters are not often questionable to begin with. The whole year 2025 was pretty much the perfect example of what I am talking about.

    @BlackJimmy88 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082130#Comment_4082130

    Yeah, the one time BHVR tried to do to much was with the anti-tunnel, anti-slug stuff and those should have been their own PTB each

    There's really no excuse for not buffing a bunch weaker perks. Not even reworks, just some cheeky number buffs. Something simple enough that they can run it back if they overdo it.

    I've created this thread and only when I was about to go to sleep is that I got word of what Mandy said.
    I really can't believe it. BHVR FINALLY learned this lesson! S2
    You don't buff/nerf any killers on the same patch that a new one is coming, but them doing this for everything else in the game/not just killers is even better.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081978#Comment_4081978

    Oh crap I didn't even know they increased the duration of that to 15 seconds. That explains why it feels like it's impossible to catch an unhooked survivor before they make it to a gate.

    That's just unnecessary. Adding the endurance status effect to being unhooked was a good change back in the day, since BT was basically a mandatory perk before then. There was nothing wrong with the 10 seconds, 15 seconds is excessive.

    If you're not Wesker, Dracula, Pyramid Head, Jason or other killer that can hit multiple survs at once when unhooking or one with great mobility with the hook very far from both gates you may as well don't camp in endgame at all because it'll be pointless.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/467522/sure-pallet-density-was-reverted-and-its-ok-now

    Thank you for posting footage of this, this clearly demonstrates exactly what the problem is with pallets right now. There is simply too many of them too close together.

    You're welcome. :)
    And this happens a lot of times in different maps/realms.

  • @Wezqu said:

    There is a survivor they have not revealed yet. That survivors perks are already usable in the PTB as universal perks but they are really that new survivors perks. So they are adding more stuff they are just revealing them slowly.

    What I mean is that it's another patch like Stranger Things p2.
    There's NOTHING besides new characters and perks.

  • @QwQw said:

    Aside from Forgotten Ruins and Haddonfield (before it got removed anyway, R.I.P), no maps needed more pallets. Playing one of the many killers who don't have easy options for dealing with them feels absolutely miserable.

    The worst part though is all the people trying to gaslight you into thinking that there's barely any new pallets and all the ones that were added are just ######### fillers.

    I know I may sound harsh, but the game is in a more survivor sided state then it has been in a long time and things like this need to be dealt with.

    It's been for a long time.
    Thing is it's gradually getting more surv sided with each patch.
    Also mark my words that this remove perma progress crap and Elusive will become a gigantic issue in the near future.

    @Sp00kyb0b said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081412#Comment_4081412

    they dont hide what they play as. I cant doxx anyone, but do some research if you think im making things up

    You can also use the footage of them playing the first 2v8 as proof that they don't play killer at all.
    That was so painful to watch. SO MANY basic mistakes being made in sucession.

  • Thanks to all of you guys who replied. :)
    I had to be away and now there's a nice amount of new replies in this thread.
    Wish I could reply each one of you. :P

    @ThatRyanB said:

    Hey folks, let's make sure to keep the conversation civil in here.

    Pallet density and distribution is inherently a topic that lends itself to differing opinions per role, so I want to make it very clear that when we bring feedback back to the team, we strive to present both the Killer and Survivor perspectives.

    If you're ever feeling concerned or questioning about a specific situation where balance feels off, like in the example of this thread, don't hesitate to flag it with any footage you might have, so it's on our radar. That way, it's also easier for us to keep our eyes out for corroborating evidence.

    Thanks for reaching by Ryan.
    Could you please show my video to all the people at the DbD team that could help with this issue?
    Pallet density is definitely not ok right now…

  • @Your_Dad_Playing_DbD said:

    Pallet density did get somewhat fixed - it’s not as bad as it used to be. But they definitely did not fixed busted setups like this because obviously you just played a match where the pallet setup was busted. They still have more work to do to prevent these setups.

    They shouldn't say there's nothing wrong with it because clearly it is.
    Mandy did say that in one of the latest streams.

  • @Abbzy said:

    Nowdays its almost impossible to get survivor when he screws up because theres pallet next to other 12 meters away and they are chained just like this and as total insult they usualy spawn around strong loops like main,shack or jungle gyms and that creates safe heavens where no matter how survivor screws up unless you play strong and fast killer they will make it back to another pallet.

    Sometimes I wonder what went wrong because after the pallet density update 2.0 (the one that remowed pallets and made many loops shorter and unplayable) the situation was ok but nowdays sometimes I feel like part of that first pallet density update 1.0 (the one that gave more pallets and made every killer tier weaker except nurse, old blight) is still there like cheap unwanted immitation just like in this video because I dont remember so many mid safe pallets around strong loops like 8-14 meters away each other.

    Worst thing is good looper will make you loose game there even with killer like wesker, unless you outskilled them but thats not guarantee.

    Precisely.
    After I got good with Wesker I never (and I repeat NEVER) had to rely on the full infection to get survivors, but that's not the reality anymore.

  • @MoZo said:

    they never reverted pallet density. iirc during the october community stream, one of the devs said word for word “we aren’t doing a full revert on pallet density.” all they did was find a balance between 9.2.0 and 9.3.0 pallets since 9.2.0 had to many safe fillers connected to each other and 9.3.0 nerfed all filler loops across the board without any thought. sure a couple pallets were flat out removed during the pallet density revisions but in the end it was never actually reverted. and judging by the dev comment on recent thread about pallet density, it seems like this version is here to stay for the foreseeable future.

    There was this stream where they've said they didn't found anything wrong with it.
    I recall these ones you mentioned.
    Still, there's to many pallets across ALL open maps.
    Unlike Smash Bros where I main Ganondorf (one of the or indeed the worst character in the roster) here in DbD I had the luck of my mains not being botton tier or else I would stick to only play survivor.

  • @OnryosTapeRentals said:

    Yikes. This many pallets around shack is a problem.

    I'd be fine with these loops existing in the space behind or to the side of main (am I right in thinking this is Groaning Storehouse?), but chaining into shack like this is kind of outrageous.

    Yes. Groaning Storehouse.
    These formed an almost perfect square and these structures are not fillers like the many present on Trickster's map.
    Two or more of these should NEVER be as close of each other.

  • For me they could remove them entirely so I can also do something else while hanging there like with 1st stage.
    "What about killing yourself so the last surv try to find the hatch?"
    If there's only two survs left and the hooked one does want to die to help the last one to find hatch just give them a prompt with a flavor text like "Give Yourself to The Entity", you press it and die instantly.

    Also I would love to survs to simply die fast and silently like in 2v8 instead of the long animation of being abducted that is paired with that stupid loud noise. There was this time where I was about to be done with DbD for the day and realized that my game bugged and this stupid loud noise was not playing. I've decided to keep playing until going to sleep to enjoy this blessing.

  • If I could bet on what's going to happen is that BHVR will cut support for PS4, Xone and Switch in general, specially with this new way to distribute patchs that Nintendo is forcing these days that makes Switch players being unable to crossplay for weeks EVERY SINGLE PATCH.

  • 2v8 is busted AF for survs and they think they can complain about something XD.
    Downvote me all you want. I don't care.

  • BNPs are fine, but everything else that removes perma gen progress are, like Elusive, a really bad idea BHVR is starting to insert through small cracks and slowly so people don't notice until it's too late.
    Elusive for example is gonna be previous Distortion 2.0, but much worse since it hides EVERYTHING instead of just aura.

  • @Silk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466979/wesker-is-still-broken

    he’s fixed, no more pallet grabs after throwing it but he can finally hit people vaulting instead of getting scammed and bouncing for no reason. The pallet grab you’re complaining about are due to ping and they happens since day 1

    EXACTLY!
    I had to stop playing him because I couldn't stand the game robbing hits from me anymore (either vault ones, survs sliding on stuff I threw them or simply grabs not registering at all), but now after the code rework I'm finally having a blast with him after so much time. Sometimes I still miss vault hits opportunities because I'm still conditioned that I'll not get them vaulting because of how bad this worked before (98% of times you would bump the vault location and the surv would go unscratched).

  • @100PercentBPMain said:

    I feel the range differences give him some personality

    @Royval said:

    I would have to agree either medallion or tendril basekit.

    @vol4r said:

    I am running Walkie myself. We are different.

    I want my first bound short.

    It's good as it is.

    For me ALL killers should have their brown/gray add-ons retired.
    The ones like Tendril (add-ons that increase or decrease something in a positive way with no drawbacks) should be made basekit and the others like Unicorn Medallion (chance the power itself some way, give visual indications, crosshairs, etc) should become toggleable options at the loadout screen.
    This would make all killers better to play and reduce their add-on numbers.

  • Everything is fine on my end.
    I'm indeed hitting surv at the other side of vaults with his M2, but they are all hits I would get it it was an M1 and this is what he was suppose to do since his release almost four years ago.

  • @Cetren said:

    I think it makes it easier to setup your second dash. If you're trying to hit someone around a loop, you don't want your first dash to send you flying past it only to have to dash back to the loop. The shorter first dash can be advantageous.

    Just as the longer first dash has it's applications as well. You can't go around shack with a shorter dash for example.
    Also you need to hit a wall to rebound in order to go around certain structures since trying to do this after the first dash makes you lose momentum and be unable to go around.

    The best way to indeed fix this would be make both dashes have equal length, retire both Unicorn Medallion and Shoulder Walkie and make them be toggles at the loadout screen. This would also decrease add-ons for all killers if these kind of things where just toggleable like the ones who give crosshairs or visual indication for certain powers like Twins, Blight, Nurse…

  • Again.
    You need to make gameplay interesting to survs and making them busted to the point playing killer is miserable with the only viable strategy being hard tunnel is not the way to go.
    GIVE THEM PERKS. Not all of them (exclude any 2nd chance and gen rush perk), but enough for them to create a fun build.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075761#Comment_4075761

    This has actually piqued my curiosity. Obviously it's worth doing purely from a numbers standpoint, especially if you're able to delay the next WB after he's finished by juking effectively, but I get what you mean. The time that gets locked in still feels like a decently long time anyway.

    What would be a better system for this, without going into simply reworking the entire character?

    @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075831#Comment_4075831

    Honestly, I have no clue. He is very much a one trick pony, so if you make Worldbreaker take too long to trigger, he becomes exponentially worse.

    Just woke up, so there's a chance I'm "reading wrong".
    I brought Henry to the discussion as an example on why survs desperately need to interact with the clocks.
    I don't think he's OP or anything. :)
    BHVR needs to give Springtrap something as much as powerful as 3 minutes of World Breaker to force survs to interact with the doors and reveal him.

    @PlottingClonettv said:

    If it were up to me, I would make it so Springtrap gets 5% haste when exiting a door until revealed.

    That could also work, but I was thinking the perma Undetectable because it's something more akin to the FNAF games.

  • That was before the killswitch.
    I didn't had any instance of this "suck to the other side of pallets" bug and all my hits on vault locations were indeed hits instead of Wesker just bumping into the vaulting surv.

    I left my game opened and played a few matches with him before it crashed and he was "blocked" to me.
    Still, everything I've said above needs to happen.

  • @Sally_S_gay_son said:

    Hi, was it fixed maybe after today's update?

    No, but not only that. Wesker is kill switched now.

  • He is now the only licensed killer that I dislike to go against (except if he's running Mirror or Hair, which means he doesn't have this stupid dash).

    EDIT: Ops. Forgot our friendly neighbor braindead Kaneki. He too.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075619#Comment_4075619

    Equally? No. The catch-up mechanic favors survivors. Its not fair. That's my problem. Killer doesn't get much of anything when they are falling behind, but survivors get a nice speed boost if they fall behind ontop of it only being 8 gens. It should at least be 9 gens. Technically 10 if you wanted it to be fair.

    Don't know if you are aware, but gens in 2v8 have 70 charges, which makes them be the equivalent of basically 6 1v4 gens.

  • @Dinadin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466742/2v8-catch-up-mechanic

    Nothing changed here to last iteration. So this mechanics works in both ways equally. So whats your problem? Do you want to wait even more than 20 minutes as killer cause no survivor wants to play this mode?

    There are indeed players (a lot of them) that will simply want to play if it's braindead easy (which is the state of survivor in 2v8 right now), but the issue with queue times would be drastically reduced if survs could choose their perks from a limited pool (basically all except gen rush and 2nd chance perks). They want/need variety to come to 2v8 and play survivor, which in turns shows that to increase their numbers killer doesn't need to be a miserable experience (which is RN).

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075589#Comment_4075589

    with the cage changes it's even harder to tunnel now. which wouldn't be a problem, but man sprint burst is rough

    The change to the cages is for camping.
    Removing SB on button and increasing gens to actually 10 (even them being only 70 charges) would make me come back to play killer.
    Surv on the other hand… still braindead AF. Boring…

    Yep.
    Nice huh?
    Playing 2v8 as killers is just being a rodeo clown to entertain survs.

  • The issue now is that survs are actively exploiting this mechanic by letting gens 99 and then popping 3 to 5 at the same time to avoid it.
    Doesn't help that they get repair bonus PER hook instead of death and that they just need 6 1v4 gens actually to power the gates. You have to tunnel someone out ASAP because rotating hooks is much more punishing in 2v8.

  • Question: why do you keep bringing 2v8 back if basic issues are still untouched?
    Like why the damn cages can still spawn close to opened gates?
    This is just an example. There A LOT of other things.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075525#Comment_4075525

    If it was only for map traversal and not for chases, they could use a big number, but if it is useable in chase it needs to be lower.

    That's the idea. Map traversal.
    Could even be the 8% (his 2v8 buffs + the 3% from Fearmonger).

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075517#Comment_4075517

    The haste from 2vs8 would probably be too high, but 2-3% woukd be fine.

    Could it be 5%, but only while cloaked AND while not being revealed/stalking and out of chase (because you can enter chase and still be cloaked).

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075469#Comment_4075469

    This is why we react so intensely when PTB changes go into effect. I get the devs say PTB is for testing, but the majority of the time, BHVR completely ignores our feedback. We had an overwhelming amount of feedback regarding the minor tweaks to the weakest killers weren't enough and provided a deluge of suggestions to resolve it. Result? Completely and entirely ignored. PTB may as well just be a teaser of live changes.

    I still don't understand all the resistance to give GhostFace all his 2v8 buffs in 1v4.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075488#Comment_4075488

    If you are truly not being ironic, then killer mains like you are the reason the rest of us killer mains cannot have nice things and are hated by survivor mains.

    The reasons killers can't have good perks/have to be stuck with mediocre ones are called Nurse and Blight.
    Do you really think survs being rewarded for failing is good design? I'm sick of this.

  • It's even better than what we got in PTB.
    Thanks guys. Rewarding ALL SURVS for their failure (losing a chase) with that amount of perma gen progress was nuts.
    I'm not being ironic BTW.

  • @MrBuffalo said:

    I dunno. I kinda feel that we already have enough info. We know when someone is getting chased, someone boon/breaking totems, doing gens (how far the progress is), healing a team mate and self healing. Maybe its not the lack of information and just not understanding what to do with the current information you have.

    The idea is to bridge the gap between SWV and solo Q as much as possible and then buff the killer role as a whole accordly.

    @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075362#Comment_4075362

    Yeah it would help soloq a lot. Lot of soloq games fall apart because noone can get healed and killer gets constant easy downs.

    @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075029#Comment_4075029

    Well this is mostly for when the killer isn't camping cause I've had either nobody goes for the save or everybody go for the save it's just a very messy coordination for solo queue atm and I think should be addressed

    Exactly.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075050#Comment_4075050

    Sounds pretty good. I've always wondered why kindred isn't basekit. One of the reasons solo q games are usually such a disaster is that either noone goes for unhooks and killer gets free hook stages, or multiple ppl mob hook and lose gen time/give up easy hits to killer.

    @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075002#Comment_4075002

    I would be just fine with this. It would basically just be giving solo queue the same info that SWF gets without further boosting SWF. I’d support this much more than basekit Bond which would be a lot more busted and would give SWF a boost as well.

    Great!
    Would be nice if someone from BHVR see this.

    "What about the perk Kindred?"
    Simply delete this. There's already too much crap regarding items, add-ons, offerings and perks, specially in the survivor side.

  • @HoodedWildKard said:

    Basekit bond is too much. Swfs have an advantage with communication but dbd maps aren't great for callouts beyond major ones like main and shack etc. It doesn't really compare to full surv aura reads all the time.

    Basekit empathy might be ok to let solo q players get heals a little easier. Perhaps highlight gens that are being worked/show progress on them.

    @AGM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075002#Comment_4075002

    I really wanted this for a while, but now that your fellow survivors can tell if the killer is camping based on the anti-camp bar I feel like a slightly more imperfect means of coordination would be more appropriate.

    @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466681/now-that-we-know-the-killer-will-only-be-revealed-after-the-first-injury

    Base kit bond well beyond sharing info as an swf. It gives people picfure perfect information. At best in an swf you csn give a general idea where youre at, but k owing exactly where people at every corner at every moment with 100% accuracy is just too much free info that is well beyond the scope of swf. Even in SWFs, how many times have you had trouble trying to find exactly where someone is to get a flashlight save? Uncertainty is part of the game.

    Makes sense.
    Something between map wide Bond and nothing then.
    Maybe basekit Kindred minus killer aura and always show gen auras that have survs working on them to avoid deliveries?

  • @ShanoaLegendaryPlz said:

    What would the change to 'Bond' be?

    No idea.
    This would also make the base function of the new Keys useless.

  • Crow and Rat need to go.
    PERIOD!

  • Why do you think Wesker is botton tier in Asia? Because players there tend to avoid "exploitive" playstyles out of a sense of sportsmanship or a preference for "clean" mechanics there.
    Wesker's power is pretty much useless in A LOT of structures without you sliding on them like a piece of soap.

    What people fail to understand is that by exploiting these bugs and saying they make Wesker good to play or that these are part of his kit makes so that we'll never get what he really needs: tweaks to his power like:

    -3 dashes.
    -Make his dashes don't have collision with the environment at any point while Wesker is dashing.
    -Being able to cancel the 2nd dash.
    -Shorter cooldown to his tokens.
    -Press Power 2 to instantly stop carrying a surv and throw them at something.

    Not all of these need to be added and I'm sure there's other things that could be done to improve his power. I was just brainstorming ideas to make him better.

  • HUNK being a skin for Legion is already offensive and disrespectful enough for HUNK.

  • @Mikeadatrix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466050/adding-elvira-as-a-survivor

    The odds are she'd be a Killer or Trial Announcer like Tryks was. As @MagixD said, she's unfortunately off the table entirely due to the way DBD depicts their Survivors and what they go through.

    Elvira as a DbD hostess that would comment the match progress by making jokes as a feature you could turn on/off?!
    COUNT ME IN!

  • @BongoBoys said:

    Did the Devs confirm he will receive an addon pass as well?

    Nops, but they also, for example, didn't reveal what exactly they are changing with GF, Wesker, Bubba, etc.
    MAYBE an add-on pass is included as well.

  • A Blight main passed through here and downvoted all replies XD.

  • @Mysore said:

    These nerfs to Blight are pointless unless they also nerf Rat and Crow. There’s no way to counter a Rat and Crow Blight that hits the 5th bump—it’s so fast that it leaves no room for a counterplay.

    EXACTLY why I'm asking. :)
    He's already too fast without those.

  • @BongoBoys said:

    Look while I agree SB is too strong and that they should add more gens to the total we gotta realize that it has to be a Survivor sided mode to fill the 8 slots needed to be able to play

    Not exactly.
    Survs need more variety, not being too easy.
    BUT taking away SB on button and doing something about gens would DEFINITELY made me try killer again.

  • @Rokku_Rorru said:

    What are these comments, everything except the sprint burst statement is REALLY out of touch I'm sorry.

    You don't need to play the mode, loads of people enjoy it and not everything needs to be tailored to you lmao

    Killer queue is oversaturated anyways, and probably will be when queue while you wait shows up to 1v4 as well

    You know that survs just need to do the equivalent of 6 1v4 gens, right?
    It is possible to win as killer, but it's so stressful that isn't worthy playing. You have to tunnel as a deranged man too since each HOOK, not KILL increases their repair speed.

  • @100PercentBPMain said:

    coming out and saying legion is too much of an issue(more of a low mmr issue but I digress) but team wide sprint burst is a-ok strikes me as ridiculous because I know it all boils down to queue times. honestly just make the 2v8 killers bots at this point and spare us all the queue time troubles.

    id rather have disabled Oni he's 0 fun in 2v8. legions just a harmless support killer who made the role bearable for your duo who mains survivor. they're way more enticing than wraith

    At least they said they are nerfing Oni.
    Let's see if it's enough, but still no reason to play killer in 2v8. I like your idea of replacing them with bots.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068770#Comment_4068770

    The problem is that all Killers are allowed to use all Perks. Ideally they would change the Perk System in a way that you cannot run strong Perks on strong Killers. Quad Slowdown on a Trapper is fine and most likely needed. Quad Slowdown is neither fine nor needed on a Blight.

    I always hoped they would at some point include a Point System. And each Killer gets a Point Value and each Perk gets assigned Points. E.g. Nurse would have the lowest Point value, which would mean that she either can equip one strong Perk and nothing else or 4 weaker Perks.

    A Trapper on the other hand would have way more Perk value and could basically equip any Perk he wants.

    That or make perks work like the scrapped anti tunnel feature that was weaker for top tiers.
    Like Trapper or GF could use Pain Res for 25% while Nurse and Blight would only have 10%.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068710#Comment_4068710

    i just watched your vid and your team wasn't reading the hub even you were running around when the kate was in chase healthy until being injured you were looking for an emp instead of going for the gate and vise versa with the kate and especially the dwight who just was messing with the emp most of the time not to mention got the singularity dedicated a build solely to that and killed the obsession at the start so remember me would proc

    Solo Q issue man. 😂😭
    Seriously, I'm tired of killers having mediocre or bad perks because of Nurse, Blight and Spirit. Lary required some skill before, but now even an inept as myself can play and win games with this crap.

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